Commit Graph

34 Commits

Author SHA1 Message Date
Kyle Spier-Swenson
4d1639b04c Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308

![image](https://github.com/user-attachments/assets/eb74d378-29da-44f0-bd14-89c95654cb4e)
2024-08-17 15:26:08 -07:00
Timberpoes
1eef540054 Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-08-17 14:27:45 -06:00
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
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
Jeremiah
9ab7d8f2e8 Bitrunning: Avatars get silly hacker names (#84279)
## About The Pull Request
Bit avatars now get corny names while spawning in to the virtual domain.
You can change your alias in prefs or have it randomized for s0meth1ng
1337.

Added sechud icons (and thereby orbit ui icons) for bit avatars since
"Cyb3rHaxx0r" might be confusing to find in the living players section.
## Why It's Good For The Game
This was done as a request and after discussion in the code channel. 
A little bit of character persistence across simulations.
## Changelog
🆑
add: Bitrunning: You can now choose your hacker alias in prefs.
add: Bit avatars get orbit icons.
/🆑
2024-06-25 00:25:33 -04:00
Jeremiah
1116f150eb Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request

See changelog for shortlist

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

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

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

I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
2024-06-21 22:39:44 -04:00
Jacquerel
e8157f4dfc Items in your hands can catch fire (#83867)
## About The Pull Request

Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.

This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.

There are also a few caveats we forgot about the first time we added
this:

- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.

As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.

## Why It's Good For The Game

Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.

This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).

If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.

## Changelog

🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
2024-06-19 12:15:27 +12:00
Profakos
af23a63c37 Logs bitrunning domain loading and completion (#83955)
## About The Pull Request

This PR tallies the following:

- Each time a domain is loaded, by key
- Each time a domain's primary reward is loaded (completed the domain)
- Each time a domain's secondary reward is found
- Each time a BEPIS disk is rewarded

## Why It's Good For The Game

Its nice to know which are the meta domains, which ones are easy to
compete, and how often do people earn a BEPIS disk per round.

## Changelog

Nothing player facing
2024-06-14 12:27:02 -06:00
Jeremiah
fce52097ee Fixes some bitrunning related issues [no gbp] (#83184)
## About The Pull Request
Properly allows bitrunning antagonists to come station side

A few issues were resolved:
- Event title was too lengthy, it's been renamed
- IDs were not being named properly for cyber police. Cybertac would
appear as "unknown"
- Runtime at examining cyber police ID because it had an erroneous
account
- Teleporting station side would delete your organs and leave you a
broken husk of a mob
## Why It's Good For The Game
Fixes #83181
## Changelog
🆑
fix: Bitrunning antagonists no longer gib on teleport
fix: Cyber tac now have a visible name / ID
fix: Renamed the bitrunning malfunction event to just "Malfunction: x"
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-05-15 03:01:04 +02:00
Rhials
6aa0dee37f Virtual Domains now have certain areas protected from ghost role interference (#82960)
## About The Pull Request

This touches up on the bitrunning ghost roles that come with some maps,
namely Corsair Cove and Syndicate Assault.

The gist of it is: Ghost role spawners and Digital Anomalies (the random
event boss mobs) are now restricted from entering the VDOM safehouse,
and other areas where critical equipment is stored.

Here's an example from Syndicate Assault -- The X-ed out area is
considered "out of bounds" for digital anomalies/ghost roles:

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

Additionally, this also fixes the matter of pirate ghost role spawns
creating their own antag datum/pirate team, which would carry into the
roundend report. Since these are no longer legitimate pirate spawners
and are now specifically designed spawners for virtual domains.

Naturally, emagging the server jailbreaks all of these restrictions and
notifies any virtual entities.

The new subtype of spawners should also be scalable enough that new
VDOMs should be able to implement new ghost role spawners with ease.
## Why It's Good For The Game

It's one thing to have sentient mobs to fight, which can shake up the
otherwise somewhat static nature of bitrunning maps, but when players
are tossing equipment, spawncamping, or otherwise making it impossible
for the runners to fight them it ends up being unfun for everyone
involved. You can't get into a good fight with a bitrunner avatar if
their only recourse is to wipe the map and everything (YOU) in it.

This ensures a level of fairness between the (typically vindictive)
ghost roles of a VDOM and the players.

