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