Commit Graph

54 Commits

Author SHA1 Message Date
carlarctg
e57eddbb32 Adds rare chance for surgery trays to become medical toolboxes (#88276)
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## About The Pull Request

Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.


![image](https://github.com/user-attachments/assets/a6f6182b-5840-4494-8326-ea88f76e195b)

They work basically the same, just that they can't be rolled around and
don't slow you down when walking around.

Medical toolboxes are fairly weak, but coroner toolboxes are pretty
strong.

Added a 1 in 1.000.000 chance for a toolbox to have four latches.

<!-- 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

> Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.
> They work basically the same, just that they can't be rolled around
and don't slow you down when walking around.

The idea of going to the surgery room and finding a _medical toolbox_
instead of a surgery tray is inexplicably amusing to me.

> Medical toolboxes are fairly weak, but coroner toolboxes are pretty
strong.

Healers and hurters!

> Added a 1 in 1.000.000 chance for a toolbox to have four latches.

peak absurdity is reached

~~next pr will include brown toolboxes, which clip to your belt~~

credit 2 @SmArtKar for sprites

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## Changelog

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🆑
carlarc, smartkar
add: Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.
add: Added a 1 in 1.000.000 chance for a toolbox to have four latches.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2024-12-06 23:56:52 +01:00
Hatterhat
048a029234 crate chaos crate position randomizes again (#88011)
## About The Pull Request
moves the crate chaos randomizer marker to the far corner of the domain.
this fixes the crate always spawning in one place, somehow. running
theory is that the map didn't initialize enough before the crate
randomizer was placed, so it never found the encrypted crate so it could
never randomize its position.

moving it to the corner makes it so it only loads after most of the map
does, so it can shuffle the crate around. i tested it

![image](https://github.com/user-attachments/assets/82861120-9375-4800-8c58-008916391903)

## Why It's Good For The Game
woe, bitrunners must now interact with the map gimmick again

## Changelog

🆑
fix: Crate Chaos's encrypted cache is now randomly placed again.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2024-11-20 01:07:07 +01:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
DATA
a0fbeaf469 Gives the parrot in the bitrunning domain the pirate faction (#87492)
## About The Pull Request


While I was testing #87481 i noticed that the pirates next to 
the bird were killing it before the domain even had a chance to load,
this stops that from happening

## Why It's Good For The Game

bird murder is bad

## Changelog

🆑
fix: The parrot from the Corsair Cove will no longer be immediatelly
shanked by the pirates upon loading of the domain.
/🆑
2024-10-27 15:14:48 +01:00
Rhials
ec96739484 Meta Central Virtual Domain spawner fixes and announce_to_ghosts adjustment (#86797)
## About The Pull Request

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

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

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

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

Ensures #86785 will be closed properly.
## Changelog
🆑 Rhials
fix: The Meta Central Virtual Domain now uses the proper ghost role
spawner, meaning you can't eavesdrop on syndie comms using their
headset.
/🆑
2024-09-21 18:17:53 +02:00
Rhials
1aa5fa00a4 Replaces the security NVGs in Metastation Central bitrunner domain with generic ones (#86752)
## About The Pull Request

This swaps out the security NVGs in the Metastation Central bitrunner
domain with regular ones.

These NVGs are the colorless variant, so nothing is changed beyond not
being able to access sec records.
## Why It's Good For The Game

Closes #86645.
## Changelog
🆑 Rhials
fix: You can no longer backdoor security records using the Metastation
Central bitrunner domain.
/🆑
2024-09-21 00:25:45 +02:00
Bloop
feb474550f Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request

Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).

This just removes all the old unused req_access lists that reside on the
various vending machines.

## Why It's Good For The Game

Less chance of cargo culting something that serves no purpose anymore.

