mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-06 23:12:36 +00:00
f4e244fb4922ef5b08d09e46b6ee4a926d59cd43
78 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
a12c824f09 |
[MIRROR] Fix hacker alias name preference not working (#28670)
* Fix hacker alias name preference not working (#84695)
## About The Pull Request
So recently bitrunner avatars were made to use stereotypical gamertag
names, which introduced a new preference for 'hacker alias'.
This, however, didn't seem to actually work, and would always select a
random gamertag.
Looking into it, this seemed to be because it uses `old_body.client`:
|
||
|
|
d6f7d2609d |
[MIRROR] Bitrunning: Combat domain [READY] (#28573)
* Bitrunning: Combat domain [READY] (#84196) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Finally dusts off this project to make a deathmatch style bitrunning map. Don't be too intimidated by the file diff, lots of code organization + resized a large map. Changes: 1. Reuses the gateway beach map as a combat zone (99% of the file diff) (maptainers: i just added spawners and areas) 2. Alters how bitrunning handles spawning: Custom spawns are now available, which can be anything Misc organization: - Splits netpod.dm into separate files. - Fixes some wording in vdom map documentation. - Organizes vdom variables a bit. - Adds a permanent hololadder spawn. How bitrunning deathmatch works: - Temporary spawners are offered to both ghosts and bitrunners. - Runners spawn in like usual. Ghost can use the spawner menu. - Ghosts work to prevent avatars from collecting side objectives or try to cause mass brain damage. - The domain completes after a number of deaths accrue. Any faction. Blood for the blood god, etc. - This map can be played solo. ANY deaths. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game I've been toying with the idea of a deathmatch style map for some time. I liked syndicate assault, the spawners were intentionally left there, and the possibility of player-controlled players made the experience more tense and challenging. This PR leans into this idea: The virtual world is dangerous. Players get a chance to compete on both sides here. It offers a lot of variety to bitrunning other than "run for box". It's also very lucrative if ghosts join in. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and runners get many more spawns than normal. fix: Lowered the static vision time in domain load in. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Bitrunning: Combat domain [READY] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
53d3099582 |
[MIRROR] Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#28457)
Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
b3d954cfb7 |
[MIRROR] Fixes Bitrunner lacking job-based bounties (#28447)
* Fixes Bitrunner lacking job-based bounties (#84367) ## About The Pull Request Fixes #84283 by just adding actual bounties for Bitrunner, giving them something more interesting to do than random bounties for jobs they don't have access to. These bounties revolve around optionally turning in the special rewards from each of the bitrunning domains (a bike horn, the abductor plush, beach ball, etc) for a credit reward. I considered the idea of making each one drop a specific bounty chit that you turned in for a reward, but at that point it's just "paying you per domain" and I'm not sure how that would balance with economy. This is more just meant to be a framework for others to add things that might be a little more interesting. This also adds a special drop from the Pizzeria domain because I thought it was funny. * Fixes Bitrunner lacking job-based bounties --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> |
||
|
|
cf81bd3359 |
[MIRROR] Bitrunning: Avatars get silly hacker names (#28385)
* 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. /🆑 * Bitrunning: Avatars get silly hacker names --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
8f6729abd9 |
[MIRROR] Bitrunning: Tweaks, QoL and removals (#28309)
* Bitrunning: Tweaks, QoL and removals * Update mob_spawn.dm * Update skin.dmf * Update mob_spawn.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
065fc837a6 |
[MIRROR] New Tech Tree (#28226)
* New Tech Tree * ew * wew * e * Modular Fix all * Bluespace bag fix * fixes broke * Remove drill bit * more fixes * Update scipaper_partner.dm * Update powerator.dm --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
79e9dbbc0c |
[MIRROR] Adds proto-kinetic accelerator modkit and proto-kinetic crusher trophy disks to the bitrunning vendor (#28296)
* 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 /🆑 * Adds proto-kinetic accelerator modkit and proto-kinetic crusher trophy disks to the bitrunning vendor --------- Co-authored-by: BeagleGaming1 <56142455+BeagleGaming1@users.noreply.github.com> |
||
|
|
d086ca70e5 |
[MIRROR] Items in your hands can catch fire (#28247)
