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Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request Reopened #78997 Larger patch for bitrunning that addresses a few issues. - Two new antagonists: cyber tac and netguardian - Quantum server emag opportunity - Modular mob packs: Like random spawners, but for groups - Antag spawning fixed: vdom antags now have up to a 10% chance to spawn based on domains loaded - Virtual domains are no longer all fullbright by default, only the outdoorsy ones - Actually deletes legion map file, since it was removed in #79424 <details> <summary>images</summary> The netguardian prime   The glitch effect - this mob is being mutated  Cyber tac (t2 antagonist)  </details> ## Why It's Good For The Game - Bitrunning antagonists are so incredibly rare that it's underwhelming to play as one for the solid second they offer if you even get the role - Bitrunners had basically no traitor route to follow, they became assistants with black outfits Fixes #79465 <details> <summary>More info</summary> Bitrunners don't have any type of traitor options. If they're made into traitors, there's nothing bitrunner related they can do, and their access is particularly bad so it's like they're a worse assistant. I've coupled this with the bitrunning antagonist system, which is now fixed.\. Bitrunners can now attempt to coax these entities to come onto the station, however they are not given any form of allegiance for doing so (and are quite counterable). Previously, vdom antagonists relied on so many factors to spawn that it basically wouldn't happen. Now, it runs on the server each time there is a map loaded, with increasing probability as the round progresses. This builds up the list of spawnable antagonists, of which two are new, including an entirely new giant mech megafauna. This is the first "megafauna-esque" basic mob in the game. Its AI is bad, it's really only meant to be player controlled, but this does mean an admin can spawn them. Being mech, they are very counterable with ion rifles and the like. Several refactors, rewrites, and overall bug fixes are included in this PR. Lastly, I added a framework for making bitrunner maps more random, the modular mob spawning system, which works in conjunction with random crate locations. </details> ## Changelog jlsnow301, infraredbaron 🆑 add: Bitrunning Patch 1 features a host of changes! add: Added randomized mobs to virtual domains, which will be indicated with a unique icon. add: New emag interaction with the quantum server. Antags will spawn more frequently, and they can hack themselves onto the station. You have been warned. add: Both living and dead players can now see which mob is going to spawn an antagonist in the vdom. add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These unlock at specific thresholds. balance: You can no longer stack copies of the same ability with bitrunning disks. balance: Some of the disk items have been replaced with stronger versions. fix: You can no longer spy on crew using the advanced camera console on syndicate assault. fix: Fixed the spawning mechanism of virtual domain antagonists. You should now have a chance of playing as one. This chance increases as more domains are completed. fix: Vdom antagonists shouldn't spawn at the end of the run any longer. fix: The preference for vdom antagonists has been changed to factor in the new types. Check your preferences! fix: The quantum server will now show its balloon alerts to all observers. fix: Random domains should be fully random again. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
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co-authored by
LemonInTheDark
parent
df80653bcb
commit
ba5ae73dac
@@ -4,6 +4,7 @@
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help_text = "It's simple! Enjoy some rays, catch some fish, and have a good time! Don't get bit by the crabs, though."
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key = "breeze_bay"
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map_name = "breeze_bay"
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reward_points = BITRUNNER_REWARD_LOW
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safehouse_path = /datum/map_template/safehouse/wood
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/datum/lazy_template/virtual_domain/breeze_bay/setup_domain(list/created_atoms)
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@@ -1,7 +1,6 @@
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/datum/lazy_template/virtual_domain/gondola_asteroid
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name = "Gondola Asteroid"
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desc = "An asteroid home to a bountiful forest of gondolas. Peaceful."
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map_name = "gondola_asteroid"
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help_text = "What a lovely forest. There's a loot crate here in the middle of the map. \
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Hmm... It doesn't budge. The gondolas don't seem to have any trouble moving it, though. \
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I bet there's a way to move it myself."