## Changelog

Nothing player facing I should hope

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-10 14:41:42 +00:00
Singul0
5167126d8f Fixes the forgotten_ship captain having a normal makarov instead of a stetchkin APS (#86472)
## About The Pull Request
Replaces the normal automatic makarov with the stechkin APS
## Why It's Good For The Game
I'm super sure back then the captain had a stechkin aps, probably a
botched updatepaths job.
## Changelog
🆑
fix: Fixes makarov-stechkin mix up on forgotten ship virtual domain.
/🆑

fixes #86287
2024-09-05 22:09:03 -04:00
Jeremiah
008876823c Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request
Title. Adds two new maps: 
- Grasslands Hunt (peaceful)
- Meta Central (easy)

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

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

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

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

</details>

### todo

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

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-06 01:53:50 +02:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
BluBerry016
8ea2d8a935 Fixes For Bitrunner Domains & Safehouses To Fit The New Perspective (#85832)
<!-- 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
Acts on another of my claims in #85583 .
Back on the main repo; time to get serious. This fixes the bitrunner
domains and safehouses (all vetted in-game) to be 100% there for
wallening. Buttons moved and fixed; wallmounts fixed (there were some
types in there we delibrately linted against using; how did those slip
by?? Are we just not checking the folders for these with linters?); the
whole nine yards.

Maps not touched by this PR were already 100% above board.
<!-- 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
Bitrunner maps were still mostly playable but this irons out the rough
edges (mapping-side; there's a few sprite issues in the "i played every
map help me" section) to make them proper presentable again.

I had to play through each bitrunner map in private just to test this
PR. Send help.

<details><summary>Screenshots Of Each Domain / Safehouse As Proof Of
This Insanity</summary>
<p>

Peaceful Domains:

<details><summary>Beach Bar</summary>
<p>



![image](https://github.com/user-attachments/assets/b50e617a-9938-49ab-9d42-a82becc668c6)

![image](https://github.com/user-attachments/assets/442d3bd3-7ca2-450f-acb9-d8fa0278a40b)

</p>
</details> 

<details><summary>Breeze Bay</summary>
<p>


![image](https://github.com/user-attachments/assets/56705aef-9824-451f-b141-4945b928a01f)

![image](https://github.com/user-attachments/assets/774f80b9-89bb-448a-8cc5-24f5d03f15c4)


</p>
</details> 


<details><summary>Gondola Asteroid</summary>
<p>


![image](https://github.com/user-attachments/assets/886a055e-e112-46da-800e-c94d0edcf8f2)

![image](https://github.com/user-attachments/assets/4accac92-d710-4f50-88ed-b7b1cd0908d0)


</p>
</details> 

<details><summary>Vaporwave</summary>
<p>


![image](https://github.com/user-attachments/assets/adf25801-8251-4ba2-835c-f270080bcf0b)

![image](https://github.com/user-attachments/assets/1bc8780c-e3dd-4592-ab5b-be2225f1b0c7)



</p>
</details> 

Easy Domains:


<details><summary>Clown Planet</summary>
<p>


![image](https://github.com/user-attachments/assets/2ef17360-2330-4fe1-9703-60efca5b6901)

![image](https://github.com/user-attachments/assets/e37f34d3-ca74-46e2-a517-66c6f290b023)


</p>
</details> 

<details><summary>Disposal Pipe Factory</summary>
<p>


![image](https://github.com/user-attachments/assets/a98ad4aa-7c42-4c69-b62b-e8f2e1b17c53)

![image](https://github.com/user-attachments/assets/b203cb20-c8ea-4457-a597-7a93b908e748)

</p>
</details> 

<details><summary>Snakes And Ladders</summary>
<p>


![image](https://github.com/user-attachments/assets/46cbf2de-a630-47fa-968c-203fafb3f15b)

![image](https://github.com/user-attachments/assets/6e023a4b-aec6-482b-bb74-08d96a9cae77)


</p>
</details> 

<details><summary>Xeno</summary>
<p>


![image](https://github.com/user-attachments/assets/be9d4be7-8db6-4a7c-b0dd-bc0c2c2d8430)

