Commit Graph

65 Commits

Author SHA1 Message Date
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
MrMelbert 5765f259ef Fixes human skeleton pirates, Refactors ghost spawns (#94138)
## About The Pull Request

`create_from_ghost` can be called from stuff like... dynamic executing a
ruleset, so putting a sleep/user input within it causes problems

So I refactored ghost spawns a fair bit, creating a clear delineation
between where you can and can't put user input

## Changelog

🆑 Melbert
fix: Pirates will no longer randomly spawn as human
fix: Servant Golems have numbered names again
refactor: Refactored ghost spawns (like spider eggs or pirate spawners),
report any oddities
/🆑
2025-11-25 19:52:19 -07:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
MrMelbert d04e942ede Adds an easy bitrunning domain themed around sacrifing people, also makes digitital beings not care about death (#93546)
## About The Pull Request

1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of

It's an easy domain because 
- You have quite decent armor,
- The mobs are pretty unintelligent, 
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it

Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.

<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>

2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one

## Why It's Good For The Game

1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people

2. You don't feel remorse for killing people in video games, right anon?

## Changelog

🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt" 
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
2025-11-08 02:20:41 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
MrMelbert 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.
/🆑
2025-11-01 13:39:08 +01:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Bloop 0e06e2f48f Adds the 'mob_possessor' argument to all the instances of special() (#93410)
## About The Pull Request

a spooky special possession pr for october appears~~

(This is just some code cleanup)
Before, some procs had the `mob_possessor` arg, and some didn't. Which
made it a nightmare to add more positional args to it down the line.
This PR just ensures that all positional args are present in all the
instances of the proc.

## Why It's Good For The Game

Makes this proc chain slightly less of a mess to deal with.

## Changelog

N/A
2025-10-14 22:34:50 +02:00
carlarctg 926cc5b859 Adds support for PVP Bitrunning Domains (#89798)
## About The Pull Request

Adds support for PVP bitrunning domains. If min/max candidates are set
above 0, the virtual domain will search for any ghost spawners inside
and cause a randomly-selected ghost that signed up via poll to spawn
there. If no ghosts are signed up the process is cancelled.

Also adds content for them:
An outfit wardrobe that lets you select one of several possible outfits,
once.

![image](https://github.com/user-attachments/assets/485d854d-d0c4-43b8-9dc4-75fa9dd2f17f)

Not confident in my code, it's been in the works (as part of a
now-canned library heretic domain thing) for over a year
## Why It's Good For The Game

PvP domains are an underexplored concept. The beach domain is cloying
and overly simple. This adds support for newer and cooler domains as
long as there are ghosts for them.
## Changelog
🆑
code: Adds support for PVP Bitrunning Domains
/🆑
2025-06-05 19:13:04 -04:00
carlarctg 4ac2974e95 Adds support for PVP Bitrunning Domains (#89798)
## About The Pull Request

Adds support for PVP bitrunning domains. If min/max candidates are set
above 0, the virtual domain will search for any ghost spawners inside
and cause a randomly-selected ghost that signed up via poll to spawn
there. If no ghosts are signed up the process is cancelled.

Also adds content for them:
An outfit wardrobe that lets you select one of several possible outfits,
once.

![image](https://github.com/user-attachments/assets/485d854d-d0c4-43b8-9dc4-75fa9dd2f17f)

Not confident in my code, it's been in the works (as part of a
now-canned library heretic domain thing) for over a year
## Why It's Good For The Game

PvP domains are an underexplored concept. The beach domain is cloying
and overly simple. This adds support for newer and cooler domains as
long as there are ghosts for them.
## Changelog
🆑
code: Adds support for PVP Bitrunning Domains
/🆑
2025-05-31 13:33:47 +00:00
Tim 8a1b34a327 Replace hardcoded atmos values for virtual domain turfs (#91195)
## About The Pull Request
This replaces the hardcoded atmos strings for these turfs with the
actual icebox atmos defines.

## Why It's Good For The Game
Hardcoding values is bad.
2025-05-30 02:59:41 -04:00
Tim 4c2e0be4e0 Replace hardcoded atmos values for virtual domain turfs (#91195)
## About The Pull Request
This replaces the hardcoded atmos strings for these turfs with the
actual icebox atmos defines.

## Why It's Good For The Game
Hardcoding values is bad.
2025-05-29 15:11:49 -05:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
_0Steven fe1e071499 Bitrunning Gimmick Loadout Disks (feat. minor disk load refactor) (#88716)
## About The Pull Request

Where I forget about a pr for 5 months.

