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Bubberstation/code/modules/mapfluff/ruins/spaceruin_code/meatderelict.dm
Ghom 88bdabe53b Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
2024-03-05 18:19:39 -07:00

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/obj/item/keycard/meatderelict/director
name = "directors keycard"
desc = "A fancy keycard. Likely unlocks the directors office. The name tag is all smudged."
color = "#990000"
puzzle_id = "md_director"
/obj/item/keycard/meatderelict/engpost
name = "post keycard"
desc = "A fancy keycard. Has the engineering insignia on it."
color = "#f0da12"
puzzle_id = "md_engpost"
/obj/item/keycard/meatderelict/armory
name = "armory keycard"
desc = "A red keycard. Has a really cool image of a gun on it. Fancy."
color = "#FF7276"
puzzle_id = "md_armory"
/obj/item/paper/crumpled/bloody/fluff/meatderelict/directoroffice
name = "directors note"
default_raw_text = "<i>The research was going smooth... but the experiment did not go as planned. He convulsed and screamed as he slowly mutated into... that thing. It started to spread everywhere, outside the lab too. There is no way we can cover up that we are not a teleport research outpost, so I locked down the lab, but they already know. They sent a squad to rescue us, but...</i>"
/obj/item/paper/crumpled/fluff/meatderelict/shieldgens
name = "shield gate marketing sketch"
default_raw_text = "The <b>QR-109 Shield Gate</b> is a robust hardlight machine capable of producing a strong shield to bar entry. With control panel integration, it can be enabled or disabled from anywhere, such as ship's Bridge, <b>Engineering Bay</b>, or wherever else! <i>The rest is faded...</i>"
/obj/item/paper/crumpled/fluff/meatderelict
name = "engineer note"
default_raw_text = "I've overclocked the power generators to add that needed juice to the experiment, though they're a bit unstable."
/obj/item/paper/crumpled/fluff/meatderelict/fridge
name = "engineer complaint"
default_raw_text = "Whoever keeps stealing my fucking ice cream from my fridge, I swear I will actually fuck you up. It is not cheap to get this delicious ice cream here, nor is it for you. <b>And don't touch my snacks in the drawer!</b>"
/obj/machinery/computer/terminal/meatderelict
upperinfo = "COPYRIGHT 2500 NANOSOFT-TM - DO NOT REDISTRIBUTE - Now with audio!" //not that old
content = list(
"Experimental Test Satellite 37B<br/>Nanotrasen™ approved deep space experimentation lab<br/><br/>Entry 1:<br/><br/>Subject - \[Species 501-C-12\]<br/>Date - \[REDACTED\]<br/>We have acquired a biological sample of unknown origins \[Species 501-C-12\] from an NT outpost on the far reaches. Initial experiments have determined the sample to be a creature never previously recorded. It weighs approximately 7 grams and seems to be docile. Initial examinations determine that it is an extremely fast replicating organism which can alter its physiology to take multiple differing shapes. \[Recording Terminated\]<br/>- Dr. Phil Cornelius",
"Entry 2:<br/><br/>Subject - \[Species 501-C-12\]<br/>Date - \[REDACTED\]<br/>The creature responds to electrical stimuli. It has failed to respond to Light, Heat, Cold, Oxygen, Plasma, CO2, Nitrogen. It, within moments, seemed to have generated muscle tissue within its otherwise shapeless form and moved away from the source of electricity. Feeding the creature has been a simple matter, it consumed just about any form of protein. It appears to rapidly digest and convert forms of protein into more of itself. Any undigestible products are simply left alone. Will continue to monitor creature and provide reports to Nanotrasen Central Command. \[Recording Terminated\]<br/>- Dr. Phil Cornelius",
"Entry 3:<br/><br/>Subject - \[Species 501-C-12\]<br/>Date - \[REDACTED\]<br/>Any attempts at contacting Nanotrasen has failed. I've never seen anything like it. I... I don't think I'm going to survive much longer, I can hear it pushing on my room door. If anyone reads this, let my family know that I- \[Loud crash\]<br/>GET BACK \[Gunshots\]<br/>AHHHHHHHHHHHH \[Recording Terminated\]<br/>- Dr. Phil Cornelius"
)
/obj/machinery/door/puzzle/meatderelict
name = "lockdown door"
desc = "A beaten door, still sturdy. Impervious to conventional methods of destruction, must be a way to open it nearby."
icon = 'icons/obj/doors/puzzledoor/danger.dmi'
puzzle_id = "md_prevault"
/mob/living/basic/meteor_heart/opens_puzzle_door
///the puzzle id we send on death
var/id
///queue size, must match
var/queue_size = 2
/mob/living/basic/meteor_heart/opens_puzzle_door/Initialize(mapload)
. = ..()
new /obj/effect/puzzle_death_signal_holder(loc, src, id, queue_size)
/obj/effect/puzzle_death_signal_holder // ok apparently registering signals on qdeling stuff is not very functional
///delay
var/delay = 2.5 SECONDS
invisibility = INVISIBILITY_ABSTRACT
/obj/effect/puzzle_death_signal_holder/Initialize(mapload, mob/listened, id, queue_size = 2)
. = ..()
if(isnull(id))
return INITIALIZE_HINT_QDEL
RegisterSignal(listened, COMSIG_LIVING_DEATH, PROC_REF(on_death))
SSqueuelinks.add_to_queue(src, id, queue_size)
/obj/effect/puzzle_death_signal_holder/proc/on_death(datum/source)
SIGNAL_HANDLER
addtimer(CALLBACK(src, PROC_REF(send_sig)), delay)
/obj/effect/puzzle_death_signal_holder/proc/send_sig()
SEND_SIGNAL(src, COMSIG_PUZZLE_COMPLETED)
qdel(src)
/obj/machinery/puzzle/button/meatderelict
name = "lockdown panel"
desc = "A panel that controls the lockdown of this outpost."
id = "md_prevault"
/obj/machinery/puzzle/button/meatderelict/on_puzzle_complete()
. = ..()
playsound(src, 'sound/effects/alert.ogg', 100, TRUE)
visible_message(span_warning("[src] lets out an alarm as the lockdown is lifted!"))
/obj/structure/puzzle_blockade/meat
name = "mass of meat and teeth"
desc = "A horrible mass of meat and teeth. Can it see you? You hope not. Virtually indestructible, must be a way around."
icon = 'icons/obj/structures.dmi'
icon_state = "meatblockade"
opacity = TRUE
/obj/structure/puzzle_blockade/meat/try_signal(datum/source)
Shake(duration = 0.5 SECONDS)
addtimer(CALLBACK(src, PROC_REF(open_up)), 0.5 SECONDS)
/obj/structure/puzzle_blockade/meat/proc/open_up()
new /obj/effect/gibspawner/generic(drop_location())
qdel(src)
/obj/lightning_thrower
name = "overcharged SMES"
desc = "An overclocked SMES, bursting with power."
anchored = TRUE
density = TRUE
icon = 'icons/obj/machines/engine/other.dmi'
icon_state = "smes"
/// do we currently want to shock diagonal tiles? if not, we shock cardinals
var/throw_diagonals = FALSE
/// flags we apply to the shock
var/shock_flags = SHOCK_KNOCKDOWN | SHOCK_NOGLOVES
/// damage of the shock
var/shock_damage = 20
/// list of turfs that are currently shocked so we can unregister the signal
var/list/signal_turfs = list()
/// how long do we shock
var/shock_duration = 0.5 SECONDS
/obj/lightning_thrower/Initialize(mapload)
. = ..()
START_PROCESSING(SSprocessing, src)
/obj/lightning_thrower/Destroy()
. = ..()
signal_turfs = null
STOP_PROCESSING(SSprocessing, src)
/obj/lightning_thrower/process(seconds_per_tick)
var/list/dirs = throw_diagonals ? GLOB.diagonals : GLOB.cardinals
throw_diagonals = !throw_diagonals
playsound(src, 'sound/magic/lightningbolt.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
for(var/direction in dirs)
var/victim_turf = get_step(src, direction)
if(isclosedturf(victim_turf))
continue
Beam(victim_turf, icon_state="lightning[rand(1,12)]", time = shock_duration)
RegisterSignal(victim_turf, COMSIG_ATOM_ENTERED, PROC_REF(shock_victim)) //we cant move anyway
signal_turfs += victim_turf
for(var/mob/living/victim in victim_turf)
shock_victim(null, victim)
addtimer(CALLBACK(src, PROC_REF(clear_signals)), shock_duration)
/obj/lightning_thrower/proc/clear_signals(datum/source)
SIGNAL_HANDLER
for(var/turf in signal_turfs)
UnregisterSignal(turf, COMSIG_ATOM_ENTERED)
signal_turfs -= turf
/obj/lightning_thrower/proc/shock_victim(datum/source, mob/living/victim)
SIGNAL_HANDLER
if(!istype(victim))
return
victim.electrocute_act(shock_damage, src, flags = shock_flags)