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Kano aec06bc427 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 |
2025-10-19 10:21:12 +00:00

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// Stolen en masse from N3X15 of /vg/station with much gratitude.
// The idea is to have 4 bits for coming and 4 for going.
#define TRACKS_COMING_NORTH 1
#define TRACKS_COMING_SOUTH 2
#define TRACKS_COMING_EAST 4
#define TRACKS_COMING_WEST 8
#define TRACKS_GOING_NORTH 16
#define TRACKS_GOING_SOUTH 32
#define TRACKS_GOING_EAST 64
#define TRACKS_GOING_WEST 128
// 5 seconds
#define TRACKS_CRUSTIFY_TIME 50
/datum/fluidtrack
var/direction = 0
var/basecolor = COLOR_HUMAN_BLOOD
var/wet = FALSE
var/fresh = TRUE
var/crusty = FALSE
var/image/overlay
var/offset_pixel_y = 0
var/offset_pixel_x = 0
/datum/fluidtrack/New(_direction, _color, _wet)
src.direction = _direction
src.basecolor = _color
src.wet = _wet
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
amount = 0
random_icon_states = null
var/dirs=0
icon = 'icons/effects/fluidtracks.dmi'
icon_state = "" // invisible sprite, our icon is built using overlays instead
var/coming_state = "blood1"
var/going_state = "blood2"
// dir = id in stack
var/list/setdirs = list(
"1" = 0,
"2" = 0,
"4" = 0,
"8" = 0,
"16" = 0,
"32" = 0,
"64" = 0,
"128" = 0
)
// List of laid tracks and their colors.
var/list/datum/fluidtrack/stack = list()
/// Amount of pixels to shift either way in an attempt to make the tracks more organic
var/transverse_amplitude = 3
/obj/effect/decal/cleanable/blood/tracks/reveal_blood()
if(!fluorescent)
if(stack?.len)
for(var/datum/fluidtrack/track in stack)
track.basecolor = COLOR_LUMINOL
..()
/**
* Add tracks to an existing trail.
*
* @param DNA bloodDNA to add to collection.
* @param comingdir Direction tracks come from, or 0.
* @param goingdir Direction tracks are going to (or 0).
* @param footprint_color Color of the blood when wet.
*/
/obj/effect/decal/cleanable/blood/tracks/proc/add_tracks(var/list/DNA, var/comingdir, var/goingdir, var/footprint_color = COLOR_HUMAN_BLOOD)
var/updated = 0
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
var/realgoing = goingdir << 4
// Current bit
var/b=0
// When tracks will start to dry out
var/t = world.time + TRACKS_CRUSTIFY_TIME
var/datum/fluidtrack/track
// Process 4 bits
for(var/bi = 0; bi < 4; bi++)
b = 1 << bi
// COMING BIT
// If setting
if(comingdir & b)
// If not wet or not set
if(dirs & b)
var/sid = setdirs["[b]"]
track = stack[sid]
if(track.wet == t && track.basecolor == footprint_color)
continue
// Remove existing stack entry
stack.Remove(track)
track = new /datum/fluidtrack(b, footprint_color, t)
stack.Add(track)
setdirs["[b]"] = stack.Find(track)
updated=1
// GOING BIT (shift up 4)
b = b << 4
if(realgoing & b)
// If not wet or not set
if(dirs & b)
var/sid = setdirs["[b]"]
track = stack[sid]
if(track.wet == t && track.basecolor == footprint_color)
continue
// Remove existing stack entry
stack.Remove(track)
track= new /datum/fluidtrack(b, footprint_color, t)
stack.Add(track)
setdirs["[b]"] = stack.Find(track)
updated = 1
dirs |= comingdir|realgoing
if(islist(blood_DNA) && length(DNA))
blood_DNA |= DNA.Copy()
if(updated)
update_icon()
/obj/effect/decal/cleanable/blood/tracks/update_icon()
ClearOverlays()
color = "#FFFFFF"
var/truedir = 0
// Update ONLY the overlays that have changed.
for(var/datum/fluidtrack/track in stack)
var/stack_idx = setdirs["[track.direction]"]
var/state = coming_state
truedir = track.direction
if(truedir & 240) // Check if we're in the GOING block
state = going_state
truedir = truedir >> 4
if(track.overlay)
track.overlay = null
var/image/I = image(icon, icon_state = state, dir = num2dir(truedir))
I.color = track.basecolor
switch(truedir)
if(NORTH, SOUTH)
I.pixel_x += track.offset_pixel_x ? track.offset_pixel_x : rand(-transverse_amplitude, transverse_amplitude)
if(EAST, WEST)
I.pixel_y += track.offset_pixel_y ? track.offset_pixel_y : rand(-transverse_amplitude, transverse_amplitude)
track.offset_pixel_x = I.pixel_x
track.offset_pixel_y = I.pixel_y
track.fresh = 0
track.overlay = I
stack[stack_idx] = track
AddOverlays(I)
/obj/effect/decal/cleanable/blood/tracks/footprints
name = "wet footprints"
dryname = "dried footprints"
desc = "They look like still wet tracks left by footwear."
drydesc = "They look like dried tracks left by footwear."
coming_state = "human1"
going_state = "human2"
amount = 0
/obj/effect/decal/cleanable/blood/tracks/footprints/barefoot
desc = "They look like still wet tracks left by bare feet."
drydesc = "They look like dried tracks left by bare feet."
/obj/effect/decal/cleanable/blood/tracks/footprints/barefoot/del_dry/Initialize()
. = ..()
QDEL_IN(src, TRACKS_CRUSTIFY_TIME)
/obj/effect/decal/cleanable/blood/tracks/wheels
name = "wet tracks"
dryname = "dried tracks"
desc = "They look like still wet tracks left by wheels."
drydesc = "They look like dried tracks left by wheels."
coming_state = "wheels"
going_state = ""
gender = PLURAL
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/tracks/paw
name = "wet tracks"
dryname = "dried tracks"
desc = "They look like still wet tracks left by paws."
drydesc = "They look like dried tracks left by paws."
coming_state = "paw1"
going_state = "paw2"
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/tracks/claw
name = "wet tracks"
dryname = "dried tracks"
desc = "They look like still wet tracks left by claws."
drydesc = "They look like dried tracks left by claws."
coming_state = "claw1"
going_state = "claw2"
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/tracks/body
name = "wet trails"
dryname = "dried trails"
desc = "A still-wet trail left by someone crawling."
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"