[MIRROR] Watcher Nest Lavaland Ruin [MDB IGNORE] (#24286)

* Watcher Nest Lavaland Ruin (#78790)

## About The Pull Request

Adds a small new lavaland ruin, the Watchers' Grave.

![image](https://github.com/tgstation/tgstation/assets/7483112/9c3fa6f0-3e7d-4540-8646-5229eb11445b)

![image](https://github.com/tgstation/tgstation/assets/7483112/93bc14f0-9a0c-40d3-bd30-cc79a0d85752)

You will need to figure out yourself how to find a way through the walls
surrounding it (it's not very hard).
This is mostly just atmospheric but also serves as a delivery vehicle
for a unique item; an orphaned Watcher egg.
(That's kind of it in terms of loot, unless you count a handful of
lavaland mob corpses and mushrooms).

You can either eat this (it's an egg), throw it at someone to spawn an
angry watcher, or keep hold of it for a while and see what happens.

<details>

![dreamseeker_cMNnZXjfgL](https://github.com/tgstation/tgstation/assets/7483112/841db8fc-19ac-431f-aa66-c9ec5fbedbc3)

That's right it's your very own baby watcher.
It orbits your head and shoots at lavaland creatures for unimpressive
damage. It won't ever intentionally shoot a player but they might walk
in front of it, as it doesn't hurt very much they will probably forgive
you.
If you die it will continue circling your corpse to guard it against
predation.
</details>

In creating this ruin I also added a new component called "corpse
description".
It provides some extra examine text to a corpse which is removed
permanently if the mob is revived.
There's a field you can varedit on corpse spawners (or make a subtype)
which will automatically apply it to spawned corpses.
You can use it for environmental storytelling. Or admins can use it to
make fun of how you died.

Also I fixed basic mobs runtiming when examined by ghosts.

## Why It's Good For The Game

More variety in map generation. It's cute.
Adds a tool that mappers might like.

