Adds an interactive away site: Outpost Nemora PART I (#20993)

## About PR

Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!


## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>

- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.

</p>
</details> 

---

### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?

This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.

***This needs to be evaluated by a lore nerd!***
**Possible Sectors:** 
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).

<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>

Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.

This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.

To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.

In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.

Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.

</p>
</details> 

---

### What does "interactive" part entail exactly?

This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.

Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).

Also most of the functions used in this ruin was made so it could be
used in any maps.

## Images

this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197

and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160

<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>

## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
This commit is contained in:
Kano
2025-10-19 10:21:12 +00:00
committed by GitHub
parent 05c0d5d084
commit aec06bc427
54 changed files with 104527 additions and 142 deletions
@@ -214,3 +214,39 @@
drydesc = "A dried trail left by someone crawling."
coming_state = "trail1"
going_state = "trail2"
/// Spawns footprints, a mapping helper. An example of its use can be seen at: `quarantined_outpost.dmm`.
/obj/abstract/footprint_spawner
name = "blood footprint"
icon = 'icons/effects/map_effects.dmi'
icon_state = "footprint_helper"
/// String. Object path for the track type the spawner will use.
var/trail_path = "footprints"
var/going_dir
/// Blood colour by default.
var/trail_color = COLOR_HUMAN_BLOOD
/obj/abstract/footprint_spawner/Initialize()
. = ..()
var/turf/T = get_turf(src)
for(var/obj/abstract/footprint_spawner_turn_helper/TH in T)
going_dir = TH.dir // if we have a turn_helper, we will use its direction
if(!going_dir)
going_dir = src.dir
T.add_tracks(text2path("/obj/effect/decal/cleanable/blood/tracks/[trail_path]"), null, src.dir, 0, trail_color)
T.add_tracks(text2path("/obj/effect/decal/cleanable/blood/tracks/[trail_path]"), null, 0, going_dir, trail_color)
qdel(src)
/obj/abstract/footprint_spawner/oil
name = "oil footprints"
trail_color = COLOR_OIL
/obj/abstract/footprint_spawner/body
name = "dragged body print"
trail_path = "body"
/// Used for footprints that take 90 degree turns. This object leads the position of the footprints take a turn to. Place it onto the spawner.
/obj/abstract/footprint_spawner_turn_helper
name = "footprint turn helper"
icon = 'icons/effects/map_effects.dmi'
icon_state = "portal_side_b"
@@ -4,6 +4,8 @@
var/affect_ghosts = 0
var/stopper = 1 // stops throwers
var/mobs_only = FALSE
/// If true, excludes clientless mobs.
var/players_only = FALSE
invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
anchored = TRUE
@@ -25,6 +27,10 @@
return
if(!ismob(H) && mobs_only)
return
if(ismob(H))
var/mob/living/L = H
if(!L.client && players_only)
return
INVOKE_ASYNC(src, PROC_REF(Trigger), H)
@@ -35,3 +35,11 @@
return
. = ..()
/obj/structure/barricade/wooden/road
name = "road barrier"
desc = "A barrier made of wood. Someone didn't want you crossing this without thought."
icon_state = "roadbarrierwood"
barricade_type = "roadbarrierwood"
health = 50
maxhealth = 50
@@ -95,7 +95,7 @@
icon = flag_icon
return
for(var/obj/A in T)
if(istype(A, /obj/structure/window))
if(istype(A, /obj/structure/window) || istype(A, /obj/effect/map_effect/window_spawner))
icon = flag_icon
return
banner_icon = new('icons/obj/structure/flags.dmi', stand_icon)
+5
View File
@@ -750,3 +750,8 @@
/obj/structure/sign/floor_plaque/peoples_station
name = "People's Station Plaque"
desc = "A plaque commemorating the founding of the People's Space Station."
/obj/structure/sign/floor_plaque/quarantined_outpost
name = "SSF Nemora plaque"
desc = "On the plaque's bronze surface, the old emblem of the Alliance of Sovereign Solarian Nations is engraved. Just below it, the text reads: <i>'SSF Nemora: Research Rooted in Discovery'</i>."
desc_extended = "At the bottom, there is an engraved text stained in dried blood that reads: <i>'Department of Colonization. Taking necessary steps today, charting the future.'</i>."
+27 -1
View File
@@ -203,7 +203,7 @@
desc = "A stop sign to direct traffic. Sometimes a demand."
icon = 'icons/obj/structure/urban/road_signs.dmi'
icon_state = "stop"
layer = 9
layer = STRUCTURE_LAYER
anchored = TRUE
/obj/structure/road_sign/yield
@@ -393,6 +393,12 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
icon_state = "divider1"
anchored = TRUE
/obj/structure/dressing_divider/hospital
name = "hospital curtain"
desc = "Usually comes with hospital beds."
icon_state = "hospitalcurtain"
layer = ABOVE_HUMAN_LAYER
/obj/structure/neon_sign
name = "large neon sign"
desc = "A bright neon sign, an advertisement of some dystopian sort."
@@ -515,6 +521,26 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
return FALSE
return TRUE
/obj/structure/bunk_bed
name = "bunk bed"
desc = "A space-saving solution for living space problems. A symbol of roommate concept."
icon = 'icons/obj/structure/urban/bunk_beds.dmi'
icon_state = "zbunkbed"
density = TRUE
anchored = TRUE
/obj/structure/bunk_bed/blue
icon_state = "zbunkbed2"
/obj/structure/bunk_bed/green
icon_state = "zbunkbed3"
/obj/structure/bunk_bed/black
icon_state = "zbunkbed4"
/obj/structure/bunk_bed/prison
icon_state = "prisonbed"
/obj/structure/chainlink_fence
name = "chainlink industrial fencing"
desc = "A tall, imposing metal fence. Not to be confused with the slightly more popular Chainlink of recent years."
+3 -1
View File
@@ -607,12 +607,14 @@
smoothing_flags = SMOOTH_MORE
canSmoothWith = list(
/obj/structure/window/shuttle/scc_space_ship,
/turf/simulated/wall/shuttle/scc_space_ship
/turf/simulated/wall/shuttle/scc_space_ship,
/turf/unsimulated/wall/shuttle/scc_space_ship
)
blend_overlay = "-wall"
attach_overlay = "attach"
can_blend_with = list(
/turf/simulated/wall/shuttle/scc_space_ship,
/turf/unsimulated/wall/shuttle/scc_space_ship,
/obj/structure/window/shuttle/scc_space_ship
)