64 Commits
Author SHA1 Message Date
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
YobrocharlieandGitHub c83a070266 First new gateway in a year. (#93894)
## About The Pull Request

This PR adds a new gateway with not too much threat a, a little bit of
reward more often in the form of gimmicky items or armor.

credit to https://github.com/NovaSector/NovaSector/pull/4880
For the gun and sfx sprite
## Why It's Good For The Game

The gateway system is about as decrepit and old, the last gateway that
was added was the museum which was made by somebody who would short
after receive a rule 8 ban and plus that away mission is a neat scenery
and has a lot of cool locations to look at but it has no loot, and you
know what? that's okay and it achieves what it sets out to do
beautifully, but if we discount that one for that reason alone (which
for the record is a bad reason to discount something) then the last
gateway that was added and that stuck was added in 2018? and it was
snowdin? I dont actually know, correct me on this. But basically, more
content good.

## Changelog

<details>
<summary>Screenshots/Videos</summary>
<img width="862" height="431" alt="image"
src="https://github.com/user-attachments/assets/d56add04-4b8c-4cd0-be7f-36d895e43868"
/>
<img width="654" height="665" alt="image"
src="https://github.com/user-attachments/assets/1ccd15c4-5c31-4b00-b5f8-9a662efa3436"
/>
<img width="651" height="571" alt="image"
src="https://github.com/user-attachments/assets/08ab4c1d-d9d0-413c-bc02-a3c51eda8761"
/>
<img width="1177" height="172" alt="image"
src="https://github.com/user-attachments/assets/8df5e28d-5041-4676-8370-b8ab351f5b52"
/>
<img width="850" height="586" alt="image"
src="https://github.com/user-attachments/assets/c03e6cbe-b290-421e-bbed-80a203221de4"
/>
<img width="1248" height="912" alt="image"
src="https://github.com/user-attachments/assets/aa3c415d-52de-46b9-b317-e397b481b1b7"
/>
<img width="885" height="697" alt="image"
src="https://github.com/user-attachments/assets/dd96d364-deae-4c56-9fc1-68b5e738ef4a"
/>
<img width="1284" height="646" alt="image"
src="https://github.com/user-attachments/assets/b433f591-d92f-4bea-921c-b231fce2e7d9"
/>

also NO you cannot make the sm sword using the slow recharge shrink ray
<img width="621" height="240" alt="image"
src="https://github.com/user-attachments/assets/75f7d235-33c2-424e-9260-a3cc8c931ab9"
/>
</details>

<details>
<summary>Documentation of all notable loot 11/8/2025</summary>
  /obj/item/clothing/shoes/gunboots/disabler
/obj/item/gun/energy/shrink_ray/one_shot (A shrink way that has a long
recharge time and can only shoot once)
  /obj/item/slimepotion/lovepotion x 2
  /obj/item/slimepotion/genderchange x 1
  /obj/item/slimepotion/slime/mutator
  /obj/item/gun/energy/disabler/smoothbore
  /obj/item/gun/energy/alien/zeta
  /obj/item/gun/magic/midas_hand
/obj/item/autosurgeon/xeno (A autosurgeon that only allows xenomorph
organs, here because it looks unique)
  /obj/item/organ/heart/gland (abductor organs, random.)
  /obj/item/organ/eyes/corrupt
  /obj/item/organ/appendix/corrupt
  /obj/item/clothing/suit/utility/radiation/cbrnsuit x 2
  /obj/item/clothing/head/utility/radiation/cbrnhood x 2
  /obj/item/clothing/gloves/combat x 4
  /obj/item/clothing/shoes/combat/swat x 2
  /obj/item/clothing/mask/gas/atmos/glass x 2 

/obj/item/clothing/under/rank/engineering/atmospheric_technician/nova/utility/advanced
  /obj/item/gun/ballistic/automatic/wt550/p90 x 2
  /obj/item/ammo_box/magazine/p90_mag x 14
  /obj/item/gun/energy/modular_laser_rifle/carbine x 2
  /obj/effect/spawner/random/armory/laser_gun
  /obj/item/grenade/c4 x 3
/obj/machinery/deployable_turret/hmg x 3 (you think these are good, but
they're not, they are really not, they're only good if you hit somebody
with them when they're not expecting it, otherwise people will simply
just avoid it, or if your being defensive of an area this thing will
have you just be a beast.)
/obj/machinery/mounted_machine_gun x 8 (But with no ammo, so theyre only
setpieces, okay well there IS ammo on the map but its anchored, and
theres no way to unanchor anchored items, if fallout thirteen players
cant do it over the course of 4 years then tg players sure cant.)
  