## Changelog

🆑
add: Adds a new lavaland ruin where you can find a unique egg.
/🆑

* Watcher Nest Lavaland Ruin

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
This commit is contained in:
SkyratBot
2023-10-11 19:57:35 -04:00
committed by GitHub
co-authored by Jacquerel
parent c9ca1987f7
commit 4a618d0561
19 changed files with 717 additions and 18 deletions
@@ -60,6 +60,12 @@
if(prob(floor_variance))
icon_state = "[base_icon_state][rand(0,6)]"
/turf/open/misc/asteroid/basalt/wasteland/basin
icon_state = "wasteland_dug"
base_icon_state = "wasteland_dug"
floor_variance = 0
dug = TRUE
/turf/closed/mineral/strong/wasteland
name = "ancient dry rock"
color = "#B5651D"
@@ -0,0 +1,263 @@
/obj/effect/mob_spawn/corpse/goliath/pierced
corpse_description = "Seems to have been pierced through the heart by a Watcher spike."
naive_corpse_description = "It's got a pretty big boo-boo, might need one of the large plasters."
/obj/effect/mob_spawn/corpse/watcher/goliath_chewed
corpse_description = "Prior to its death, it was badly mangled by the jaws of a Goliath."
naive_corpse_description = "It's all tuckered out after playing rough with a Goliath."
/obj/effect/mob_spawn/corpse/watcher/crushed
corpse_description = "Crushed by a rockslide, it seemed to have been scraping frantically at the rocks even as it perished."
naive_corpse_description = "All of those rocks probably don't make a comfortable blanket."
#define WATCHER_EGG_LIVELY_MOD 0.75
#define WATCHER_EGG_ACTIVE_MOD 0.5
/// Egg which hatches into a helpful pet. Or you can eat it if you want.
/obj/item/food/egg/watcher
name = "watcher egg"
desc = "A lonely egg still pulsing with life, somehow untouched by the corruption of the Necropolis."
icon_state = "egg_watcher"
chick_throw_prob = 100
tastes = list("ocular fluid" = 6, "loneliness" = 1)
preserved_food = TRUE
/// How far have we moved?
var/steps_travelled = 0
/// How far should we travel to hatch?
var/steps_to_hatch = 600
/// Datum used to measure our steps
var/datum/movement_detector/pedometer
/obj/item/food/egg/watcher/Initialize(mapload)
. = ..()
pedometer = new(src, CALLBACK(src, PROC_REF(on_stepped)))
/obj/item/food/egg/watcher/Destroy(force)
. = ..()
QDEL_NULL(pedometer)
/obj/item/food/egg/watcher/spawn_impact_chick(turf/spawn_turf)
new /obj/effect/spawner/random/lavaland_mob/watcher(spawn_turf)
/obj/item/food/egg/watcher/examine(mob/user)
return ..() + span_notice("<i>Watch it more closely to see how it is doing...</i>")
/obj/item/food/egg/watcher/examine_more(mob/user)
. = ..()
if (steps_travelled < (steps_to_hatch * WATCHER_EGG_ACTIVE_MOD))
return . + span_notice("Something stirs listlessly inside.")
if (steps_travelled < steps_to_hatch * WATCHER_EGG_LIVELY_MOD)
return . + span_notice("Something is moving actively inside.")
return . + span_boldnotice("It's jiggling wildly, it's about to hatch!")
/// Called when we are moved, whether inside an inventory or by ourself somehow
/obj/item/food/egg/watcher/proc/on_stepped(atom/movable/egg, atom/mover, atom/old_loc, direction)
var/new_loc = get_turf(egg)
if (isnull(new_loc) || new_loc == get_turf(old_loc))
return // Didn't actually go anywhere
steps_travelled++
if (steps_travelled == steps_to_hatch * WATCHER_EGG_ACTIVE_MOD)
jiggle()
return
if (steps_travelled < steps_to_hatch)
return
visible_message(span_boldnotice("[src] splits and unfurls into a baby Watcher!"))
playsound(new_loc, 'sound/effects/splat.ogg', 50, TRUE)
new /obj/effect/decal/cleanable/greenglow(new_loc)
new /obj/item/watcher_hatchling(new_loc)
qdel(src)
/// Animate the egg
/obj/item/food/egg/watcher/proc/jiggle()
var/animation = isturf(loc) ? rand(1, 3) : 1 // Pixel_x/y animations don't work in an inventory
switch(animation)
if (1)
animate(src, transform = transform.Scale(1.3), time = 1 SECONDS, easing = BOUNCE_EASING)
animate(transform = matrix(), time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
if (2)
animate(src, pixel_y = 8, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_y = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
animate(pixel_y = 4, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_y = 0, time = 0.5 SECONDS, easing = BOUNCE_EASING | EASE_IN)
if (3)
Shake(pixelshiftx = 2, pixelshifty = 0, shake_interval = 0.3 SECONDS)
var/next_jiggle = rand(5 SECONDS, 10 SECONDS) / (steps_travelled >= steps_to_hatch * WATCHER_EGG_LIVELY_MOD ? 2 : 1)
addtimer(CALLBACK(src, PROC_REF(jiggle)), next_jiggle, TIMER_DELETE_ME)
#undef WATCHER_EGG_LIVELY_MOD
#undef WATCHER_EGG_ACTIVE_MOD
/// A cute pet who will occasionally attack lavaland mobs for you
/obj/item/watcher_hatchling
name = "watcher hatchling"
desc = "A newly born watcher, apparently free of the Necropolis' corruption. Perhaps one of the last."
icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
icon_state = "watcher_baby"
w_class = WEIGHT_CLASS_SMALL
/// The effect we create when out and about
var/obj/effect/watcher_orbiter/orbiter
/// Who are we orbiting?
var/mob/living/owner
/obj/item/watcher_hatchling/attack_self(mob/user, modifiers)
. = ..()
if (!isnull(orbiter))
watcher_return()
return
orbiter = new (get_turf(src))
orbiter.follow(user)
owner = user
RegisterSignal(owner, COMSIG_QDELETING, PROC_REF(remove_owner))
