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[MIRROR] new space ruin, the biological research outpost [MDB IGNORE] (#24662)
* new space ruin, the biological research outpost (#79149) ## About The Pull Request  adds this ruin to space ruin pool this is a shady (as NT always is) bioresearch outpost that got fucked up by an experiment this has like some puzzle aspect to it since you gotta find keycards and shit and press buttons to unlock shield gates this ends with you fighting a heart which if you defeat, destroys the blockade that prevents you from entering the outpost vault also you can no longer literally just cut indestructible grilles or unanchor indestructible windows ### new puzzle elements or something idk variant of pressure plate that you cannot remove and it sends a puzzle signal cooler red puzzle doors that look very foreboding or something idk theyre for this ruin also puzzle blockades, which are indestructible dense objects that are destroyed if they receive a puzzle signal and also buttons and keycard pads for puzzles https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566 https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298 stuff that throws electric shocks in a pattern, ignores insuls and only knocks down, and no you cannot just run past https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25 ### enemies living floor, it can only attack stuff on top of it and it attacks until the victim is dead it is invincible to all but a crowbar, and it cannot move, and it remains hidden until a victim is in range https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf living flesh, it can replace your limbs with itself the conditions for that are; the limb must have 20 or more brute, victim must be alive and dismemberable, the limb may not be torso or head, or the limb may not be living flesh alternatively it can replace a missing limb these are all checked with every attack they have 20 hp the limbs in question will sometimes act up, while passively draining nutrition, arms will randomly start pulling nearby stuff, legs may step randomly limbs when detached, turn into mobs and reactivate AI 2 seconds later. if the host is shocked, all living flesh limbs will detach, or if the host dies they will also do that https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae ## Why It's Good For The Game ruin variety is cool i think also the other things i added should be useful for other mappers for bitrunning or whatever also bug bad for that one fix ## Changelog 🆑 add: living floor, living flesh, and other stuff for the bioresearch outpost ruin add: bioresearch outpost ruin fix: you may not defeat indestructible grilles and windows with mere tools /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * new space ruin, the biological research outpost --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com>
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68
code/controllers/subsystem/queuelinks.dm
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68
code/controllers/subsystem/queuelinks.dm
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/atom/proc/MatchedLinks(id, list/partners)
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SUBSYSTEM_DEF(queuelinks)
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name = "Queue Links"
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flags = SS_NO_FIRE
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init_order = INIT_ORDER_QUEUELINKS
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///assoc list of pending queues, id = /datum/queue_link
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var/list/queues = list()
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/datum/controller/subsystem/queuelinks/Initialize()
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return SS_INIT_SUCCESS
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///Creates or adds to a queue with the id supplied, if the queue is now or above the size of the queue, calls MatchedLinks and clears queue.
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/// queues with a size of 0 wait never pop until something is added with an actual queue_max
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/datum/controller/subsystem/queuelinks/proc/add_to_queue(atom/what, id, queue_max = 0)
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if(!isatom(what))
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CRASH("Attempted to add a non-atom to queue; [what]!")
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if(isnull(id))
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CRASH("Attempted to add to queue with no ID; [what]")
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var/datum/queue_link/link
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if(isnull(queues[id]))
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link = new /datum/queue_link(id)
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queues[id] = link
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else
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link = queues[id]
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if(link.add(what, queue_max))
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queues -= id
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/datum/queue_link
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/// atoms in our queue
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var/list/partners = list()
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/// how much length until we pop, only incrementable, 0 means the queue will not pop until a maximum is set
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var/queue_max = 0
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/// id
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var/id
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/datum/queue_link/New(new_id)
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id = new_id
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return ..()
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///adds an atom to the queue, if we are popping this returns TRUE
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/datum/queue_link/proc/add(atom/what, max = 0)
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. = FALSE
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if(what in partners)
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return
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partners += what
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if(queue_max != 0 && max != 0 && max != queue_max)
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CRASH("Tried to change queue size to [max] from [queue_max]!")
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else if(!queue_max)
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queue_max = max
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if(!queue_max || length(partners) < queue_max)
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return
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pop()
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return TRUE
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/datum/queue_link/proc/pop()
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for(var/atom/item as anything in partners)
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item.MatchedLinks(id, partners)
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qdel(src)
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/datum/queue_link/Destroy()
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. = ..()
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partners = null
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