Commit Graph

79 Commits

Author SHA1 Message Date
Jeremiah
5dc1d36ee4 Bitrunning: Combat domain [READY] (#84196)
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## 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.

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## 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.

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## Changelog

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🆑
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.
/🆑

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2024-07-02 23:03:12 -04:00
MrMelbert
4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
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
Jeremiah
9ab7d8f2e8 Bitrunning: Avatars get silly hacker names (#84279)
## About The Pull Request
Bit avatars now get corny names while spawning in to the virtual domain.
You can change your alias in prefs or have it randomized for s0meth1ng
1337.

Added sechud icons (and thereby orbit ui icons) for bit avatars since
"Cyb3rHaxx0r" might be confusing to find in the living players section.
## Why It's Good For The Game
This was done as a request and after discussion in the code channel. 
A little bit of character persistence across simulations.
## Changelog
🆑
add: Bitrunning: You can now choose your hacker alias in prefs.
add: Bit avatars get orbit icons.
/🆑
2024-06-25 00:25:33 -04:00
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
BeagleGaming1
bd5c045acb Adds proto-kinetic accelerator modkit and proto-kinetic crusher trophy disks to the bitrunning vendor (#83825)
## About The Pull Request
Adds disks to the bitrunning vendor that give the pka and pkc additional
parts.
I have no idea if any of these numbers are balanced, I am not good at
balance, and these are just random numbers I came up with. If anyone has
any recommendations on how to better order or price it, I would love to
know.

## Why It's Good For The Game
It gives people a way to test fights against megafauna using unique
combinations of accelerator modkits and crusher trophies with less
risks.

## Changelog
🆑
add: Added disks for accelerator modkits and crusher trophies to the
bitrunning vendor
/🆑
2024-06-20 19:16:18 +01:00
Jacquerel
e8157f4dfc 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.
/🆑
2024-06-19 12:15:27 +12:00
Andrew
5f36ef1d6e New Tech Tree (#84024)
## About The Pull Request

Reshuffles the tech tree nodes, adding reagent purity and cybernetic
organ scan experiments. The total point requirements barely changed.

Made the discount experiments unlock nodes for free, instead of
providing partial discounts, to provide more incentive to actually do
them.

Also devided all points by the amount generated per second, for
convenience. Now points correspond to seconds.

<details> 
  <summary>New tech tree</summary>
<img width="4320" alt="Tech New"
src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6">
</details>

## Why It's Good For The Game

- Breaks bloated general nodes into more specialized nodes, making the
tree more balanced
- Combines scattered nodes dedicated to a single design into specialized
nodes, reducing the number of nodes
- Reshuffles the unlocks within specialized tree to adjust progression
on some trees to follow the idead: Cheap nodes first, then nodes that
require experiments or nodes of neighbouring trees, then expensive nodes
with end-game tech.
- You no longer need a dissection experiment to unlock a microwave,
every experiment is relevant to the tree unlocked by it
- With specialized nodes, it is easier to pick a node for the new things
that people add
- Better foundation for potential per-department point system. It will
be easier to put it on top of a cleaner tree
- The nodes are separated in tiers, with progressively increasing costs,
so that early tech is cheap and easy to research with just points, but
later tech is more expensive, making the discount experiments for those
more likely to be performed.

## Changelog

🆑
balance: Reshuffled tech tree, making nodes more specialized
qol: Research points devided by the amount generated per second, so now
research points correspond to seconds
add: Introduced reagent purity scan experiments (required for Cryostasis
node)
add: Introduced synthetic organ scan experiment (required for top tier
cyber organs)
add: Added a variant of machinery scan experiment that accepts any
machines with upgraded parts (required for tier 3 parts)
del: Removed material scanning experiments from the tech tree
/🆑
2024-06-17 13:21:48 -04:00
Rex9001
909256caa4 Takes the ABDUTOR_PROOF flag out back (#83958)
## About The Pull Request
Basically the title, Abductors can no longer teleport into NOTELEPORT
areas except for the abductor ship. This now also removes the
ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored
areas

fixes https://github.com/tgstation/tgstation/issues/83844
## Why It's Good For The Game
Abductors shouldnt kidnap people in centcom
## Changelog
🆑
fix: Abductors can no longer teleport into Centcom
remove: Brutally murders the ABDUCTOR_PROOF flag
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2024-06-14 20:38:10 -04:00
Profakos
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
2024-06-14 12:27:02 -06:00
MrMelbert
6fea9d999d Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request

I was looking at sounds (as you do) and I noticed this


![image](https://github.com/tgstation/tgstation/assets/51863163/25b298ca-31ac-48a0-9f86-c65a8becd532)

These sounds don't exist

We have `portal_open_1`, not `portal_open1`. 
This wasn't caught on compile because they used `""` and not `''`.