![image](https://github.com/user-attachments/assets/05047446-d9ee-49a8-8ee9-cfb1d575c898)


</p>
</details> 

Medium:

<details><summary>Crate Chaos (!!!)</summary>
<p>


![image](https://github.com/user-attachments/assets/665850fb-b880-43db-9709-dc63d7068e62)

</p>
</details> 

<details><summary>Abductor Ship</summary>
<p>


![image](https://github.com/user-attachments/assets/53c13719-c41d-44e3-8890-5167f22e94b3)

![image](https://github.com/user-attachments/assets/2faf40cc-1b6e-4c7c-b61c-6d7834af2633)

</p>
</details> 

(I skipped the megafauna arenas because they're vetted already)

<details><summary>5/9ths Already</summary>
<p>


![image](https://github.com/user-attachments/assets/7595f005-8c54-40c2-be66-4a9bda8994f7)

![image](https://github.com/user-attachments/assets/df25e6b8-3f9e-4a0e-b920-ca1e092eb001)


</p>
</details> 

<details><summary>Corsair Cove</summary>
<p>


![image](https://github.com/user-attachments/assets/698f5c1e-acd1-42b5-807a-b49708e61ad8)

![image](https://github.com/user-attachments/assets/d6bb6554-c69d-44cd-9628-86df7bcf4800)

</p>
</details> 

(Infected Domain had the same issue Crate Chaos had.)

<details><summary>Syndicate Assault</summary>
<p>


![image](https://github.com/user-attachments/assets/fed1104c-1f40-4d14-ace3-a8fa671bfa82)

![image](https://github.com/user-attachments/assets/24c39d41-7d04-4608-82d0-4a186b3e11a1)

</p>
</details> 

Hard:

<details><summary>Island Brawl</summary>
<p>


![image](https://github.com/user-attachments/assets/21b88e54-21fc-44e1-951d-d7fd607001b1)

</p>
</details> 

You thought I was fuckin' joking. Smh

</p>
</details> 
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog

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observed by players or admins you should add a changelog. If your change
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🆑
fix: Every bitrunner domain's been patched up for the new perspective
shift.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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2024-08-16 20:44:00 +00:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
SmArtKar
0db6d15fa2 Ensures that capture zones are actually indestructible (#85473)
## About The Pull Request

Closes #85469
These should probably never be destroyed, not sure if comsigs are passed
down to the new turf but players get confused either way if the turf is
broken.

## Changelog
🆑
fix: Bitrunning crate capture zones can no longer be destroyed
/🆑
2024-08-04 21:57:06 -06:00
grungussuss
6b62110c22 The clown planet domain is now completable (#85376)
## About The Pull Request
The airlock to the loot room was unpowered and there was no way to open
it, now it doesn't require power
## Changelog
🆑
fix: The clown planet domain is now completable
/🆑
2024-07-31 18:13:29 +02:00
Andrew
c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
Ical
9fa6826cca Bitrunning Domain Fixes (#85111) 2024-07-21 13:27:49 -07:00
Yobrocharlie
4d05a291fd Update Island_brawl.dmm (#85000)
## About The Pull Request
Removes the fax from the bitrunning ruin
https://github.com/tgstation/tgstation/issues/84948
## Why It's Good For The Game
this was an oversight
## Changelog
Removes fax ruin from beach_brawl replaces it with donk pockets
🆑
fix: Removed bitrunning beach brawl fax machine
/🆑
2024-07-16 20:01:20 -07:00
Jeremiah
b4a6669e30 Fixes linters on bitrunning content [no gbp] (#84609) 2024-07-03 07:34:04 +00:00
Jeremiah
5dc1d36ee4 Bitrunning: Combat domain [READY] (#84196)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.

Changes:

1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything

Misc organization:

- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.

How bitrunning deathmatch works: 

- Temporary spawners are offered to both ghosts and bitrunners. 
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.

This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-07-02 23:03:12 -04:00
Jolly
b6234d2c13 [MDB IGNORE] Map lints the layer var and scrubs it off our maps (#84385) 2024-07-01 11:09:25 -06:00
Ghom
35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
Jolly
e3cc97d3de [MDB IGNORE] Gives telescreens mapping directionals + adds a map lint for them (#84261)
## About The Pull Request

Title.

## Why It's Good For The Game

The telescreens that are used primarily in head offices are.. a mess.
The parent of all telescreens is also a gigantic mess.

*I've opted AGAINST making an updatepaths here and decided to hand fix
all of these. There's not a lot, but I can't make an edge case for
everything. Some of their nudges are a bit wonky too, and I want to make
sure noting looks off. Theres also a handful of prefabs on the parent
telescreen that I want to individually look at.*

Updatepaths or not, this is going to be a "smaller" one of "those" PRs
that I've done thusfar, or so I think.

Prevents more mapping sin like this (THERE ARE SUBTYPES WHY ARE YOU
MAKING "NEW" ONES ON THE PARENT?? STOPPPP)

![image](https://github.com/tgstation/tgstation/assets/70232195/020a2e03-85ce-43f8-8eee-ad3764655c82)

The sprite edits are necessary to make sure the mapping helper macro
works, otherwise they'll be inverted.

## Changelog

N/A
2024-06-26 19:37:36 -07:00
Watermelon914
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
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
necromanceranne
4739cedebc Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. (#83934)
## About The Pull Request

Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle,
with the Event Horizon Anti-Existential Beam Rifle.

In short, it shoots black holes.

It takes five cores to make.

It pretty much kills everything you point it at and their immediate
bystanders as well.

You can do this from the relative safety of a whole four screens away
thanks to it having a scope.

There can only ever be one vortex anomaly made in the round. The recipe,
however, always requires the maximum number of cores that can be made in
a round. If the number goes up for some reason (maybe someone wants to
add more vortex items), so does the total number of cores needed to make
an AEBR.

## Why It's Good For The Game

Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient
balancing considerations. Just too strong to bring out regularly against
specifically blobs, but completely fucking useless against anyone else.

So I'm hitting all these problems at once. I reduced a 600 line file to
less than 60. I've removed all that bad code. I've also made it
specifically unable to combat blobs at all because singularities send
blobs off to safety.

Secondly; this is maybe the first example of 'more cores = bigger
power'. The rifle was already utterly trash to have around, and I just
didn't think the way it worked currently could really excite anyone
enough to go on a big ol' quest to get it. Solution?

You will cause a shuttle call if you get this weapon.

## Changelog
🆑
add: Replaces the Particle Acceleration Rifle with the Event Horizon
anti-existential beam rifle. It shoots black holes. You can make this
in-game. That's right, YOU!
balance: Only one vortex anomaly can be made in a round.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-20 13:58:21 +01:00
Rhials
a2f789e53d Typepath fix on the bear virtual domain (#83925)
## About The Pull Request

This changes the spawn door on the FNAF bitrunner map to be an
/obj/machinery/door/airlock instead of a /obj/machinery/door, fixing it
disappearing when opened.

~~The bear mask no longer sticks to your hand~~ (confirmed as
intentional by map developer. How EVIL!)
## Why It's Good For The Game

Closes #83920.
## Changelog
🆑 Rhials
fix: Fixes a door in the Fredington Fasting Bear Five Nights and
Fnafbears map.
/🆑
2024-06-19 11:47:19 -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
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
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
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
John Willard
6892d895c6 Adds a proper skeletal rack subtype (#81484)
## About The Pull Request

This is mapped in a few places and I thought it would be better to have
a subtype of rack to use rather than varediting the icon and state.

## Why It's Good For The Game

The less varedited icons the better imo, it's way easier to ensure icons
aren't fucked up this way and easier to fix too.

