Commit Graph
15 Commits
Author SHA1 Message Date
BloopandGitHub 183c5af2e4 Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366

Eliminates worries over virtualspace currency being sent to real
accounts.

When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:

<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>

Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:

It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.

In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).

<details> <summary> Working as intended </summary>

<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>

<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>

</details>

## Why It's Good For The Game

Fixes an exploit, improves the area flags situation slightly.

## Changelog

🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
2025-11-22 12:24:41 -07:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
carlarctgandGitHub d7460f97d7 Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. (#88756)
## About The Pull Request

Adds a new area flag, LOCAL_TELEPORT.

This flag allows teleports ONLY in the same area that the teleport is
used. This allows for short range hijinks without enabling long range
exploits, and thus it's given to DMs and domains.

Changed almost all area_flags & NO_TELEPORT checks to use
check_teleport() (as now areas may use local_teleport instead, and this
lets them check for multiple things instead)

Thus I re-added Void Phase to the heretic scribe in DM and shuffled some
stuff around

(realizing now i neglected to doublecheck if blade breaking tps you to
station. need to check just in case)
## Why It's Good For The Game

It sucks you can't use teleporting abilities in temporary areas, so this
is a good way to allow this to still happen without opening the way for
gamebreaking exploits.
## Changelog
🆑
code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and
deathmatch arenas.
code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok
map.
/🆑
2025-01-06 08:55:58 -05:00
TimandGitHub 6da4462e14 Fix gravity for areas in space near station (#88176)
## About The Pull Request
- Fixes #76827

This removes gravity from the following areas:
- Solars
- Nearstation
- Space
- Ordnance bomb testing

##### Note - Asteroid areas (Tram) or planet areas (Ice) are not
affected.

<details>
<summary>Examples of outside gravity turfs</summary>


![dreamseeker_Mml3HmRaIK](https://github.com/user-attachments/assets/b6e410b7-e242-4c77-8cc8-34e15bd96b42)

</details>

Now stepping on floor plating in those areas will result in mobs
drifting. (like they do inside the station when gravity is offline)
Stepping on or near catwalks, lattices, or walls stills controls your
movement. Also refactored a little bit of the `has_gravity` code to use
defines instead of `TRUE/FALSE`.

## Why It's Good For The Game
Consistency. Mag boots are highly recommended when performing EVA.

## Changelog
🆑
fix: Fix gravity for areas in space near station (solars, nearspace,
bomb testing, etc.)
/🆑
2024-12-06 23:02:21 +01:00
carlarctgandGitHub d33660e716 Ragnarok/Lattice/Species post-merge tune-up (#86606)
## About The Pull Request

### Ragnarok

- Uncomplicated the arena. The center area's river has been muddied
over, the bonfires have been made dense, the ants on the ground
everywhere have been removed.
- The Warrior's loadout has been simplified, removing any Ash aspects
and making it more concise and understandable.
- The Scribe's loadout has also been simplified, and given an additional
rifle clip. (Yes, it's a clip.) It lost cosmic expansion and the
pacifism mansus, but gained mind gate and some formerly bugged labyrinth
handbooks.
- The Crusader should be able to adjust their nullrod now.
- The Rat'var Apostate's beakers are now named so people other than me
can get the joke.

### Lattice
- Unbreakable lattices are now actually unbreakable and can't be snipped
into nothingness.
- Added true invis walls to the edges.
- Moved spare rods to the pockets.

### Species
- Added no_smoothing to the funny, so it's actually hidden now.
## Why It's Good For The Game

Time playing these ingame has shown some oversights and imbalances.
Ragnarok in particular was far too overcomplicated and indulgent to the
detriment of gameplay. Too many things - ants, rivers, bonfires, spells,
it was cloying. I toned this down a lot here to make the arena more fun.
We still do need a way to pre-bind spells but out of scope.
## Changelog
🆑
balance: - Uncomplicated the Ragnarok arena. The center area's river has
been muddied over, the bonfires have been made dense, the ants on the
ground everywhere have been removed. The Warrior and Scribe have had
their loadouts simplified.
qol: - The Rat'var Apostate's beakers are now named so people other than
me can get the joke.
fix: - Unbreakable lattices are now actually unbreakable and can't be
snipped into nothingness.
fix: - Added true invis walls to the edges of Lattice Battles. Moved
spare rods to the pockets.
fix: - Species Warfare: Added no_smoothing to the funny, so it's
actually hidden now.
/🆑
2024-09-29 16:38:09 +02:00
SmArtKarandGitHub e9ec03c72f Deletes teleport subtype of deathmatch area, removes consoles and gascanisters from species deathmatch. Changes some loadouts. (#86008)
## About The Pull Request

Deletes /area/deathmatch/teleport to prevent possible fuckups from
mappers in the future, this only affects Ragin' Mages as Ragnarok
already got its share of punishment. Species Warfare had
***functional*** robotics, RD and comms consoles so now all consoles
have been replaced with base /obj/machinery/computer which does nothing.
Additionally, removes all atmos-related things from it (canisters left
in atmos are cosmetic and fully empty) - we do not need additional
performance losses from already bad enough deathmatch.

