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## 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:   ## 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. /🆑
157 lines
7.7 KiB
Plaintext
157 lines
7.7 KiB
Plaintext
/obj/item/keycard/meatderelict/director
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name = "directors keycard"
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desc = "A fancy keycard. Likely unlocks the directors office. The name tag is all smudged."
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color = "#990000"
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puzzle_id = "md_director"
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/obj/item/keycard/meatderelict/engpost
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name = "post keycard"
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desc = "A fancy keycard. Has the engineering insignia on it."
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color = "#f0da12"
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puzzle_id = "md_engpost"
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/obj/item/keycard/meatderelict/armory
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name = "armory keycard"
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desc = "A red keycard. Has a really cool image of a gun on it. Fancy."
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color = "#FF7276"
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puzzle_id = "md_armory"
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/obj/item/paper/crumpled/bloody/fluff/meatderelict/directoroffice
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name = "directors note"
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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>"
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/obj/item/paper/crumpled/fluff/meatderelict/shieldgens
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name = "shield gate marketing sketch"
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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>"
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/obj/item/paper/crumpled/fluff/meatderelict
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name = "engineer note"
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default_raw_text = "I've overclocked the power generators to add that needed juice to the experiment, though they're a bit unstable."
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/obj/item/paper/crumpled/fluff/meatderelict/fridge
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name = "engineer complaint"
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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>"
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/obj/machinery/computer/terminal/meatderelict
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upperinfo = "COPYRIGHT 2500 NANOSOFT-TM - DO NOT REDISTRIBUTE - Now with audio!" //not that old
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content = list(
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"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",
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"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",
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"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"
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)
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/obj/machinery/door/puzzle/meatderelict
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name = "lockdown door"
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desc = "A beaten door, still sturdy. Impervious to conventional methods of destruction, must be a way to open it nearby."
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icon = 'icons/obj/doors/puzzledoor/danger.dmi'
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puzzle_id = "md_prevault"
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/mob/living/basic/meteor_heart/opens_puzzle_door
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///the puzzle id we send on death
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var/id
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///queue size, must match
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var/queue_size = 2
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/mob/living/basic/meteor_heart/opens_puzzle_door/Initialize(mapload)
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. = ..()
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new /obj/effect/puzzle_death_signal_holder(loc, src, id, queue_size)
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/obj/effect/puzzle_death_signal_holder // ok apparently registering signals on qdeling stuff is not very functional
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///delay
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var/delay = 2.5 SECONDS
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invisibility = INVISIBILITY_ABSTRACT
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/obj/effect/puzzle_death_signal_holder/Initialize(mapload, mob/listened, id, queue_size = 2)
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. = ..()
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if(isnull(id))
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return INITIALIZE_HINT_QDEL
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RegisterSignal(listened, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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SSqueuelinks.add_to_queue(src, id, queue_size)
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/obj/effect/puzzle_death_signal_holder/proc/on_death(datum/source)
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SIGNAL_HANDLER
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addtimer(CALLBACK(src, PROC_REF(send_sig)), delay)
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/obj/effect/puzzle_death_signal_holder/proc/send_sig()
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SEND_SIGNAL(src, COMSIG_PUZZLE_COMPLETED)
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qdel(src)
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/obj/machinery/puzzle/button/meatderelict
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name = "lockdown panel"
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desc = "A panel that controls the lockdown of this outpost."
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id = "md_prevault"
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/obj/machinery/puzzle/button/meatderelict/on_puzzle_complete()
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. = ..()
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playsound(src, 'sound/effects/alert.ogg', 100, TRUE)
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visible_message(span_warning("[src] lets out an alarm as the lockdown is lifted!"))
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/obj/structure/puzzle_blockade/meat
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name = "mass of meat and teeth"
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desc = "A horrible mass of meat and teeth. Can it see you? You hope not. Virtually indestructible, must be a way around."
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icon = 'icons/obj/structures.dmi'
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icon_state = "meatblockade"
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opacity = TRUE
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/obj/structure/puzzle_blockade/meat/try_signal(datum/source)
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Shake(duration = 0.5 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(open_up)), 0.5 SECONDS)
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/obj/structure/puzzle_blockade/meat/proc/open_up()
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new /obj/effect/gibspawner/generic(drop_location())
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qdel(src)
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/obj/lightning_thrower
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name = "overcharged SMES"
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desc = "An overclocked SMES, bursting with power."
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anchored = TRUE
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density = TRUE
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icon = 'icons/obj/machines/engine/other.dmi'
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icon_state = "smes"
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/// do we currently want to shock diagonal tiles? if not, we shock cardinals
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var/throw_diagonals = FALSE
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/// flags we apply to the shock
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var/shock_flags = SHOCK_KNOCKDOWN | SHOCK_NOGLOVES
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/// damage of the shock
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var/shock_damage = 20
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/// list of turfs that are currently shocked so we can unregister the signal
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var/list/signal_turfs = list()
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/// how long do we shock
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var/shock_duration = 0.5 SECONDS
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/obj/lightning_thrower/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSprocessing, src)
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/obj/lightning_thrower/Destroy()
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. = ..()
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signal_turfs = null
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STOP_PROCESSING(SSprocessing, src)
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/obj/lightning_thrower/process(seconds_per_tick)
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var/list/dirs = throw_diagonals ? GLOB.diagonals : GLOB.cardinals
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throw_diagonals = !throw_diagonals
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playsound(src, 'sound/magic/lightningbolt.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
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for(var/direction in dirs)
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var/victim_turf = get_step(src, direction)
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if(isclosedturf(victim_turf))
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continue
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Beam(victim_turf, icon_state="lightning[rand(1,12)]", time = shock_duration)
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RegisterSignal(victim_turf, COMSIG_ATOM_ENTERED, PROC_REF(shock_victim)) //we cant move anyway
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signal_turfs += victim_turf
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for(var/mob/living/victim in victim_turf)
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shock_victim(null, victim)
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addtimer(CALLBACK(src, PROC_REF(clear_signals)), shock_duration)
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/obj/lightning_thrower/proc/clear_signals(datum/source)
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SIGNAL_HANDLER
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for(var/turf in signal_turfs)
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UnregisterSignal(turf, COMSIG_ATOM_ENTERED)
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signal_turfs -= turf
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/obj/lightning_thrower/proc/shock_victim(datum/source, mob/living/victim)
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SIGNAL_HANDLER
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if(!istype(victim))
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return
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victim.electrocute_act(shock_damage, src, flags = shock_flags)
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