## Changelog

No player-facing changes.
2024-02-17 16:42:30 +00:00
Ghom
16009a3ccf [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) 2024-02-16 01:46:29 -07:00
Rhials
a9c38ffad9 Replaces beach bar virtual domain varedited bar closets with prefabs (#81384)
## About The Pull Request

This changes the varedited/manually populated bar closets in the
lavaland virtual domain with the proper prefabs used on lavaland.
## Why It's Good For The Game

The doors don't look wonky now.


![image](https://github.com/tgstation/tgstation/assets/28870487/109ed9d5-762f-48ee-953e-6c669b51bbeb)
## Changelog
🆑 Rhials
fix: The beach bar virtual domain's bar closets no longer have default
locker doors.
/🆑
2024-02-11 00:08:25 +01:00
Jolly
084f56938c [MDB IGNORE] Adds a map lint against using dir-var and icon-var edited windoors (#81272)
## About The Pull Request
Title.

Another big updatepaths PR thats been on my radar for awhile.

The dir banned var edit is self explanatory. However, I banned
icon_state from them as well as there are a big handful of windoors that
are either regular, and look like security doors, OR are their mirrored
counter part (a south right door var edited to look like a south left
door).

## Why It's Good For The Game

Avoid mapping sins like this


![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2)

## Changelog

N/A to players
2024-02-07 18:20:21 -07:00
Thunder12345
bf37f49718 Makes the clown biodome completable without cheese (#80803)
## About The Pull Request

Removes the last slippery tile of the clown biodome and virtual domain
under the treasure room airlock. This makes it possible to complete
without either cheesing or having a buddy to throw you in exactly the
right way.

Fixes #78784

## Why It's Good For The Game

As per
https://github.com/tgstation/tgstation/issues/78784#issuecomment-1749859479
this kind of content should be theoretically possible to complete solo
without having to resort to cheesing.
2024-01-07 01:02:23 -06:00
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
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
Profakos
bb781627ab The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request

`/obj/structure/closet/crate/maint` was a type of crate that spawned a
completely different crate, and then deleted itself. I have decided to
swap this out for an actual spawning effect.

I have also did some subtypery to remove some duplicate code that
handled randomly opening the spawned closet/crate (through I am not that
satisfied with
`/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a
sensible typepath name, I would like to ask for suggestions). I also
removed a loot define, because it was no longer needed as its contents
were used on a single page.

## Why It's Good For The Game

Things that act like spawners should be spawners.

Maybe this fixes the CI issue on northstar where a mousetrap box gets
deleted before it initializes during create and destroy? It was placed
above a spawner that spawned one of these self deleting crates. I am
unsure, I could not replicate this issue during testing.

## Changelog

Nothing player facing.
2023-12-03 15:46:58 -07:00
Jeremiah
7cb5738fcb Adds a modular bitrunning map, changes safehouse spawns (#79937)
## About The Pull Request
Primarily, this adds one new map to bitrunning that uses modular rooms.

<details>
<summary>pictures</summary>


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

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


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

</details>

I also added in some changes:
- Safehouses are now loaded using the modular map system rather than the
bespoke solution qservers had.
- Lowers the difficulty of psyker shuffle (which I felt was a little too
nightmarish) and boosts its rewards.
## Why It's Good For The Game
New maps
More integration with prior systems
## Changelog
🆑
add: Added a new modular bitrunning domain - Starfront Saloon.
balance: Psyker shuffle domain was made slightly easier and has been
given more rewards.
/🆑
2023-12-01 01:06:21 +01:00
Ben10Omintrix
ce6f2724cd basic cats and mini kitchen helpers (#79800)
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


![catmouse](https://github.com/tgstation/tgstation/assets/138636438/8f146be4-c7b2-41d3-8301-734be49b5efc)

![catfish](https://github.com/tgstation/tgstation/assets/138636438/f8df54f2-9183-406d-afbd-f90f415f7f3d)

if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)


![cathouse](https://github.com/tgstation/tgstation/assets/138636438/9515a78c-fdfe-461b-bad2-6b497117c694)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts

## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai

## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
2023-11-28 21:51:37 -07:00
san7890
b251b9dbb0 Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) 2023-11-18 19:24:32 -08:00
Jeremiah
ba5ae73dac Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request
Reopened #78997
Larger patch for bitrunning that addresses a few issues.