Also hello there it looks like you actually read this section, if you
have dont worry, this PR wont get merged, why? I dont want to salt about
that here.
</details>

🆑
map: added the "heretic" gateway map (it has nothing related to
heretics)
/🆑
2025-12-03 01:04:49 +00:00
Time-Greenandnevimer a66a60e711 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-19 22:41:05 -04:00
Time-GreenandGitHub a47835a04f 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-15 01:58:58 -05:00
The Sharkening 35442aad46 Revert "Memes"
This reverts commit 97b004f1fd.
2025-06-23 00:04:04 -06:00
The Sharkening 97b004f1fd Memes 2025-06-22 23:38:41 -06:00
SmArtKarandRoxy f740a1e9bb Corrects mining export names on icebox (#91145)
## About The Pull Request

Closes #90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.

## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
2025-05-22 21:15:57 -04:00
SmArtKarandGitHub 29d9626d3d Corrects mining export names on icebox (#91145)
## About The Pull Request

Closes #90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.

## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
2025-05-16 15:27:49 -06:00
1f855eb9ff Weather DLC - Make it Rain Anything! (#89550)
Introducing more weather types! And yes, you can now have rain be
reagent based!

<details>
<summary>Regular Rain</summary>

![dreamseeker_9S1WzdBW8Z](https://github.com/user-attachments/assets/83aaa1fe-9105-4e15-8455-0337c5c592ef)

</details>

<details>
<summary>Blood Rain</summary>

![dreamseeker_SZufAoXDFt](https://github.com/user-attachments/assets/209404dc-34dd-4381-9bab-9b84eaec2658)

</details>

<details>
<summary>Acid Rain</summary>

![dreamseeker_ngiOqdB5n2](https://github.com/user-attachments/assets/0ab953c6-a215-444a-bdbd-addfc2b1ddbb)

</details>

You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.

Did I mention... there is thunder?

<details>
<summary>Thunder Strikes</summary>

![Untitled video - Made with
Clipchamp](https://github.com/user-attachments/assets/7c5c5930-6e0a-4706-a41b-3cbcc277bfd5)

</details>

<details>
<summary>Sand Storms</summary>

![dreamseeker_ZEFUS73dSA](https://github.com/user-attachments/assets/4a754f2d-c4e5-4b2f-9add-4742628cfa74)

</details>

Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms

Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222

---

- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0

The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.

More weather customization!

🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-04-29 17:44:46 -06:00
36788ee05f Weather DLC - Make it Rain Anything! (#89550)
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC. 

Introducing more weather types! And yes, you can now have rain be
reagent based!

<details>
<summary>Regular Rain</summary>


![dreamseeker_9S1WzdBW8Z](https://github.com/user-attachments/assets/83aaa1fe-9105-4e15-8455-0337c5c592ef)

</details>

<details>
<summary>Blood Rain</summary>


![dreamseeker_SZufAoXDFt](https://github.com/user-attachments/assets/209404dc-34dd-4381-9bab-9b84eaec2658)

</details>

<details>
<summary>Acid Rain</summary>


![dreamseeker_ngiOqdB5n2](https://github.com/user-attachments/assets/0ab953c6-a215-444a-bdbd-addfc2b1ddbb)

</details>

You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.

Did I mention... there is thunder?

<details>
<summary>Thunder Strikes</summary>

![Untitled video - Made with
Clipchamp](https://github.com/user-attachments/assets/7c5c5930-6e0a-4706-a41b-3cbcc277bfd5)

</details>

<details>
<summary>Sand Storms</summary>


![dreamseeker_ZEFUS73dSA](https://github.com/user-attachments/assets/4a754f2d-c4e5-4b2f-9add-4742628cfa74)

</details>

Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms

Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222

---

#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0

The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.

## Why It's Good For The Game
More weather customization!

## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-04-07 18:46:28 +02:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
The Sharkening d724e14bfd Reduces the amount of ruin Z levels (#2510)
We have memory issues and we need to start cutting down on it. I'd
rather keep our ghost roles intact and the Interlink intact with this
being the first solution.