* Items in your hands can catch fire (#83867) ## About The Pull Request Recently we allowed items held in your hands to catch fire if you catch fire. This makes sense but the code had a few oversights, then we reverted it. This PR reintroduces the feature, but with a few refinements. The basic feature is simple: If you are on fire then items you are holding will also catch fire, in the same vein as items you are wearing on your head or hands. There are also a few caveats we forgot about the first time we added this: - If your gloves cannot catch fire, your held items will not catch fire (because your hands aren't on fire). - If you are extinguished, your held items will also be extinguished. - Stopping, Dropping, and Rolling on top of any items will also extinguish those items. As part of this change, after an argument about whether or not this is an oversight in coding-general, I've made the proc `get_equipped_items` take a bitflag instead of a series of booleans as an argument and added a new one for "include held items", so that we need no longer argue about whether holding something counts as "equipping" it (in all other parts of the game than this proc, it does). This is what gives the PR most of its code footprint, don't be scared. ## Why It's Good For The Game Items you are holding in your hands _should_ catch fire if everything else on your person is on fire, and taking an item off of your body to put it in your hands shouldn't protect it from fire, because those things don't make intuitive sense. If we want an item to be able to catch fire when worn, then it should do so. This might expose some issues where we were improperly setting the flammability flags on items, but any weapon which will burn in your hands now would also have burned if you were wearing it on your belt or back, so making those issues more visible should be a bonus (we'll also stop them from burning on your back or belt). If you see someone holding a piece of paper that you really don't want them to read you can now set them on fire to stop them from reading it, whereas previously they would deftly hold the very flammable object out of reach of their flaming body. ## Changelog 🆑 balance: Items held in your hands can catch fire. balance: Items you are holding won't catch fire if your hands cannot catch fire. balance: When you stop being on fire so will items you are holding. balance: If you roll around on your burning items they will stop being on fire. /🆑 * Items in your hands can catch fire --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
813591ad15 |
[MIRROR] Small playsound audit, particularly involving portal sounds (#28170)
* Small playsound audit, particularly involving portal sounds * wew --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
df90e547cc |
[MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
4d31959e9d |
[MIRROR] Takes the ABDUTOR_PROOF flag out back (#28186)
* 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> * Takes the ABDUTOR_PROOF flag out back --------- Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
||
|
|
8cf132e320 |
[MIRROR] Logs bitrunning domain loading and completion (#28179)
* Logs bitrunning domain loading and completion (#83955) ## About The Pull Request This PR tallies the following: - Each time a domain is loaded, by key - Each time a domain's primary reward is loaded (completed the domain) - Each time a domain's secondary reward is found - Each time a BEPIS disk is rewarded ## Why It's Good For The Game Its nice to know which are the meta domains, which ones are easy to compete, and how often do people earn a BEPIS disk per round. ## Changelog Nothing player facing * Logs bitrunning domain loading and completion --------- Co-authored-by: Profakos <profakos@gmail.com> |
||
|
|
b5608661b6 |
[MIRROR] Freddy's Pizzeria Virtual Domain (#28123)
* Freddy's Pizzeria Virtual Domain (#83750) ## About The Pull Request This PR adds a new virtual domain for bitrunners! The new domain includes the belowed pizzeria from FNAF and some bears (scary and strong). ## Why It's Good For The Game So there hasn't been any virtual domains being added and it can get boring playing the same domains over and over again. In my own opinion we need more maps or some of them changing with new ones! I also thinks its a funny idea to have such a domain and people will enjoy it. ## Changelog 🆑 add: added a new virtual domain 🆑  * Freddy's Pizzeria Virtual Domain --------- Co-authored-by: munchyi <154919526+munchyi@users.noreply.github.com> |
||
|
|
3dbe0ce79c |
[MIRROR] unhardcodes modsuit parts (#27777)
* unhardcodes modsuit parts * Fixes * Fix custom skins * Should be now --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
f591dd3bd3 |
[MIRROR] Gondolas are now basic mobs (#27934)
* Gondolas are now basic mobs (#83451) ## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Well then. Hope it works. * Ohhh. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
