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b90d323f4bf8a67234b417536aa8bfb18ff38ab4
27 Commits
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d086ca70e5 |
[MIRROR] Items in your hands can catch fire (#28247)
* Items in your hands can catch fire (#83867) ## About The Pull Request Recently we allowed items held in your hands to catch fire if you catch fire. This makes sense but the code had a few oversights, then we reverted it. This PR reintroduces the feature, but with a few refinements. The basic feature is simple: If you are on fire then items you are holding will also catch fire, in the same vein as items you are wearing on your head or hands. There are also a few caveats we forgot about the first time we added this: - If your gloves cannot catch fire, your held items will not catch fire (because your hands aren't on fire). - If you are extinguished, your held items will also be extinguished. - Stopping, Dropping, and Rolling on top of any items will also extinguish those items. As part of this change, after an argument about whether or not this is an oversight in coding-general, I've made the proc `get_equipped_items` take a bitflag instead of a series of booleans as an argument and added a new one for "include held items", so that we need no longer argue about whether holding something counts as "equipping" it (in all other parts of the game than this proc, it does). This is what gives the PR most of its code footprint, don't be scared. ## Why It's Good For The Game Items you are holding in your hands _should_ catch fire if everything else on your person is on fire, and taking an item off of your body to put it in your hands shouldn't protect it from fire, because those things don't make intuitive sense. If we want an item to be able to catch fire when worn, then it should do so. This might expose some issues where we were improperly setting the flammability flags on items, but any weapon which will burn in your hands now would also have burned if you were wearing it on your belt or back, so making those issues more visible should be a bonus (we'll also stop them from burning on your back or belt). If you see someone holding a piece of paper that you really don't want them to read you can now set them on fire to stop them from reading it, whereas previously they would deftly hold the very flammable object out of reach of their flaming body. ## Changelog 🆑 balance: Items held in your hands can catch fire. balance: Items you are holding won't catch fire if your hands cannot catch fire. balance: When you stop being on fire so will items you are holding. balance: If you roll around on your burning items they will stop being on fire. /🆑 * Items in your hands can catch fire --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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8cf132e320 |
[MIRROR] Logs bitrunning domain loading and completion (#28179)
* 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 * Logs bitrunning domain loading and completion --------- Co-authored-by: Profakos <profakos@gmail.com> |
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1bdffdf2d0 |
[MIRROR] Fixes some bitrunning related issues [no gbp] (#27707)
* Fixes some bitrunning related issues [no gbp] (#83184) ## About The Pull Request Properly allows bitrunning antagonists to come station side A few issues were resolved: - Event title was too lengthy, it's been renamed - IDs were not being named properly for cyber police. Cybertac would appear as "unknown" - Runtime at examining cyber police ID because it had an erroneous account - Teleporting station side would delete your organs and leave you a broken husk of a mob ## Why It's Good For The Game Fixes #83181 ## Changelog 🆑 fix: Bitrunning antagonists no longer gib on teleport fix: Cyber tac now have a visible name / ID fix: Renamed the bitrunning malfunction event to just "Malfunction: x" /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> * Fixes some bitrunning related issues [no gbp] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> |
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bf3a907649 |
[MIRROR] Virtual Domains now have certain areas protected from ghost role interference (#27618)
* Virtual Domains now have certain areas protected from ghost role interference (#82960) ## About The Pull Request This touches up on the bitrunning ghost roles that come with some maps, namely Corsair Cove and Syndicate Assault. The gist of it is: Ghost role spawners and Digital Anomalies (the random event boss mobs) are now restricted from entering the VDOM safehouse, and other areas where critical equipment is stored. Here's an example from Syndicate Assault -- The X-ed out area is considered "out of bounds" for digital anomalies/ghost roles:  Additionally, this also fixes the matter of pirate ghost role spawns creating their own antag datum/pirate team, which would carry into the roundend report. Since these are no longer legitimate pirate spawners and are now specifically designed spawners for virtual domains. Naturally, emagging the server jailbreaks all of these restrictions and notifies any virtual entities. The new subtype of spawners should also be scalable enough that new VDOMs should be able to implement new ghost role spawners with ease. ## Why It's Good For The Game It's one thing to have sentient mobs to fight, which can shake up the otherwise somewhat static nature of bitrunning maps, but when players are tossing equipment, spawncamping, or otherwise making it impossible for the runners to fight them it ends up being unfun for everyone involved. You can't get into a good fight with a bitrunner avatar if their only recourse is to wipe the map and everything (YOU) in it. This ensures a level of fairness between the (typically vindictive) ghost roles of a VDOM and the players. Also, pirate spawns don't make a new pirate team/datum. That's one of the fixes I was aiming for with this. ## Changelog 🆑 Rhials balance: Virtual domain ghost roles can no longer enter the safehouse/"equipment" areas of a domain. fix: Pirate virtual domain ghost roles will no longer make a pirate team antag datum. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> * Virtual Domains now have certain areas protected from ghost role interference --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> |
