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God save the bitrunner #412
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[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> 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. jlsnow301, kinneb, mmmiracles, ical92, spockye :cl: 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. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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 <[email protected]> Co-authored-by: Ical <[email protected]> Co-authored-by: spockye <[email protected]> Co-authored-by: Watermelon914 <[email protected]> Co-authored-by: Zephyr <[email protected]>
…(#77786) Adds multi-z support for lazy templates Also fixes some improper use and placement for turf flags Shadow needs/wants this for bit runner maps. Turf flags are also why lava has been generating in places it shouldnt. (inside of ruins) :cl: fix: Lava can no longer occasionally generate inside of previously loaded templates and breach and/or destroy shit /:cl: --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: LemonInTheDark <[email protected]>
…248) [Removes the pretense of relative multiz levels](tgstation/tgstation@0293fdc) Our multiz system does not support having a z level that is only connected one way, or which goes down backwards or anything like that. That's a fiction of the trait system, the actual backend has never really supported this. This pr removes the assumptions we were making backend around this, and uses that to save cpu time. I am also converting multiz_levels from an assoc list to a pure one, which saves significantly on access times and cleans up the code somewhat. Also I'm making the get_below/get_above procs into macros, for the sake of cpu time. [Converts the starlight disease to use BYOND's directional defines instead of our own](tgstation/tgstation@7d698f0) To some extent spurred on by DaedalusDock/daedalusdock#298, tho it was known before Faster multiz code, faster init, etc etc etc
…(#77786) Adds multi-z support for lazy templates Also fixes some improper use and placement for turf flags Shadow needs/wants this for bit runner maps. Turf flags are also why lava has been generating in places it shouldnt. (inside of ruins) :cl: fix: Lava can no longer occasionally generate inside of previously loaded templates and breach and/or destroy shit /:cl: --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: LemonInTheDark <[email protected]>
Having used the painting UI to kill some time during long rounds for a decent chunk of the past year, the need of a quicker and less tedious way to fix a misclick or mistake like drawing over the wrong pixel has become clear to me, as well as getting some feedback on the palette component I made last year. As the title suggests, this PR adds an eye-dropper function to the canvas. Right-Click a pixel on the canvas, and the painting tool will copy its color. Simple as, works on both finished and unfinished paintings. As a bonus, you can also right-click one of those selectable white/colored squares on the color scheme near the bottom of the UI (if using spraycan/palette) to change its color without having to go back to main game window and a radial menu. EDIT: With the tooltip added to the UI, I can say it's ready. This PR aims to add better options to change colors on the go and improve the user experience on the painting UI. :cl: qol: Adds a eye-dropper-like right-click function to the painting canvas UI. Right-Click a pixel on the canvas while holding a painting tool to have it copy its color. qol: Also adds a right-click function to the color palette at the bottom of the UI to allow users to set its colors without having to alternate between the game window and the UI. qol: Lastly, a tooltip has been added near the top-left corner of the same UI to let players know of these features. /:cl:
A grid is shown while the user is holding a painting tool on an editable canvas. This is achieved by drawing empty rectangles after the filled ones are placed whenever the canvas is updated and if requirements are met. It's by no mean perfect, especially since the strokeStyle is a mere "#888888" hexcolor, the contrast may get low around colors of similar lightness. But I don't think I've much the strength to seek out a fancier solution to a peeve that's hardly a botherance anyway while the canvas is still mostly white. I've also had a maintainer suggest me to make a toggle to disable/enable. I talked a bit how that'd be a bit more complex to integrate but not much so frankly, although switching hands or putting away the tool already works for that. That said, I'm willing to do it if player feedback suggests such toggle should be integrated.
Adds cliffs to the game! They're tiles usable for mapping to make mountainy area's and cliffs! I don't have any sprites for them yet, so just imagine it's a cliff really hard ![image](https://github.com/tgstation/tgstation/assets/7501474/ab0f31b6-93d7-4964-8b9c-4fb3c774647a) THESE DO NOT REPLACE MULTI-Z AND NEVER WILL! They're just a neat way to add more depth to the game. You can’t really add 10 different z’s for one mountain, so this can be used to help map area’s with depth without overusing z-levels They've been mapped into the top part of the icebox outside. There's not a good way to do sides of cliffs yet (will need some thinking), so they're mapped in such a fashion where it doesn't matter much. Later, this area above icebox can be expanded with properly done side-cliffs, something like in stardew-valley would work for our grid-system: ![image](https://github.com/tgstation/tgstation/assets/7501474/007964cc-49d5-489c-9a43-2140f29239ce) Longer demonstration: https://www.youtube.com/watch?v=Eig4jXNZZRQ Eventually, I'll redo mapgen and add 3x3 icebox (definitely not coping) The incredible flatness of icebox drives me insane. While multi-z is great at giving it more depth, the actual terrain itself is still completely flat. Adding cliffs let's us add 'soft-mountains', which does wonders for making an area feel more alive (And I absolutely adore snowy mountains) :cl: add: Adds cliffs to the north of icebox. Try not to fall of of them! /:cl: <details> <summary>Additional images (now outdated)</summary> https://github.com/tgstation/tgstation/assets/7501474/572dc749-596c-4cab-9693-43c2270aca96 ![image](https://github.com/tgstation/tgstation/assets/7501474/e12236d1-fda8-406a-858b-84a9fe5b4dc7) ![image](https://github.com/tgstation/tgstation/assets/7501474/264ae9d8-2f84-4133-8eb3-29e8df6c976e) ![image](https://github.com/tgstation/tgstation/assets/7501474/15a7f378-b595-4d7b-b948-d405916cb431) ![image](https://github.com/tgstation/tgstation/assets/7501474/b058a184-9fd5-4fa9-b0de-9f687bdf4e43) </details> --------- Co-authored-by: Jacquerel <[email protected]>
This reverts commit ffe2068.
This reverts commit ceee7cb.
This reverts commit 8e22993.
<!-- 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 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 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. --> :cl: 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. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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 releated fixes --------- Co-authored-by: LemonInTheDark <[email protected]>
## About The Pull Request I hate this ruin with passion. HOW ARE YOU SUPPOSED TO DO IT WITHOUT A CROWBAR?!? but I digress. this fixes runtimes when the code tried to spawn pre-/basic/ clown typepath and missing baseturf. you can't space the VDOM with mining bananium anymore ## Why It's Good For The Game less bugs good, gbp good. ## Changelog :cl: fix: Fixes missing baseturfs and clowns in mining planet VDOM.. /:cl:
## About The Pull Request The bitrunner PR has removed the BEPIS machine, but kept two BEPIS disks as a possible reward. However, the base BEPIS disks may contain duplicate data. Originally, the BEPIS dispensed a Reformatted version of the disks, which on spawn remove their tech from the spawn list, ensuring that any future BEPIS disks would not contain duplicates of this purchased data. Therefore, I have removed the cheaper version, after discussing this with jlsnow301. Of course, your expensive disk can still contain data that was in a base disk found in space, or worse, mailed to a scientist, and eventually, you will run out of techs to purchase, but these are separate issue. I have also added the orphaned minor rewards to the same console, with prices suggested by @ArcaneMusic, who has also suggested that I should set all prices to be derived from the crew paycheck define, however, none of the product vendors use this, so I think I would like to do all of those in one go in a separate PR. The reasoning behind the prices: - Survival Pen: Not too disruptive, it just lets you dig. 150, lets round it up. Worth 100, or 1 star when not express ordered. - Spray on gloves: prevents shocks 10 times, cleaning also uses up charges, uses up glove slots. Potentially disruptive item. 750 or 500 when not express ordered. - Party pod: Mainly drugs, beer and recolouring chems, with potential of poisoning. 750 or 500 when not express ordered as while it is something silly you can do during downtime, you should do a bit of hunting for crates before you get this. - Polycircuit: Actually very good item for engineers, so they have to carry less stuff around. They would still get bleed from using it, if someone interrupts them, but that doesn't matter much. 8 uses of circuits, adds up to little more than half sheet of materials, which is vastly smaller than the mineral amounts you get from the crates. 150, or 100 when not expressed ordered, just because of the versatility, and taking up only one slot in the inventories. Much cheaper than the original proposed one. Still thinking about how to reintroduce the "Make Buck" Doe, I will try to reintroduce them in a different PR. ## Why It's Good For The Game Its bad when a bitrunner buys an expensive disk, only to realize its contents are the same as the cheaper disk they bought due to RNG. The silly items from the BEPIS shouldn't be lost. The prices are fair because you are giving up your precious domain loot points that you could use to give a gun to your avatar to buy a silly spray-on glove. ## Changelog :cl: add: Added the BEPIS' minor rewards as purchasable products to the bitrunning order console. del: Removed the base BEPIS disk from the bitrunner console /:cl:
Could use some species support. Hell just give it a character creator |
Fixes tgstation/tgstation#76065 Fixes tgstation/tgstation#73860 ![firefox_woFR1lmIQq](https://github.com/tgstation/tgstation/assets/13398309/e9b48e8d-4c0d-484f-b57e-94f06a456934) tgstation/tgstation#74453 _cough_ So it turned out that no emissive blocker overlays were being added to mobs because `blocks_emissive` being `FALSE` no longer means that it doesn't block emissives. We have to check for `EMISSIVE_BLOCK_NONE` instead after the optimization from the linked PR. ![dreamseeker_I9MuQEUjcC](https://github.com/tgstation/tgstation/assets/13398309/3a507c28-59e3-4276-b4f1-0babdcf952f1) <details><summary>Fixes the window mesh prisons</summary> ![dreamseeker_wkCElt1Znp](https://github.com/tgstation/tgstation/assets/13398309/b9bb22a0-99f2-4ffa-ae32-6bc734be8353) ![dreamseeker_vhqFYt5X11](https://github.com/tgstation/tgstation/assets/13398309/b7364472-71c9-43e0-9ba8-bbb4bd5b489d) </details> <details><summary>No more of the weird partial transparency with buttons and the like</summary> ![dreamseeker_IweBhZRpa3](https://github.com/tgstation/tgstation/assets/13398309/04938001-6201-45b0-9caa-5a305b40e116) ![dreamseeker_PK06VGj28o](https://github.com/tgstation/tgstation/assets/13398309/c482228b-988a-4861-8037-204471f2408e) </details> :cl: fix: fixes mobs missing most of their emissive blockers /:cl:
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About The Pull Request
Why It's Good For The Game
Changelog
🆑
/:cl: