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Bubberstation/code/modules/bitrunning/server/map_handling.dm
Jeremiah 5dc1d36ee4 Bitrunning: Combat domain [READY] (#84196)
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## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.

Changes:

1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything

Misc organization:

- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.

How bitrunning deathmatch works: 

- Temporary spawners are offered to both ghosts and bitrunners. 
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.

This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.

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especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

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🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2024-07-02 23:03:12 -04:00

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/// Gives all current occupants a notification that the server is going down
/obj/machinery/quantum_server/proc/begin_shutdown(mob/user)
if(isnull(generated_domain))
return
if(!length(avatar_connection_refs))
balloon_alert_to_viewers("powering down domain...")
playsound(src, 'sound/machines/terminal_off.ogg', 40, vary = TRUE)
reset()
return
balloon_alert_to_viewers("notifying clients...")
playsound(src, 'sound/machines/terminal_alert.ogg', 100, vary = TRUE)
user.visible_message(
span_danger("[user] begins depowering the server!"),
span_notice("You start disconnecting clients..."),
span_danger("You hear frantic keying on a keyboard."),
)
SEND_SIGNAL(src, COMSIG_BITRUNNER_SHUTDOWN_ALERT, user)
if(!do_after(user, 20 SECONDS, src))
return
reset()
/// Links all the loading processes together - does validation for booting a map
/obj/machinery/quantum_server/proc/cold_boot_map(map_key)
if(!is_ready)
return FALSE
if(isnull(map_key))
balloon_alert_to_viewers("no domain specified!")
return FALSE
if(generated_domain)
balloon_alert_to_viewers("stop the current domain first!")
return FALSE
if(length(avatar_connection_refs))
balloon_alert_to_viewers("all clients must disconnect!")
return FALSE
is_ready = FALSE
playsound(src, 'sound/machines/terminal_processing.ogg', 30, 2)
/// If any one of these fail, it reverts the entire process
if(!load_domain(map_key) || !load_map_items() || !load_mob_segments())
balloon_alert_to_viewers("initialization failed!")
scrub_vdom()
is_ready = TRUE
return FALSE
SSblackbox.record_feedback("tally", "bitrunning_domain_loaded", 1, map_key)
is_ready = TRUE
var/spawn_chance = clamp((threat * glitch_chance), 5, threat_prob_max)
if(prob(spawn_chance))
setup_glitch()
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 30, vary = TRUE)
balloon_alert_to_viewers("domain loaded.")
generated_domain.start_time = world.time
points -= generated_domain.cost
update_use_power(ACTIVE_POWER_USE)
update_appearance()
if(broadcasting)
start_broadcasting_network(BITRUNNER_CAMERA_NET)
if(generated_domain.announce_to_ghosts)
notify_ghosts("Bitrunners have loaded a domain that offers ghost interactions. Check the spawners menu for more information.",
src,
"Matrix Glitch",
)
return TRUE
/// Initializes a new domain if the given key is valid and the user has enough points
/obj/machinery/quantum_server/proc/load_domain(map_key)
for(var/datum/lazy_template/virtual_domain/available in SSbitrunning.all_domains)
if(map_key == available.key && points >= available.cost)
generated_domain = available
RegisterSignal(generated_domain, COMSIG_LAZY_TEMPLATE_LOADED, PROC_REF(on_template_loaded))
generated_domain.lazy_load()
return TRUE
return FALSE
/// Loads in necessary map items like hololadder spawns, caches, etc
/obj/machinery/quantum_server/proc/load_map_items()
var/turf/goal_turfs = list()
var/turf/cache_turfs = list()
var/turf/curiosity_turfs = list()
for(var/obj/effect/landmark/bitrunning/thing in GLOB.landmarks_list)
if(istype(thing, /obj/effect/landmark/bitrunning/hololadder_spawn))
exit_turfs += get_turf(thing)
qdel(thing) // i'm worried about multiple servers getting confused so lets clean em up
continue
if(istype(thing, /obj/effect/landmark/bitrunning/cache_goal_turf))
var/turf/tile = get_turf(thing)
goal_turfs += tile
RegisterSignal(tile, COMSIG_ATOM_ENTERED, PROC_REF(on_goal_turf_entered))
RegisterSignal(tile, COMSIG_ATOM_EXAMINE, PROC_REF(on_goal_turf_examined))
qdel(thing)
continue
if(istype(thing, /obj/effect/landmark/bitrunning/cache_spawn))
cache_turfs += get_turf(thing)
qdel(thing)
continue
if(istype(thing, /obj/effect/landmark/bitrunning/curiosity_spawn))
curiosity_turfs += get_turf(thing)
qdel(thing)
continue
if(istype(thing, /obj/effect/landmark/bitrunning/loot_signal))
var/turf/signaler_turf = get_turf(thing)
signaler_turf.AddComponent(/datum/component/bitrunning_points, generated_domain)
qdel(thing)
continue
if(istype(thing, /obj/effect/landmark/bitrunning/permanent_exit))
var/turf/tile = get_turf(thing)
exit_turfs += tile
qdel(thing)
new /obj/structure/hololadder(tile)
if(!length(exit_turfs))
CRASH("Failed to find exit turfs on generated domain.")
if(!length(goal_turfs))
CRASH("Failed to find send turfs on generated domain.")
if(!attempt_spawn_cache(cache_turfs))
return FALSE
while(length(curiosity_turfs))
var/turf/picked_turf = attempt_spawn_curiosity(curiosity_turfs)
if(!picked_turf)
break
generated_domain.secondary_loot_generated += 1
curiosity_turfs -= picked_turf
return TRUE
/// Stops the current virtual domain and disconnects all users
/obj/machinery/quantum_server/proc/reset(fast = FALSE)
is_ready = FALSE
sever_connections()
if(!fast)
notify_spawned_threats()
addtimer(CALLBACK(src, PROC_REF(scrub_vdom)), 15 SECONDS, TIMER_UNIQUE|TIMER_STOPPABLE)
else
scrub_vdom() // used in unit testing, no need to wait for callbacks
addtimer(CALLBACK(src, PROC_REF(cool_off)), ROUND_UP(server_cooldown_time * capacitor_coefficient), TIMER_UNIQUE|TIMER_STOPPABLE|TIMER_DELETE_ME)
update_appearance()
update_use_power(IDLE_POWER_USE)
domain_randomized = FALSE
retries_spent = 0
stop_broadcasting_network(BITRUNNER_CAMERA_NET)
/// Tries to clean up everything in the domain
/obj/machinery/quantum_server/proc/scrub_vdom()
sever_connections() /// just in case someone's connected
SEND_SIGNAL(src, COMSIG_BITRUNNER_DOMAIN_SCRUBBED) // avatar cleanup just in case
if(length(generated_domain.reservations))
var/datum/turf_reservation/res = generated_domain.reservations[1]
res.Release()
var/list/creatures = spawned_threat_refs + mutation_candidate_refs
for(var/datum/weakref/creature_ref as anything in creatures)
var/mob/living/creature = creature_ref?.resolve()
if(isnull(creature))
continue
creature.dust(just_ash = TRUE, force = TRUE) // sometimes mobs just don't die
generated_domain.secondary_loot_generated = 0
avatar_connection_refs.Cut()
exit_turfs = list()
generated_domain = null
mutation_candidate_refs.Cut()
spawned_threat_refs.Cut()