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## About The Pull Request This PR was originally described to me by @AnturK and I implemented a few elements of it to the best of my ability, then I promptly forgot about it for the last 2 months. This PR adds in randomly spawning structural weakpoints, using much of the same mechanics of spawning in hidden satchels. If identified using a T-ray scanner, they can be fixed using a welder by crew. More excitingly, if a weakpoint is subject to an explosion, it will propagate a crack, using a random line of turfs, then calling `ex_act()` on each one with a small callback chain. Finally, cracks will form additional weakpoints if caused this way, though are almost certainly going to be noticeable, unlike before where they can spawn undertile. With this addition, I've added a negative station trait, that will increase the number of structural weakpoints that will spawn in a given round. In a normal round, 3 weakpoints will spawn on the station, where with the station trait, 4-8 weakpoints will spawn across the map. Weakpoints come in 1 flavor practically, with a larger subtype being spawnable by admins. The vars for weakpoints also happen to be fully var-edit-able for admin purposes, including the explosion intensity that can cause the weakpoint to trigger, the number of sub-cracks, if additional weakpoints can spawn, etc. You may also seal weakpoints using sticky tape. ## Why It's Good For The Game Weakpoints feel like an interesting modifier to a map, where if caught early can prevent a bad situation becoming worse. Otherwise, weakpoints could very quickly cause chaos on the map, but despite their description, aren't capable of causing **too** much destruction that they can cause a shuttle call unless they're being manipulated by traitors or antagonists. Though low odds, the idea of a player welder-bombing a door or an IED going off related to the current situation in a round, being exacerbated by pure chance due to being near an IED seems really, REALLY funny. ## Changelog 🆑 add: Stations can now spawn with Structural weakpoints. If they're subject to an explosion, they'll crack open a tear in the station's turfs. If you spot one, make sure to weld it or seal it with sticky tape to fix one. Or not! add: Adds a negative station trait that greatly increases the number of weakpoints that can spawn on station. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
19 lines
384 B
JSON
19 lines
384 B
JSON
{
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"version": 1,
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"map_name": "Delta Station",
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"map_path": "map_files/Deltastation",
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"map_file": "DeltaStation2.dmm",
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"shuttles": {
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"emergency": "emergency_delta",
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"ferry": "ferry_fancy",
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"cargo": "cargo_delta",
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"whiteship": "whiteship_delta"
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},
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"job_changes": {
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"Cook": {
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"additional_cqc_areas": ["/area/station/service/cafeteria"]
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}
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},
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"bonus_weakpoints": 2
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}
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