This started because there was a pr that made it so skills transfer
between the real and the digital, and so I thought it'd be really funny
if I could train boxing in virtual reality... but there's no easy way to
get boxing gloves or anything like it in the virtual world...
So! I decided to make a disk for it, but then thought about fishing and
gaming and-
Anyhow it all went downhill from there and here we are now: Gimmick
Disks. (And a refactor of disk loading)

This implements a new type of bitrunning disk that instead of a single
item or ability, grants a full set of thematic items/abilities!
Unhelpfully cosplay as a wizard! Game inside your game! Down a digital
protein shake and box some simplemobs!
As the name "Gimmick" implies, these are primarily intended to help
shake up the sometimes stale bitrunner gameplay.
By letting you invoke, if you so desire, what to me is the most
enjoyable gaming experience: doing stupid shit with your buddies.

To facilitate the new type of disk I had to refactor disk loading, as it
was hardcoded to the item types.
Instead, we make disk loading send a signal to the bitrunner, and
register for this when held in their inventory.
This allows us to do things like making the lead acid battery give you
shock touch when held, without needing to make an explicit typecheck or
iterate over every item in the bitrunner's nested contents to see if
they have a loadable item.
## Why It's Good For The Game

I think it'd be really funny if you could train your boxing in the
digital realm.
As said above, I feel the bitrunner gameplay can get stale sometimes,
and this is how I hope to help people shake it up for themselves
sometimes. By giving them more stupid shit to do.
Doing stupid extended bits with other people is one of the things I
enjoy most out of ss13, and this is there to let the bitrunners do
exactly that with each other.

And sometimes you just have to roleplay as Gamers™️ entering virtual
reality to fight the virtual syndicate in bad cosplay while roleplaying
as a wizard smoking his magic weed, an overly edgy rogue, and the healer
desperately trying to keep them from exploding into a million pieces.
## Changelog
🆑
refactor: Bitrunning item/ability loading has been refactored. Please
report any issues.
add: Added Bitrunning gimmick loadout disks. These disks contain full
sets of equipment for all your digital cosplay needs, each including
questionably helpful equipment. Currently includes Sports (Boxer,
Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue,
Healer, Wizard).
add: Taking a lead acid battery into the netpod with you now gives your
bit avatar shock touch.
/🆑
2025-01-30 13:17:08 +01:00
carlarctg 987aedde4c [IDED] Replaces UZI domain reward with ballistic chameleon gun (#87600)
## About The Pull Request

Replaces the mini-UZI beach battle domain reward with a ballistic
chameleon gun.

Also added a separate possible reward for an uzi bitrunning disk.
2024-11-21 23:43:51 +00:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Rhials ec96739484 Meta Central Virtual Domain spawner fixes and announce_to_ghosts adjustment (#86797)
## About The Pull Request

This swaps out the pirate spawner on the Meta Central VDOM with the
subtype specifically meant for virtual domains. That thing wasn't
actually a virtual domain spawner, it was just a regular one.

This applies the necessary restrictions/roles being applied to pirates
who spawn on that map. It will also make #86794 work on the Metastation
Central map, rather than only affect the Corsair Cove map (which used
the correct spawner type).

This also adds the Announce to Ghosts flag to Meta Central, as is
uniform for maps with ghost roles. Doing so also enables the VDOM
selector UI indicator that ghost roles can spawn on the map.

This whole thing started as an attempt to fix #86785 but I was too slow
and someone beat me too it. Darn.
## Why It's Good For The Game

Ensures #86785 will be closed properly.
## Changelog
🆑 Rhials
fix: The Meta Central Virtual Domain now uses the proper ghost role
spawner, meaning you can't eavesdrop on syndie comms using their
headset.
/🆑
2024-09-21 18:17:53 +02:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
Jeremiah 008876823c Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request
Title. Adds two new maps: 
- Grasslands Hunt (peaceful)
- Meta Central (easy)

These maps add a new basic revolutionary mob and significantly upgrades
the ai of basic deer.
This fixes an issue where modular maps were not correctly spawning mobs
or adding them to the "mutable candidates" for antagonists.
There's also some balance changes to bitrunning vendor prices, which are
generally now lower. This change is unrelated to the PR as a whole so
I'm okay with removing it if there's concern