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@@ -2,13 +2,18 @@
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name = "Disposal Pipe Factory"
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cost = BITRUNNER_COST_LOW
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desc = "An abandoned and infested factory manufacturing disposal pipes."
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difficulty = BITRUNNER_DIFFICULTY_MEDIUM
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difficulty = BITRUNNER_DIFFICULTY_LOW
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extra_loot = list(/obj/item/stack/pipe_cleaner_coil/random/five = 1)
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help_text = "Not long ago, this place was thriving with activity. The workers \
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seemed to have left in a hurry, and now productivity is in the bin. Something \
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must have trashed the place, but what?"
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is_modular = TRUE
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key = "pipedream"
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map_name = "pipedream"
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mob_modules = list(
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/datum/modular_mob_segment/hivebots,
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/datum/modular_mob_segment/hivebots_strong
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)
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reward_points = BITRUNNER_REWARD_LOW
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safehouse_path = /datum/map_template/safehouse/shuttle
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@@ -7,7 +7,9 @@
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help_text = "A group of Syndicate operatives have stolen valuable cargo from the station. \
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They have boarded their ship and are attempting to escape. Infiltrate their ship and recover \
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the crate. Be careful, they are extremely armed."
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is_modular = TRUE
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key = "syndicate_assault"
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map_name = "syndicate_assault"
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mob_modules = list(/datum/modular_mob_segment/syndicate_team)
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reward_points = BITRUNNER_REWARD_MEDIUM
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safehouse_path = /datum/map_template/safehouse/shuttle
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@@ -1,7 +1,7 @@
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/datum/lazy_template/virtual_domain/vaporwave
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name = "Cosmic Vestige"
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cost = BITRUNNER_COST_EXTREME
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desc = "Suspended in the silent void of space, the Neon Relic is a haunting echo of a retro-futuristic era."
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desc = "Suspended in the silent void of space, the Neon Relic is a haunting echo of a retro-futuristic era. Hang out, enjoy the view."
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difficulty = BITRUNNER_DIFFICULTY_NONE
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extra_loot = list(/obj/item/stack/spacecash/c500 = 3)
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key = "vaporwave"
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@@ -6,7 +6,9 @@
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extra_loot = list(/obj/item/toy/plush/rouny = 1)
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help_text = "You are on a barren planet filled with hostile creatures. There is a crate here, not hidden, \
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simply protected. Expect resistance."
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is_modular = TRUE
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key = "xeno_nest"
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map_name = "xeno_nest"
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mob_modules = list(/datum/modular_mob_segment/xenos)
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reward_points = BITRUNNER_REWARD_LOW
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safehouse_path = /datum/map_template/safehouse/shuttle
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@@ -0,0 +1,156 @@
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#define SPAWN_ALWAYS 100
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#define SPAWN_LIKELY 85
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#define SPAWN_UNLIKELY 35
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#define SPAWN_RARE 10
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/datum/modular_mob_segment
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/// Spawn no more than this amount
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var/max = 4
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/// Set this to false if you want explicitly what's in the list to spawn
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var/exact = FALSE
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/// The list of mobs to spawn
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var/list/mob/living/mobs = list()
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/// The mobs spawned from this segment
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var/list/spawned_mob_refs = list()
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/// Chance this will spawn (1 - 100)
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var/probability = SPAWN_LIKELY
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/// Spawns mobs in a circle around the location
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/datum/modular_mob_segment/proc/spawn_mobs(turf/origin)
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if(!prob(probability))
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return
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var/total_amount = exact ? rand(1, max) : length(mobs)
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shuffle_inplace(mobs)
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var/list/turf/nearby = list()
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for(var/turf/tile as anything in RANGE_TURFS(2, origin))
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if(!tile.is_blocked_turf())
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nearby += tile
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if(!length(nearby))
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stack_trace("Couldn't find any valid turfs to spawn on")
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return
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for(var/index in 1 to total_amount)
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// For each of those, we need to find an open space
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var/turf/destination = pick(nearby)
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var/path // Either a random mob or the next mob in the list
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if(exact)
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path = mobs[index]
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else
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path = pick(mobs)
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var/mob/living/mob = new path(destination)
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nearby -= destination
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spawned_mob_refs.Add(WEAKREF(mob))
