## 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)'
/🆑
## About The Pull Request
What it says on the tin. Mobile anomalies still spawn in and around the
ruin, but never bioscramblers.
## Why It's Good For The Game
A) These fucking things cannot be disabled by conventional means. It
needs anomaly research.
B) They drift through space away from the ruin literally every single
time the ruin spawns. They are meant to be an environmental hazard for
the ruin, not for the entire playing space because a remote ruin
spawned.
C) Because they are not blocked by walls, they will keep drifting until
eventually arriving on the station, where they will stay there.
Typically occupying a space perpetually until a scientist comes and
fixes the problem with their anomaly neutralizer.
The only reason this happened was because of bioscramblers being
reworked into the state they are now. I don't imagine the original
creator intended for the ruin to create problems for the wider round
like this.
## Changelog
🆑
del: Mobile hollow bioscramblers no longer spawn from the anomaly
research ruin, sparing everyone from the inevitable unannounced arrival
of a permanent hollow bioscrambler aboard the station. You maybe still
encounter immobile bioscramblers in the ruin, however.
/🆑
## 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>

</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.)
/🆑
## About The Pull Request
See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode
## Why It's Good For The Game
We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.
## Changelog
🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