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[Icebox] Half remaps security, deletes the labor shuttle because it made no sense (#95766)
## About The Pull Request Click the triangles to see pictures <Details> <Summary> Top floor security has seen some changes, with EVA being attached to the security lockers, and the firing range being added in the place of the old transfer center </Summary> <img width="1029" height="803" alt="image" src="https://github.com/user-attachments/assets/c84065f6-6e92-4a0a-b6b4-c323f948fc38" /> </Details> <Details> <Summary> The middle floor didn't see a ton of changes, though visitation has shifted left to make room for the new labor camp exit </Summary> <img width="616" height="574" alt="image" src="https://github.com/user-attachments/assets/44658fe1-a048-4c3c-a951-3727d9b710f4" /> </Details> <Details> <Summary> The biggest changes are seen on the bottom floor - the lowest perma-brig floor was trimmed down in size ab it, and the room has been replaced with the Labor camp.</Summary> <img width="993" height="950" alt="image" src="https://github.com/user-attachments/assets/446a1677-3f67-4f8e-933e-92a20d22aa36" /> </Details> This also comes with some mechanic changes to icebox labor, given there's no more shuttle: You still teleport people into the labor camp, but when the amount of points have been achieved, you can walk through the point gate rather than needing to fly a shuttle home. ## Why It's Good For The Game The labor shuttle didn't have much of a reason to exist on icebox, you weren't flying anywhere, you were just walking a few steps downwards Integrating it into the perma-brig allows for a more unique labor experience than other maps, and one that fits the setting a bit more ## Changelog 🆑 Melbert add: [Icebox] Security saw a minor remapping, with most notably the removal of the labor shuttle and the integration of the labor camp into the bottom floor of the perma-brig. /🆑
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@@ -29,7 +29,8 @@
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/obj/machinery/mineral/labor_claim_console/proc/register_shuttle_signal()
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SIGNAL_HANDLER
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var/obj/docking_port/mobile/laborshuttle = SSshuttle.getShuttle("laborcamp")
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RegisterSignal(laborshuttle, COMSIG_SHUTTLE_SHOULD_MOVE, PROC_REF(on_laborshuttle_can_move))
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if(laborshuttle)
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RegisterSignal(laborshuttle, COMSIG_SHUTTLE_SHOULD_MOVE, PROC_REF(on_laborshuttle_can_move))
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UnregisterSignal(SSshuttle, COMSIG_SUBSYSTEM_POST_INITIALIZE)
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/obj/machinery/mineral/labor_claim_console/Destroy()
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@@ -77,6 +78,11 @@
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data["can_go_home"] = can_go_home
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return data
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/obj/machinery/mineral/labor_claim_console/ui_static_data(mob/user)
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var/list/data = list()
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data["shuttle_exists"] = !isnull(SSshuttle.getShuttle("laborcamp"))
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return data
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/obj/machinery/mineral/labor_claim_console/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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@@ -103,6 +109,12 @@
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COOLDOWN_START(src, say_cooldown, 2 SECONDS)
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if("move_shuttle")
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if(isnull(SSshuttle.getShuttle("laborcamp")))
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if(COOLDOWN_FINISHED(src, say_cooldown))
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say("Shuttle not found.")
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COOLDOWN_START(src, say_cooldown, 2 SECONDS)
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return
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var/list/labor_shuttle_mobs = find_labor_shuttle_mobs()
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if(length(labor_shuttle_mobs) > 1 || labor_shuttle_mobs[1] != user_mob)
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if(COOLDOWN_FINISHED(src, say_cooldown))
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@@ -171,6 +183,7 @@
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/**********************Prisoner Collection Unit**************************/
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/obj/machinery/mineral/stacking_machine/laborstacker
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name = "labor camp collection unit"
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force_connect = TRUE
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damage_deflection = 21 //otherwise prisoners will destroy it
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///Idle points sitting in the machine left to be claimed.
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