## About The Pull Request
`create_from_ghost` can be called from stuff like... dynamic executing a
ruleset, so putting a sleep/user input within it causes problems
So I refactored ghost spawns a fair bit, creating a clear delineation
between where you can and can't put user input
## Changelog
🆑 Melbert
fix: Pirates will no longer randomly spawn as human
fix: Servant Golems have numbered names again
refactor: Refactored ghost spawns (like spider eggs or pirate spawners),
report any oddities
/🆑
## About The Pull Request
When take a ghost role from a ghost role sleeper, if you became a ghost
by observing you will be offered the opportunity to spawn in as your
static. Obviously if you joined the round normally or have already
spawned in as a ghost role you won't be prompted. No cloning yourself
allowed.
Not every ghost role allows this, and you won't get the prompt if your
static is a race that breathes plasma (basically just those purple
skeletons) because that opens up a giant can of worms. However, you
_will_ get the prompt if you are playing as any other race. (I'm pretty
sure every ghost role has power for ethereals besides ashwalkers but
that's not one of the ghost roles that lets you spawn as your static for
super obvious reasons)
Some ghost roles, like pirates, will allow you to spawn in as your
static but overwrite your name.
## Why It's Good For The Game
Felinid comms agent felinid comms agent felinid comms agent felinid
comms agent felinid comms agent felinid comms agent felinid comms agent
felinid comms agent felinid comms agent felinid comms agent felinid
comms agent felinid comms agent felinid comms agent felinid comms agent
## Changelog
🆑
add: You may now spawn in as your static when picking a ghost role
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of
It's an easy domain because
- You have quite decent armor,
- The mobs are pretty unintelligent,
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it
Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.
<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>
2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one
## Why It's Good For The Game
1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people
2. You don't feel remorse for killing people in video games, right anon?
## Changelog
🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt"
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
## About The Pull Request
Simple enough. This domain used just plain ghost spawners from the
lavaland ruin previously.
Now, it has `temp_body = TRUE`, allowing ghosts to return to their
original body after leaving the domain
_Alongside this it has unique little descriptions to cement it as NPC
actors_
This also adds a new `antag` variable to virtual_domain spawners, which
decides if they get the hunt-bitrunners antag datum _(default True, in
this case False)_
<h5>I did notice a few bugs while testing this, namely that temp_body
doesn't always work? I'm not coder enough to hunt down why and fix it
though... the two cases I noticed will be made into a bug report.</h5>
## Why It's Good For The Game
It feels weird that there's this temp_body ghost spawner stuff for
bitdomains, but it's not used in **all** the bitdomains. They don't last
that long, making them permanently kill old bodies feels odd.
This also sets up an easy var for other bit ghostroles to use if they
aren't explicitly antags hunting bitrunners, and don't need an antag
datum.
<img width="853" height="449" alt="image"
src="https://github.com/user-attachments/assets/d5761ac1-25bd-4ee5-b281-14fe4392479e"
/>
## Changelog
🆑
qol: made the Beach Bar bitdomain ghostrole spawners keep your old body
revivable (as other bitdomain spawners do)
/🆑
## About The Pull Request
There are a couple of cases where ghost roles that give the temporary
body component prevent you from returning to the round when they really
shouldn't. The particular cases are:
- You entered a temporary body while you had no body, but could be
recovered via means such as podcloning
- You enter a temporary body, and while in that body, your original body
is permanently removed while your mind could be recovered via means such
as podcloning
- Basketball
This PR addresses those cases by allowing the temporary body component
to operate with a null `old_body`, and allowing the temporary body
component to be given to ghosts whose minds don't have bodies.
## Why It's Good For The Game
Erroneous DNRs caused by code oversights are probably very undesirable
to the playerbase.
## Changelog
🆑
fix: Joining a minigame or taking certain ghost roles, while you have a
mind without a body, will no longer DNR you, just in case you can be
resurrected by some means.
fix: If your old body is permanently destroyed while you are playing a
minigame or as certain ghost roles, you will still return to your
character's original mind, just in case you can be resurrected by some
means.
fix: The basketball minigame now gives its players and referee temporary
bodies.
/🆑
## About The Pull Request
On a downstream, we have an antagonist, that is a less competent
wizards. This antagonist's preview outfit has a beer bottle in their
hand, which has caused runtimes, as the bottle did not have any reagents
instantiated, and it tried check its length for sloshing. After putting
in a check for the `initial` argument of `on_equip`, I have noticed that
the problem goes deeper: the various procs that handle putting something
in your hand do not pass along if the items is put in your hand as a
preview or not. This PR adds a new optional var to these procs, ensuring
that unwanted behaviour during previews won't trigger.
I also swapped `visualsOnly` to snake case, as it looked inconsistent
with the rest of the code style.
## Why It's Good For The Game
Making the argument that ensures avoiding side effects during previews
work with all kinds of items is good.
## Changelog
🆑
fix: if an outfit puts a reagent container in the preview dummy's hand,
it will not try to slosh
code: outfits putting items in your hand will respect the visual_only
argument
/🆑
## About The Pull Request
Adds `/datum/outfit/virtual_pirate` that's the pirate outfit minus the
headset
## Why It's Good For The Game
Virtual pirates shouldn't have syndicate headsets because that might
cause problems for if a bitrunner kills them and loots the headset,
gaining access to syndicate channels.
Fix: #86785
## Changelog
🆑 Goat
fix: Virtual pirates were yelled at by the virtual syndicate and no
longer have virtual syndicate headsets.
/🆑
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request process. -->
## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.
Changes:
1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything
Misc organization:
- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.
How bitrunning deathmatch works:
- Temporary spawners are offered to both ghosts and bitrunners.
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.
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## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.
This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
## Changelog
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🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑
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## About The Pull Request
See changelog for shortlist
1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min
> [!NOTE]
> File diff: removed a map
## Why It's Good For The Game
Closes#83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.
I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
## About The Pull Request
This touches up on the bitrunning ghost roles that come with some maps,
namely Corsair Cove and Syndicate Assault.
The gist of it is: Ghost role spawners and Digital Anomalies (the random
event boss mobs) are now restricted from entering the VDOM safehouse,
and other areas where critical equipment is stored.
Here's an example from Syndicate Assault -- The X-ed out area is
considered "out of bounds" for digital anomalies/ghost roles:

Additionally, this also fixes the matter of pirate ghost role spawns
creating their own antag datum/pirate team, which would carry into the
roundend report. Since these are no longer legitimate pirate spawners
and are now specifically designed spawners for virtual domains.
Naturally, emagging the server jailbreaks all of these restrictions and
notifies any virtual entities.
The new subtype of spawners should also be scalable enough that new
VDOMs should be able to implement new ghost role spawners with ease.
## Why It's Good For The Game
It's one thing to have sentient mobs to fight, which can shake up the
otherwise somewhat static nature of bitrunning maps, but when players
are tossing equipment, spawncamping, or otherwise making it impossible
for the runners to fight them it ends up being unfun for everyone
involved. You can't get into a good fight with a bitrunner avatar if
their only recourse is to wipe the map and everything (YOU) in it.
This ensures a level of fairness between the (typically vindictive)
ghost roles of a VDOM and the players.
Also, pirate spawns don't make a new pirate team/datum. That's one of
the fixes I was aiming for with this.
## Changelog
🆑 Rhials
balance: Virtual domain ghost roles can no longer enter the
safehouse/"equipment" areas of a domain.
fix: Pirate virtual domain ghost roles will no longer make a pirate team
antag datum.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>