museum away mission (#81208)

## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
jimmyl
2024-02-11 03:17:55 +01:00
committed by GitHub
parent db79315717
commit fbe6e2ebba
32 changed files with 71658 additions and 5 deletions
+29
View File
@@ -1395,3 +1395,32 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
var/turf/our_turf = get_turf(src) // In case a locker ate us or something
our_turf.AddElement(/datum/element/bombable_turf)
return INITIALIZE_HINT_QDEL
/// this helper buckles all mobs on the tile to the first buckleable object
/obj/effect/mapping_helpers/mob_buckler
name = "Buckle Mob"
icon_state = "buckle"
late = TRUE
///whether we force a buckle
var/force_buckle = FALSE
/obj/effect/mapping_helpers/mob_buckler/Initialize(mapload)
. = ..()
var/atom/movable/buckle_to
var/list/mobs = list()
for(var/atom/movable/possible_buckle as anything in loc)
if(isnull(buckle_to) && possible_buckle.can_buckle)
buckle_to = possible_buckle
continue
if(isliving(possible_buckle))
mobs += possible_buckle
if(isnull(buckle_to))
log_mapping("[type] at [x] [y] [z] did not find anything to buckle to")
return INITIALIZE_HINT_QDEL
for(var/mob/living/mob as anything in mobs)
buckle_to.buckle_mob(mob, force = force_buckle)
return INITIALIZE_HINT_QDEL