1bdffdf2d0 |
[MIRROR] Fixes some bitrunning related issues [no gbp] (#27707)
* Fixes some bitrunning related issues [no gbp] (#83184) ## About The Pull Request Properly allows bitrunning antagonists to come station side A few issues were resolved: - Event title was too lengthy, it's been renamed - IDs were not being named properly for cyber police. Cybertac would appear as "unknown" - Runtime at examining cyber police ID because it had an erroneous account - Teleporting station side would delete your organs and leave you a broken husk of a mob ## Why It's Good For The Game Fixes #83181 ## Changelog 🆑 fix: Bitrunning antagonists no longer gib on teleport fix: Cyber tac now have a visible name / ID fix: Renamed the bitrunning malfunction event to just "Malfunction: x" /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> * Fixes some bitrunning related issues [no gbp] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> |
||
|
|
bf3a907649 |
[MIRROR] Virtual Domains now have certain areas protected from ghost role interference (#27618)
* Virtual Domains now have certain areas protected from ghost role interference (#82960) ## About The Pull Request This touches up on the bitrunning ghost roles that come with some maps, namely Corsair Cove and Syndicate Assault. The gist of it is: Ghost role spawners and Digital Anomalies (the random event boss mobs) are now restricted from entering the VDOM safehouse, and other areas where critical equipment is stored. Here's an example from Syndicate Assault -- The X-ed out area is considered "out of bounds" for digital anomalies/ghost roles:  Additionally, this also fixes the matter of pirate ghost role spawns creating their own antag datum/pirate team, which would carry into the roundend report. Since these are no longer legitimate pirate spawners and are now specifically designed spawners for virtual domains. Naturally, emagging the server jailbreaks all of these restrictions and notifies any virtual entities. The new subtype of spawners should also be scalable enough that new VDOMs should be able to implement new ghost role spawners with ease. ## Why It's Good For The Game It's one thing to have sentient mobs to fight, which can shake up the otherwise somewhat static nature of bitrunning maps, but when players are tossing equipment, spawncamping, or otherwise making it impossible for the runners to fight them it ends up being unfun for everyone involved. You can't get into a good fight with a bitrunner avatar if their only recourse is to wipe the map and everything (YOU) in it. This ensures a level of fairness between the (typically vindictive) ghost roles of a VDOM and the players. Also, pirate spawns don't make a new pirate team/datum. That's one of the fixes I was aiming for with this. ## Changelog 🆑 Rhials balance: Virtual domain ghost roles can no longer enter the safehouse/"equipment" areas of a domain. fix: Pirate virtual domain ghost roles will no longer make a pirate team antag datum. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> * Virtual Domains now have certain areas protected from ghost role interference --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> |
||
|
|
4728ec0766 |
Bepis techs can be found in bitrunning crates, removed from vendors (#82872)
## About The Pull Request This PR adds Bepis disks to the main rewards of the Bitrunning crate in addition to the minerals and domain specific rewards. It also removes it from the Bepis vending machine. Once per domain, if its difficult was Medium or higher, and the completion score was A or S, and if there are still any leftover locked Bepis tech nodes, a Bepis disk will spawn. <details> <summary>Original PR text</summary> If domain has a reward value greater than one, it has 10% chance per reward value to drop. No disk is gained if they ran out of techs to unlock. Most of the domains have a reward value of three, so by the law of great numbers they probably get one disk per every three domains run, which should be one disk every 20-30 minutes. At least, if I am correct that domain runs take about five to ten minutes, and the server cooldown is three minutes. If I am incorrect, I can edit the drop chance as needed, of course. Edit: As I have underestimated how fast Bitrunners can be, I have decreased the chance to be 5% per reward tier. </details> ## Why It's Good For The Game - Bepis disks are expensive, and bitrunners need to spend almost all their NP on gear and abilities - Downloading secret research data, is flavourful, fitting for invading the forgotten nooks of cyberspace. - This will allow Bepis tech to be actually used in rounds ## Changelog 🆑 balance: Bitrunners can now earn Bepis disks, once per medium domain or above, if they scored at least an A. del: Bitrunners can not buy Bepis disks from their vendors. /🆑 |
||
|
|
7657730f60 |
[MIRROR] Netguardian darkvision & visual tweaks (#27509)