To compensate for the changes, base wizard loadout had their jaunt
replaced with fireball and heretics got cone of cold and cosmic
expansion instead of ash jaunt and void phase.

## Why It's Good For The Game

Deathmatch already has a hefty performance impact on the server and we
do not need to worsen it with atmos stuff. Teleport areas are a
nightmare to deal with and leave a possibility of people either getting
stuck in walls or escaping the area entirely which is a nightmare
scenario. And being able to interact with the station through functional
consoles is almost as bad.

## Changelog
🆑
fix: Removed all ways of teleportation from deathmatch and replaced all
consoles on a certain map with non-functional variants. Loadouts have
been adjusted to account for this.
del: Species Warfare no longer has atmospherics-related equipment on it.
/🆑
2024-08-24 23:44:47 +01:00
carlarctgandGitHub 2f69fe6190 Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request

Adds three new deathmatch maps.

### Important nonDM Balance Changes

Cult daggers fit on belts.

Heretic blades fit on belts.

Veil shifters fit on belts.

I really don't know why these didn't, it makes inventory management
rather annoying at times. It also screwed my loadouts over.

Cursed Blades fit on cult robes. They're cult equipment after all.

Bronze suits fit toy watches!!

### Ragnarok


![ragnarok](https://github.com/user-attachments/assets/b20b0974-b1e3-4d1f-9c46-03c56da3eebf)

A vicious battle in the jungle, between the three major religious sects:
Prove your deity's might! And try not to upset any primates. Or fall
into the chasm.

Going clockwise:

**Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword,
and some bolas, this cultist has a 'well-balanced' set of equipment to
annihilate their opponents.

**Cultist Artificer**: This set harnesses the blood magicks - with
spells of stunning, blood rites, and ranged hallucinations, with a
wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes
to finish the look.

**Holy Crusader**: Nullifying most, but certainly not all, of the
fearsome arsenal of the opponents with the null rod at their belt, the
Crusader packs a dangerous claymore and armor to protect them from the
demons.

**Rat'var Apostate**: Hey, what's that guy doing there in the dark? They
don't have any magic because their god is Fucking Dead, but they're
still going to show up for a token effort. Good luck!

**Heretic Scribe**: This mad soul wields an antique rifle and an
assortment of other dangerous relics, with a set of magic geared towards
staying far apart, picking enemies off from range and evading their
attacks for the final blow.

**Heretic Warrior**: With the deadliest of Mansus Magic at their
disposal, this warrior is only limited by their ability to juggle all
their spells at once - don't get overwhelmed sorting your spells while
an Invoker runs at you with a sword and shield and makes you cry
yourself to death.

### Lattice Battles


![spleef](https://github.com/user-attachments/assets/03391656-4544-4230-8a40-ab6349a1458c)

A fresh change of pace: In this pacifist map, the only way to kill your
opponents is to snip the lattices and catwalks from under them. Watch
your step.

### Species Warfare


![species_warfare](https://github.com/user-attachments/assets/35b4acc5-10db-403b-ac0f-78fac8d41e8a)

Prove the might of your static by duking it out with every other kind of
crewmember out there. Features a messy dorms, a ticking-timebomb atmos,
a rather sterile robotics, a slippery closet, a fluffy medbay, and an
energetic bridge.
Mirror Shields now shatter on throw (which stuns and hurts)

## Code changes

Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC.
Added these as an OR to respective IS_X checks. Added new GET_X checks
for them, which do not check the trait.

Tidied up the file those are in.

Added belt_contents() to outfits, but it dosen't work....

Added a heretic rust sister-type to rust walls and floors.

Fixed a typo in cult ascension.

## Why It's Good For The Game

These maps all aim to do something interesting and unique with DM rather
than the usual deathfest and hugging of random crates.

Ragnarok allows players to practice unusual and rare magical mechanics,
similar to Ragin' Mages.

Lattice Battles adds SPLEEF to the game, which I think is awesome.

Species Warfare is, I think, fun and funny. Each 'department' has
incredibly chaotic and thematically-appropiate content for the species
its meant to symbolize, and I look forward to the chaos that every round
in it is inevitably going to have.

> Mirror Shields now shatter on throw.

I'm surprised they didn't! Since they aren't used anywhere I can do what
I want with them.

## Code changes

> Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC.
Added these as an OR to respective IS_X checks. Added new GET_X checks
for them, which do not check the trait.

I think this is a clever solution to the problem of 'what if I want
someone who acts as the antag, but isn't?' Some procs do need the datum
to modify it, so there's GET_X, but those aren't common and don't seem
likely to be an issue.