So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately

Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.

However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.

Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop

## Changelog

🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
2024-06-13 23:47:37 -06:00
SyncIt21
b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00
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
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
Fikou
49dccad3a0 unhardcodes modsuit parts (#82905)
## About The Pull Request

see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part

## Changelog
🆑
refactor: modsuits have been refactored if you see bugs report them 
fix: admin cargo tech modsuit outfit now works correctly
/🆑

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-05-19 22:03:59 -07:00
Jeremiah
fce52097ee 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>
2024-05-15 03:01:04 +02:00
Rhials
6aa0dee37f 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:

![image](https://github.com/tgstation/tgstation/assets/28870487/b0752dd4-102b-4b64-8c21-c100a58c1a96)

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>
2024-05-06 22:35:05 -07:00
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
Jacquerel
46861e4831 Netguardian darkvision & visual tweaks (#82919)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/7483112/730a8d16-6489-4c7f-8c82-ae0d07598913)

This gives the Netguardian Prime mob a little bit of darkvision.
Reasoning: Some of these netrunning maps (like the alien hive) are very
dark, and this is a robot.

At the same time I added some emissives to its glowing eye and thrusters
to make them appear to emit light, and I removed the bobbing animation
we automate on flying mobs because its icon state has one already.

## Why It's Good For The Game

If we're going to spawn a mob in the dark it should probably be able to
see where it is.

## Changelog

🆑
balance: Netguardian Prime can see in the dark.
image: You can see Netguardian Prime in the dark.
/🆑
2024-04-29 04:29:57 +02:00
Jeremiah
9207af001b Fixes netpod href exploit (#82698)
## About The Pull Request
Can't have fits in detroit
## Why It's Good For The Game
Fixes #81616
## Changelog
🆑
fix: Netpods have had their security against exploits increased.
/🆑

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2024-04-17 18:20:15 -04:00
Jeremiah
dc1900ac8d 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
/🆑
2024-04-17 18:52:54 +01:00
MrMelbert
995d8e2ee1 Fixes a variety of input stalling exploits (#82577)
## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
2024-04-12 03:03:27 +00:00
John Willard
fa31403353 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.
/🆑
2024-04-08 22:15:07 -06:00
Ghom
95b7fa1fb7 Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

## Why It's Good For The Game
More unit tests to make sure things are done correctly.

## Changelog

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
2024-03-27 16:01:56 -06:00
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
MrMelbert
c1047432c0 Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#82218)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/72b90aba-863c-4776-b596-89f0dc0ee45f)

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.
/🆑
2024-03-26 12:28:45 -06:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
Ghom
76fa5bcdad Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980)
## About The Pull Request
Active skillchips are now copied on bitrunning avatars. To celebrate
this, I've made a skillchip, which can be ordered through the bitrunning
vendor, that lets you dodge projectiles for the duration of your flips
plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you
think 20 is a bit too low, tell me).

I've also renamed the files containing the orderable bepis disks and
bitrunning tech because they inconsistent with the names of their
sections shown in the UI.

## Why It's Good For The Game
I think (active) skillchips being copied to bitrunning avatars makes
sense as after all they're both tech-y, brainy stuff. It's a bit of a
shame that no one thought of doing that.

## Changelog

🆑
add: Active skillchips are now copied on bitrunning avatars.
add: To celebrate it, a skillchip is now available from the bitrunning
order console, which lets you dodge projectiles for the duration of your
flips, at the cost of stamina.
/🆑
2024-03-21 20:44:10 +00:00
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
13spacemen
357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
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
Rhials
87771e7ecc Makes the encrypted bitrunning cache indestructible (#81150)
## About The Pull Request

This gives the encrypted bitrunning crate a bunch of resistances, making
it (theoretically) impossible to destroy.
## Why It's Good For The Game

The crate getting shot down by mobs or players and softlocking a domain
really kinda sucks!
## Changelog
🆑 Rhials
fix: The encrypted bitrunner cache is now impervious to most
conventional means of destruction.
/🆑
2024-01-29 18:51:21 +01:00
Kyle Spier-Swenson
8703eac50d split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
2024-01-18 12:16:12 -05:00
Jeremiah
e6e3edcb9a Fixes netpod healing exploit (#80717)
## About The Pull Request
This PR addresses an issue where netpod healing effects persisted under
certain conditions (Issue #80715). Specifically, when a netpod is
destroyed with a player inside, the embryonic stasis effect improperly
continued. This adds another cases where the user is teleported out by
other means (not currently a known issue).
## Why It's Good For The Game
Fixes an in game exploit / bug
Fixes #80715
## Changelog
🆑
fix: Having a netpod destroyed will no longer grant you permanent
healing.
/🆑
2024-01-05 02:00:59 +01:00
Mothblocks
c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
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
Profakos
7da1609349 Adds unique vendor description to the bitrunning disks (#80444)
## About The Pull Request

This PR adds a unique description to the six bitrunning disk vendor
orders.


![image](https://github.com/tgstation/tgstation/assets/2676196/70b8c998-c32d-442c-94be-cb92922728c1)


## Why It's Good For The Game

This lets you know in advance what the disks contain, so you can plan
out if you want to save up your heard earned bitpoints for being able to
turn into a dragon, or perhaps if you want to double up on complex
spells.

## Changelog

🆑
qol: The bitrunning equipment vending machine now has a unique
description for each of the bitrunning disks
/🆑
2023-12-21 11:17:16 -05:00
Profakos
92684c1746 The bitrunning domain completion screen alert works again (#80426)
## About The Pull Request

When a domain is cleared via delivering the crate, all bitrunners get an
alert that lets them disconnect safely when clicked. However, it was not
working due to an inverted check. This PR fixes that, and also passes
along the return value properly.

## Why It's Good For The Game

I want to get off Mr Bone's Wild VR safely if I am trapped in a corner
but my friends manage to deliver the loot back to base.

## Changelog

🆑
fix: The bitrunner domain completion screen alert is once again properly
clickable
/🆑
2023-12-18 17:38:21 +00:00
Ghom
533863e5fd Changes the 'red pill' signal into a more generic 'living pill consumed' (#80428)
## About The Pull Request
I've been reminded to do that by Mothblocks.

## Why It's Good For The Game
Who would have thought that an oddly specific signal that is only sent
when the pill is red was bad design.

## Changelog
N/A

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-18 17:38:05 +00:00
Fikou
a3fa541e2e Bridge Assistant Station Trait (#80279)
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

![image](https://github.com/tgstation/tgstation/assets/23585223/905e5527-9069-4226-b160-8dedd1ea7b74)
and ingame screenshots

![image](https://github.com/tgstation/tgstation/assets/23585223/0aa537ac-a791-4249-a702-490584919fd9)

![image](https://github.com/tgstation/tgstation/assets/23585223/eb93e2d1-0291-4ade-9208-b1c0b68648c7)

![image](https://github.com/tgstation/tgstation/assets/23585223/1d3c2f11-8ac0-4ee9-91a5-176f81a08dcb)


## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role

## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-16 20:02:45 -05:00
Derpguy3
09de210dfc Corrects a minor grammar mistake in a job description and crate (#80327)
## About The Pull Request
Specifically corrects the following;
- Adds a period to the end of the Research Director's job description.
- Fixes the grammar for the description of the encrypted cache crate.
## Why It's Good For The Game
Proper grammar makes things look nice.
## Changelog
🆑
spellcheck: Fixed a minor grammar mistake in the RD's job description
and the encrypted cache crate.
/🆑
2023-12-15 17:09:36 -05:00
ATH1909
fe51ce7f66 consuming a red pill will now eject you from the Matrix (#79533)
## About The Pull Request

If your bitrunning avatar somehow acquires and consumes a red pill, they
will be disconnected from the Matrix.

Note that this, like the 5% chance to receive a red pill message, only
happens with pills with the fully red pill sprite (pill4). As far as I'm
aware, only custom pills dispensed from a ChemMaster can have this
sprite.

## Why It's Good For The Game

hehe funny reference

proof of testing:

![image](https://github.com/tgstation/tgstation/assets/42606352/8be936cb-ad98-4808-92aa-5445199524df)

I also tested consuming normal and red pills in the non-bitrunning world
to ensure that they still transfer chems, that red pill messages still
work, and that they don't break anything.

## Changelog

🆑 ATHATH
add: If your bitrunning avatar somehow acquires and consumes a red pill,
they will be disconnected from the Matrix.
/🆑
2023-12-14 18:24:17 +01:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
MrMelbert
1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
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
distributivgesetz
274eb2a52e Removes Clone Damage (#80109)
<!-- 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

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

<!-- 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

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

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## Changelog

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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

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2023-12-04 14:42:43 -08:00
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
san7890
7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
Jeremiah
9090795000 Disables mod links from virtual modsuits [NO GBP] (#80038)
## About The Pull Request
Via discussion in discord:

![image](https://github.com/tgstation/tgstation/assets/42397676/b1990bce-35c3-4266-9ee1-3f6abde846bb)
## 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.
/🆑
2023-12-01 21:33:03 +01:00
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