* Netguardian darkvision & visual tweaks (#82919) ## About The Pull Request  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. /🆑 * Netguardian darkvision & visual tweaks --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
||
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

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

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
|
||
|
|
75b5e48ce1 |
[MIRROR] Removes avatar earpiece [no gbp] (#27360)
* Removes avatar earpiece [no gbp] (#82609) ## About The Pull Request There's no comms in the digital plane anyway so this is only stopping them from exploiting binary comms ## Why It's Good For The Game Exploit fix Fixes #82604 ## Changelog 🆑 fix: Bit avatars no longer have access to free binary comms with the AI outfit /🆑 * Removes avatar earpiece [no gbp] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
0a0aa64d8a |
[MIRROR] Fixes netpod href exploit (#27365)
* 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> * Fixes netpod href exploit --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com> |
||
|
|
2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) 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. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24. * Dear god, the chicken. * I fucking hate mapping * fixes gas analyzers (#82278) ## About The Pull Request #82180 accidentally messed up air analyzers being able to read or send readouts to the chat. ## Why It's Good For The Game air analyzer good ## Changelog 🆑 fix: air analyzers work again /🆑 * [NO GBP]Grind & juice fixes (#82272) - Fixes #82266. Anything that has reagents can be either grinded or juiced - If something doesn't have reagents but has grind results it can still be grinded but not juiced 🆑 fix: anything that has reagents can be either grinded or juiced fix: stuff that does not have reagents but has grind results can still be grinded but not juiced /🆑 * Birdshot Engineering Retrofitting (#81840) Warning: Nanotrasen Confidential Proprietary Information (NCPI) must only be accessed and viewed within a Nanotrasen Virtual Environment (NVE, vNTOS-3). Employees in violation of this information ordnance will have their wages A) garnished, and B) sent to a labour camp up to a maximum of ten (10y) years. Questions regarding policies related to NCPI should be directed towards departmental heads or your sector Central Command Information Authority (CCIA) personnel. ## About The Pull Request Credentials Confirmed The Birdshot Engineering Revitalization Plan (formerly proposal Blindfold, now BERP) is a procurement effort to address growing maintenance liabilities and costs on the Skitter-MDR Class Orbital Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b). Over the course of the previous year, ongoing analysis data has provided vital feedback since the station was once again brought into operation after 17 years of abandonment; and using this data, 4 options were outlined for the Blindfold Proposal. 1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b operations will be moderately impacted. 2) Procurement - Medium Cost. Replace offending station sections completely with low-cost, working alternatives. Operational gains in 28-7b expected. 3) Do Nothing - No Cost. Moderate long-term impacts to operations in 28-7b. 4) >>>_Was removed_ Option 2 was selected for BERP. Procurement efforts identified 3 solutions and later narrowed it down to 1. Following the selection process architects were brought in to draft up low-impact refits to the designated hulk. 5 selections made it past initial drafting, with 3 ultimately being selected for engineering board review. Penultimately draft proposal 3 was selected for the project and now awaits engineering certification. The draft plan is provided on the next page:  Following board certification, implementation of the plan will be commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction time-frame pending Project Foremans review. ## Why It's Good For The Game Birdshot Engineering is where this whole station began. Back then, things were going to look closer to Birdboat Station, but that became looser and more ill-defined as progress was made on the overall station. While I was satisfied of the decrepit feel of Birdshot Enigneering initially, I knew that at some point, it would require modification to better play into Birdshots strengths. I've had a long laundry list of a roadmap that I've wanted to implement since the station was added, and this was the top item. Tier Zero. Problema Numero Uno. You get the idea. This has been a year of drafting, redrafting, and redrafting everything until it fit Birdshot right. With this, we're nearly there. I see this being the definitive Engineering Department for this station for quite some time to come. However, this is still a draft and some elements are subject to change as I begin to work out some of the more minor