> Added belt_contents() to outfits, but it dosen't work....

Help would be very much appreciated, I don't know what I'm doing wrong
here. It's only used for the heretic scribe's unfathomable curio.
Some post-PR cleanup coming up.

## Changelog
🆑
add: Added three new DM maps - Ragnarok, Lattice Battles, Species
Showdown.
/🆑
2024-08-19 13:47:27 +00:00
jimmylandGitHub 539bc1bf8d some deathmatch fixes (#84472)
## About The Pull Request

firstly and most importantly polymorphing works now
fixes field gens in OSHA Violator
map names are sorted alphabetically
binary chat may not be used in deathmatch arenas
Chef and Clown final destination loadout names were renamed to avoid
confusion with loadouts of the same name


## Why It's Good For The Game

fixes #82791
fixes #82802
a feature of a deathmatch map working is good
loadout confusion = bad
also i guess sorting the list looks cool

## Changelog
🆑
fix: deathmatch OSHA Violator map has actually functioning field gens
now
fix: being polymorphed in deathmatch does not count you dead
fix: deathmatch cyborgs may not talk in binary
qol: deathmatch map names are sorted alphabetically
spellcheck: deathmatch final destination clown and chef loadouts have
been renamed to avoid confusion
/🆑
2024-07-03 22:48:43 +02:00
909256caa4 Takes the ABDUTOR_PROOF flag out back (#83958)
## About The Pull Request
Basically the title, Abductors can no longer teleport into NOTELEPORT
areas except for the abductor ship. This now also removes the
ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored
areas

fixes https://github.com/tgstation/tgstation/issues/83844
## Why It's Good For The Game
Abductors shouldnt kidnap people in centcom
## Changelog
🆑
fix: Abductors can no longer teleport into Centcom
remove: Brutally murders the ABDUCTOR_PROOF flag
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2024-06-14 20:38:10 -04:00
jimmylandGitHub 4bf208a0c0 trainship hijack deathmatch map (#82933)
adds the Trainship Hijack deathmatch map

it is a few flying trains in Tizira being boarded and stuff by cowboys
its pretty cool i think

also allows changing turf reservation type of lazy templates
2024-04-30 07:34:53 +00:00
NameandGitHub 35114cb487 Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.

Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.

The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
2024-04-19 17:58:45 -04:00
SomeRandomOwlandGitHub 0617369924 Suppresses excessive logging that results from fights in the deathmatch (#82096)
## About The Pull Request

So this is a PR i have had testmerged downstream for like a month now
because deathmatch SPAMS the hell out of admin logs. This makes doing
admin work kinda annoying when all the useful logs are drowned out by
people trying to smoke each other to death endlessly. I don't know how
bad the problem is upstream, but I'd imagine TG admins would likely
express the same gratitude to have less active logging in game, in the
case something important happens that they need to see.

This should still keep logging things to the actual log files so the
logs will still exist, but this merely suppresses the massive spam of
logs that admins actively see.

## Why It's Good For The Game

Lets admins do their job a little bit better being able to see when
things happen in the logs. Deathmatch logs can be rather disruptive
towards admins.

## Changelog

🆑 SomeRandomOwl
admin: Deathmatch Bombs, Smoke, and Liquid floods are now suppressed in
the logs and will not actively spam admin logs.
code: adds a area flag to suppress logging for floods and bombs
/🆑
2024-03-19 19:38:29 -06:00
jimmylandGitHub 7e03599010 [no gbp] marks deathmatch areas as NOTELEPORT, and abductor and event proof (#81557)
## About The Pull Request

marks deathmatch areas as NOTELEPORT, and abductor and event proof

## Why It's Good For The Game

ok just incase they shouldnt be able to get out of here
2024-02-20 12:20:27 -06:00
jimmylandGitHub f1e49f1f94 [no gbp] Removes unused proc from deathmatch, deathmatch has 8 seconds delay as to not give lighting a stroke (#81549)
## About The Pull Request

removes an unused proc, and spawners should be slightly more reliable

deathmatch now has a 8 second delay before spawning you in as to give
lighting and smoothing a breather
the match being in progress is now shown in lobby UI

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/70376633/8a275232-e186-4685-ab28-94c077532870)

also unused proc bad

## Changelog
🆑
code: deathmatch lobbies take 8 seconds to start as to give lighting a
breather
/🆑
2024-02-19 13:50:30 +01:00
54192fda81 deathmatch (#81444)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/70376633/44f1d1af-2cd6-4e69-a13e-6d2a663d668d)

adds a deathmatch minigame, a port and slightly redone version of the
aetherstation deathmatch (by TheChosenEvilOne)
the goal is to kill everyone else with loadouts

## Why It's Good For The Game

CTF sucks and this is probably better to filter out the bloodthirsty
terry players anyway

## Changelog
🆑
add: deathmatch minigame
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-18 03:39:00 +01:00