Files
Bubberstation/code/modules/mob_spawn/mob_spawn.dm
Jeremiah 1116f150eb Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request

See changelog for shortlist

1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min

> [!NOTE]
> File diff: removed a map

## Why It's Good For The Game
Closes #83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.

I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
2024-06-21 22:39:44 -04:00

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/obj/effect/mob_spawn
name = "Mob Spawner"
density = TRUE
anchored = TRUE
//So it shows up in the map editor
icon = 'icons/effects/mapping_helpers.dmi'
icon_state = "mobspawner"
/// Can this spawner be used up?
var/infinite_use = FALSE
///A forced name of the mob, though can be overridden if a special name is passed as an argument
var/mob_name
///the type of the mob, you best inherit this
var/mob_type = /mob/living/basic/cockroach
////Human specific stuff. Don't set these if you aren't using a human, the unit tests will put a stop to your sinful hand.
///sets the human as a species, use a typepath (example: /datum/species/skeleton)
var/datum/species/mob_species
///equips the human with an outfit.
var/datum/outfit/outfit
///for mappers to override parts of the outfit. really only in here for secret away missions, please try to refrain from using this out of laziness
var/list/outfit_override
///sets a human's hairstyle
var/hairstyle
///sets a human's facial hair
var/facial_hairstyle
///sets a human's hair color (use special for gradients, sorry)
var/haircolor
///sets a human's facial hair color
var/facial_haircolor
///sets a human's skin tone
var/skin_tone
/// Weakref to the mob this spawner created - just if you needed to do something with it.
var/datum/weakref/spawned_mob_ref
/obj/effect/mob_spawn/Initialize(mapload)
. = ..()
if(faction)
faction = string_list(faction)
/// Creates whatever mob the spawner makes. Return FALSE if we want to exit from here without doing that, returning NULL will be logged to admins.
/obj/effect/mob_spawn/proc/create(mob/mob_possessor, newname)
var/mob/living/spawned_mob = new mob_type(get_turf(src)) //living mobs only
name_mob(spawned_mob, newname)
special(spawned_mob, mob_possessor)
equip(spawned_mob)
spawned_mob_ref = WEAKREF(spawned_mob)
return spawned_mob
/obj/effect/mob_spawn/proc/special(mob/living/spawned_mob)
SHOULD_CALL_PARENT(TRUE)
if(faction)
spawned_mob.faction = faction
if(ishuman(spawned_mob))
var/mob/living/carbon/human/spawned_human = spawned_mob
if(mob_species)
spawned_human.set_species(mob_species)
spawned_human.dna.species.give_important_for_life(spawned_human) // for preventing plasmamen from combusting immediately upon spawning
spawned_human.underwear = "Nude"
spawned_human.undershirt = "Nude"
spawned_human.socks = "Nude"
if(hairstyle)
spawned_human.hairstyle = hairstyle
else
spawned_human.hairstyle = random_hairstyle(spawned_human.gender)
if(facial_hairstyle)
spawned_human.facial_hairstyle = facial_hairstyle
else
spawned_human.facial_hairstyle = random_facial_hairstyle(spawned_human.gender)
if(haircolor)
spawned_human.hair_color = haircolor
else
spawned_human.hair_color = "#[random_color()]"
if(facial_haircolor)
spawned_human.facial_hair_color = facial_haircolor
else
spawned_human.facial_hair_color = "#[random_color()]"
if(skin_tone)
spawned_human.skin_tone = skin_tone
else
spawned_human.skin_tone = pick(GLOB.skin_tones)
spawned_human.update_body(is_creating = TRUE)
/obj/effect/mob_spawn/proc/name_mob(mob/living/spawned_mob, forced_name)
var/chosen_name
//passed arguments on mob spawns are number one priority
if(forced_name)
chosen_name = forced_name
//then the mob name var
else if(mob_name)
chosen_name = mob_name
//then if no name was chosen the one the mob has by default works great
if(!chosen_name)
return
//not using an old name doesn't update records- but ghost roles don't have records so who cares
spawned_mob.fully_replace_character_name(null, chosen_name)
/obj/effect/mob_spawn/proc/equip(mob/living/spawned_mob)
if(outfit)
var/mob/living/carbon/human/spawned_human = spawned_mob
if(outfit_override)
outfit = new outfit //create it now to apply vars
for(var/outfit_var in outfit_override)
if(!ispath(outfit_override[outfit_var]) && !isnull(outfit_override[outfit_var]))
CRASH("outfit_override var on [mob_name] spawner has incorrect values! it must be an assoc list with outfit \"var\" = path | null")
outfit.vars[outfit_var] = outfit_override[outfit_var]
spawned_human.equipOutfit(outfit)
///these mob spawn subtypes do not trigger until attacked by a ghost.
/obj/effect/mob_spawn/ghost_role
///a short, lowercase name for the mob used in possession prompt that pops up on ghost attacks. must be set.
var/prompt_name = ""
///if false, you won't prompt for this role. best used for replacing the prompt system with something else like a radial, or something.