kinks in the draft such as pipe locations and transit tubes. Presently Atmospherics is completely rebuilt from the bottom up. There is more space, enough to do projects, but you'll have to tear down some windows and walls to gain it. Nothing ventured, nothing gained. You also have most of the gas distro line outside. I'm a firm believer in enabling whatever antics ANY lunatic may have. Atmos techs can rest assured that outside lines are completely reconfigurable (and powered) enabling some... unique project prospects. You also gained an inside HFR and Spare burn chamber. Enjoy. The Engineering Common Areas are now inside the department proper instead of the satellite treatment in the original implementation. Security gets an actual outpost and engineers now have a proper office to file engineering documentation. They say that office colleagues can form tight bonds so let's see whose is stronger: Purples or Yellows? The Supermatter Engine is more of an upgrade over the previous model (Leaky SM is here to stay so deal with it). The room is larger with less rock, allowing some manner of greater customization, but I believe engineers will be more than happy to find that they now have a Burn Chamber of their own. I have zero clue of what they'll do with it, but I think any enterprising CE will be able to create something that even god should fear. Finally we have maint improvements. Nothing really to see here though maybe there's the beginning of something for the future if you care to speculate. I couldn't really keep the meandering maint of the previous rock, so instead we now have some pseudo dead-ends. It's all connected by transit tubes to the north (not shown) so you can slowly get around if you will it. Of course there's plenty of cut-throughs, not-so-finished sections, and opportunity for those who need it. Caution to the blind, this whole rock is spicy. Overall I'm happy with this and want to open it up in Draft Mode for initial thoughts. I have a rough timeline on finishing this that stretches out to the weekend, so the earlier comments are, the more likely I'll be able to MAYBE do something about it. Thanks for the patience and hopefully this is a doozy of an update for all our players. Previous Engineering Provided for Point of Reference:  closes #75590 ## Changelog 🆑 qol: Wholesale Revamp of Birdshots Engineering Department fix: Some Birdshot Amtospherics Concerns fix: Some Birdshot Engine Concerns /🆑 * Bumps `dependencies.sh` to 515.1633 Stable (#82138) ## About The Pull Request Two reasons for this. 1. It's the stable branch, so let's move it up. This PR will detect any issues that we might have with the latest 515.1633 as far as the codebase is concerned (the servers have been running 1633 for at least a week now). 2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even though it was fixed a few days ago in #82074 ( |
||
|
|
c462c462d8 |
[MIRROR] Simple animal xenos are now basic animal xenos (#27051)
* Simple animal xenos are now basic animal xenos * Conflict + updatepaths * more repaths * file repath * womp womp * bam me thinks * mapfix --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
b8156ff296 |
[MIRROR] Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#27042)
* Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#82218) ## About The Pull Request  Bitrunners are now equipped with body cameras. The Quantum Console now holds a switch which you can toggle on to broadcast your body camera footage to the station's Entertainment Monitors. I also cleaned up some balloon alerts ## Why It's Good For The Game I did a gimmick with a bunch of bitrunners and thought it was lame I couldn't watch them as they did the bitrunning part. So here we are. I think it is pretty neat and fun, and also kinda thematic, since it is VR after all. ## Changelog 🆑 Melbert add: Bitrunners can now broadcast their Bitruns to the station's Entertainment Monitors. /🆑 * Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
37bc259bb0 |
[MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115) Refactors a lot of the unused defines. Refactors a lot of the unused defines. Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> * Oh well. I hope this works fine. --------- Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
df20785778 |
[MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#26974)
* Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. * Update code/_globalvars/traits/_traits.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement * a * Update effects.dmi * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit d4fdaf0abbfaacddb0cc0d175dad4e410fe57e44. --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
0a693b9dfa |
[MIRROR] Bitrunning 1.5: Secondary Objectives (#26821)
* Bitrunning 1.5: Secondary Objectives (#81828) ## About The Pull Request Added secondary objective lockboxes to bitrunning. These pull from a list of secondary objective loot on the domain, with a limited quantity of items. Once there are no items left to pull, the secondary objective disappears. If multiple secondary objective markers are placed, they will be placed until all markers have been used, or all the items in the loot pool are already spoken for. To support this functionality, adds SSbitrunning, which stores all domains as instances, instead of checking the hardcoded types as previously. SSbitrunning manages listing domains for the quantum console, and rolling secondary loot. As an example of this functionality, added a side path to Glacier Grind with a polar bear and some loot. ## Why It's Good For The Game Secondary objectives give mappers ways to encourage players to venture into a wider range of domains by offering non-trivial loot beyond the fluff items given in the main caches. The absolute limit on the number of items available ensures these items can't be farmed. As well as supporting secondary objectives, SSbitrunning allows for future support of features relying on mid-round modification of domains, for instance adding custom domains. ## Changelog 🆑 add: Added secondary objectives to bitrunning! add: Pick up encrypted curiosities and return them to the safehouse to claim their contents. add: Glacier Grind has been given a secondary objective, look out for the limited edition hat. add: Bitrunning domains can now be modified during the round by admins. /🆑 * Bitrunning 1.5: Secondary Objectives * Update virtual_domain.dm --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
5ea84cd3f6 |
[MIRROR] [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#26746)
* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783) ## About The Pull Request this is very much a code thing im not sure what i would say this just adds an extra variable also should be no sideeffects this is handled by turf reservations also virtual domains (fixes #81779) ## Why It's Good For The Game  this would formerly breach to space ## Changelog 🆑 fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to space) /🆑 * [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
||
|
|
b6e27a55f4 |
[MIRROR] Makes the encrypted bitrunning cache indestructible (#26292)
* 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. /🆑 * Makes the encrypted bitrunning cache indestructible --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
||
|
|
ab5a4d0f99 |
[MIRROR] split area.contained_turfs up by zlevel, make init 10 seconds faster (#26161)
* 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. * split area.contained_turfs up by zlevel, make init 10 seconds faster * eeyes * Update area_spawn_subsystem.dm * Unshits turf contain code slightly (#81023) Literally just implements my reviews from #80941 I am frankly a smidge pissed that the pr was merged without them being handled. No code is worth merging past known issues, and if the author is just gonna dip then that's life. I don't like privileging mso on stuff like this, especially because frankly I'm kinda mad at him rn but also because when a pr is made the onus on finishing it falls to the person who made it. Should not need to clean up after someone as a maintainer, and shouldn't normalize doing it. I'm not like mad at zypher directly mind he offered to do this too, just the idea he was espousing here. --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
4b9365cb42 |
[MIRROR] Fixes netpod healing exploit [MDB IGNORE] (#26002)
* 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. /🆑 * Fixes netpod healing exploit --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
067188d366 |
[MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* 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. * Micro-optimize qdel by only permitting one parameter --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
41fd931836 |
[MIRROR] Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix [MDB IGNORE] (#25838)
* Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334) ## About The Pull Request Updates the Wendigo Cave ruin on Ice Box and it's domain to be more detailed, without changing the shape of the arena too much. Also fixes the Wendigo attacking corpses,   And the domain!  ## 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)  ## Changelog 🆑 qol: Wendigo Cave ruin gets an aesthetic refresh fix: Wendigos (Wendigi?) no longer attack corpses /🆑 * Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix --------- Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com> |
||
|
|
d718af9913 |
[MIRROR] Bridge Assistant Station Trait [MDB IGNORE] (#25667)
* Bridge Assistant Station Trait * Diffs * fixes * Update job_traits.dm --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
3ca03629d9 |
[MIRROR] Adds unique vendor description to the bitrunning disks [MDB IGNORE] (#25766)