Also, pirate spawns don't make a new pirate team/datum. That's one of
the fixes I was aiming for with this.
## Changelog
🆑 Rhials
balance: Virtual domain ghost roles can no longer enter the
safehouse/"equipment" areas of a domain.
fix: Pirate virtual domain ghost roles will no longer make a pirate team
antag datum.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-05-06 22:35:05 -07:00
Profakos
28540f275b Bepis techs can be found in bitrunning crates, removed from vendors (#82872)
## About The Pull Request

This PR adds Bepis disks to the main rewards of the Bitrunning crate in
addition to the minerals and domain specific rewards. It also removes it
from the Bepis vending machine.

Once per domain, if its difficult was Medium or higher, and the
completion score was A or S, and if there are still any leftover locked
Bepis tech nodes, a Bepis disk will spawn.

<details>
  <summary>Original PR text</summary>
If domain has a reward value greater than one, it has 10% chance per
reward value to drop. No disk is gained if they ran out of techs to
unlock. Most of the domains have a reward value of three, so by the law
of great numbers they probably get one disk per every three domains run,
which should be one disk every 20-30 minutes. At least, if I am correct
that domain runs take about five to ten minutes, and the server cooldown
is three minutes. If I am incorrect, I can edit the drop chance as
needed, of course.

Edit: As I have underestimated how fast Bitrunners can be, I have
decreased the chance to be 5% per reward tier.
</details> 

## Why It's Good For The Game

- Bepis disks are expensive, and bitrunners need to spend almost all
their NP on gear and abilities
- Downloading secret research data, is flavourful, fitting for invading
the forgotten nooks of cyberspace.
- This will allow Bepis tech to be actually used in rounds

## Changelog

🆑
balance: Bitrunners can now earn Bepis disks, once per medium domain or
above, if they scored at least an A.
del: Bitrunners can not buy Bepis disks from their vendors.
/🆑
2024-05-04 08:10:10 +12:00
Jeremiah
dc1900ac8d Removes avatar earpiece [no gbp] (#82609)
## About The Pull Request
There's no comms in the digital plane anyway so this is only stopping
them from exploiting binary comms
## Why It's Good For The Game
Exploit fix
Fixes #82604
## Changelog
🆑
fix: Bit avatars no longer have access to free binary comms with the AI
outfit
/🆑
2024-04-17 18:52:54 +01:00
John Willard
fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
MrMelbert
c1047432c0 Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#82218)
## About The Pull Request


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

Bitrunners are now equipped with body cameras. 
The Quantum Console now holds a switch which you can toggle on to
broadcast your body camera footage to the station's Entertainment
Monitors.

I also cleaned up some balloon alerts

## Why It's Good For The Game

I did a gimmick with a bunch of bitrunners and thought it was lame I
couldn't watch them as they did the bitrunning part.
So here we are. I think it is pretty neat and fun, and also kinda
thematic, since it is VR after all.

## Changelog

🆑 Melbert
add: Bitrunners can now broadcast their Bitruns to the station's
Entertainment Monitors.
/🆑
2024-03-26 12:28:45 -06:00
Ghom
76fa5bcdad Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980)
## About The Pull Request
Active skillchips are now copied on bitrunning avatars. To celebrate
this, I've made a skillchip, which can be ordered through the bitrunning
vendor, that lets you dodge projectiles for the duration of your flips
plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you
think 20 is a bit too low, tell me).

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

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

## Changelog

🆑
add: Active skillchips are now copied on bitrunning avatars.
add: To celebrate it, a skillchip is now available from the bitrunning
order console, which lets you dodge projectiles for the duration of your
flips, at the cost of stamina.
/🆑
2024-03-21 20:44:10 +00:00
Thunder12345
058cb039eb Bitrunning 1.5: Secondary Objectives (#81828)
## About The Pull Request

Added secondary objective lockboxes to bitrunning. These pull from a
list of secondary objective loot on the domain, with a limited quantity
of items. Once there are no items left to pull, the secondary objective
disappears. If multiple secondary objective markers are placed, they
will be placed until all markers have been used, or all the items in the
loot pool are already spoken for.

To support this functionality, adds SSbitrunning, which stores all
domains as instances, instead of checking the hardcoded types as
previously. SSbitrunning manages listing domains for the quantum
console, and rolling secondary loot.

As an example of this functionality, added a side path to Glacier Grind
with a polar bear and some loot.

## Why It's Good For The Game

Secondary objectives give mappers ways to encourage players to venture
into a wider range of domains by offering non-trivial loot beyond the
fluff items given in the main caches. The absolute limit on the number
of items available ensures these items can't be farmed.

As well as supporting secondary objectives, SSbitrunning allows for
future support of features relying on mid-round modification of domains,
for instance adding custom domains.

## Changelog
🆑
add: Added secondary objectives to bitrunning!
add: Pick up encrypted curiosities and return them to the safehouse to
claim their contents.
add: Glacier Grind has been given a secondary objective, look out for
the limited edition hat.
add: Bitrunning domains can now be modified during the round by admins.
/🆑
2024-03-09 22:42:23 +01:00
13spacemen
357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

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

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
Jeremiah
9090795000 Disables mod links from virtual modsuits [NO GBP] (#80038)
## About The Pull Request
Via discussion in discord:

![image](https://github.com/tgstation/tgstation/assets/42397676/b1990bce-35c3-4266-9ee1-3f6abde846bb)
## Why It's Good For The Game
Virtual entities, however suited up they are, shouldn't be able to
communicate station side with crew or with syndicate entities.
## Changelog
🆑
fix: Mod links are now disabled in the virtual realm.
/🆑
2023-12-01 21:33:03 +01:00
Jeremiah
7cb5738fcb Adds a modular bitrunning map, changes safehouse spawns (#79937)
## About The Pull Request
Primarily, this adds one new map to bitrunning that uses modular rooms.

<details>
<summary>pictures</summary>


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

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


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

</details>

I also added in some changes:
- Safehouses are now loaded using the modular map system rather than the
bespoke solution qservers had.
- Lowers the difficulty of psyker shuffle (which I felt was a little too
nightmarish) and boosts its rewards.
## Why It's Good For The Game
New maps
More integration with prior systems
## Changelog
🆑
add: Added a new modular bitrunning domain - Starfront Saloon.
balance: Psyker shuffle domain was made slightly easier and has been
given more rewards.
/🆑
2023-12-01 01:06:21 +01:00
Y0SH1M4S73R
640bb71ec8 Bitrunning glitches that don't escape their domain don't show up in the roundend report (#79910)
## About The Pull Request

Exactly what the title says. I was planning to fully refactor glitches
to function more like lavaland elites, which they operate more similarly
to, but I was lazy and also discovered the `show_in_roundend` var on
`/datum/antagonist` - setting that to `FALSE` does the thing I cared
most about.

Making them still appear in the roundend report if they escape was
Fikou's idea.

## Why It's Good For The Game

Does the roundend report really need to list a hostile that will cease
to exist soon after killing the only characters it can interact with?

## Changelog

🆑
qol: Bitrunning glitches will not show up in the roundend report unless
they escape the virtual domain.
/🆑
2023-11-24 23:52:31 -07:00
Jeremiah
8977992323 Reimplements bitrunning hands [NO GBP] (#79810)
## About The Pull Request
As it turns out, you cannot do that
## Why It's Good For The Game
Bitrunners need hands
Fixes #79786
## Changelog
🆑
fix: After correcting a slight miscalculation, Bit Avatars now have
hands again.
/🆑
2023-11-17 22:08:01 +00:00
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
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
550ec9b1d9 Cleans up signal use in bitrunning [NO GBP] (#79426)
## About The Pull Request
Atomized #78997
Broke up duplicate signal usage - though they do the same thing, this is
convention & it makes it easier to debug
Removed custom alert subtypes in favor of just setting values directly
Removed some unnecessary vars like the console ref from the server
Since I'm just copying this over, it has added exam text for net pods,
which fixes an issue reported to me in Discord
## Why It's Good For The Game
Code improvement
## Changelog
🆑
add: Added some clarity to the range of netpods (4 tiles) in their exam
text.
/🆑
2023-11-02 13:23:48 +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
Jeremiah
918e4faeb1 Fixes some bitrunning bugs [NO GBP] (#79332)
## About The Pull Request
Atomized bug fix PR from the content patch. They seemed to be priority
## Why It's Good For The Game
Fixes #79329
Fixes #79164
Fixes #79289

## Changelog
🆑
fix: Paraplegics can now enter netpods.
fix: Fixes an exploit caused by teleporting out of a netpod.
fix: Outfit selection at netpods shouldn't give armor bonuses any
longer.
/🆑
2023-10-31 13:47:25 +00:00
MrMelbert
5bf6d09903 Cuts the number of apply_damage copypaste procs from 3(.5) to 1, fixing a few bugs along the way (#79207)
## About The Pull Request

- `apply_damage` is now uniform, handled, in a single place. At the
living level.
- Fixes people being held at gunpoint from being unable to flinch from
taking damage.
- Fixes a few signals (explodable, glass jaw) of apply damage maybe
potentially not having effects if the passed hit zone was a bodypart and
not a def zone.
- Fixes regenerator component always halting regeneration no matter what
damage taken.
- Fixes pressure damage being unaffected by `brute_mod` despite what
documentation claims.
- Signalizes the `check_species_weakness` proc on species. 

