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* Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat). (#77816) ## About The Pull Request - Morgue guarantees 1 human body to dissect even if `morgue_cadaver_disable_nonhumans` config flag is set. - All maps bar birdboat will now spawn with one additional morgue cadaver. - Did some minor code cleanup around the dead body placer, removes an `in world` loop, etc. ## Why It's Good For The Game - Morgue guarantees 1 human body to dissect even if `morgue_cadaver_disable_nonhumans` config flag is set. - This is mostly a downstream server issue but if your server enables this config and has additional species enabled, the odds of you getting a human to dissect tends to be very low. - Why is this a problem? Well, a human is necessary to dissect to get medical's tech. - Why not get genetics to get you a hu-monkey? This is an option, but if A. there's no geneticists or B. they are refusing to cooperate then you tend to be SOL unless you want to wait for a greytide to come in after drinking themselves to death. Given we have a role now dedicated to performing dissections, having no job to do for the first twenty or so minutes due to a lack of a human body is kind of sad. - If this is an intended facet, I will revert this change and leave it to the code improvements / bodycount uptick. - All maps bar birdboat will now spawn with one additional morgue cadaver. - This was actually intended on some maps but has been stealthily removed in some cases? Icebox and Delta used to have two dead body spawners to place 4 cadavers. So I decided to bring this back. - For the most part, this just gives higher population maps more bodies to mess around with. Higher pop means more people means more people need bodies, either for antagging, cooking, body replacements, or coron-ing. - Also like, sometimes messing around with dead bodies are fun, and it's nice to not have to worry that you're running out of them for actual medical use. - I can also make this scale on roundstart pop if we really care. But that seems overkill. Especially as these maps had their body counts higher for a while and were fine. ## Changelog 🆑 Melbert balance: If your server has non-human morgue cadavers enabled, you will be guaranteed one human cadaver no matter what. balance: All maps (with the exception of Birdboat) now have an additional morgue cadaver roundstart. /🆑 * Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat). --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
The code in this module originally evolved from dmm_suite and has since been specialized for SS13 and otherwise tweaked to fit /tg/station's needs. dmm_suite version 1.0 Released January 30th, 2011. NOTE: Map saving functionality removed defines the object /dmm_suite - Provides the proc load_map() - Loads the specified map file onto the specified z-level. - provides the proc write_map() - Returns a text string of the map in dmm format ready for output to a file. - provides the proc save_map() - Returns a .dmm file if map is saved - Returns FALSE if map fails to save The dmm_suite provides saving and loading of map files in BYOND's native DMM map format. It approximates the map saving and loading processes of the Dream Maker and Dream Seeker programs so as to allow editing, saving, and loading of maps at runtime. ------------------------ To save a map at runtime, create an instance of /dmm_suite, and then call write_map(), which accepts three arguments: - A turf representing one corner of a three dimensional grid (Required). - Another turf representing the other corner of the same grid (Required). - Any, or a combination, of several bit flags (Optional, see documentation). The order in which the turfs are supplied does not matter, the /dmm_writer will determine the grid containing both, in much the same way as DM's block() function. write_map() will then return a string representing the saved map in dmm format; this string can then be saved to a file, or used for any other purose. ------------------------ To load a map at runtime, create an instance of /dmm_suite, and then call load_map(), which accepts two arguments: - A .dmm file to load (Required). - A number representing the z-level on which to start loading the map (Optional). The /dmm_suite will load the map file starting on the specified z-level. If no z-level was specified, world.maxz will be increased so as to fit the map. Note that if you wish to load a map onto a z-level that already has objects on it, you will have to handle the removal of those objects. Otherwise the new map will simply load the new objects on top of the old ones. Also note that all type paths specified in the .dmm file must exist in the world's code, and that the /dmm_reader trusts that files to be loaded are in fact valid .dmm files. Errors in the .dmm format will cause runtime errors.