* 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.  ## 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 /🆑 * Adds unique vendor description to the bitrunning disks --------- Co-authored-by: Profakos <profakos@gmail.com> |
||
|
|
630edc2576 |
[MIRROR] The bitrunning domain completion screen alert works again [MDB IGNORE] (#25718)
* 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 /🆑 * The bitrunning domain completion screen alert works again --------- Co-authored-by: Profakos <profakos@gmail.com> |
||
|
|
92a397e5dc |
[MIRROR] Changes the 'red pill' signal into a more generic 'living pill consumed' [MDB IGNORE] (#25719)
* 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> * Changes the 'red pill' signal into a more generic 'living pill consumed' --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
||
|
|
97a5f1bb36 |
[MIRROR] Corrects a minor grammar mistake in a job description and crate [MDB IGNORE] (#25643)
* 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. /🆑 * Corrects a minor grammar mistake in a job description and crate --------- Co-authored-by: Derpguy3 <85206687+Derpguy3@users.noreply.github.com> |
||
|
|
a93b9390cc |
[MIRROR] consuming a red pill will now eject you from the Matrix [MDB IGNORE] (#25618)
* 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:  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. /🆑 * consuming a red pill will now eject you from the Matrix --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> |
||
|
|
3658c80e57 |
[MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi * Demodularize these * Update traitordevices.dm * Update traitordevices.dm * Modularizes hypnotic flash * Modular dmi repath * Modular dmi repath --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
b15b16976a |
[MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (
|
||
|
|
bb1914b106 |
[MIRROR] Abductor Ship Bitrunner Domain [MDB IGNORE] (#25492)
* Abductor Ship Bitrunner Domain (#80106) ## About The Pull Request Adds in a new Bitrunner domain called Abductor Ship which is an assault-type domain themed as an abductor mothership. It adds in a new Abductor simplemob, gives them enemy AI almost identical to the Syndicate Assault mobs and then sets them up in a new modular Domain map fit with a custom Safehouse and multiple enemy types. The domain is the same reward and difficulty level as the Syndicate Assault mission and can be easily compared to it, while also being fresh and having a cool themed map to run around in and blast aliens. I don't know, I think it's cool... ## Why It's Good For The Game Fun alien destruction, more Bitrunner content. Can you really go wrong with that? It seems like bitrunning becomes dry when you've exhausted all your domain options and have gotten used to them. ## Changelog 🆑 add: Added new modular Assault-Type domain "Abductor Ship" add: Added new simple mob abductor agents team /🆑 * Abductor Ship Bitrunner Domain --------- Co-authored-by: IsaacExists <125638858+IsaacExists@users.noreply.github.com> |
||
|
|
d852cc21df |
[MIRROR] Adds a modular bitrunning map, changes safehouse spawns [MDB IGNORE] (#25363)
* Adds a modular bitrunning map, changes safehouse spawns (#79937) ## About The Pull Request Primarily, this adds one new map to bitrunning that uses modular rooms. <details> <summary>pictures</summary>    </details> I also added in some changes: - Safehouses are now loaded using the modular map system rather than the bespoke solution qservers had. - Lowers the difficulty of psyker shuffle (which I felt was a little too nightmarish) and boosts its rewards. ## Why It's Good For The Game New maps More integration with prior systems ## Changelog 🆑 add: Added a new modular bitrunning domain - Starfront Saloon. balance: Psyker shuffle domain was made slightly easier and has been given more rewards. /🆑 * Adds a modular bitrunning map, changes safehouse spawns * Linterpass minus Milsim * readds Milsim --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zergspower <Griffinj88@yahoo.com> |
||
|
|
9c60ff1de1 |
[MIRROR] Removes Clone Damage [MDB IGNORE] (#25429)
* Removes Clone Damage * Update blackbox.dm * Modular * Update schema * Update database_changelog.md * More modular deprecated clone things --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
4c01e3f805 |
[MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* 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™️ * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` * Modular * Update misc.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
781ccff568 |
[MIRROR] Fixes an outfit typo [MDB IGNORE] (#25391)
* Fixes an outfit typo (#80077) ## About The Pull Request Fixes a typo in one of the outfits used in the Pipe Dream domain. Factory Quatermaster -> Factory Quartermaster ## Why It's Good For The Game Quatermaster... ## Changelog 🆑 Rhials spellcheck: Fixes a typo in the Factory Quartermaster outfit name. /🆑 * Fixes an outfit typo --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |