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## 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   The glitch effect - this mob is being mutated  Cyber tac (t2 antagonist)  </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>
84 lines
2.4 KiB
Plaintext
84 lines
2.4 KiB
Plaintext
/datum/component/glitch
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/// Ref of the spawning forge
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var/datum/weakref/forge_ref
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/datum/component/glitch/Initialize(obj/machinery/quantum_server/server, obj/machinery/byteforge/forge)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(forge, COMSIG_MACHINERY_POWER_RESTORED, PROC_REF(on_forge_power_restored))
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RegisterSignals(forge, list(COMSIG_MACHINERY_BROKEN, COMSIG_MACHINERY_POWER_LOST), PROC_REF(on_forge_broken))
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forge_ref = WEAKREF(forge)
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var/mob/living/owner = parent
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server.remove_threat(owner) // so the server doesn't dust us
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owner.faction.Cut()
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owner.faction += list(ROLE_GLITCH)
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var/current_max = owner.maxHealth + ROUND_UP(server.threat * 0.2)
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owner.maxHealth = clamp(current_max, 200, 500)
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owner.fully_heal()
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var/atom/thing = owner
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thing.create_digital_aura()
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/// Sakujo
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/datum/component/glitch/proc/dust_mob()
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if(QDELETED(parent))
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return
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var/mob/living/owner = parent
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owner.dust()
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/// We don't want digital entities just lingering around as corpses.
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/datum/component/glitch/proc/on_death()
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SIGNAL_HANDLER
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if(QDELETED(parent))
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return
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var/mob/living/owner = parent
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to_chat(owner, span_userdanger("You feel a strange sensation..."))
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var/obj/machinery/byteforge/forge = forge_ref.resolve()
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forge?.setup_particles()
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addtimer(CALLBACK(src, PROC_REF(dust_mob)), 2 SECONDS, TIMER_UNIQUE|TIMER_DELETE_ME|TIMER_STOPPABLE)
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/// If the forge breaks, we take a massive slowdown
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/datum/component/glitch/proc/on_forge_broken(datum/source)
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SIGNAL_HANDLER
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var/mob/living/player = parent
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var/atom/movable/screen/alert/bitrunning/alert = player.throw_alert(
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ALERT_BITRUNNER_GLITCH,
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/atom/movable/screen/alert/bitrunning,
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new_master = source,
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)
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alert.name = "Source Broken"
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alert.desc = "Our byteforge has been broken."
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if(!iscarbon(parent)) // Too powerful!
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return
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player.add_movespeed_modifier(/datum/movespeed_modifier/status_effect/glitch_slowdown)
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to_chat(player, span_danger("Your body feels sluggish..."))
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/// Power restored
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/datum/component/glitch/proc/on_forge_power_restored(datum/source)
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SIGNAL_HANDLER
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var/obj/machinery/byteforge/forge = source
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forge.setup_particles(angry = TRUE)
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if(!iscarbon(parent))
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return
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var/mob/living/player = parent
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player.clear_alert(ALERT_BITRUNNER_GLITCH)
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player.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/glitch_slowdown)
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/datum/movespeed_modifier/status_effect/glitch_slowdown
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multiplicative_slowdown = 1.5
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