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// Some generic mob segments. If you want to add generic ones for any map, add them here
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/datum/modular_mob_segment/gondolas
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mobs = list(
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/mob/living/simple_animal/pet/gondola,
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)
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/datum/modular_mob_segment/corgis
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max = 2
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mobs = list(
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/mob/living/basic/pet/dog/corgi,
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)
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/datum/modular_mob_segment/monkeys
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mobs = list(
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/mob/living/carbon/human/species/monkey,
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)
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/datum/modular_mob_segment/syndicate_team
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mobs = list(
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/mob/living/basic/trooper/syndicate/ranged,
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/mob/living/basic/trooper/syndicate/melee,
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)
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/datum/modular_mob_segment/syndicate_elite
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mobs = list(
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/mob/living/basic/trooper/syndicate/melee/sword/space/stormtrooper,
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/mob/living/basic/trooper/syndicate/ranged/space/stormtrooper,
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)
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/datum/modular_mob_segment/bears
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max = 2
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mobs = list(
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/mob/living/basic/bear,
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)
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/datum/modular_mob_segment/bees
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exact = TRUE
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mobs = list(
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/mob/living/basic/bee,
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/mob/living/basic/bee,
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/mob/living/basic/bee,
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/mob/living/basic/bee,
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/mob/living/basic/bee/queen,
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)
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/datum/modular_mob_segment/bees_toxic
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mobs = list(
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/mob/living/basic/bee/toxin,
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)
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/datum/modular_mob_segment/blob_spores
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mobs = list(
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/mob/living/basic/blob_minion,
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)
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/datum/modular_mob_segment/carps
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mobs = list(
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/mob/living/basic/carp,
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)
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/datum/modular_mob_segment/hivebots
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mobs = list(
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/mob/living/basic/hivebot,
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/mob/living/basic/hivebot/range,
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)
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/datum/modular_mob_segment/hivebots_strong
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mobs = list(
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/mob/living/basic/hivebot/strong,
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/mob/living/basic/hivebot/range,
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)
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/datum/modular_mob_segment/lavaland_assorted
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mobs = list(
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/mob/living/basic/mining/basilisk,
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/mob/living/basic/mining/goliath,
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/mob/living/basic/mining/brimdemon,
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/mob/living/basic/mining/lobstrosity,
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)
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/datum/modular_mob_segment/spiders
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mobs = list(
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/mob/living/basic/spider/giant/ambush,
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/mob/living/basic/spider/giant/hunter,
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/mob/living/basic/spider/giant/nurse,
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/mob/living/basic/spider/giant/tarantula,
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/mob/living/basic/spider/giant/midwife,
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)
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/datum/modular_mob_segment/venus_trap
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mobs = list(
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/mob/living/basic/venus_human_trap,
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)
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/datum/modular_mob_segment/xenos
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mobs = list(
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/mob/living/simple_animal/hostile/alien,
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/mob/living/simple_animal/hostile/alien/sentinel,
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/mob/living/simple_animal/hostile/alien/drone,
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)
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#undef SPAWN_ALWAYS
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#undef SPAWN_LIKELY
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#undef SPAWN_UNLIKELY
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#undef SPAWN_RARE
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@@ -6,51 +6,49 @@
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/datum/map_template/safehouse
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name = "virtual domain: safehouse"
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returns_created_atoms = TRUE
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/// The map file to load
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var/filename = "den.dmm"
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var/filename = "den"
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/datum/map_template/safehouse/New()
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mappath = "_maps/safehouses/" + filename
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mappath = "_maps/safehouses/[filename].dmm"
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..(path = mappath)
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/datum/map_template/safehouse/test_only
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filename = "test_only_safehouse.dmm"
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/// The default safehouse map template.