### photos
<details>
<summary>expand</summary>

![Screenshot 2024-07-26
151822](https://github.com/user-attachments/assets/61fd84f3-3768-4b7a-b421-a953fb8b8174)

![Screenshot 2024-07-26
151834](https://github.com/user-attachments/assets/27193237-858e-41ac-953c-6c30846c98c0)

</details>

### todo

- [x] Fix the revolutionary death anim
- [x] Make deer run when injured
## Why It's Good For The Game
New maps as a general positive for bitrunning
Bug fixes
Makes vendor choices for bitrunning-exclusive items generally less of a
chore to get
## Changelog
jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix
🆑
add: Added two new bitrunning maps: Grasslands Hunt and Meta Central.
add: Deer are now more complex animals, granting them enhanced ability
to run amok and chew your favorite plants.
balance: Reduced the cost of most BR vendor items.
fix: Fixes an issue where modular virtual domains spawned less mobs than
intended.
fix: These modular spawns are now valid mutation targets to become an
antagonist.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-06 01:53:50 +02:00
SkyratBot ee3f4c3d53 [MIRROR] Fixes a hard del with island_brawl spawners (#29286)
* Fixes a hard del with island_brawl spawners (#85684)

## About The Pull Request

![yN86RRrD0h](https://github.com/user-attachments/assets/2aaa23c8-1fcb-4a40-ad54-c71306a2f430)

Tin, just aims to fix this hard del by releasing the refs when the
spawners get qdeleted.

## Why It's Good For The Game

Fixes a hard del---also, there were some issues with this domain not
clearing itself properly under certain cases and this may resolve that.

## Changelog

Nothing player facing

* Fixes a hard del with island_brawl spawners

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-08-14 16:51:40 +02:00
Bloop 048524ae21 Fixes a hard del with island_brawl spawners (#85684)
## About The Pull Request


![yN86RRrD0h](https://github.com/user-attachments/assets/2aaa23c8-1fcb-4a40-ad54-c71306a2f430)

Tin, just aims to fix this hard del by releasing the refs when the
spawners get qdeleted.

## Why It's Good For The Game

Fixes a hard del---also, there were some issues with this domain not
clearing itself properly under certain cases and this may resolve that.

## Changelog

Nothing player facing
2024-08-14 12:28:12 +02:00
SkyratBot d6f7d2609d [MIRROR] Bitrunning: Combat domain [READY] (#28573)
* 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. -->

* Bitrunning: Combat domain [READY]

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-07-03 21:42:44 +05:30
Jeremiah 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. -->
2024-07-02 23:03:12 -04:00
SkyratBot b3d954cfb7 [MIRROR] Fixes Bitrunner lacking job-based bounties (#28447)
* Fixes Bitrunner lacking job-based bounties (#84367)

## About The Pull Request

Fixes #84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.

This is more just meant to be a framework for others to add things that
might be a little more interesting.

This also adds a special drop from the Pizzeria domain because I thought
it was funny.

* Fixes Bitrunner lacking job-based bounties

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
2024-06-29 10:45:43 +05:30
Vekter 9c8a1725d4 Fixes Bitrunner lacking job-based bounties (#84367)
## About The Pull Request

Fixes #84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.

This is more just meant to be a framework for others to add things that
might be a little more interesting.

This also adds a special drop from the Pizzeria domain because I thought
it was funny.
2024-06-28 15:42:46 -05:00
SkyratBot 8f6729abd9 [MIRROR] Bitrunning: Tweaks, QoL and removals (#28309)
* Bitrunning: Tweaks, QoL and removals

* Update mob_spawn.dm

* Update skin.dmf

* Update mob_spawn.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-22 10:49:46 +05:30
Jeremiah 1116f150eb Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request

See changelog for shortlist

1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min

> [!NOTE]
> File diff: removed a map

## Why It's Good For The Game
Closes #83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.

I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
2024-06-21 22:39:44 -04:00
SkyratBot b5608661b6 [MIRROR] Freddy's Pizzeria Virtual Domain (#28123)
* Freddy's Pizzeria Virtual Domain (#83750)

## About The Pull Request

This PR adds a new virtual domain for bitrunners! The new domain
includes the belowed pizzeria from FNAF and some bears (scary and
strong).
## Why It's Good For The Game
So there hasn't been any virtual domains being added and it can get
boring playing the same domains over and over again. In my own opinion
we need more maps or some of them changing with new ones! I also thinks
its a funny idea to have such a domain and people will enjoy it.
## Changelog
🆑
add: added a new virtual domain
🆑