Halves the amount of ruin Z levels that spawn. (7 to 4 by default)
2024-12-07 16:17:27 -07:00
GhomandGitHub e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
ZephyrandGitHub 0ef5c3d049 Persistent Map Vote Tallies (#86788)
## About The Pull Request

Changes map votes to be based on a persistent tally count.
Tallies for maps are cached between rounds and are added to by map
votes.
When a map is chosen, and it wasn't the only valid one, the tallies for
said chosen map will be reset.

Refactors map vote handling and moves it from SSmapping to SSmap_vote.
Rock the Vote has been removed as a result of this refactor.

## Why It's Good For The Game

Makes it more likely that all maps will be played over the course of a
server instead of always being truly random.
Removes some clutter off of SSmapping.

🆑
refactor: Map Votes are now carried over between rounds. When a map vote
is actually a contest, the winning map will have its votes reset.
/🆑
2024-09-30 13:09:08 +13:00
GhomandGitHub e00eb5ec6a Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.

Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.

## Why It's Good For The Game
See above.

## Changelog

🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑
2024-07-29 15:56:09 +00:00
GoldenAlpharexandGitHub 234eb80c94 Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! (#83138)
## About The Pull Request
Implements biomes into the Cave Generator, using some adapted code from
the biomes feature of the Jungle Generator. It's there as a tool for
whomever would want to implement it on /tg/, I simply don't have the
sprites, mobs and motivation to add biomes to anything at this current
point in time, even though I'm fully open to helping anyone that would
be interested in doing so.

Here's how it works:
You supply a 2D list of biomes based on the two arbitrary criteria
'heat' and 'humidity', you can treat these as simply two independent
variables that would affect your biome distribution. There's three
levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at
`possible_biomes` for a good example of it. Here's what it looks like by
default (yes, that's the default on the jungle generator as well, except
here we use 3x3 instead of 4x4):

![image](https://github.com/tgstation/tgstation/assets/58045821/2c53b46b-f4f9-497f-9647-efc2cc118805)


On the `/datum/biome`, you have three important stats, split into two
each: flora, features and fauna. They are evaluated in this order, so if
a flora spawns, no feature nor fauna will spawn. If a feature spawns, no
fauna will spawn, and if fauna spawns, then that's cool. Each of these
stats have a corresponding `density` (i.e. `flora_density`), which is
simply the probability for that thing to be spawned if it's eligible,
and a `types` list (i.e. `flora_types`), which is a weighted list that
then gets expanded at runtime in order to make the `pick()` operation
faster.

The areas you want to have the biomes in also need to have their
`area_flags` set up to include `FLORA_ALLOWED` for both flora and
features, and `MOB_SPAWN_ALLOWED` for fauna to spawn.

The fauna currently does just about every check that is done in
`cave_generator`'s `populate_terrain()`, except for handling megafauna
differently, or taking megafauna into account. If that's desired, it can
be added easily, I simply chose not to add it because it felt like
wasted processor time over something that would probably not be
pertinent in the majority of cases.

I've run a few tests, and keeping in mind that I've got a high-specs
computer, generating the caves with biomes takes about 1 second for an
entire z-level covered in biomes. For comparison, I compile the repo in
about 36 seconds. ~~It may increase the amount of time spent
initializing the atoms subsystem, however, I'll need to compare that,
I'd really appreciate some help optimizing that if anyone knows how
to.~~ It didn't seem to have an effect, I just had seen things a bit
weird. I optimized things by moving rust-g calls outside of the for
loop, and we gained about 0.3-0.4 seconds, which is pretty nice.

## Why It's Good For The Game
Biomes are cool, and since we use mainly cave generators for z-level
generation, I decided to add biomes to that, so that the biome code
added by floyd lives on.

Here's an example of ice box with jungle caves, just as a proof of
concept, to prove that it works:

![image](https://github.com/tgstation/tgstation/assets/58045821/33b348db-513b-4a2e-b11f-907e80b65177)

## Changelog

🆑 GoldenAlpharex
add: Added Biomes capabilities to the Cave Generator, to allow for
procedurally-placed biomes to be introduced in cave generation. This
feature is not currently used on any map, but the tools are all there
for anyone with the motivation to add biomes to any cave-generating
area, like Lavaland and Ice Box.
code: Biomes can now affect features (which are usually structures), on
top of flora and fauna.
/🆑
2024-06-04 12:33:40 -07:00
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
LemonInTheDarkandGitHub 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00
MrMelbertandGitHub b1b1c356ab Adds a macro for checking map job changes, makes captain outfit more runtime resilient (#74993)
## About The Pull Request

- Makes captain outfit more runtime resilient
- The initial reason for this PR was that the captain's outfit was not
very resistant to the case that something else changes the outfit's left
hand before `post_equip`. It would runtime due to assuming the left hand
is always the unique banner, and also cause no banner to be spawned.

- Adds a macro for accessing the map config job changes, to reduce
boilerplate.
- While I was fixing the above bug, I noticed that we had pretty bad
boilerplate copy pasted around for accessing job config changes. This
code is not ran so often that the job config needed to be cached
locally, nor was all this safety very necessary. So I added a wrapper to
handle it for the end user.

## Why It's Good For The Game

More runtime resistance is always nice, allows for future coders (or me)
to tread the area without worry.

## Changelog

🆑 Melbert
fix: Fixes rare occasions in which the captain can fail to spawn with
their banner on certain maps if their left hand was holding something
else.
/🆑
2023-04-27 14:01:14 -06:00
BlueMemesauceandGitHub 20602ce519 Makes ruin budget proportional to amount of space ruin z-levels (#74841)
## About The Pull Request
Adds global define for DEFAULT_SPACE_RUIN_LEVELS and
DEFAULT_SPACE_EMPTY_LEVELS

### Proportional budget
Adds proportional budget to setup_ruins
The budget is multiplied by the current amount of ruin levels over the
default amount
Smaller amounts will have less ruins, while bigger maps will have more
ruins
Should maintain the same amount of ruins per z-level


### Z-levels spawning fix
Z-levels didn't seem to spawn their intended amount of ruins
This was because the for loop added the count variable before doing the
spawning. So for example if there was only 1 level, it would count to 1
and end the loop without spawning the level.
Also removed a loop that seemed to just make the process more complex
for no reason. It even had a note to remove it. However, if it has a use
then you should tell me.

## Why It's Good For The Game

Maps with a smaller amount of ruin levels won't be completely filled
The amount of ruins will be consistent per z-level
The creator of North Star won't allow space exploration unless there's a
way to proportionally reduce the space budget see #74719
## Changelog
🆑
fix: Maps now spawn the correct amount of space levels. The bug caused
them to spawn 1 less in each category
code: The space ruins budget is now proportional to the amount of ruin
levels. This has no effect on the current default maps, but added maps
with less than the default amount of ruin levels will see less ruins.
/🆑
2023-04-23 17:20:52 -06:00
san7890andGitHub ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
b182d6f320 Lazy Template Loading - Nukie/Wiz (#71785)
## About The Pull Request

Removes the nukie base and wizard den from the base centcom map. They
are instead now lazy loaded as required.
To make a new lazy load template is fairly simple, make a map, allocate
an area for it, and place a marker at the bottom left corner of that
area. I have it check an area to ensure that if someone makes the map
larger than expected but doesn't account for the template allocation it
doesn't overwrite stuff without warning

[Replaces some improper CHECK_TICKs with
MAPLOADING_CHECK_TICKs](https://github.com/tgstation/tgstation/pull/71785/commits/c7fbca9148812b392dca76d5450fb6bb86716462)

Atom init has already been tripped by the time we get to this portion of
the loading, so if we don't use the right check tick, we will
potentially block unrelated init attempts. This is bad. (Lemon edit, I
want this in the commit desc)

## Why It's Good For The Game

Cuts down on init times.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/17
## Changelog
🆑
admin: New mapping verb to load lazy templates as needed. In your admin
tab under the Mapping category.
/🆑
this isnt technically player visible, so not sure it needs a changelog

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-12-21 00:33:30 -08:00
a9d8be4d16 adds new z-level trait to disable parallax (#66637)
* first push woohoo

* more stuff

* Update code/datums/components/z_parallax.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* mothblockification

* fuck

* fuck 2

* uh

* uh yeah style stuff ig

* more changes

* last changes

* fuck

* fuck 2

* i hate potatopotato

* i hate potato * 2

* a

* god

* woops

* Update code/modules/mapping/space_management/traits.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mapping/space_management/traits.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mapping/space_management/traits.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-05 23:02:42 -07:00
san7890andGitHub 27946f516d Update Comments and Adjusts Incorrect Variables for Map Defines and Map Config (#66540)
Hey there,

These comments were really showing their age, and they gave the false impression that nothing had changed (there was a fucking City of Cogs mention in this comment!). I rewrote a bit of that, and included a blurb about using the in-game verb for Z-Levels so people don't get the wrong impressions of this quick-reference comment (they always do).