## Why It's Good For The Game

The copy+paste of this proc made it awful, awful to maintain or add
features to. And also made it very bug prone.

This just takes a step forward in making sustaining damage a lot more
consistent, not only across all mobs, but across all methods of...
taking damage. Unarmed attacks, hulk, item attacks, etc.

## Changelog

🆑 Melbert
fix: People held at gunpoint can now flinch when being hit. 
fix: Regenerating mobs no longer stop regenerating no matter hit with
what.
fix: Pressure damage is now properly modified by a mob's brute damage
modifier.
fix: Fixes some occasions which some effects (glass jaw, explodable worn
items) won't respond to hits.
refactor: Refactored core code related to mobs sustaining damage. 
/🆑
2023-10-27 18:55:30 +00:00
Jeremiah
83e6cc517b Fixes infinite loop in bitrunning (#79194)
## About The Pull Request
Clears up some functionality in netpod disconnect cases that lead to an
infinite loop

Also fixes an errant message from #78959
## Why It's Good For The Game
Fixes #79190

## Changelog
🆑
fix: Entering a virtual domain should no longer give you a message that
it doesn't forbid items
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-10-23 23:22:25 +01:00
Paxilmaniac
324dfb65c1 Allows domains to forgo giving bitrunners their disk items and spells if that is desired (#78959)
## About The Pull Request

Adds two variables to bitrunner domains, one for making them not spawn
disk items, and one for making them not grant disk abilities to
bitrunner characters on loading into the domain.

Not presently used in any domains, but will be a mystery tool that will
help us later.
## Why It's Good For The Game

I've thought of a few pretty good domains but the ideas behind them fall
apart a bit of joey bitrunner can bring a desword and fireball into
them.
## Changelog
🆑
code: Bitrunner domains can now have spells or items from disks disabled
if the domain maker wants such a thing
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-20 06:23:24 +00:00
Jeremiah
235ebba7e0 Bitrunning hotfix 3 (#78818)
## About The Pull Request
The next round of small changes to how bitrunning works - mostly from
feedback, bug reports etc.

- The loot crate delivery spot is now a buildable machine (the
byteforge), making it replaceable in the event of a disaster
- Same for netpods and quantum consoles. These boards are now
researchable and buildable.
- New icons for the byteforge and the health monitor
- Some bug fixes around despawning avatars
- Reimplements one of the bitrunning unit tests

<details>
<summary>Pictures ⬇️</summary>

Host monitor

![hostmon](https://github.com/tgstation/tgstation/assets/42397676/dc6811bc-7ce9-4eae-a91b-96975bd13c65)

Byteforge

![dreamseeker_LewhZG8bEl](https://github.com/tgstation/tgstation/assets/42397676/3071bc5f-b2c1-47d5-8a56-b0e6c216be20)

Spawning a crate

![dreamseeker_mHGSfoeMu5](https://github.com/tgstation/tgstation/assets/42397676/d5f84e91-b9bc-4bb8-8f1c-f8931154ff6d)
</details>

## Why It's Good For The Game
Bitrunning bug fixes and personal requests
Fixes #78571 
Fixes an issue reported in discord - players stuck as gondola spawn

## Changelog
🆑
fix: Added extra checks to bitrunning domain cleanup so avatars are
deleted properly.
add: Quantum servers now look for a new machine called a byteforge to
spawn loot on- no longer on an invisible landmark. This should make the
rooms rebuildable after disasters.
add: *Most* bitrunning machinery is now researchable and buildable via
circuits in the engineering protolathe.
/🆑
2023-10-09 00:26:16 -04:00
Bloop
68b798efa0 A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) (#78657) 2023-10-03 04:01:32 -04:00
Jeremiah
88c3f4bfa4 bitrunning hotfix 2 [NO GBP] (#78633)
Bitrunning releated fixes
---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-09-29 08:58:05 +02:00
Jeremiah
ca00c19ce7 bitrunning hotfixes [NO GBP] (#78530)
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not be viewable. -->
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request process. -->

## About The Pull Request
small tweaks for bitrunning

- ability disks grant a huge power spike which should let me balance
megafauna health more closely to the real thing
- added a check for bit avatars to skip dynamic midround checks
- more info for netpods mostly

<!-- 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
fixes #78513
fixes #78575
<!-- 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
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and it's effects on PRs in the tgstation guides for contributors. Please
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should they deem it appropriate. You can attempt to finagle the system
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🆑
add: Netpods and quantum servers now have more examination info
fix: You no longer lose antag status if you receive it in the vdom.
fix: Beach bar shouldn't have visible atmos piping anymore.
fix: Adds more lighting to the vaporwave vdom level.
balance: Buffed vdom megafauna health to compensate for new ability
disks.
/🆑

<!-- 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,
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2023-09-25 23:58:44 +01:00
Jeremiah
a3849062b8 Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request
[Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) 

Adds a new supply role centered on short dungeon-esque runs with a focus
on unifying the job with the fun part. Some virtual domains are combat
related, some are silly, some focus on "objectives". Avatar health is
linked to your physical presence and retries are limited.


<details>
<summary>Photos, WIP</summary>

Net pod stasis

![netpod](https://github.com/tgstation/tgstation/assets/42397676/d99073a4-2438-4600-83c0-cafb7b3fee55)

Server loaded

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304774976278759/dreamseeker_N14j6dwLcK.gif)

Server cooldown

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304775945179217/dreamseeker_NkIwWLJZma.gif)

the quantum console UI
![Screenshot 2023-08-05
105742](https://github.com/tgstation/tgstation/assets/42397676/3a45feaf-8c80-46b2-81c9-355932d1b014)

Cyber police antag page
![Screenshot 2023-08-16
205303](https://github.com/tgstation/tgstation/assets/42397676/fc28bcdd-2a2a-487b-927c-904f224c1b89)

A safehouse

![image](https://github.com/tgstation/tgstation/assets/42397676/c22ac115-4e00-432a-aeeb-b6afdb1ef750)

Domain info page, every domain gets this (and sometimes help text)
![Screenshot 2023-08-04
141859](https://github.com/tgstation/tgstation/assets/42397676/ba9ed6d9-a318-4466-b246-d2da0fa05676)

Me getting steamrolled in one of the missions

![syndicant](https://github.com/tgstation/tgstation/assets/42397676/3eb3099a-f9b2-4431-854d-50d8cad9b7f0)

Ghost roles getting notified that server is kicking them out
![Screenshot 2023-08-04
135454](https://github.com/tgstation/tgstation/assets/42397676/edab916c-6255-4b83-b2e7-155df2f03aab)

Players enjoying the new combat missions
![Screenshot 2023-08-05
005727](https://github.com/tgstation/tgstation/assets/42397676/e302a66f-610d-4fe1-82e0-7c8aec3913ea)

Players exploring some of the virtual maps
![Screenshot 2023-08-06
220919](https://github.com/tgstation/tgstation/assets/42397676/75a92a0b-6aa1-4bac-8fd1-c9fb47c955da)

(Not part of the PR, but)
![Screenshot 2023-08-06
221527](https://github.com/tgstation/tgstation/assets/42397676/012475ec-bfa5-4fd3-9dcb-31d222bb7bef)

New bitrunner vendor

![dreamseeker_V62h2BGdEl](https://github.com/tgstation/tgstation/assets/42397676/37ca8f69-f75e-45c9-b324-e6b31696c7b7)

</details>

## Why It's Good For The Game
Content, firstly, and moreso being supply department content.

The framework that this implements is a great (preauthorized)
replacement for two systems which are collecting dust: BEPIS and the
gateway. They integrate into this system and it's a direct upgrade.

This adds a way for the players on station to generate materials (if
that remains). The nice part about it is that I can throw balance and
believability to the wind, as unlike its unrelated predecessor VR or
away missions, bitrunning entirely washes its hands of the map and mobs
each reboot.

It offers a very expandable map framework to add content and it's all
fairly well documented.

I'd like to add a feature that represents the idea that jobs don't have
to be mundane and "external" jobs can stay tied to the main gameplay
loop.

## Changelog
jlsnow301, kinneb, mmmiracles, ical92, spockye
🆑
add: Adds Bitrunning to supply department- a semi-offstation role that
rewards teamwork.
add: Adds new machines to complement the job- net pod, quantum server,
quantum consoles, and the nexacache vendor.
add: Adds several new maps which can be loaded and unloaded at will.
add: Some flair for the new bitrunning vendor.
add: Adds a new antagonist for the virtual domain only. Short lived
ghost role that fights bitrunners.
del: Removes the BEPIS machine, moves its tech into the Bitrunning
vendor.
/🆑

<!-- 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. -->

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-09-23 11:14:12 +02:00