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* The North Star Expeditionary Vessel - A Second Wind (#74371) ## About The Pull Request A new map for TGstation, in the works! It has 4 fucking Z levels, a massive expansive maintenance with unique designs, and some unique code features in the works. To Do: - [x] Update the Map to Modern TG - [x] Local Tests - [x] Work on Map Optimizations - [x] Run Live Tests Fikou has greatly helped with creating an important flavour aspect of this map, Trek Uniforms on anyone who joins! See the forum thread for more. This includes the framework for innate station traits, station traits loaded as long as it's in a map's json Here's the forum dev thread there are screenshots there. https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252 ### Mapping March Ckey to receive rewards: Cheshify ## Why It's Good For The Game So, this is the North Star. An effort taking multiple mappers and of 9~ months of hard work. This map was not initially designed for TGstation, but always designed for TGstation code. The process of retooling the map for TGstation was an absolute joy and I feel like the map definitely has it's niche as a massive and unique experience for it's players. I adore this map, it's gorgeous, has a unique aesthetic, and a number of very funny interactions with multi-Z. The PR comes packed with unique mechanics for future mappers (innate station traits!), a number of map-fitting shuttles, and a fun spacefaring uniform gimmick for the crew. **This is my second attempt at bringing this map into rotation. It was initially closed due to concerns about maptick and performance, as I wasn't willing to push for a map to be added to the repository if it didn't function to my own standards. I've been informed by a number of coders far better than I that optimizations are arriving and enroute, so I think it's time to dust her off and set sail for another journey.** **Quick Disclaimer: Due to some design decisions disagreed upon by the headcoder team and myself, the map will not be featuring unique roundstart uniforms, and despite my design intentions, the innate station trait features will be shelved for now.** ## Changelog 🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders, Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0. add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the North Star! add: More landmines, and a landmine random spawner. add: energy barriers now have a regenerative subtype, fit for permanent installations. code: Raised the number of possible level render to 4, check your preferences if needed to be reduced. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * The North Star Expeditionary Vessel - A Second Wind --------- Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
271 lines
8.4 KiB
Plaintext
271 lines
8.4 KiB
Plaintext
/obj/effect/mine
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name = "dummy mine"
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desc = "Better stay away from that thing."
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density = FALSE
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anchored = TRUE
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "uglymine"
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base_icon_state = "uglymine"
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/// We manually check to see if we've been triggered in case multiple atoms cross us in the time between the mine being triggered and it actually deleting, to avoid a race condition with multiple detonations
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var/triggered = FALSE
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/// Can be set to FALSE if we want a short 'coming online' delay, then set to TRUE. Can still be set off by damage
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var/armed = TRUE
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/// If set, we default armed to FALSE and set it to TRUE after this long from initializing
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var/arm_delay
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/// Who's got their foot on the mine's pressure plate
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/// Stepping on the mine will set this to the first mob who stepped over it
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/// The mine will not detonate via movement unless the first mob steps off of it
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var/datum/weakref/foot_on_mine
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/obj/effect/mine/Initialize(mapload)
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. = ..()
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if(arm_delay)
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armed = FALSE
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update_appearance(UPDATE_ICON_STATE)
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addtimer(CALLBACK(src, PROC_REF(now_armed)), arm_delay)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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COMSIG_ATOM_EXITED = PROC_REF(on_exited),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/mine/examine(mob/user)
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. = ..()
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if(!armed)
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. += span_info("It appears to be inactive...")
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var/atom/movable/unlucky_sod = foot_on_mine?.resolve()
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if(user == unlucky_sod)
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. += span_bolddanger("The pressure plate is depressed. Any movement you make will set it off now.")
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else if(!isnull(unlucky_sod))
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. += span_danger("The pressure plate is depressed by [unlucky_sod]. Any move they make'll set it off now.")