RegisterSignal(orbiter, COMSIG_QDELETING, PROC_REF(remove_orbiter))
/obj/item/watcher_hatchling/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if (isnull(orbiter))
return
var/mob/holder = recursive_loc_check(src, /mob)
if (holder != owner)
watcher_return()
/// If the guy we are orbiting is deleted but somehow we aren't
/obj/item/watcher_hatchling/proc/remove_owner()
SIGNAL_HANDLER
UnregisterSignal(owner, COMSIG_QDELETING)
owner = null
/// In the more likely event that our orbiter is deleted, stop holding a reference to it
/obj/item/watcher_hatchling/proc/remove_orbiter()
SIGNAL_HANDLER
orbiter = null // No need to unregister signal because we only call this when it deletes
/// Get back in your ball pikachu
/obj/item/watcher_hatchling/proc/watcher_return()
qdel(orbiter)
remove_owner()
/// Orbiting visual which shoots at mining mobs
/obj/effect/watcher_orbiter
name = "watcher hatchling"
icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
icon_state = "watcher_baby"
layer = EDGED_TURF_LAYER // Don't render under lightbulbs
plane = GAME_PLANE_UPPER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_y = 22
alpha = 0
/// Who are we following?
var/atom/parent
/// Datum which keeps us hanging out with our parent
var/datum/movement_detector/tracker
/// Type of projectile we fire
var/projectile_type = /obj/projectile/baby_watcher_blast
/// Sound to make when we shoot
var/projectile_sound = 'sound/weapons/pierce.ogg'
/// Time between taking potshots at goliaths
var/fire_delay = 5 SECONDS
/// How much faster do we shoot when avenging our parent?
var/on_death_multiplier = 5
/// Time taken between shots
COOLDOWN_DECLARE(shot_cooldown)
/// Types of mobs to attack
var/list/target_faction = list(FACTION_MINING)
/obj/effect/watcher_orbiter/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
// Shuttle rotation fucks with our position, we just want to stick with our guy
/obj/effect/watcher_orbiter/shuttleRotate(rotation, params)
return
/obj/effect/watcher_orbiter/Destroy(force)
STOP_PROCESSING(SSobj, src)
QDEL_NULL(tracker)
return ..()
/obj/effect/watcher_orbiter/process(seconds_per_tick)
if (!COOLDOWN_FINISHED(src, shot_cooldown))
return
for (var/mob/living/potential_target in oview(5, src))
if (!ismining(potential_target) || potential_target.stat == DEAD)
continue
if (!faction_check(target_faction, potential_target.faction))
continue
shoot_at(potential_target)
return
/// Take a shot
/obj/effect/watcher_orbiter/proc/shoot_at(atom/target)
COOLDOWN_START(src, shot_cooldown, fire_delay)
fire_projectile(projectile_type, target, projectile_sound, ignore_targets = list(parent))
/// Set ourselves up to track and orbit around a guy
/obj/effect/watcher_orbiter/proc/follow(atom/movable/target)
parent = target
glide_size = target.glide_size
animate(src, pixel_y = 26, alpha = 255, time = 0.5 SECONDS)
addtimer(CALLBACK(src, PROC_REF(orbit_animation)), 0.5 SECONDS, TIMER_DELETE_ME)
tracker = new(target, CALLBACK(src, PROC_REF(on_parent_moved)))
RegisterSignal(target, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(on_glide_size_changed))
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_parent_died))
RegisterSignal(target, COMSIG_LIVING_REVIVE, PROC_REF(on_parent_revived))
/// Do our orbiting animation
/obj/effect/watcher_orbiter/proc/orbit_animation()
animate(src, pixel_y = 26, time = 1 SECONDS, loop = -1, easing = SINE_EASING, flags = ANIMATION_PARALLEL)
animate(pixel_y = 18, time = 1 SECONDS, easing = SINE_EASING)
animate(src, pixel_x = 20, time = 0.5 SECONDS, loop = -1, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_PARALLEL)
animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
animate(pixel_x = -20, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
/// Follow our parent
/obj/effect/watcher_orbiter/proc/on_parent_moved(atom/movable/parent, atom/mover, atom/old_loc, direction)
if(parent.loc == old_loc)
return
var/turf/new_turf = get_turf(parent)
if(isnull(new_turf))
qdel(src)
return
if (loc != new_turf)
abstract_move(new_turf)
/// Make sure we glide at the same speed as our parent
/obj/effect/watcher_orbiter/proc/on_glide_size_changed(atom/source, new_glide_size)
SIGNAL_HANDLER
glide_size = new_glide_size
/// Called if the guy we're tracking is deleted somehow
/obj/effect/watcher_orbiter/proc/on_parent_deleted()
SIGNAL_HANDLER
parent = null
qdel(src)
/// We must guard this corpse
/obj/effect/watcher_orbiter/proc/on_parent_died(mob/living/parent)
SIGNAL_HANDLER
visible_message(span_notice("[src] emits a piteous keening in mourning of [parent]!"))
fire_delay /= on_death_multiplier
/// Exit hyperactive mode
/obj/effect/watcher_orbiter/proc/on_parent_revived(mob/living/parent)
SIGNAL_HANDLER
visible_message(span_notice("[src] chirps happily as [parent] suddenly gasps for breath!"))
fire_delay *= on_death_multiplier
/// Beam fired by a baby watcher, doesn't actually do less damage than its parent
/obj/projectile/baby_watcher_blast
name = "hatchling beam"
icon_state = "ice_2"
damage = 10
damage_type = BRUTE // Mining mobs don't take a lot of burn damage so we'll pretend
speed = 1
pixel_speed_multiplier = 0.5
/obj/projectile/baby_watcher_blast/Initialize(mapload)
. = ..()
transform = transform.Scale(0.5)