![image](https://github.com/tgstation/tgstation/assets/154919526/2d94fe21-bc45-40dc-9f84-4b69088b353c)

* Freddy's Pizzeria Virtual Domain

---------

Co-authored-by: munchyi <154919526+munchyi@users.noreply.github.com>
2024-06-12 09:57:31 +05:30
munchyi c18e60ce09 Freddy's Pizzeria Virtual Domain (#83750)
## About The Pull Request

This PR adds a new virtual domain for bitrunners! The new domain
includes the belowed pizzeria from FNAF and some bears (scary and
strong).
## Why It's Good For The Game
So there hasn't been any virtual domains being added and it can get
boring playing the same domains over and over again. In my own opinion
we need more maps or some of them changing with new ones! I also thinks
its a funny idea to have such a domain and people will enjoy it.
## Changelog
🆑
add: added a new virtual domain
🆑

![image](https://github.com/tgstation/tgstation/assets/154919526/2d94fe21-bc45-40dc-9f84-4b69088b353c)
2024-06-11 16:34:45 -07:00
SkyratBot f591dd3bd3 [MIRROR] Gondolas are now basic mobs (#27934)
* Gondolas are now basic mobs (#83451)

## About The Pull Request

This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.

Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.

## Why It's Good For The Game

The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.

## Changelog

🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Well then. Hope it works.

* Ohhh.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-06-02 17:37:45 +02:00
John Willard 8442124bcd Gondolas are now basic mobs (#83451)
## About The Pull Request

This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.

Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.

## Why It's Good For The Game

The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.

## Changelog

🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-05-31 16:48:31 -06:00
Profakos 4728ec0766 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.
/🆑
2024-05-03 20:11:00 +00:00
Profakos 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.
/🆑
2024-05-04 08:10:10 +12:00
SkyratBot c462c462d8 [MIRROR] Simple animal xenos are now basic animal xenos (#27051)
* Simple animal xenos are now basic animal xenos

* Conflict + updatepaths

* more repaths

* file repath

* womp womp

* bam me thinks

* mapfix

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-11 10:27:17 +02:00
John Willard 2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
SkyratBot 0a693b9dfa [MIRROR] Bitrunning 1.5: Secondary Objectives (#26821)
* 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.
/🆑

* Bitrunning 1.5: Secondary Objectives

* Update virtual_domain.dm

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-22 12:17:51 -04:00
Thunder12345 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.
/🆑
2024-03-09 22:42:23 +01:00
SkyratBot 5ea84cd3f6 [MIRROR] [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#26746)
* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783)

## About The Pull Request

this is very much a code thing im not sure what i would say this just
adds an extra variable
also should be no sideeffects this is handled by turf reservations

also virtual domains (fixes  #81779)

## Why It's Good For The Game
![2024-03-02
11_28_18-Window](https://github.com/tgstation/tgstation/assets/70376633/85d094d3-c877-418f-bec9-af2f16736352)
this would formerly breach to space
## Changelog
🆑
fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to
space)
/🆑

* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-03-04 16:14:43 -05:00
jimmyl 900cf05da5 [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783)
## About The Pull Request

this is very much a code thing im not sure what i would say this just
adds an extra variable
also should be no sideeffects this is handled by turf reservations

also virtual domains (fixes  #81779)

## Why It's Good For The Game
![2024-03-02
11_28_18-Window](https://github.com/tgstation/tgstation/assets/70376633/85d094d3-c877-418f-bec9-af2f16736352)
this would formerly breach to space
## Changelog
🆑
fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to
space)
/🆑
2024-03-04 13:40:31 +01:00
SkyratBot 41fd931836 [MIRROR] Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix [MDB IGNORE] (#25838)
* Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334)

## About The Pull Request

Updates the Wendigo Cave ruin on Ice Box and it's domain to be more
detailed, without changing the shape of the arena too much. Also fixes
the Wendigo attacking corpses,

![image](https://github.com/tgstation/tgstation/assets/86125936/f6720c48-a139-46a2-92d6-d9d83fd4672a)

![image](https://github.com/tgstation/tgstation/assets/86125936/36281f17-d853-40bb-b08e-c6ae0254dcc8)
And the domain!