var/prompt_ghost = TRUE
///how many times this spawner can be used (it won't delete unless it's out of uses and the var to delete itself is set)
var/uses = 1
/// Does the spawner delete itself when it runs out of uses?
var/deletes_on_zero_uses_left = TRUE
/// A list of the ckeys that currently are trying to access this spawner, so that they can't try to spawn more than once (in case there's sleeps).
/// Static because you only really want to be able to spawn in one spawner at a time, obviously.
var/static/list/ckeys_trying_to_spawn
////descriptions
///This should be the declaration of what the ghost role is, and maybe a short blurb after if you want. Shown in the spawner menu and after spawning first.
var/you_are_text = ""
///This should be the actual instructions/description/context to the ghost role. This should be the really long explainy bit, basically.
var/flavour_text = ""
///This is critical non-policy information about the ghost role. Shown in the spawner menu and after spawning last.
var/important_text = ""
///Show these on spawn? Usually used for hardcoded special flavor
var/show_flavor = TRUE
////bans and policy
///which role to check for a job ban (ROLE_LAVALAND is the default ghost role ban)
var/role_ban = ROLE_LAVALAND
/// Typepath indicating the kind of job datum this ghost role will have. PLEASE inherit this with a new job datum, it's not hard. jobs come with policy configs.
var/spawner_job_path = /datum/job/ghost_role
/// Whether this offers a temporary body or not. Essentially, you'll be able to reenter your body after using this spawner.
var/temp_body = FALSE
/obj/effect/mob_spawn/ghost_role/Initialize(mapload)
. = ..()
SSpoints_of_interest.make_point_of_interest(src)
LAZYADD(GLOB.mob_spawners[name], src)
/obj/effect/mob_spawn/Destroy()
var/list/spawners = GLOB.mob_spawners[name]
LAZYREMOVE(spawners, src)
if(!LAZYLEN(spawners))
GLOB.mob_spawners -= name
return ..()
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/effect/mob_spawn/ghost_role/attack_ghost(mob/dead/observer/user)
if(!SSticker.HasRoundStarted() || !loc)
return
// We don't open the prompt more than once at a time.
if(LAZYFIND(ckeys_trying_to_spawn, user.ckey))
return
var/user_ckey = user.ckey // Just in case shenanigans happen, we always want to remove it from the list.
LAZYADD(ckeys_trying_to_spawn, user_ckey)
if(prompt_ghost)
var/prompt = "Become [prompt_name]?"
if(!temp_body && user.can_reenter_corpse && user.mind)
prompt += " (Warning, You can no longer be revived!)"
var/ghost_role = tgui_alert(usr, prompt, buttons = list("Yes", "No"), timeout = 10 SECONDS)
if(ghost_role != "Yes" || !loc || QDELETED(user))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
if(!(GLOB.ghost_role_flags & GHOSTROLE_SPAWNER) && !(flags_1 & ADMIN_SPAWNED_1))
to_chat(user, span_warning("An admin has temporarily disabled non-admin ghost roles!"))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
if(uses <= 0 && !infinite_use) //just in case
to_chat(user, span_warning("This spawner is out of charges!"))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
if(is_banned_from(user.ckey, role_ban))
to_chat(user, span_warning("You are banned from this role!"))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
if(!allow_spawn(user, silent = FALSE))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
if(QDELETED(src) || QDELETED(user))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
if(uses <= 0 && !infinite_use) // Just in case something took longer than it should've and we got here after the uses went below zero.
to_chat(user, span_warning("This spawner is out of charges!"))
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey)
return
create_from_ghost(user)
/**
* Uses a use and creates a mob from a passed ghost
*
* Does NOT validate that the spawn is possible or valid - assumes this has been done already!
*
* If you are manually forcing a player into this mob spawn,
* you should be using this and not directly calling [proc/create].
*/
/obj/effect/mob_spawn/ghost_role/proc/create_from_ghost(mob/dead/user)
ASSERT(istype(user))
var/user_ckey = user.ckey // We need to do it before everything else, because after the create() the ckey will already have been transferred.
user.log_message("became a [prompt_name].", LOG_GAME)
uses -= 1 // Remove a use before trying to spawn to prevent strangeness like the spawner trying to spawn more mobs than it should be able to
if(!temp_body)
user.mind = null // dissassociate mind, don't let it follow us to the next life
var/created = create(user)
LAZYREMOVE(ckeys_trying_to_spawn, user_ckey) // We do this AFTER the create() so that we're basically sure that the user won't be in their ghost body anymore, so they can't click on the spawner again.
if(!created)
uses += 1 // Refund use because we didn't actually spawn anything