- Two new antagonists: cyber tac and netguardian
- Quantum server emag opportunity
- Modular mob packs: Like random spawners, but for groups
- Antag spawning fixed: vdom antags now have up to a 10% chance to spawn
based on domains loaded
- Virtual domains are no longer all fullbright by default, only the
outdoorsy ones
- Actually deletes legion map file, since it was removed in #79424

<details>
<summary>images</summary>

The netguardian prime

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


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

The glitch effect - this mob is being mutated

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

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

</details>

## Why It's Good For The Game
- Bitrunning antagonists are so incredibly rare that it's underwhelming
to play as one for the solid second they offer if you even get the role
- Bitrunners had basically no traitor route to follow, they became
assistants with black outfits

Fixes #79465

<details>
<summary>More info</summary>

Bitrunners don't have any type of traitor options. If they're made into
traitors, there's nothing bitrunner related they can do, and their
access is particularly bad so it's like they're a worse assistant. I've
coupled this with the bitrunning antagonist system, which is now
fixed.\. Bitrunners can now attempt to coax these entities to come onto
the station, however they are not given any form of allegiance for doing
so (and are quite counterable).

Previously, vdom antagonists relied on so many factors to spawn that it
basically wouldn't happen. Now, it runs on the server each time there is
a map loaded, with increasing probability as the round progresses. This
builds up the list of spawnable antagonists, of which two are new,
including an entirely new giant mech megafauna. This is the first
"megafauna-esque" basic mob in the game. Its AI is bad, it's really only
meant to be player controlled, but this does mean an admin can spawn
them. Being mech, they are very counterable with ion rifles and the
like.

Several refactors, rewrites, and overall bug fixes are included in this
PR.

Lastly, I added a framework for making bitrunner maps more random, the
modular mob spawning system, which works in conjunction with random
crate locations.
</details>

## Changelog
jlsnow301, infraredbaron
🆑
add: Bitrunning Patch 1 features a host of changes!
add: Added randomized mobs to virtual domains, which will be indicated
with a unique icon.
add: New emag interaction with the quantum server. Antags will spawn
more frequently, and they can hack themselves onto the station. You have
been warned.
add: Both living and dead players can now see which mob is going to
spawn an antagonist in the vdom.
add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These
unlock at specific thresholds.
balance: You can no longer stack copies of the same ability with
bitrunning disks.
balance: Some of the disk items have been replaced with stronger
versions.
fix: You can no longer spy on crew using the advanced camera console on
syndicate assault.
fix: Fixed the spawning mechanism of virtual domain antagonists. You
should now have a chance of playing as one. This chance increases as
more domains are completed.
fix: Vdom antagonists shouldn't spawn at the end of the run any longer.
fix: The preference for vdom antagonists has been changed to factor in
the new types. Check your preferences!
fix: The quantum server will now show its balloon alerts to all
observers.
fix: Random domains should be fully random again.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-11-17 11:56:17 +13:00
Tim
613226fce2 Remove duplicate lighting from beach bar domain (#79410)
## About The Pull Request
This removes duplicate lighting from the beach bar virtual domain.

## Why It's Good For The Game
Better mapping consistency.

## Changelog
🆑
del: Remove duplicate lighting from beach bar domain
/🆑
2023-11-04 20:42:52 +00:00
Jeremiah
a6b194c51c 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!
/🆑
2023-11-03 02:19:26 +00:00
Jeremiah
af00850356 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
/🆑
2023-11-02 13:21:04 +00:00
lizardqueenlexi
9e18c6575a Basic Pirate NPCs (#79284)
## About The Pull Request

Converts hostile pirate NPCs to basic mobs - specifically, a subtype of
trooper. As their behavior is not meaningfully distinct from other
troopers, this conversion mostly just sticks them on the existing AI
behavior while keeping the rest the same.

