Commit Graph
6 Commits
Author SHA1 Message Date
Da Cool BossandGitHub c093237609 Renames characters in dark matter singulo description (#87673)
## About The Pull Request
The dark matter singularity and its toy have long quotes in the examine
text. This doesn't change the quotes themselves, but changes the name of
the characters in the attributions. "Miles O'Brien" is now "Tenshin
Nakamura", that surname implies a connection to the ingame faction
Nakamura Engineering. "Jadzia Dax" if now "Huey Knorr" because it sounds
a bit like 'who knows'.
## Why It's Good For The Game
These were changed in #75133 to remove references to player names. I
don't disagree with the reasons for changing them, but the replacements
were half-assed. Just names of characters from Star Trek. Muh immersion.
## Changelog
🆑
spellcheck: Changed names in the description of dark matter
singularities and their toy version.
/🆑
2024-11-07 05:08:44 +01:00
0a1e241b03 Fixes Dark Matter singularity getting stuck on other z levels. (#87113)
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-10-10 21:15:05 +02:00
TimandGitHub 9c98096d50 Add No Escape Final Traitor Objective (aka Singularity Shuttle Event) (#86796)
## About The Pull Request
This is a remake of:
 
- #77188 
- #86655

Both were DNM'd due to a lack of difficulty requirements for spawning a
singularity as a shuttle event.

---

**No Escape - Final Traitor Objective:**

- Spawns a special singularity beacon, syndicate inducer, and wrench.
- The beacon must be powered with an inducer and planted on the shuttle
to work.
- The beacon slowly increases the chance of a massive STAGE SIX (11x11)
singularity to appear (1% every 8 seconds)
- The beacon can be turned on at any time, but will only increase the
chance while on the shuttle and if it is in transit
- After 5 seconds the crew gets an announcement that a singularity is
approaching and has an extra minute of transit time due to time dilation
- If the beacon is turned off or destroyed it decreases the probability
by the same rate. (-1% every 8 seconds)
- If the beacon is spaced while active it decreases the probability by
x2 rate. (-2% every 8 seconds)
- If the singularity is spawned while the beacon is disabled or spaced,
there is a chance for it to not directly hit the shuttle (but since it's
so big it will likely brush against the side)

To prevent the singularity from instantly appearing and to give the crew
a chance to react, it starts with a negative probability that takes 15
seconds to reach 0%. Deactivating, destroying, or spacing the beacon
will slowly reverse the chance but it's not an instant guarantee. So the
longer you wait to act, the worse your chances are!

I cleaned up quite a bit of the singularity code while I was working on
this.
CC @Time-Green  @MrMelbert 


## Why It's Good For The Game
There have been several attempts to add a singularity shuttle event that
could be triggered but it was deemed too chaotic or the requirements too
easy so they were restricted to admin-only events. Making it a final
traitor objective, sets a high requirement that must be achieved before
activating it as a doomsday event. It also gives the crew a chance to
intervene and stop the event before disaster strikes.

It's similar to a syndicate bomb ticking down while on the shuttle that
serves to be climatic.

## Changelog
🆑
add: Add no escape final traitor objective that spawns a stage six
(11x11) singularity shuttle event.
/🆑
2024-10-06 11:23:20 +02:00
san7890andGitHub 1b5c0489a4 ex_act() will work on basic mobs again (lol) + Unit Test (#74953)
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.

I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.

Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game

i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.

also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
2023-05-03 14:56:46 +00:00
IamgoofballandGitHub 74a7d16102 Removes player references (#75133)
🆑
fix: Removes player references.
/🆑
2023-05-03 12:01:58 +12:00
tralezabandGitHub c0ef4ba907 Adds the Dark Matt-eor when you emag a stupid amount of meteor shields + lots of meteor file sorting + qol + dark matter singularity + dark matt-eor summoning final traitor objective (#74330)
## About The Pull Request

<details>
  <summary>Dark Matt-eor Image</summary>
  

![image](https://user-images.githubusercontent.com/40974010/228368755-34ae5f89-e1bb-498b-bbf8-a14ff4240dc0.png)

</details>

> A barely visible blur in the cosmic darkness, like a ghostly shadow on
a moonless night. A piercing howl in the vacuum of space, as if it were
tearing the fabric of reality. A twisted halo of light around it,
bending and breaking the rays of distant suns. A shower of quantum
sparks, flickering and fading in its wake. A dark matter meteor (dark
matt-eor) is a wonder to witness, and to dread.

> A sudden impact, like a hammer blow to the heart of the station. A
violent tremor, shaking and shattering the metal walls and windows. A
deafening roar, as the air rushes out of the breached hull. A blinding
flash, as the dark matter meteor unleashes its hidden energy. A tiny
black hole, forming and growing in the center of the station. A
relentless pull, dragging everything towards the abyss. A dark matter
meteor is incredibly deadly.

Emagging too many meteor shields will summon a dark matt-eor. This comes
with several warnings, and after awhile, warns the station that someone
is trying to summon a dark matteor.

The dark matt-eor itself is not that damaging in its impact, but drops a
singularity in its final resting place.

## Why It's Good For The Game

It's a new way to terrorize a round as an antagonist. Before, emagging a
lot of meteor shields would basically make meteor showers the only event
that can run, which is cool, but since constant meteor waves are going
to destroy the station, let's also throw in the mother of all meteors!

This also adds warnings to spamming emagging meteor shields, which imo
needs it. The round ends when someone spams emagged meteor shields, and
since they're meteor shields nobody is going to reasonably check on
them.

## Changelog
🆑
add: The dark matt-eor
add: Summon a dark matt-eor final traitor objective
add: Dark matter singularity variant, which can't grow as big as a
regular singularity but hungers for blood
code: cleaned up/sorted meteor shield code, satellite control, and more
qol: added a lot of feedback to interacting with meteor shields
balance: emagging a lot of meteor shields warns the station, but
emagging enough of them summons a Dark Matt-eor.
/🆑
2023-03-29 19:48:15 +00:00