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aec06bc427
## 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 |
253 lines
7.2 KiB
Plaintext
253 lines
7.2 KiB
Plaintext
// Stolen en masse from N3X15 of /vg/station with much gratitude.
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// The idea is to have 4 bits for coming and 4 for going.
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#define TRACKS_COMING_NORTH 1
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#define TRACKS_COMING_SOUTH 2
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#define TRACKS_COMING_EAST 4
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#define TRACKS_COMING_WEST 8
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#define TRACKS_GOING_NORTH 16
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#define TRACKS_GOING_SOUTH 32
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#define TRACKS_GOING_EAST 64
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#define TRACKS_GOING_WEST 128
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// 5 seconds
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#define TRACKS_CRUSTIFY_TIME 50
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/datum/fluidtrack
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var/direction = 0
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var/basecolor = COLOR_HUMAN_BLOOD
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var/wet = FALSE
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var/fresh = TRUE
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var/crusty = FALSE
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var/image/overlay
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var/offset_pixel_y = 0
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var/offset_pixel_x = 0
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/datum/fluidtrack/New(_direction, _color, _wet)
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src.direction = _direction
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src.basecolor = _color
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src.wet = _wet
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// Footprints, tire trails...
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/obj/effect/decal/cleanable/blood/tracks
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amount = 0
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random_icon_states = null
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var/dirs=0
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icon = 'icons/effects/fluidtracks.dmi'
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icon_state = "" // invisible sprite, our icon is built using overlays instead
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var/coming_state = "blood1"
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var/going_state = "blood2"
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// dir = id in stack
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var/list/setdirs = list(
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"1" = 0,
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"2" = 0,
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"4" = 0,
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"8" = 0,
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"16" = 0,
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"32" = 0,
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"64" = 0,
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"128" = 0
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)
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// List of laid tracks and their colors.
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var/list/datum/fluidtrack/stack = list()
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/// Amount of pixels to shift either way in an attempt to make the tracks more organic
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var/transverse_amplitude = 3
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/obj/effect/decal/cleanable/blood/tracks/reveal_blood()
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if(!fluorescent)
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if(stack?.len)
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for(var/datum/fluidtrack/track in stack)
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track.basecolor = COLOR_LUMINOL
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..()
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/**
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* Add tracks to an existing trail.
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*
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* @param DNA bloodDNA to add to collection.
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* @param comingdir Direction tracks come from, or 0.
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* @param goingdir Direction tracks are going to (or 0).
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* @param footprint_color Color of the blood when wet.
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*/
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/obj/effect/decal/cleanable/blood/tracks/proc/add_tracks(var/list/DNA, var/comingdir, var/goingdir, var/footprint_color = COLOR_HUMAN_BLOOD)
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var/updated = 0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing = goingdir << 4
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// Current bit
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var/b=0
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// When tracks will start to dry out
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var/t = world.time + TRACKS_CRUSTIFY_TIME
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var/datum/fluidtrack/track
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// Process 4 bits
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for(var/bi = 0; bi < 4; bi++)
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b = 1 << bi
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// COMING BIT
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// If setting
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if(comingdir & b)
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// If not wet or not set
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if(dirs & b)
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var/sid = setdirs["[b]"]
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track = stack[sid]
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if(track.wet == t && track.basecolor == footprint_color)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track = new /datum/fluidtrack(b, footprint_color, t)
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stack.Add(track)
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setdirs["[b]"] = stack.Find(track)
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updated=1
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// GOING BIT (shift up 4)
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b = b << 4
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if(realgoing & b)
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// If not wet or not set
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if(dirs & b)
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var/sid = setdirs["[b]"]
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track = stack[sid]
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if(track.wet == t && track.basecolor == footprint_color)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track= new /datum/fluidtrack(b, footprint_color, t)
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stack.Add(track)
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setdirs["[b]"] = stack.Find(track)
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updated = 1
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dirs |= comingdir|realgoing
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if(islist(blood_DNA) && length(DNA))
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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/obj/effect/decal/cleanable/blood/tracks/update_icon()
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ClearOverlays()
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color = "#FFFFFF"
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var/truedir = 0
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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var/stack_idx = setdirs["[track.direction]"]
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var/state = coming_state
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truedir = track.direction
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if(truedir & 240) // Check if we're in the GOING block
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state = going_state
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truedir = truedir >> 4
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if(track.overlay)
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track.overlay = null
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var/image/I = image(icon, icon_state = state, dir = num2dir(truedir))
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I.color = track.basecolor
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switch(truedir)
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if(NORTH, SOUTH)
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I.pixel_x += track.offset_pixel_x ? track.offset_pixel_x : rand(-transverse_amplitude, transverse_amplitude)
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if(EAST, WEST)
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I.pixel_y += track.offset_pixel_y ? track.offset_pixel_y : rand(-transverse_amplitude, transverse_amplitude)
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track.offset_pixel_x = I.pixel_x
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track.offset_pixel_y = I.pixel_y
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track.fresh = 0
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track.overlay = I
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stack[stack_idx] = track
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AddOverlays(I)
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/obj/effect/decal/cleanable/blood/tracks/footprints
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name = "wet footprints"
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dryname = "dried footprints"
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desc = "They look like still wet tracks left by footwear."