Pirates do have one new thing going for them, though, to differentiate
them from other troopers. They use the new **plundering attacks**
component, which means that every time they land a melee attack, they
steal money from the bank account of whoever they hit. This requires the
target to be wearing an ID with a linked bank account, so it's not the
hardest thing in the world to hide your money from them - but it's still
something to be wary of! If killed, any mob with this component will
drop everything they've stolen in a convenient holochip.
## Why It's Good For The Game

Takes down 5 more simplemobs, and (I think) converts the last remaining
trooper-type enemy to be a basic trooper. (It's possible there's more
I've forgotten that could use the same AI, though.)

The money-stealing behavior is mostly good because I think it's funny,
but it also makes the pirates something a little distinct from "yet
another mob that runs at you and punches you until you die". They still
do that, but now there's a little twist! This can be placed on other
mobs too, if we want to make any other sorts of thieves or brigands.
## Changelog
🆑
refactor: Pirate NPCs now use the basic mob framework. They'll be a
little smarter in combat, and if you're wearing your ID they'll siphon
your bank account with every melee attack! Beware! Please report any
bugs.
/🆑
2023-10-30 02:27:46 +00:00
lizardqueenlexi
b65f729901 Nanotrasen basic mobs. (#78917)
## About The Pull Request

First and foremost, converts all Nanotrasen simplemobs into basic mobs.

To avoid messy and redundant code, or god forbid, making Nanotrasen mobs
a subtype of Syndicate ones, I've made Syndicate, Russian, and
Nanotrasen mobs all share a unified "Trooper" parent. This should have
no effect on their behaviors, but makes things much easier to extend
further in the future.

While most of this PR is pretty cut-and-dry, I've done a couple notable
things. For one, all types of ranged trooper will now avoid friendly
fire, instead of shooting their friends in the back. Even the Russians
have trigger discipline.

I've also created a new AI subtree that allows mobs to call for
reinforcements. I've hopefully made this easy to extend, but the
existing version works as follows:

- A mob with this subtree that gains a target that is also a mob will
call out to all mobs within 15 tiles.
- If they share a faction, mobs receiving the call will have the target
added to their retaliate list, and have a new key set targeting the
calling mob.
- If they have the correct subtree in their AI controller, called-to
mobs will then run over to help out.

Sadly, this behavior is currently used only by a few completely unused
Nanotrasen mobs, so in practice it will not yet be seen.

Finally, I've fixed a minor issue where melee Russian mobs punch people
to death despite holding a knife. They now use the proper effects for
stabbing instead of punching.
## Why It's Good For The Game

Removes 8 more simple animals from the list.

As said above, making all "trooper" type mobs share a common parent cuts
down on code reuse, ensures consistency of behavior, and makes it much
easier to add new troopers not affiliated with these groups. I expect
that I'll make pirates share this same parent next.

The new "reinforcements" behavior, though extremely powerful, opens up
exciting new opportunities in the future. There aren't many existing
behaviors that allow basic mobs to work _together_ in interesting ways,
and I think adding some enemy teamwork could be fun.
## Changelog
🆑
refactor: Hostile Nanotrasen mobs now use the basic mob framework. This
should make them a little smarter and more dangerous. Please report any
bugs.
fix: Russian mobs will now actually use those knives they're holding.
/🆑
2023-10-24 23:20:27 +00:00
Rhials
1f73a2afbe [NO GBP] Infected Domain atmos fix (#79217)
## About The Pull Request

Modifies the chasms in the Infected Domain to be of the generic variety,
instead of lavaland chasms.