![image](https://github.com/tgstation/tgstation/assets/86125936/441886d8-816e-4de8-b54b-0fa4f57e3a93)
## Why It's Good For The Game
Makes the Wendigo arena and the surrounding area more varied visually,
as well as stopping the Wendigo from attacking the decorative corpses
used in the domain.

(Previous Arena for reference)

![image](https://github.com/tgstation/tgstation/assets/86125936/346da0eb-9d16-430b-91bb-970f84d52826)

## Changelog
🆑
qol: Wendigo Cave ruin gets an aesthetic refresh
fix: Wendigos (Wendigi?) no longer attack corpses

/🆑

* Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
2023-12-25 09:43:32 +00:00
Ical 0c89bfde44 Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334)
## About The Pull Request

Updates the Wendigo Cave ruin on Ice Box and it's domain to be more
detailed, without changing the shape of the arena too much. Also fixes
the Wendigo attacking corpses,


![image](https://github.com/tgstation/tgstation/assets/86125936/f6720c48-a139-46a2-92d6-d9d83fd4672a)

![image](https://github.com/tgstation/tgstation/assets/86125936/36281f17-d853-40bb-b08e-c6ae0254dcc8)
And the domain!

![image](https://github.com/tgstation/tgstation/assets/86125936/441886d8-816e-4de8-b54b-0fa4f57e3a93)
## Why It's Good For The Game
Makes the Wendigo arena and the surrounding area more varied visually,
as well as stopping the Wendigo from attacking the decorative corpses
used in the domain.

(Previous Arena for reference)

![image](https://github.com/tgstation/tgstation/assets/86125936/346da0eb-9d16-430b-91bb-970f84d52826)

## Changelog
🆑
qol: Wendigo Cave ruin gets an aesthetic refresh
fix: Wendigos (Wendigi?) no longer attack corpses

/🆑
2023-12-25 02:33:32 +01:00
SkyratBot bb1914b106 [MIRROR] Abductor Ship Bitrunner Domain [MDB IGNORE] (#25492)
* Abductor Ship Bitrunner Domain (#80106)

## About The Pull Request

Adds in a new Bitrunner domain called Abductor Ship which is an
assault-type domain themed as an abductor mothership. It adds in a new
Abductor simplemob, gives them enemy AI almost identical to the
Syndicate Assault mobs and then sets them up in a new modular Domain map
fit with a custom Safehouse and multiple enemy types.

The domain is the same reward and difficulty level as the Syndicate
Assault mission and can be easily compared to it, while also being fresh
and having a cool themed map to run around in and blast aliens. I don't
know, I think it's cool...
## Why It's Good For The Game

Fun alien destruction, more Bitrunner content. Can you really go wrong
with that? It seems like bitrunning becomes dry when you've exhausted
all your domain options and have gotten used to them.
## Changelog
🆑
add: Added new modular Assault-Type domain "Abductor Ship"
add: Added new simple mob abductor agents team
/🆑

* Abductor Ship Bitrunner Domain

---------

Co-authored-by: IsaacExists <125638858+IsaacExists@users.noreply.github.com>
2023-12-08 05:11:22 -05:00
IsaacExists 675522c643 Abductor Ship Bitrunner Domain (#80106)
## About The Pull Request

Adds in a new Bitrunner domain called Abductor Ship which is an
assault-type domain themed as an abductor mothership. It adds in a new
Abductor simplemob, gives them enemy AI almost identical to the
Syndicate Assault mobs and then sets them up in a new modular Domain map
fit with a custom Safehouse and multiple enemy types.

The domain is the same reward and difficulty level as the Syndicate
Assault mission and can be easily compared to it, while also being fresh
and having a cool themed map to run around in and blast aliens. I don't
know, I think it's cool...
## Why It's Good For The Game

Fun alien destruction, more Bitrunner content. Can you really go wrong
with that? It seems like bitrunning becomes dry when you've exhausted
all your domain options and have gotten used to them.
## Changelog
🆑
add: Added new modular Assault-Type domain "Abductor Ship"
add: Added new simple mob abductor agents team
/🆑
2023-12-07 21:42:26 -08:00
SkyratBot d852cc21df [MIRROR] Adds a modular bitrunning map, changes safehouse spawns [MDB IGNORE] (#25363)
* Adds a modular bitrunning map, changes safehouse spawns (#79937)

## About The Pull Request
Primarily, this adds one new map to bitrunning that uses modular rooms.

<details>
<summary>pictures</summary>

![image](https://github.com/tgstation/tgstation/assets/42397676/48d78e05-1134-477c-a269-a4b71064058b)

![Screenshot 2023-11-25
133937](https://github.com/tgstation/tgstation/assets/42397676/851d6235-e939-465c-92e5-830886d50d9c)

![image](https://github.com/tgstation/tgstation/assets/42397676/6094dae6-fc3b-4cc4-9fd5-d7dd6d944cee)

</details>

I also added in some changes:
- Safehouses are now loaded using the modular map system rather than the
bespoke solution qservers had.
- Lowers the difficulty of psyker shuffle (which I felt was a little too
nightmarish) and boosts its rewards.
## Why It's Good For The Game
New maps
More integration with prior systems
## Changelog
🆑
add: Added a new modular bitrunning domain - Starfront Saloon.
balance: Psyker shuffle domain was made slightly easier and has been
given more rewards.
/🆑

* Adds a modular bitrunning map, changes safehouse spawns

* Linterpass minus Milsim

* readds Milsim

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zergspower <Griffinj88@yahoo.com>
2023-12-06 16:48:12 -06:00
SkyratBot 781ccff568 [MIRROR] Fixes an outfit typo [MDB IGNORE] (#25391)
* Fixes an outfit typo (#80077)

## About The Pull Request

Fixes a typo in one of the outfits used in the Pipe Dream domain.

Factory Quatermaster -> Factory Quartermaster
## Why It's Good For The Game

Quatermaster...
## Changelog
🆑 Rhials
spellcheck: Fixes a typo in the Factory Quartermaster outfit name.
/🆑

* Fixes an outfit typo

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-12-02 18:59:47 -06:00
Rhials 82ce211bbc Fixes an outfit typo (#80077)
## About The Pull Request

Fixes a typo in one of the outfits used in the Pipe Dream domain.

Factory Quatermaster -> Factory Quartermaster
## Why It's Good For The Game

Quatermaster...
## Changelog
🆑 Rhials
spellcheck: Fixes a typo in the Factory Quartermaster outfit name.
/🆑
2023-12-02 14:47:51 -07:00
Jeremiah 7cb5738fcb Adds a modular bitrunning map, changes safehouse spawns (#79937)
## About The Pull Request
Primarily, this adds one new map to bitrunning that uses modular rooms.

<details>
<summary>pictures</summary>


![image](https://github.com/tgstation/tgstation/assets/42397676/48d78e05-1134-477c-a269-a4b71064058b)

![Screenshot 2023-11-25
133937](https://github.com/tgstation/tgstation/assets/42397676/851d6235-e939-465c-92e5-830886d50d9c)


![image](https://github.com/tgstation/tgstation/assets/42397676/6094dae6-fc3b-4cc4-9fd5-d7dd6d944cee)

</details>

I also added in some changes:
- Safehouses are now loaded using the modular map system rather than the
bespoke solution qservers had.
- Lowers the difficulty of psyker shuffle (which I felt was a little too
nightmarish) and boosts its rewards.
## Why It's Good For The Game
New maps
More integration with prior systems
## Changelog
🆑
add: Added a new modular bitrunning domain - Starfront Saloon.
balance: Psyker shuffle domain was made slightly easier and has been
given more rewards.
/🆑
2023-12-01 01:06:21 +01:00
SkyratBot 3238023f73 [MIRROR] Adds more bitrunning antagonists + fixes (READY) [MDB IGNORE] (#25054)
* Adds more bitrunning antagonists + fixes (READY)

* Update role_preferences.dm

* Update poll_ignore.dm

* Update poll_ignore.dm

* Update cyber_police.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-16 18:50:32 -05:00
Jeremiah 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

![dreamseeker_eKi7Mhv45s](https://github.com/tgstation/tgstation/assets/42397676/099a0982-d6f8-4c93-a64c-8c7d45d9204e)


![robot_48_animation](https://github.com/tgstation/tgstation/assets/42397676/a2147195-61e6-4584-8645-56333ecd3e07)

The glitch effect - this mob is being mutated

![dreamseeker_NE4j4rCoez](https://github.com/tgstation/tgstation/assets/42397676/273892c7-e396-417b-8a9d-3709a210e3ff)

Cyber tac (t2 antagonist)
![Screenshot 2023-10-27
211732](https://github.com/tgstation/tgstation/assets/42397676/6ff79337-cb0d-4a1f-80cf-dce99a4991d5)

</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>
2023-11-17 11:56:17 +13:00