I also snooped around map_config.dm and I found some irregularities and rewrote the comments there to be a bit more readable (in my opinion). Do tell me if I'm a cringe bastard for writing what I did.

Also, we were using the Box whiteship/emergency shuttle if we were missing the MetaStation JSON. Whoops, let's make sure that's fixed.

People won't have to wander in #coding-general/#mapping-general asking "WHAT Z-LEVEL IS X ON???". It's now here for quick reference, as well as a long-winded section on why you shouldn't trust said quick reference.
2022-05-03 22:33:34 -07:00
Seth SchererandGitHub 4e9731712a Dehardcodes SSmapping (#65077)
Essentially SSmapping had a list for each theme of ruin (space, lava,
ice, ice underground). These were all filled with an if statement
checking the ruin templates type. Now, i've given ruins a ruin_type var, which is then used to dynamically add to a single list of ruins, which separates lists of ruins by ruin type.
Good for downstreams who may have more ruin types
Changelog

cl
refactor: Dehardcoded SSmapping ruin types.
/cl
2022-03-02 17:32:43 +13:00
TimandGitHub 14deaa41ed Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either:

another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm

Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
2022-01-23 14:30:27 -08:00
AndrewL97andGitHub 1ef73dbc37 Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich? (#62620)
About The Pull Request

This is a fix for map not load anymore because of security changes
Why It's Good For The Game

Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog

cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
2021-11-07 21:30:49 +13:00
GoldenAlpharexandGitHub 5025ed3620 Makes maps be able to load correctly again (#62623)
This PR fixes a bunch of the code for load_map_config(), documenting it better and removing a deprecated (I hope) parameter that was also a security concern along the way, while also making another proc for just loading the default map config, which is supposed to always be functional.
2021-11-06 18:39:25 +00:00
FikouandGitHub 4663f9afce secret gateway update (#62003)
admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever
2021-10-10 20:20:22 +01:00
GhomandGitHub 4d84a5b36e The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one. (#61844)
spriteadd: Desouled the picture frame sprites.
2021-10-08 06:10:03 -04:00
FikouandGitHub 74be6236d5 Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#61719) 2021-09-27 17:04:27 -07:00
GhomandGitHub 699563c233 lava and weather immunities refactor (also jump boots fix) (#61003)
In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....

EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.

(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
2021-08-31 14:07:19 -07:00
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
TiviPlusandGitHub 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
2f18e6232c [ready]Heretic new path : Path of Void [sprites approved] (#54252)
* E

* E

* E

* E

* E

* E

* VOID FINALLY

* E

* E

* E

* VOID STORM

* e

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* FUCKING FINALLY

* E

* E

* Voids Embrace

* E

* E

* E

* E

* some changes

* E

* E

* E

* EEE

* E

* E

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* E

* E

* E

* MERGE READY UWU

* Update code/modules/clothing/suits/toggles.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-17 12:37:45 -05:00
Jordan BrownandGitHub 94b076bd5a Out of repo maps part 1: JSON Improvements (#53663)
Replaces the map job changes code system with a JSON based one.
Added map versioning to the config JSON.
Formats map config JSONs.
2020-10-22 20:29:32 -03:00
QustinnusandGitHub 11a00bd3c7 Implements jungle generation and area map generator datums (#51082) 2020-08-29 03:18:19 -07:00
8af93a638b Icebox Station (#51090)
* there was an attempt