if(isnull(created)) // If we explicitly return FALSE instead of just not returning a mob, we don't want to spam the admins
CRASH("An instance of [type] didn't return anything when creating a mob, this might be broken!")
SEND_SIGNAL(src, COMSIG_GHOSTROLE_SPAWNED, created)
check_uses() // Now we check if the spawner should delete itself or not
return created
/obj/effect/mob_spawn/ghost_role/create(mob/mob_possessor, newname)
if(!mob_possessor.key) // This is in the scenario that the server is somehow lagging, or someone fucked up their code, and we try to spawn the same person in twice. We'll simply not spawn anything and CRASH(), so that we report what happened.
CRASH("Attempted to create an instance of [type] with a mob that had no ckey attached to it, which isn't supported by ghost role spawners!")
return ..()
/obj/effect/mob_spawn/ghost_role/special(mob/living/spawned_mob, mob/mob_possessor)
. = ..()
if(mob_possessor)
if(mob_possessor.mind)
mob_possessor.mind.transfer_to(spawned_mob, force_key_move = TRUE)
else
spawned_mob.key = mob_possessor.key
var/datum/mind/spawned_mind = spawned_mob.mind
if(spawned_mind)
spawned_mob.mind.set_assigned_role_with_greeting(SSjob.GetJobType(spawner_job_path))
spawned_mind.name = spawned_mob.real_name
if(show_flavor)
var/output_message = "<span class='infoplain'><span class='big bold'>[you_are_text]</span></span>"
if(flavour_text != "")
output_message += "\n<span class='infoplain'><b>[flavour_text]</b></span>"
if(important_text != "")
output_message += "\n[span_userdanger("[important_text]")]"
to_chat(spawned_mob, output_message)
/// Checks if the spawner has zero uses left, if so, delete yourself... NOW!
/obj/effect/mob_spawn/ghost_role/proc/check_uses()
if(!uses && deletes_on_zero_uses_left)
qdel(src)
///override this to add special spawn conditions to a ghost role
/obj/effect/mob_spawn/ghost_role/proc/allow_spawn(mob/user, silent = FALSE)
return TRUE
///these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know?
/obj/effect/mob_spawn/corpse
///when this mob spawn should auto trigger.
var/spawn_when = CORPSE_INSTANT
////damage values (very often, mappers want corpses to be mangled)
///brute damage this corpse will spawn with
var/brute_damage = 0
///oxy damage this corpse will spawn with
var/oxy_damage = 0
///burn damage this corpse will spawn with
var/burn_damage = 0
///what environmental storytelling script should this corpse have
var/corpse_description = ""
///optionally different text to display if the target is a clown
var/naive_corpse_description = ""
/obj/effect/mob_spawn/corpse/Initialize(mapload, no_spawn)
. = ..()
if(no_spawn)
return
switch(spawn_when)
if(CORPSE_INSTANT)
INVOKE_ASYNC(src, PROC_REF(create))
if(CORPSE_ROUNDSTART)
if(mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))
INVOKE_ASYNC(src, PROC_REF(create))
/obj/effect/mob_spawn/corpse/special(mob/living/spawned_mob)
. = ..()
spawned_mob.death(TRUE)
spawned_mob.adjustOxyLoss(oxy_damage)
spawned_mob.adjustBruteLoss(brute_damage)
spawned_mob.adjustFireLoss(burn_damage)
if (corpse_description)
spawned_mob.AddComponent(/datum/component/temporary_description, corpse_description, naive_corpse_description)
/obj/effect/mob_spawn/corpse/create(mob/mob_possessor, newname)
. = ..()
qdel(src)
//almost all mob spawns in this game, dead or living, are human. so voila
/obj/effect/mob_spawn/ghost_role/human
//gives it a base sprite instead of a mapping helper. makes sense, right?
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
mob_type = /mob/living/carbon/human
/obj/effect/mob_spawn/corpse/human
icon_state = "corpsehuman"
mob_type = /mob/living/carbon/human
///disables PDA and sensors. only makes sense on corpses because ghost roles could simply turn those on again.
var/conceal_presence = TRUE
///husks the corpse if true.
var/husk = FALSE
/obj/effect/mob_spawn/corpse/human/special(mob/living/carbon/human/spawned_human)
. = ..()
if(husk)
spawned_human.Drain()
else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
spawned_human.cure_husk()
/obj/effect/mob_spawn/corpse/human/equip(mob/living/carbon/human/spawned_human)
. = ..()
if(conceal_presence)
// We don't want corpse PDAs to show up in the messenger list.
var/obj/item/modular_computer/pda/messenger = locate() in spawned_human
if(messenger)
var/datum/computer_file/program/messenger/message_app = locate() in messenger.stored_files
if(message_app)
message_app.invisible = TRUE
// Or on crew monitors
var/obj/item/clothing/under/sensor_clothes = spawned_human.w_uniform
if(istype(sensor_clothes))
sensor_clothes.sensor_mode = SENSOR_OFF
spawned_human.update_suit_sensors()
//don't use this in subtypes, just add 1000 brute yourself. that being said, this is a type that has 1000 brute. it doesn't really have a home anywhere else, it just needs to exist
/obj/effect/mob_spawn/corpse/human/damaged
brute_damage = 1000