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## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑
70 lines
2.0 KiB
Plaintext
70 lines
2.0 KiB
Plaintext
/// Simple component to integrate a bodycam into a mob
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/datum/component/simple_bodycam
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dupe_mode = COMPONENT_DUPE_SELECTIVE
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/// The actual camera, in our mob's contents
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VAR_PRIVATE/obj/machinery/camera/bodycam
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/// How fast we update
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var/camera_update_time = 0.5 SECONDS
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/datum/component/simple_bodycam/Initialize(
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camera_name = "bodycam",
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c_tag = capitalize(camera_name),
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network = "ss13",
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emp_proof = FALSE,
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camera_update_time = 0.5 SECONDS,
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)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.camera_update_time = camera_update_time
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bodycam = new(parent)
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bodycam.network = list(network)
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bodycam.name = camera_name
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bodycam.c_tag = c_tag
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if(emp_proof)
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bodycam.AddElement(/datum/element/empprotection, EMP_PROTECT_ALL)
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(update_cam))
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RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, PROC_REF(rotate_cam))
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RegisterSignals(bodycam, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED), PROC_REF(camera_gone))
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do_update_cam()
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/datum/component/simple_bodycam/Destroy()
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if(QDELETED(bodycam))
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bodycam = null
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else
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QDEL_NULL(bodycam)
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return ..()
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/datum/component/simple_bodycam/CheckDupeComponent(
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datum/component/simple_bodycam/new_bodycam, // will be null
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camera_name,
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c_tag,
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network = "ss13",
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emp_proof,
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camera_update_time,
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)
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// Dupes are only allowed if we don't have a camera on that network already
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return (network in bodycam.network)
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/datum/component/simple_bodycam/proc/update_cam(datum/source, atom/old_loc, ...)
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SIGNAL_HANDLER
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if(get_turf(old_loc) != get_turf(parent))
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do_update_cam()
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/datum/component/simple_bodycam/proc/do_update_cam()
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GLOB.cameranet.updatePortableCamera(bodycam, camera_update_time)
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/datum/component/simple_bodycam/proc/rotate_cam(datum/source, old_dir, new_dir)
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SIGNAL_HANDLER
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// I don't actually think cameras care about dir but just in case
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bodycam.setDir(new_dir)
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/datum/component/simple_bodycam/proc/camera_gone(datum/source)
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SIGNAL_HANDLER
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if (!QDELETED(src))
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qdel(src)
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