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/obj/effect/mine/update_icon_state()
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. = ..()
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if(armed)
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icon_state = base_icon_state
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else
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icon_state = "[base_icon_state]-inactive"
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/// The effect of the mine
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/obj/effect/mine/proc/mineEffect(mob/victim)
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return
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/// If the landmine was previously inactive, this beeps and displays a message marking it active
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/obj/effect/mine/proc/now_armed()
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armed = TRUE
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update_appearance(UPDATE_ICON_STATE)
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playsound(src, 'sound/machines/nuke/angry_beep.ogg', 40, FALSE, -2)
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visible_message(span_danger("\The [src] beeps softly, indicating it is now active."), vision_distance = COMBAT_MESSAGE_RANGE)
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/// Can this mine trigger on the passed movable?
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/obj/effect/mine/proc/can_trigger(atom/movable/on_who)
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if(triggered || !isturf(loc) || iseffect(on_who) || !armed)
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return FALSE
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return TRUE
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/obj/effect/mine/proc/on_entered(datum/source, atom/movable/arrived)
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SIGNAL_HANDLER
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if(!can_trigger(arrived))
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return
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// Flying = can't step on a mine
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if(arrived.movement_type & FLYING)
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return
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// Someone already on it
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if(foot_on_mine?.resolve())
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return
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foot_on_mine = WEAKREF(arrived)
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visible_message(span_danger("[icon2html(src, viewers(src))] *click*"))
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playsound(src, 'sound/machines/click.ogg', 60, TRUE)
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/obj/effect/mine/proc/on_exited(datum/source, atom/movable/gone)
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SIGNAL_HANDLER
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if(!can_trigger(gone))
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return
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// Check that the guy who's on it is stepping off
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if(foot_on_mine && !IS_WEAKREF_OF(gone, foot_on_mine))
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return
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triggermine(gone)
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foot_on_mine = null
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/obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir)
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. = ..()
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triggermine()
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/// When something sets off a mine
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/obj/effect/mine/proc/triggermine(atom/movable/triggerer)
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if(triggered) //too busy detonating to detonate again
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return
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if(triggerer)
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visible_message(span_danger("[triggerer] sets off [icon2html(src, viewers(src))] [src]!"))
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else
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visible_message(span_danger("[icon2html(src, viewers(src))] [src] detonates!"))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if(ismob(triggerer))
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mineEffect(triggerer)
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triggered = TRUE
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SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED, triggerer)
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qdel(src)
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/obj/effect/mine/explosive
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name = "explosive mine"
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/// The devastation range of the resulting explosion.
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var/range_devastation = 0
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/// The heavy impact range of the resulting explosion.
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var/range_heavy = 1
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/// The light impact range of the resulting explosion.
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var/range_light = 2
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/// The flame range of the resulting explosion.
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var/range_flame = 0
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/// The flash range of the resulting explosion.
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var/range_flash = 3
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/obj/effect/mine/explosive/mineEffect(mob/victim)
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explosion(src, range_devastation, range_heavy, range_light, range_flame, range_flash)
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/obj/effect/mine/explosive/light
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name = "low-yield explosive mine"
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range_heavy = 0
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range_light = 3
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range_flash = 2
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/obj/effect/mine/explosive/flame
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name = "incendiary explosive mine"
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range_heavy = 0
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range_light = 1
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range_flame = 3
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/obj/effect/mine/explosive/flash
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name = "blinding explosive mine"
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range_heavy = 0
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range_light = 1
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range_flash = 6
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/obj/effect/mine/stun
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name = "stun mine"
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var/stun_time = 80
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/obj/effect/mine/stun/mineEffect(mob/living/victim)
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if(isliving(victim) && Adjacent(victim))
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victim.Paralyze(stun_time)
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/obj/effect/mine/kickmine
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name = "kick mine"
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/obj/effect/mine/kickmine/mineEffect(mob/victim)
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if(isliving(victim) && victim.client && Adjacent(victim))
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to_chat(victim, span_userdanger("You have been kicked FOR NO REISIN!"))