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/datum/map_template/safehouse/wood
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filename = "wood.dmm"
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/datum/map_template/safehouse/den
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filename = "den.dmm"
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filename = "den"
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/datum/map_template/safehouse/wood
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filename = "wood"
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/datum/map_template/safehouse/dig
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filename = "dig.dmm"
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filename = "dig"
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/datum/map_template/safehouse/shuttle
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filename = "shuttle.dmm"
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filename = "shuttle"
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// Has space tiles on the four corners.
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/datum/map_template/safehouse/shuttle_space
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filename = "shuttle_space.dmm"
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filename = "shuttle_space"
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/datum/map_template/safehouse/mine
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filename = "mine.dmm"
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filename = "mine"
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// Comes preloaded with mining combat gear.
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/datum/map_template/safehouse/lavaland_boss
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filename = "lavaland_boss.dmm"
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filename = "lavaland_boss"
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// Chill out
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/datum/map_template/safehouse/ice
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filename = "ice.dmm"
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filename = "ice"
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/datum/map_template/safehouse/bathroom
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filename = "bathroom.dmm"
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filename = "bathroom"
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/**
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* Your safehouse here
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* /datum/map_template/safehouse/your_type
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* filename = "your_map.dmm"
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* filename = "your_map"
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*/
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@@ -1,6 +1,5 @@
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/**
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* # Virtual Domains
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* This loads a base level, then users can select the preset upon it.
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* Create your own: Read the readme file in the '_maps/virtual_domains' folder.
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*/
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/datum/lazy_template/virtual_domain
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@@ -10,22 +9,30 @@
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/// Cost of this map to load
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var/cost = BITRUNNER_COST_NONE
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/// The description of the map
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var/desc = "A map."
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/// The 'difficulty' of the map, which affects the ui and ability to scan info.
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var/difficulty = BITRUNNER_DIFFICULTY_NONE
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/// An assoc list of typepath/amount to spawn on completion. Not weighted - the value is the amount
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var/list/extra_loot
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/// The map file to load
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var/filename = "virtual_domain.dmm"
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/// The safehouse to load into the map
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var/datum/map_template/safehouse/safehouse_path = /datum/map_template/safehouse/den
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/// Any outfit that you wish to force on avatars. Overrides preferences
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var/datum/outfit/forced_outfit
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/// The description of the map for the console UI
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var/desc = "A map."
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/// Affects the ui and ability to scan info.
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var/difficulty = BITRUNNER_DIFFICULTY_NONE
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/// The map file to load
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var/filename = "virtual_domain.dmm"
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/// If this domain blocks the use of items from disks, for whatever reason
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var/forbids_disk_items = FALSE
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/// If this domain blocks the use of spells from disks, for whatever reason
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var/forbids_disk_spells = FALSE
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/// Information given to connected clients via ability
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var/help_text
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/// Whether to display this as a modular map
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var/is_modular = FALSE
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/// Byond will look for modular mob segment landmarks then choose from here at random. You can make them unique also.
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var/list/datum/modular_mob_segment/mob_modules = list()
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/// An assoc list of typepath/amount to spawn on completion. Not weighted - the value is the amount
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var/list/extra_loot
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/// Forces all mob modules to only load once
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var/modular_unique_mobs = FALSE
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// Name to show in the UI
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var/name = "Virtual Domain"
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/// Points to reward for completion. Used to purchase new domains and calculate ore rewards.
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@@ -34,8 +41,6 @@
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var/start_time
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/// This map is specifically for unit tests. Shouldn't display in game
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var/test_only = FALSE
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/// The safehouse to load into the map
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var/datum/map_template/safehouse/safehouse_path = /datum/map_template/safehouse/den
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/// Sends a point to any loot signals on the map
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/datum/lazy_template/virtual_domain/proc/add_points(points_to_add)
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