* adds ice moon map

adds config options for choosing mining maps

areas now have options that affect random generation on them

weather now has an option to not target indoor areas

adds base for icemoon ruins

turns many 1's into booleans

adds ice chasms

adds ztraits for weather stuff

* fixes up ice ruins to be ice moon compatible

adds lower z level to the ice moon mine

ice chasms now have a smoothed icon

megafauna only spawn in the underground portion of ice moon now

* openspace fixes

* adds new areas and underground specific ruins

* Adds the abandoned village ruin for Ice Moon

* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon

* random mining maps are no longer picked in the config

you can no longer change the mining map before setup is complete

* adds above and below ground ruin as a test

* adds debug functionality for ice moon ruins

fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas

adds multiple whitelist areas for ruin placement in a list

all underground areas are now outdoors

underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them

* adds unique spawners to icemoon to replace tendrils

adds 2 new mobs to icemoon the polar bear and wolf

adds a clothing flag for shoes that dont slip on ice

modifies mining site to be ready except for the boss

adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels

adds a no caves mineral for ice moon ruins

* wolves no longer run into lava or chasms

bears now enrage sooner

bear spawners can now actually be created

adds base for ice moon atmospherics

adds base for a new boss and achievements / score

really bad coder icon for ice boots added

* ice moon now has it's own planetary atmos! (thank god)

* new frost miner stuff

megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown

* converts a bunch of lavaland maps to be compatible with ice moon

adds tendrils from lavaland to the bottom of ice moon with the other megafauna

* updates mob drops for ice moon mobs

updates config entry default value for ice moon

updates ice moon map to have new gulag

* updates station parallax for icemoon

removes extra lavaland ported ruins

updates to demonic frost miner

adds ladder to icemoon map near station

* updates ice moon map to have the ladder inside the mining base

plant flora dont spawn on the lower z level of ice moon now

you get sand from mining rocks now

buncha demonic frost miner changes holy cow

* adds the buried library

* improves map, fixes comment

* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better

* updates ice ruin blacklist

* ice moon stop being too cold thanks

icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace

tunnel width is now not stupid

* fixes a demonic frost miner bug where orbs werent exploding after death

atmosphere temp is now correct

fixes library ruin for icemoon

polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles

reverts necropolis chest change

* Adds a new ruin: bathouse, barebones edition

* adds many new ruins

fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas

finishes the frost miner and adds loot to him

you can now force a wabbajack option

* main z level now always has gravity for ice box

* hopefully the hot springs arent the buggiest thing in the world anymore

protects areas near the station from having openspace

* icebox takes less players

fixes the ladder positioning on every icemoon map

* snowstorms now only occur on the station level

fixes some issues with the icebox z level having openspace over the lower level mining base

* Update code/datums/map_config.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/datums/ruins/lavaland.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/objects/structures/lavaland/necropolis_tendril.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/closed/minerals.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/open/chasm.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/open/floor/plating/asteroid.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/ruins/icemoonruin_code/hotsprings.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* fixes areas on the lust ruin

polar bears now drop a goliath plate equivalent

wolfs now drop a watcher sinew equivalent

adds snow legions

adds a crusher trophy for the demonic frost miner that prevents movement

fixes a bug with asteroid mobs where the aggro icon would never show

adds ice to the snow cave tunnel generation

* starts work on the wendigo megafauna

* replaces snowball machine gun with more miner useful content

adds gentle var for knockback to prevent stunning on hit

polar bears move slower now

new icon for phase 2 demonic miner now

* fixes lust ruin areas

fixes whitespace

fixes nesting issues

adds underground specific mobs

* name / location fixes

demonic frost miner doesnt stun on knockback now

ice demons move faster

* fixes icebox having the wrong baseturf

* adds achievement defines to the wendigo

snowstorm for the lower z level again

adds a new helper for ranged target turfs

theres now a specific subtype for rivers

fixes a bug where ice and spawners spawned with rocks and other flora on top of them

adds indestructible ice rock turf

fixes a bug with ice demons teleport distance being incorrect

adds the start of wendigos attacks

* Apply suggestions from code review

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mapping/ruins.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Fixes a dumb bug with ruins from a webedit review

The syndicate shuttle can now land on mineral turfs

* the final commit, all that im going to change after this is documentation for procs lol

makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf

* adds nice animation to wendigo scream

* small fixes

* finishes autodoccing everything i could find

* ok im done for real now

* adds anywhere ruins

does review stuff

* review stuff

* ok it removes the stuff now

* fix removal

* fixes from the git

* adds surroundings to the asteroid and lavaland sites

adds butchering gloves to wrath ruins

the lower icebox levels are no longer station levels

fixes capitals on blood drunk and frost miner boss medals

adds engineering outpost ruin by trollbreeder

adds boxstation job changes to icebox

polar bear transformation no longer has immunity to lavaland mobs

fixes ice whelp spelling mistake

* fixes engi outpost atmospherics

fixes missing plating on solar panels

changes slowdown for icemoon turfs

* fixes ruins areas so tunnels can spawn into some of them

adds lights to icebox below area

openspace turfs mine the thing below them now

* fixes wall boundings on asteroid and lavaland domes

* ur lame armhulen

* adds public mining area to icebox

adds computer vendors to icebox

* minor fixes

* fixes map type error

* removes slowdown entirely

increases ore chances

fixes openspace on main map

fixes a ton of active turfs at roundstart

modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests

tunnels are wider underground now

openspace now deletes itself if it spawns above a ruin

* improve da ruins

* tries to fix multiple atmos issues with ruins

removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag

demonic frost miner drill now automatically scans everywhere around you

fixes tunnel generation issue

makes it so randomly generated turfs inherit their no_ruins flags

Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-22 02:17:15 -07:00
AnturKandoranges bec3e60880 Multiz and isolated ruins support. (#47336)
Two new always_load_with options for ruins.
Use PLACE_ISOLATED to load the secondary ruin part in separate z level.
Use PLACE_BELOW to load it on the z level below.
2019-10-26 21:06:05 +13:00
KomradeSpectreand81Denton 9ff071af60 Clockcult Removal 2019 (#47057)
* Nanotrasen fires the Wave Motion Gun at the Clock Cult

* Fixes a random changelog appearing from the reebe void.

* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.

* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.

* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron

* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
2019-10-15 10:13:41 +02:00
Tad HardestyandJoan Lung e31bb2c91e Set a z-level baseturf for Lavaland (#41113)
* Set a z-level baseturf for Lavaland

* Remove nigh-useless ZTRAIT_PLANET

* Remove planet_z helper from away missions
2018-10-26 13:32:34 -04:00
Tad HardestyandEmmett Gaines c29dff7b75 Allow setting a per-z-level baseturf (#40297)
* Allow setting a per-z-level baseturf

* Blacklist baseturf_bottom from baseturfs during PlaceOnTop

* Use a switch statement
2018-10-23 20:56:36 -04:00
Tad Hardestyandvuonojenmustaturska d66b8dc8c4 Replace z_is_planet with a Z trait (#39581) 2018-08-08 19:44:00 +03:00
Tad HardestyandGitHub 05107047dc Merge pull request #38098 from kevinz000/transit_space_refactor
Transit space refactor
2018-06-16 12:40:37 -07:00
AnturKandvuonojenmustaturska 8140d95758 High Gravity - First Draft (#38043)
* High Gravity - First Draft

* Replaces has_gravity defines for areas.

* Default gravity ztrait

* Adds some gravity effect and skips damage at gravity = 2

* Paralysis icon

* Antigravity grenades for some abuse

* Makes the damage treshold a define and makes alert description more accurate.

* Bluh
2018-06-08 15:48:07 +03:00
kevinz000 c437b094ee Woops, nice catch, nearly caused a memory leak there :^) 2018-06-04 16:35:26 -07:00
kevinz000andkevinz000 7bf86ed53f Refactors transit requests to turf_reservations. 2018-06-04 16:30:15 -07:00
Tad Hardestyandvuonojenmustaturska 0b408a1b42 Make CentCom not self-looping (#37979) 2018-05-24 12:29:27 +03:00
Tad HardestyandJordan Brown 018a74e558 Allow configuring ruin/empty space level count - #36191
Allows map configs to set how many ruin levels (def. 7) and how many empty levels (def. 1) that will be created. Most useful for landlocked stations, event/one-off stations with unusual composition, or testing situations such as RuntimeStation.
2018-03-07 02:48:22 -05:00
Tad HardestyandAnturK bbe4d12d13 Support stations with multiple z-levels (#35339)
* Remove ZLEVEL_STATION_PRIMARY

* Add Up and Down traits for use by ladders and chasms

* Give map_config creation its own proc

* Combine LoadConfig and ValidateJSON and remove transition_config

* Make space linkage a z-level trait

* Remove ZLEVEL_EMPTY_SPACE

* Update uses of GetFullMapPath

* Handle multi-Z stations and load Lavaland and Reebe at runtime

* Remove unused space maps

* Fix inappropriate z-expansion in map reader, improve logging

* Update comments relating to z-level configuration

* Add Lavaland and Reebe to ALL_MAPS
2018-02-15 10:21:25 +01:00