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qdel(victim.client)
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/obj/effect/mine/gas
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name = "oxygen mine"
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var/gas_amount = 360
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var/gas_type = "o2"
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/obj/effect/mine/gas/mineEffect(mob/victim)
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atmos_spawn_air("[gas_type]=[gas_amount]")
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/obj/effect/mine/gas/plasma
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name = "plasma mine"
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gas_type = "plasma"
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/obj/effect/mine/gas/n2o
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name = "\improper N2O mine"
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gas_type = "n2o"
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/obj/effect/mine/gas/water_vapor
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name = "chilled vapor mine"
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gas_amount = 500
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gas_type = "water_vapor"
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/obj/effect/mine/sound
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name = "honkblaster 1000"
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var/sound = 'sound/items/bikehorn.ogg'
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/obj/effect/mine/sound/mineEffect(mob/victim)
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playsound(loc, sound, 100, TRUE)
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/obj/effect/mine/sound/bwoink
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name = "bwoink mine"
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sound = 'sound/effects/adminhelp.ogg'
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/// These mines spawn pellet_clouds around them when triggered
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/obj/effect/mine/shrapnel
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name = "shrapnel mine"
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/// The type of projectiles we're shooting out of this
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var/shrapnel_type = /obj/projectile/bullet/shrapnel
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/// Broadly, how many pellets we're spawning, the total is n! - (n-1)! pellets, so don't set it too high. For reference, 15 is probably pushing it at MAX
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var/shrapnel_magnitude = 3
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/// If TRUE, we spawn extra pellets to eviscerate the person who stepped on it, otherwise it just spawns a ring of pellets around the tile we're on (making setting it off an offensive move)
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var/shred_triggerer = FALSE
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/obj/effect/mine/shrapnel/mineEffect(mob/victim)
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return
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/obj/effect/mine/shrapnel/triggermine(atom/movable/AM)
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
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return ..()
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/obj/effect/mine/shrapnel/sting
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name = "stinger mine"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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/obj/effect/mine/shrapnel/capspawn
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name = "\improper AP mine"
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desc = "A defensive landmine filled with 'AP shrapnel', good for defending cramped spaces without breaching hulls. The AP stands for 'Asset Protection', though it's still plenty nasty against any fool who sets it off."
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shrapnel_type = /obj/projectile/bullet/pellet/capmine
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shrapnel_magnitude = 4
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shred_triggerer = TRUE
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arm_delay = 3 SECONDS
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light_range = 1.6
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light_power = 2
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light_color = COLOR_VIVID_RED
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/obj/effect/mine/shrapnel/capspawn/now_armed()
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. = ..()
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set_light_on(TRUE)
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/obj/item/minespawner
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name = "landmine deployment device"
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desc = "When activated, will deploy an Asset Protection landmine after 3 seconds passes, perfect for high ranking NT officers looking to cover their assets from afar."
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icon = 'icons/obj/device.dmi'
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icon_state = "beacon"
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var/mine_type = /obj/effect/mine/shrapnel/capspawn
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var/active = FALSE
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/obj/item/minespawner/attack_self(mob/user)
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. = ..()
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if(active)
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return
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playsound(src, 'sound/weapons/armbomb.ogg', 70, TRUE)
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to_chat(user, span_warning("You arm \the [src], causing it to shake! It will deploy in 3 seconds."))
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active = TRUE
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addtimer(CALLBACK(src, PROC_REF(deploy_mine)), 3 SECONDS)
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/// Deploys the mine and deletes itself
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/obj/item/minespawner/proc/deploy_mine()
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do_alert_animation()
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playsound(loc, 'sound/machines/chime.ogg', 30, FALSE, -3)
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var/obj/effect/mine/new_mine = new mine_type(get_turf(src))
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visible_message(span_danger("\The [src] releases a puff of smoke, revealing \a [new_mine]!"))
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var/obj/effect/particle_effect/fluid/smoke/poof = new (get_turf(src))
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poof.lifetime = 3
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qdel(src)
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