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## About The Pull Request Couple things I missed when the push was done due to university overwhelming me, and changing things to make it more fun to play. Wavedef time reduced but can spawn more xenos removed garbage stuff and added cooler new stuff to loot more tanks of water and welding fuel (instead of 1) more laithes, proto and otherwise around the station the sink has been let go etc, its a bug fix and such PR. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 qol: Requested QOL changes fix: Tarkon bugs I missed are fixed. /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
135 lines
5.3 KiB
Plaintext
135 lines
5.3 KiB
Plaintext
/datum/component/spawner
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/// Time to wait between spawns
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var/spawn_time
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/// Maximum number of atoms we can have active at one time
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var/max_spawned
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/// Visible message to show when something spawns
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var/spawn_text
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/// List of atom types to spawn, picked randomly
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var/list/spawn_types
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/// Faction to grant to mobs (only applies to mobs)
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var/list/faction
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/// List of weak references to things we have already created
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var/list/spawned_things = list()
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/// Callback to a proc that is called when a mob is spawned. Primarily used for sentient spawners.
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var/datum/callback/spawn_callback
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/// How many mobs can we spawn maximum each time we try to spawn? (1 - max)
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var/max_spawn_per_attempt
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/// The least amount of mobs we can spawn. Good for when you dont want waves of one creature. (BUBBER ADDITION)
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var/min_spawn_per_attempt
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/// Distance from the spawner to spawn mobs
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var/spawn_distance
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/// Distance from the spawner to exclude mobs from spawning
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var/spawn_distance_exclude
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COOLDOWN_DECLARE(spawn_delay)
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/datum/component/spawner/Initialize(spawn_types = list(), spawn_time = 30 SECONDS, max_spawned = 5, max_spawn_per_attempt = 1, min_spawn_per_attempt = 1, faction = list(FACTION_MINING), spawn_text = null, datum/callback/spawn_callback = null, spawn_distance = 1, spawn_distance_exclude = 0, initial_spawn_delay = 0 SECONDS)
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if (!islist(spawn_types))
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CRASH("invalid spawn_types to spawn specified for spawner component!")
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src.spawn_time = spawn_time
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src.spawn_types = spawn_types
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src.faction = faction
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src.spawn_text = spawn_text
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src.max_spawned = max_spawned
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src.spawn_callback = spawn_callback
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src.max_spawn_per_attempt = max_spawn_per_attempt
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src.min_spawn_per_attempt = min_spawn_per_attempt // BUBBER ADDITION
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src.spawn_distance = spawn_distance
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src.spawn_distance_exclude = spawn_distance_exclude
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// If set, doesn't instantly spawn a creature when the spawner component is applied.
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if(initial_spawn_delay)
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COOLDOWN_START(src, spawn_delay, spawn_time)
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(stop_spawning))
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RegisterSignal(parent, COMSIG_VENT_WAVE_CONCLUDED, PROC_REF(stop_spawning))
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START_PROCESSING((spawn_time < 2 SECONDS ? SSfastprocess : SSprocessing), src)
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/datum/component/spawner/process()
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try_spawn_mob()
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/// Stop spawning mobs
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/datum/component/spawner/proc/stop_spawning(force)
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SIGNAL_HANDLER
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STOP_PROCESSING(SSprocessing, src)
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spawned_things = list()
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/// Try to create a new mob
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/datum/component/spawner/proc/try_spawn_mob()
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if(!length(spawn_types))
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return
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if(!COOLDOWN_FINISHED(src, spawn_delay))
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return
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validate_references()
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var/spawned_total = length(spawned_things)
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if(spawned_total >= max_spawned)
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return
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var/atom/spawner = parent
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COOLDOWN_START(src, spawn_delay, spawn_time)
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var/chosen_mob_type = pick(spawn_types)
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var/adjusted_spawn_count = 1
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var/max_spawn_this_attempt = min(max_spawn_per_attempt, max_spawned - spawned_total)
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var/min_spawn_this_attempt = min_spawn_per_attempt // BUBBER ADDITION
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if (max_spawn_this_attempt > 1)
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adjusted_spawn_count = rand(min_spawn_this_attempt, max_spawn_this_attempt) // BUBBER ADDITION - Original: adjusted_spawn_count = rand(1, max_spawn_this_attempt)
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for(var/i in 1 to adjusted_spawn_count)
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var/atom/created
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var/turf/picked_spot
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if(spawn_distance == 1)
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created = new chosen_mob_type(spawner.loc)
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else if(spawn_distance >= 1 && spawn_distance_exclude >= 1)
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picked_spot = pick(turf_peel(spawn_distance, spawn_distance_exclude, spawner.loc, view_based = TRUE))
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if(!picked_spot)
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picked_spot = pick(circle_range_turfs(spawner.loc, spawn_distance))
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if(picked_spot == spawner.loc)
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SEND_SIGNAL(spawner, COMSIG_SPAWNER_SPAWNED_DEFAULT)
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created = new chosen_mob_type(picked_spot)
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else if (spawn_distance >= 1)
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picked_spot = pick(circle_range_turfs(spawner.loc, spawn_distance))
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created = new chosen_mob_type(picked_spot)
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created.flags_1 |= (spawner.flags_1 & ADMIN_SPAWNED_1)
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spawned_things += WEAKREF(created)
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if (isliving(created))
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var/mob/living/created_mob = created
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created_mob.faction = src.faction
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RegisterSignal(created, COMSIG_MOB_STATCHANGE, PROC_REF(mob_stat_changed))
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SEND_SIGNAL(src, COMSIG_SPAWNER_SPAWNED, created)
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RegisterSignal(created, COMSIG_QDELETING, PROC_REF(on_deleted))
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spawn_callback?.Invoke(created)
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if (spawn_text)
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spawner.visible_message(span_danger("A creature [spawn_text] [spawner]."))
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/// Remove weakrefs to atoms which have been killed or deleted without us picking it up somehow
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/datum/component/spawner/proc/validate_references()
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for (var/datum/weakref/weak_thing as anything in spawned_things)
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var/atom/previously_spawned = weak_thing?.resolve()
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if (!previously_spawned)
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spawned_things -= weak_thing
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continue
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if (!isliving(previously_spawned))
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continue
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var/mob/living/spawned_mob = previously_spawned
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if (spawned_mob.stat != DEAD)
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continue
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spawned_things -= weak_thing
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/// Called when an atom we spawned is deleted, remove it from the list
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/datum/component/spawner/proc/on_deleted(atom/source)
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SIGNAL_HANDLER
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spawned_things -= WEAKREF(source)
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/// Called when a mob we spawned dies, remove it from the list and unregister signals
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/datum/component/spawner/proc/mob_stat_changed(mob/living/source)
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if (source.stat != DEAD)
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return
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spawned_things -= WEAKREF(source)
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UnregisterSignal(source, list(COMSIG_QDELETING, COMSIG_MOB_STATCHANGE))
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