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mayfools
11 Commits
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6395f12833 |
Adds a rewards bonus for nohitting combat bitrunning domains (#93531)
## About The Pull Request Completing a combat bitrunning domain grants 0.8 score bonus per player that escaped without being hit ## Why It's Good For The Game I figured it be a fun challenge to try to nohit these things, especially the megafauna ones. For a bonus. ## Changelog 🆑 Melbert add: Nohitting a combat bitrunning domain rewards a higher score. /🆑 |
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9e5ff3cc67 |
Fixes manifest hard dels (#92283)
## About The Pull Request <img width="378" height="199" alt="1eSxYbsh0e" src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824" /> Noticed some hard dels here, does some light refactoring/code improvement to ensure that doesn't happen. Crates shouldn't really be owning a hard ref to the manifest in the first place since they are detachable. Removes some code duplication in favor of calling `tear_manifest()` which has the safety check to prevent `forceMove()`ing a qdeleted manifest out of nullspace. ## Why It's Good For The Game Less server hiccups. ## Changelog Nothing players will notice besides less server hiccups. |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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5dc1d36ee4 |
Bitrunning: Combat domain [READY] (#84196)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull 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. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## 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, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 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. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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af23a63c37 |
Logs bitrunning domain loading and completion (#83955)
## About The Pull Request This PR tallies the following: - Each time a domain is loaded, by key - Each time a domain's primary reward is loaded (completed the domain) - Each time a domain's secondary reward is found - Each time a BEPIS disk is rewarded ## Why It's Good For The Game Its nice to know which are the meta domains, which ones are easy to compete, and how often do people earn a BEPIS disk per round. ## Changelog Nothing player facing |
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28540f275b |
Bepis techs can be found in bitrunning crates, removed from vendors (#82872)
## About The Pull Request This PR adds Bepis disks to the main rewards of the Bitrunning crate in addition to the minerals and domain specific rewards. It also removes it from the Bepis vending machine. Once per domain, if its difficult was Medium or higher, and the completion score was A or S, and if there are still any leftover locked Bepis tech nodes, a Bepis disk will spawn. <details> <summary>Original PR text</summary> If domain has a reward value greater than one, it has 10% chance per reward value to drop. No disk is gained if they ran out of techs to unlock. Most of the domains have a reward value of three, so by the law of great numbers they probably get one disk per every three domains run, which should be one disk every 20-30 minutes. At least, if I am correct that domain runs take about five to ten minutes, and the server cooldown is three minutes. If I am incorrect, I can edit the drop chance as needed, of course. Edit: As I have underestimated how fast Bitrunners can be, I have decreased the chance to be 5% per reward tier. </details> ## Why It's Good For The Game - Bepis disks are expensive, and bitrunners need to spend almost all their NP on gear and abilities - Downloading secret research data, is flavourful, fitting for invading the forgotten nooks of cyberspace. - This will allow Bepis tech to be actually used in rounds ## Changelog 🆑 balance: Bitrunners can now earn Bepis disks, once per medium domain or above, if they scored at least an A. del: Bitrunners can not buy Bepis disks from their vendors. /🆑 |
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058cb039eb |
Bitrunning 1.5: Secondary Objectives (#81828)
## About The Pull Request Added secondary objective lockboxes to bitrunning. These pull from a list of secondary objective loot on the domain, with a limited quantity of items. Once there are no items left to pull, the secondary objective disappears. If multiple secondary objective markers are placed, they will be placed until all markers have been used, or all the items in the loot pool are already spoken for. To support this functionality, adds SSbitrunning, which stores all domains as instances, instead of checking the hardcoded types as previously. SSbitrunning manages listing domains for the quantum console, and rolling secondary loot. As an example of this functionality, added a side path to Glacier Grind with a polar bear and some loot. ## Why It's Good For The Game Secondary objectives give mappers ways to encourage players to venture into a wider range of domains by offering non-trivial loot beyond the fluff items given in the main caches. The absolute limit on the number of items available ensures these items can't be farmed. As well as supporting secondary objectives, SSbitrunning allows for future support of features relying on mid-round modification of domains, for instance adding custom domains. ## Changelog 🆑 add: Added secondary objectives to bitrunning! add: Pick up encrypted curiosities and return them to the safehouse to claim their contents. add: Glacier Grind has been given a secondary objective, look out for the limited edition hat. add: Bitrunning domains can now be modified during the round by admins. /🆑 |
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ba5ae73dac |
Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request Reopened #78997 Larger patch for bitrunning that addresses a few issues. - Two new antagonists: cyber tac and netguardian - Quantum server emag opportunity - Modular mob packs: Like random spawners, but for groups - Antag spawning fixed: vdom antags now have up to a 10% chance to spawn based on domains loaded - Virtual domains are no longer all fullbright by default, only the outdoorsy ones - Actually deletes legion map file, since it was removed in #79424 <details> <summary>images</summary> The netguardian prime   The glitch effect - this mob is being mutated  Cyber tac (t2 antagonist)  </details> ## Why It's Good For The Game - Bitrunning antagonists are so incredibly rare that it's underwhelming to play as one for the solid second they offer if you even get the role - Bitrunners had basically no traitor route to follow, they became assistants with black outfits Fixes #79465 <details> <summary>More info</summary> Bitrunners don't have any type of traitor options. If they're made into traitors, there's nothing bitrunner related they can do, and their access is particularly bad so it's like they're a worse assistant. I've coupled this with the bitrunning antagonist system, which is now fixed.\. Bitrunners can now attempt to coax these entities to come onto the station, however they are not given any form of allegiance for doing so (and are quite counterable). Previously, vdom antagonists relied on so many factors to spawn that it basically wouldn't happen. Now, it runs on the server each time there is a map loaded, with increasing probability as the round progresses. This builds up the list of spawnable antagonists, of which two are new, including an entirely new giant mech megafauna. This is the first "megafauna-esque" basic mob in the game. Its AI is bad, it's really only meant to be player controlled, but this does mean an admin can spawn them. Being mech, they are very counterable with ion rifles and the like. Several refactors, rewrites, and overall bug fixes are included in this PR. Lastly, I added a framework for making bitrunner maps more random, the modular mob spawning system, which works in conjunction with random crate locations. </details> ## Changelog jlsnow301, infraredbaron 🆑 add: Bitrunning Patch 1 features a host of changes! add: Added randomized mobs to virtual domains, which will be indicated with a unique icon. add: New emag interaction with the quantum server. Antags will spawn more frequently, and they can hack themselves onto the station. You have been warned. add: Both living and dead players can now see which mob is going to spawn an antagonist in the vdom. add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These unlock at specific thresholds. balance: You can no longer stack copies of the same ability with bitrunning disks. balance: Some of the disk items have been replaced with stronger versions. fix: You can no longer spy on crew using the advanced camera console on syndicate assault. fix: Fixed the spawning mechanism of virtual domain antagonists. You should now have a chance of playing as one. This chance increases as more domains are completed. fix: Vdom antagonists shouldn't spawn at the end of the run any longer. fix: The preference for vdom antagonists has been changed to factor in the new types. Check your preferences! fix: The quantum server will now show its balloon alerts to all observers. fix: Random domains should be fully random again. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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550ec9b1d9 |
Cleans up signal use in bitrunning [NO GBP] (#79426)
## About The Pull Request Atomized #78997 Broke up duplicate signal usage - though they do the same thing, this is convention & it makes it easier to debug Removed custom alert subtypes in favor of just setting values directly Removed some unnecessary vars like the console ref from the server Since I'm just copying this over, it has added exam text for net pods, which fixes an issue reported to me in Discord ## Why It's Good For The Game Code improvement ## Changelog 🆑 add: Added some clarity to the range of netpods (4 tiles) in their exam text. /🆑 |
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235ebba7e0 |
Bitrunning hotfix 3 (#78818)
## About The Pull Request The next round of small changes to how bitrunning works - mostly from feedback, bug reports etc. - The loot crate delivery spot is now a buildable machine (the byteforge), making it replaceable in the event of a disaster - Same for netpods and quantum consoles. These boards are now researchable and buildable. - New icons for the byteforge and the health monitor - Some bug fixes around despawning avatars - Reimplements one of the bitrunning unit tests <details> <summary>Pictures ⬇️</summary> Host monitor  Byteforge  Spawning a crate  </details> ## Why It's Good For The Game Bitrunning bug fixes and personal requests Fixes #78571 Fixes an issue reported in discord - players stuck as gondola spawn ## Changelog 🆑 fix: Added extra checks to bitrunning domain cleanup so avatars are deleted properly. add: Quantum servers now look for a new machine called a byteforge to spawn loot on- no longer on an invisible landmark. This should make the rooms rebuildable after disasters. add: *Most* bitrunning machinery is now researchable and buildable via circuits in the engineering protolathe. /🆑 |
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |