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* Adds explorer drones / adventures. * Update persistence.dm * Update asset_list_items.dm * MAP RESET Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
100 lines
3.9 KiB
Plaintext
100 lines
3.9 KiB
Plaintext
#define ADVENTURE_DIR "[global.config.directory]/adventures/"
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//Special preset nodes
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/// Victory node - Get loot and exit
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#define WIN_NODE "WIN"
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/// Failure node - No loot, get damaged and exit.
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#define FAIL_NODE "FAIL"
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/// Failure node - No loot and drone blown up.
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#define FAIL_DEATH_NODE "FAIL_DEATH"
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/// Return node - navigates to previous adventure node.
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#define GO_BACK_NODE "GO BACK"
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//Adventure results
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#define ADVENTURE_RESULT_SUCCESS "success"
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#define ADVENTURE_RESULT_DAMAGE "damage"
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#define ADVENTURE_RESULT_DEATH "death"
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// Exploration drone states
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/// Drone is stationside - allow changing tools and such.
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#define EXODRONE_IDLE "idle"
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/// Drone is traveling from or to the exploration site
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#define EXODRONE_TRAVEL "travel"
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/// Drone is in adventure/event caused timeout
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#define EXODRONE_BUSY "busy"
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/// Drone is at exploration site either idle or in simple event
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#define EXODRONE_EXPLORATION "exploration"
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/// Drone is currently playing an adventure
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#define EXODRONE_ADVENTURE "adventure"
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// Scanner bands, use these to guess what's in the site and prepare drone accordingly.
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#define EXOSCANNER_BAND_PLASMA "Plasma absorption band"
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#define EXOSCANNER_BAND_LIFE "Hydrocarbons/Molecular oxygen"
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#define EXOSCANNER_BAND_TECH "Narrow-band radio waves"
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#define EXOSCANNER_BAND_RADIATION "Exotic Radiation"
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#define EXOSCANNER_BAND_DENSITY "Increased Density"
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// Exodrone tools
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#define EXODRONE_TOOL_WELDER "welder"
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#define EXODRONE_TOOL_TRANSLATOR "translator"
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#define EXODRONE_TOOL_LASER "laser"
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#define EXODRONE_TOOL_MULTITOOL "multitool"
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#define EXODRONE_TOOL_DRILL "drill"
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GLOBAL_LIST_INIT(exodrone_tool_metadata,list(
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EXODRONE_TOOL_WELDER = list("description"="A heavy duty welder.","icon"="burn"),
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EXODRONE_TOOL_TRANSLATOR = list("description"="Powerful translation and data recording software.","icon"="language"),
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EXODRONE_TOOL_LASER = list("description"="Multipurpose tool suitable for combat and precision cutting.","icon"="bolt"),
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EXODRONE_TOOL_MULTITOOL = list("description"="Multipurpose tool for electronics manipulation. Comes with suite of radiation and radiowave sensors.","icon"="broadcast-tower"),
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EXODRONE_TOOL_DRILL = list("description"="Heavy duty drill useful for mining.","icon"="screwdriver")
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))
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// Site traits
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/// Some kind of ruined interior
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#define EXPLORATION_SITE_RUINS "ruins"
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/// Power, wires and machinery present.
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#define EXPLORATION_SITE_TECHNOLOGY "technology present"
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/// It's a space station
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#define EXPLORATION_SITE_STATION "space station"
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/// It's ancient alien site
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#define EXPLORATION_SITE_ALIEN "alien"
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/// Carbon-based life-forms can live here
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#define EXPLORATION_SITE_HABITABLE "habitable"
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/// Site is in space
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#define EXPLORATION_SITE_SPACE "in space"
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/// Site is located on planet/moon/whatever surface
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#define EXPLORATION_SITE_SURFACE "on surface"
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/// Site is a space ship
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#define EXPLORATION_SITE_SHIP "spaceship"
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/// Site is civilized and populated, trading stations,cities etc. Lack of this trait means it's wilderness
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#define EXPLORATION_SITE_CIVILIZED "civilized"
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/// Scan types
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// Wide scan, untargeted scan only reveals interest points. Cost increases exponentially with each firing. No scan conditions.
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#define EXOSCAN_WIDE "wide"
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// Point scan, reveals name/description and general band information. Flat cost. Affected by scan conditions of the site
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#define EXOSCAN_POINT "point"
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// Deep scan, reveals event scan texts. Linear cost increase with distance. Affected by scan conditions of the site.
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#define EXOSCAN_DEEP "deep"
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/// Adventure Effect Types
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//completely removes the quality
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#define ADVENTURE_EFFECT_TYPE_REMOVE "Remove"
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//adds/substracts value from quality
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#define ADVENTURE_EFFECT_TYPE_ADD "Add"
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//sets quality to specific value
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#define ADVENTURE_EFFECT_TYPE_SET "Set"
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/// Adventure Effect Value Types
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/// rolls value between low and high inclusive
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#define ADVENTURE_QUALITY_TYPE_RANDOM "random"
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#define ADVENTURE_RANDOM_QUALITY_LOW_FIELD "low"
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#define ADVENTURE_RANDOM_QUALITY_HIGH_FIELD "high"
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