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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. /🆑 |
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
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75b5e48ce1 |
[MIRROR] Removes avatar earpiece [no gbp] (#27360)
* Removes avatar earpiece [no gbp] (#82609) ## About The Pull Request There's no comms in the digital plane anyway so this is only stopping them from exploiting binary comms ## Why It's Good For The Game Exploit fix Fixes #82604 ## Changelog 🆑 fix: Bit avatars no longer have access to free binary comms with the AI outfit /🆑 * Removes avatar earpiece [no gbp] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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b8156ff296 |
[MIRROR] Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#27042)
* Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#82218) ## About The Pull Request  Bitrunners are now equipped with body cameras. The Quantum Console now holds a switch which you can toggle on to broadcast your body camera footage to the station's Entertainment Monitors. I also cleaned up some balloon alerts ## Why It's Good For The Game I did a gimmick with a bunch of bitrunners and thought it was lame I couldn't watch them as they did the bitrunning part. So here we are. I think it is pretty neat and fun, and also kinda thematic, since it is VR after all. ## Changelog 🆑 Melbert add: Bitrunners can now broadcast their Bitruns to the station's Entertainment Monitors. /🆑 * Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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df20785778 |
[MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#26974)
* Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. * Update code/_globalvars/traits/_traits.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement * a * Update effects.dmi * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit d4fdaf0abbfaacddb0cc0d175dad4e410fe57e44. --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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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> |
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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>    </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> |
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67c8055df5 |
[MIRROR] Disables mod links from virtual modsuits [NO GBP] [MDB IGNORE] (#25370)
* Disables mod links from virtual modsuits [NO GBP] (#80038) ## About The Pull Request Via discussion in discord:  ## Why It's Good For The Game Virtual entities, however suited up they are, shouldn't be able to communicate station side with crew or with syndicate entities. ## Changelog 🆑 fix: Mod links are now disabled in the virtual realm. /🆑 * Disables mod links from virtual modsuits [NO GBP] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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aef9fcf5bf |
[MIRROR] Bitrunning glitches that don't escape their domain don't show up in the roundend report [MDB IGNORE] (#25244)
* Bitrunning glitches that don't escape their domain don't show up in the roundend report (#79910) ## About The Pull Request Exactly what the title says. I was planning to fully refactor glitches to function more like lavaland elites, which they operate more similarly to, but I was lazy and also discovered the `show_in_roundend` var on `/datum/antagonist` - setting that to `FALSE` does the thing I cared most about. Making them still appear in the roundend report if they escape was Fikou's idea. ## Why It's Good For The Game Does the roundend report really need to list a hostile that will cease to exist soon after killing the only characters it can interact with? ## Changelog 🆑 qol: Bitrunning glitches will not show up in the roundend report unless they escape the virtual domain. /🆑 * Bitrunning glitches that don't escape their domain don't show up in the roundend report --------- Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net> |
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7e6a9433c5 |
[MIRROR] Reimplements bitrunning hands [NO GBP] [MDB IGNORE] (#25072)
* Reimplements bitrunning hands [NO GBP] (#79810) ## About The Pull Request As it turns out, you cannot do that ## Why It's Good For The Game Bitrunners need hands Fixes #79786 ## Changelog 🆑 fix: After correcting a slight miscalculation, Bit Avatars now have hands again. /🆑 * Reimplements bitrunning hands [NO GBP] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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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> |
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d0ff76bed9 |
[MIRROR] Removes virtual-specific subtypes of drinking glass + adds a new fishing map [MDB IGNORE] (#24759)
* Removes virtual-specific subtypes of drinking glass + adds a new fishing map (#79423) ## About The Pull Request Changed how loot signals work with bitrunning entirely, which allows map creators to attach functionality to objects without creating subtypes of the item As a bonus I added a fishing minigame map which uses it ## Why It's Good For The Game It's a messy solution to need to create subtypes just for the one-off map that needs them ## Changelog 🆑 add: Added a new fishing map to bitrunning. add: You are no longer limited to pina coladas on the beach bar domain. Cheers! /🆑 * Removes virtual-specific subtypes of drinking glass + adds a new fishing map --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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8495b00be9 |
[MIRROR] Cleans up signal use in bitrunning [NO GBP] [MDB IGNORE] (#24738)
* Cleans up signal use in bitrunning [NO GBP] * Update avatar_connection.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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c1de69dbbf |
[MIRROR] Removes virtual-specific megafauna, fixes boss map issues [NO GBP] [MDB IGNORE] (#24737)