The lavaland chasms followed planetary atmos rules, and would dilute the
air in the map over time. Oops!
## Why It's Good For The Game

Closes #79202.
## Changelog
🆑
fix: The Infected Domain should no longer fill up with smelly, poisonous
gas over time.
/🆑
2023-10-24 18:22:00 +01:00
Rhials
9cf089361e Abandoned Domains: Adds two new psyker-oriented virtual domains (#78892)
## About The Pull Request

_Really? Bitrunning maps are so simple you could do them with your eyes
closed? Hmmmmm..._

This adds two new medium-difficulty virtual domains to the pool -- Crate
Chaos and Infected Domain.

These two domains take you to neglected corners of the virtual world.
These are unstable, bizarre locales that do not support the bitrunning
machine's visual display, and must be traversed using echolocation.
**_These domains have been designed around you being a psyker, and will
turn your bitrunner avatar into a psyker until they leave the domain._**

_**Crate Chaos:** Low cost, medium reward._

Sneak into an abandoned virtual domain, where they store all of the loot
crates. There's about 40-ish crates in this space, and one of them
(RANDOM) is the encrypted cache we're looking for. The crates must be
manually inspected, requiring you to drop your weapon for a few moments,
but that shouldn't be a problem. There's no hostiles, just a bunch of
crates... right?

This one has very few shenanigans or threats in it. It's meant to be an
introductory experience to interfacing with things as a psyker, and
getting the rhythm down for moving between visual pulses.

_**Infected Domain:** Medium cost, high reward._

Enter another abandoned virtual domain. This one was sealed off from the
digital world after the cyber-police failed to contain a virus that
zombified its inhabitants, leaving it to grow unstable and full of
holes. Fortunately, you're provided with the single best tool for arming
yourself against zombies in any video game, ever -- Your very own
Mystery Box. Get armed with (basically) whatever gun you want, and go
put those wacky psyker abilities to use against those zombies.

This one is a lot meaner. Many chasms, landmines, and zombies. Walk
slowly, stay with your fellow bitrunners, and if it's too hard, there's
no shame in going back and rolling for a better gun!

The domains themselves are VERY simple, since there's little need for
decor or particularly complex layouts. The idea is that you should be
able to see everything you need to see in a given room/area with a
single vision pulse. Here's what one of the maps looks like:


![image](https://github.com/tgstation/tgstation/assets/28870487/fe63adce-aa05-4339-9d19-28ce06a2d31f)

Err, uh, I mean... This is what the maps look like:

<details>
<summary>SPOILERS BEWARE</summary>
<br>


![image](https://github.com/tgstation/tgstation/assets/28870487/265ecdc5-50f6-4a28-8068-fab08ae1f5e8)


![image](https://github.com/tgstation/tgstation/assets/28870487/0b41da6a-e018-4434-9368-6daee1f97fe9)

(You wanna find out if there's something cool under those red lines? Go
there yourself!)

</details>

These two psyker maps come with their own psyker safehouse too -- The
Bathroom. It's gross, the medical supplies are kind of just sitting
there on the floor... It looks a little bit better when you're blind, I
guess.


![image](https://github.com/tgstation/tgstation/assets/28870487/a10b70bb-5586-4d37-bbb1-a642d8524d54)
## Why It's Good For The Game

I like psykers a lot more than I'm willing to admit. Unfortunately, the
jankiness of echolocation provides such a disadvantage at times, that
any "real" conflict is usually over before the psyker is even aware
they're taking damage.

Fortunately, the controlled environments that bitrunning maps are
perfect for psykers. They give the opportunity to craft an experience
around the player being blind, rather than forcing them to play blind
through a seeing mans world.

These two domains should present players with a unique challenge that is
designed around playing as a psyker, with slightly higher-than-usual
rewards for their trouble. More importantly -- They're fun!
## Changelog
🆑 Rhials
add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected
Domain.
add: Map helper for cyber-police corpse spawn.
add: Map helper for swapping the encrypted crate in an area with a
random crate from that same area.
/🆑
2023-10-12 15:57:40 -07:00