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drydesc = "They look like dried tracks left by footwear."
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coming_state = "human1"
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going_state = "human2"
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amount = 0
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/obj/effect/decal/cleanable/blood/tracks/footprints/barefoot
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desc = "They look like still wet tracks left by bare feet."
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drydesc = "They look like dried tracks left by bare feet."
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/obj/effect/decal/cleanable/blood/tracks/footprints/barefoot/del_dry/Initialize()
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. = ..()
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QDEL_IN(src, TRACKS_CRUSTIFY_TIME)
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/obj/effect/decal/cleanable/blood/tracks/wheels
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name = "wet tracks"
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dryname = "dried tracks"
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desc = "They look like still wet tracks left by wheels."
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drydesc = "They look like dried tracks left by wheels."
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coming_state = "wheels"
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going_state = ""
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gender = PLURAL
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random_icon_states = null
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amount = 0
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/obj/effect/decal/cleanable/blood/tracks/paw
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name = "wet tracks"
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dryname = "dried tracks"
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desc = "They look like still wet tracks left by paws."
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drydesc = "They look like dried tracks left by paws."
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coming_state = "paw1"
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going_state = "paw2"
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random_icon_states = null
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amount = 0
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/obj/effect/decal/cleanable/blood/tracks/claw
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name = "wet tracks"
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dryname = "dried tracks"
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desc = "They look like still wet tracks left by claws."
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drydesc = "They look like dried tracks left by claws."
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coming_state = "claw1"
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going_state = "claw2"
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random_icon_states = null
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amount = 0
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/obj/effect/decal/cleanable/blood/tracks/body
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name = "wet trails"
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dryname = "dried trails"
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desc = "A still-wet trail left by someone crawling."
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drydesc = "A dried trail left by someone crawling."
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coming_state = "trail1"
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going_state = "trail2"
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/// Spawns footprints, a mapping helper. An example of its use can be seen at: `quarantined_outpost.dmm`.
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/obj/abstract/footprint_spawner
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name = "blood footprint"
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icon = 'icons/effects/map_effects.dmi'
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icon_state = "footprint_helper"
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/// String. Object path for the track type the spawner will use.
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var/trail_path = "footprints"
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var/going_dir
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/// Blood colour by default.
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var/trail_color = COLOR_HUMAN_BLOOD
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/obj/abstract/footprint_spawner/Initialize()
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. = ..()
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var/turf/T = get_turf(src)
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for(var/obj/abstract/footprint_spawner_turn_helper/TH in T)
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going_dir = TH.dir // if we have a turn_helper, we will use its direction
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if(!going_dir)
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going_dir = src.dir
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T.add_tracks(text2path("/obj/effect/decal/cleanable/blood/tracks/[trail_path]"), null, src.dir, 0, trail_color)
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T.add_tracks(text2path("/obj/effect/decal/cleanable/blood/tracks/[trail_path]"), null, 0, going_dir, trail_color)
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qdel(src)
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/obj/abstract/footprint_spawner/oil
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name = "oil footprints"
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trail_color = COLOR_OIL
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/obj/abstract/footprint_spawner/body
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name = "dragged body print"
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trail_path = "body"
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/// 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.
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/obj/abstract/footprint_spawner_turn_helper
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name = "footprint turn helper"
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icon = 'icons/effects/map_effects.dmi'
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icon_state = "portal_side_b"
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