* Removes virtual-specific megafauna, fixes boss map issues [NO GBP] (#79424) ## About The Pull Request Another atomization of the content patch- Let's not subtype everything into virtual variants This also fixes some bugs that were present with vdom boss maps - Made the bubblegum map larger so he wouldn't teleport out - Legion is just far too annoying to have to fix code wise, given that few if anyone tries it with the base virtual equipment <details> <summary>what do you mean too annoying?</summary> Legion doesn't handle dying like the standard megafauna - each time it "dies" it looks to see if there's another legion in the entire game world. Given the real one very likely exists, this basically means it won't drop anything. I'd have to modify legion's death proc specifically for the virtual domain. No other megafauna has this level of weirdness (nor splitting behavior) and coupled with the fact I think no one tries the domain, I'm just removing it. </details> ## Why It's Good For The Game Cleans up megafauna subtypes that were specific for the virtual domain. Now, we won't need to keep adding to the list if there's ever a new one Fixes #79203 Fixes #79200 ## Changelog 🆑 fix: Bubblegum should no longer teleport out of the simulation when threatened del: Chamber of Echoes map removed as it conflicts with the actual Legion /🆑 * Removes virtual-specific megafauna, fixes boss map issues [NO GBP] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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dc63586c02 |
[MIRROR] Fixes some bitrunning bugs [NO GBP] [MDB IGNORE] (#24682)
* Fixes some bitrunning bugs [NO GBP] (#79332) ## About The Pull Request Atomized bug fix PR from the content patch. They seemed to be priority ## Why It's Good For The Game Fixes #79329 Fixes #79164 Fixes #79289 ## Changelog 🆑 fix: Paraplegics can now enter netpods. fix: Fixes an exploit caused by teleporting out of a netpod. fix: Outfit selection at netpods shouldn't give armor bonuses any longer. /🆑 * Fixes some bitrunning bugs [NO GBP] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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e7a1ec5ba2 |
[MIRROR] Cuts the number of apply_damage copypaste procs from 3(.5) to 1, fixing a few bugs along the way [MDB IGNORE] (#24619)
* Cuts the number of `apply_damage` copypaste procs from 3(.5) to 1, fixing a few bugs along the way * Update _species.dm * Update damage_procs.dm * Modular adjustments * Update mutant_species.dm * Update mutant_species.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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cc5599d2c8 |
[MIRROR] Fixes infinite loop in bitrunning [MDB IGNORE] (#24534)
* Fixes infinite loop in bitrunning (#79194) ## About The Pull Request Clears up some functionality in netpod disconnect cases that lead to an infinite loop Also fixes an errant message from #78959 ## Why It's Good For The Game Fixes #79190 ## Changelog 🆑 fix: Entering a virtual domain should no longer give you a message that it doesn't forbid items /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Fixes infinite loop in bitrunning --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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6f1ed08951 |
[MIRROR] Allows domains to forgo giving bitrunners their disk items and spells if that is desired [MDB IGNORE] (#24459)
* Allows domains to forgo giving bitrunners their disk items and spells if that is desired (#78959) ## About The Pull Request Adds two variables to bitrunner domains, one for making them not spawn disk items, and one for making them not grant disk abilities to bitrunner characters on loading into the domain. Not presently used in any domains, but will be a mystery tool that will help us later. ## Why It's Good For The Game I've thought of a few pretty good domains but the ideas behind them fall apart a bit of joey bitrunner can bring a desword and fireball into them. ## Changelog 🆑 code: Bitrunner domains can now have spells or items from disks disabled if the domain maker wants such a thing /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Allows domains to forgo giving bitrunners their disk items and spells if that is desired --------- Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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03843c8c05 |
[MIRROR] Bitrunning hotfix 3 [MDB IGNORE] (#24209)
* Bitrunning hotfix 3 * Update netpod.dm * Fixes modular paths * Fixes modular paths * Moves the food a bit --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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59e1231c8b |
[MIRROR] A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) [MDB IGNORE] (#24087)
* A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) * Modular changes--bonus, removes a bunch of completely unused code signals code that was taking up resources needlessly --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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591d7b649f |
[MIRROR] bitrunning hotfix 2 [NO GBP] [MDB IGNORE] (#24011)
bitrunning hotfix 2 [NO GBP] Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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964fc99589 |
[MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY) * Delete bepis.dm * Conflicts * Update dynamic_rulesets_midround.dm * Fixing this invalid icon file path It was trying to use the aesthetics one * Bepis is dead * New digi sprites courtesy of CandleJaxx!! Now in the correct branch! * Fixing merge conflict * bitrunning hotfixes [NO GBP] * Modular health adjustments * Revert "Modular health adjustments" This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86. * Modular health adjustments Only this one should be necessary * The screenshot test * Bitrunner den for voidraptor (FOR #23865) (#23891) * no shower in sight * lets bitrunners actually get to their room and spawn there * New digi sprites courtesy of CandleJaxx!! * Revert "New digi sprites courtesy of CandleJaxx!!" This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9. --------- Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> * Removes bitrunning unit tests (#78607) ## About The Pull Request Removes the fraction of unit tests I thought would be safe. Not thrilled that I have to exclude ALL unit tests now, but hey. The issue is that atmos attempts to process on a turf which hasn't initialized yet. ## Why It's Good For The Game Other PRs can pass checks now ## Changelog N/A * Update birdshot.dmm * Tweaks the BEPIS category of the bitrunning order console * Adds back the flashdark that we had skyrat edited in * Update tgstation.dme * Fixes Voidraptor bitrunning den not being connected to the powergrid --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |