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Adds a station boarding mission - #2823

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Bokkiewokkie wants to merge 16 commits into
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Adds a station boarding mission#2823
Bokkiewokkie wants to merge 16 commits into
BeeStation:masterfrom
Bokkiewokkie:Station

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@Bokkiewokkie

@Bokkiewokkie Bokkiewokkie commented Aug 2, 2025

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About The Pull Request

Adds a board station mission. The objective is to defeat a fleet and capture the station they're defending. After that, you will have to defend the station from an enemy boarding fleet.

Why It's Good For The Game

More objective variety!

Testing Photographs and Procedure

Screenshots&Videos

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Changelog

🆑
add: Added a new mission about boarding and defending a station
/:cl:

@Bokkiewokkie
Bokkiewokkie requested a review from a team as a code owner August 2, 2025 19:09
@Bokkiewokkie Bokkiewokkie changed the title Station Adds a station boarding mission Aug 2, 2025
@Bokkiewokkie Bokkiewokkie added the boarding Issues or pull requests related to boarding maps label Aug 2, 2025
And also let me make the mission fully work
@williamcll

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Can we get a whole metastation next?

Comment thread nsv13/code/game/gamemodes/overmap/objectives/board_station.dm Outdated
Comment thread nsv13/code/game/gamemodes/overmap/objectives/board_station.dm Outdated
Comment thread nsv13/code/game/gamemodes/overmap/objectives/board_station.dm
return COMSIG_SHIP_BLOCKS_RELEASE_BOARDING
return 0

/datum/overmap_objective/board_station/proc/iff_change()

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SIGNAL_HANDLER

Also the comsig for this is currently sent before actually changing the faction - maybe use the unimplemented comsig you added?

@DeltaFire15 DeltaFire15 Jul 14, 2026

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This isn't resolved. COMSIG_SHIP_IFF_CHANGE (triggering this proc's call) is sent before faction changes (not after, as the if in this proc assumes)

Additionally, for compatibility with SIGNAL_HANDLER, just moving the reinforcements part into an async-called proc would work.

(I've also noticed the COMSIG_SHIP_KILLED_FLEET register seems a bit fishy, since this comsig is only sent to objects that have mobs within them (which if they station is left it isn't going to have), aswell as triggering on any fleet destruction. Is there a reason it doesn't just register the COMSIG_PARENT_QDELETING signal on the reinforcement fleet?)

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Thanks for the second comment, I'll look at it some more then and refactor it properly. Honestly haven't had to work with signals much so I appreciate the help. 👍

Comment thread nsv13/code/game/gamemodes/overmap/objectives/board_station.dm
Comment thread nsv13/code/__DEFINES/components.dm
Comment thread nsv13/code/game/gamemodes/overmap/objectives/board_station.dm Outdated
Comment thread nsv13/code/game/gamemodes/overmap/objectives/board_station.dm Outdated
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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3 participants