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183c5af2e4
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/90641 Fixes https://github.com/tgstation/tgstation/issues/88366 Eliminates worries over virtualspace currency being sent to real accounts. When I was looking into why there were no flags for bitrunning areas. Then I saw this mess: <img width="929" height="889" alt="Code_2we2QjDyFp" src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d" /> Not having enough space / being too lazy to refactor this is a silly reason to not include flags for something like these virtual areas where it can be quite helpful. Fortunately I am not too lazy ~~in this moment~~ so here we go: It was fairly logical to move over some of these to a separate flag, which I've called `area_flags_mapping` since they pertain to maploading things and terrain generation mostly. `area_flags` stays reserved for general properties and now has more room than it did before for you people to fill it with. In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA was kind of everywhere and now that it's implied by default less areas need to have it defined (or explicitly un-defined). <details> <summary> Working as intended </summary> <img width="787" height="448" alt="dreamseeker_p0Qts36tG1" src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db" /> <img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA" src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b" /> </details> ## Why It's Good For The Game Fixes an exploit, improves the area flags situation slightly. ## Changelog 🆑 fix: you can no longer send money from virtualspace to a real account code: adds a flag for virtual areas so they can easily be checked, as well as an easy helper proc, 'is_area_virtual(your_area)' /🆑
84 lines
3.7 KiB
Plaintext
84 lines
3.7 KiB
Plaintext
///Spawns a big, amped up fat anomaly
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/obj/effect/spawner/random/big_anomaly
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name = "big anomaly spawner"
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icon_state = "big_anomaly"
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loot = list(
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/obj/effect/anomaly/pyro/big,
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/obj/effect/anomaly/flux/big,
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/obj/effect/anomaly/bluespace/big,
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/obj/effect/anomaly/grav/high/big,
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)
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///Spawns a stable anomally that doesnt drop cores and doesn't destroy or alter the environment
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/obj/effect/spawner/random/environmentally_safe_anomaly
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name = "safe anomaly spawner"
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icon_state = "anomaly"
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loot = list(
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/obj/effect/anomaly/flux,
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/obj/effect/anomaly/bluespace,
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/obj/effect/anomaly/hallucination,
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/obj/effect/anomaly/bioscrambler/docile,
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)
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///Do we anchor the anomaly? Set to true if you don't want anomalies drifting away (like if theyre in space or something)
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var/anchor_anomaly = FALSE
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/obj/effect/spawner/random/environmentally_safe_anomaly/make_item(spawn_loc, type_path_to_make)
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. = ..()
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var/obj/effect/anomaly/anomaly = .
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anomaly.stabilize(anchor = anchor_anomaly, has_core = FALSE)
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/obj/effect/spawner/random/environmentally_safe_anomaly/bioscramblerless
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name = "safe anomaly spawner without bioscramblers"
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loot = list(
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/obj/effect/anomaly/flux,
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/obj/effect/anomaly/bluespace,
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/obj/effect/anomaly/hallucination,
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)
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/obj/effect/spawner/random/environmentally_safe_anomaly/immobile
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name = "stationary safe anomaly spawner"
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icon_state = "anomaly_stationary"
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anchor_anomaly = TRUE
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/obj/item/paper/fluff/ruins/anomaly_research/intro
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name = "revelation"
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default_raw_text = {"ANOMALIES?!??!?!? They're all too busy making armor, weapons and pointless toys with anomalies,
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<br> NONE OF THEM ARE TRYING TO FIGURE OUT THEIR TRUE NATURE! No one wonders why anomalies respond to radio signals and drop perfectly neat wrapped anomaly packages?
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<br> Some anomalies represent fundamental aspects of our universe: bluespace, gravity, flux, pyro, but what the fuck is a delimber anomaly supposed to be?
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<br> A fucking hallucination anomaly? Ghost anomaly??? Some of these don't make any sense at all. What are they hiding from us???????
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<br>
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<br> I took 20 of their anomaly cores, they weren't going to use them anyway. I law 2'd a cyborg to make me a space lab, my perfect empire. The poor borg.
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<br> I, DR ANNA MOLLY, WILL REVEAL THE TRUTH!!
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"}
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/obj/item/paper/fluff/ruins/anomaly_research/stabilizer
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name = "stabilizer"
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default_raw_text = {"It's so sad anomalies aren't around much, usually leaving in a few minutes (barring some).
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<br> But it makes sense, if the anomalies are from different layers of reality,
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<br> and they're simply rubberbanding around, eventually being pulled back to where they belong. Unless they're cored.
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<br> BUT I DID IT!!! It was extremely difficult to obtain, but the null-fluid was the last component of the stabilizer.
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<br> Now that I can perform long-term studies of active anomalies, there's no limit to what I can achieve!!
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"}
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/obj/item/paper/fluff/ruins/anomaly_research/mega_anomally
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name = "mega anomally"
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default_raw_text = {"It only took every single one of my anomalies and nearly my entire supply of stabilizers, but I did it.
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<br> I CREATED THE ULTIMATE SUPER ANOMALY!! I modified a modsuit with the nullfluid, which should allow me to enter it!
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<br> I dropped off Moffie at my mom's, in case I can't get back. If you're reading this, SUCK IT I'M IN THE ANOMALY UNIVERSE (or dead) HAHAHAHHA!!
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<br> Dr Anna Molly, signing out.
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"}
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/area/misc/anomaly_research
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name = "Anomaly Research Facility"
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icon = 'icons/area/areas_ruins.dmi'
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icon_state = "anomaly_research"
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requires_power = FALSE
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area_flags = HIDDEN_AREA
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default_gravity = ZERO_GRAVITY
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/obj/item/reagent_containers/cup/bottle/wittel
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name = "wittel bottle"
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list_reagents = list(/datum/reagent/wittel = 5)
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