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Bubberstation/code/modules/bitrunning/server/util.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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2024-07-02 23:03:12 -04:00

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#define MAX_DISTANCE 4 // How far crates can spawn from the server
/// Resets the cooldown state and updates icons
/obj/machinery/quantum_server/proc/cool_off()
is_ready = TRUE
update_appearance()
radio.talk_into(src, "Thermal systems within operational parameters. Proceeding to domain configuration.", RADIO_CHANNEL_SUPPLY)
/// If there are hosted minds, attempts to get a list of their current virtual bodies w/ vitals
/obj/machinery/quantum_server/proc/get_avatar_data()
var/list/hosted_avatars = list()
for(var/datum/weakref/avatar_ref in avatar_connection_refs)
var/datum/component/avatar_connection/connection = avatar_ref.resolve()
if(isnull(connection))
avatar_connection_refs.Remove(connection)
continue
var/mob/living/creature = connection.parent
var/mob/living/pilot = connection.old_body_ref?.resolve()
hosted_avatars += list(list(
"health" = creature.health,
"name" = creature.name,
"pilot" = pilot,
"brute" = creature.getBruteLoss(),
"burn" = creature.getFireLoss(),
"tox" = creature.getToxLoss(),
"oxy" = creature.getOxyLoss(),
))
return hosted_avatars
/// I grab the atom here so I can signal it / manipulate spawners etc
/obj/machinery/quantum_server/proc/get_avatar_destination() as /atom
// Branch A: Custom spawns
if(length(generated_domain.custom_spawns))
var/atom/valid_spawner
while(isnull(valid_spawner))
var/atom/chosen = pick(generated_domain.custom_spawns)
if(QDELETED(chosen))
generated_domain.custom_spawns -= chosen
continue
valid_spawner = chosen
break
return valid_spawner
// Branch B: Hololadders
if(!length(exit_turfs))
return
if(retries_spent >= length(exit_turfs))
return
var/turf/exit_tile
for(var/turf/dest_turf in exit_turfs)
if(!locate(/obj/structure/hololadder) in dest_turf)
exit_tile = dest_turf
break
if(isnull(exit_tile))
return
var/obj/structure/hololadder/wayout = new(exit_tile, src)
if(isnull(wayout))
return
retries_spent += 1
return wayout
/// Locates any turfs with forges on them, returns a random one
/obj/machinery/quantum_server/proc/get_random_nearby_forge()
var/list/nearby_forges = list()
for(var/obj/machinery/byteforge/forge in oview(MAX_DISTANCE, src))
nearby_forges += forge
return pick(nearby_forges)
/// Gets a random available domain given the current points.
/obj/machinery/quantum_server/proc/get_random_domain_id()
if(points < 1)
return
var/list/random_domains = list()
for(var/datum/lazy_template/virtual_domain/available as anything in subtypesof(/datum/lazy_template/virtual_domain))
var/init_cost = initial(available.cost)
if(!initial(available.test_only) && \
init_cost <= points && \
init_cost > BITRUNNER_COST_NONE && \
init_cost < BITRUNNER_COST_EXTREME \
)
random_domains.Add(available)
shuffle_inplace(random_domains)
var/datum/lazy_template/virtual_domain/selected = pick(random_domains)
domain_randomized = TRUE
return initial(selected.key)
/// Removes all blacklisted items from a mob and returns them to base state
/obj/machinery/quantum_server/proc/reset_equipment(mob/living/carbon/human/person)
for(var/obj/item in person.get_equipped_items(INCLUDE_POCKETS | INCLUDE_ACCESSORIES))
qdel(item)
var/datum/antagonist/bitrunning_glitch/antag_datum = locate() in person.mind?.antag_datums
if(isnull(antag_datum?.preview_outfit))
return
person.equipOutfit(antag_datum.preview_outfit)
antag_datum.fix_agent_id()
/// Severs any connected users
/obj/machinery/quantum_server/proc/sever_connections()
if(isnull(generated_domain) || !length(avatar_connection_refs))
return
SEND_SIGNAL(src, COMSIG_BITRUNNER_QSRV_SEVER)
/// Do some magic teleport sparks
/obj/machinery/quantum_server/proc/spark_at_location(obj/cache)
playsound(cache, 'sound/magic/blink.ogg', 50, vary = TRUE)
var/datum/effect_system/spark_spread/quantum/sparks = new()
sparks.set_up(5, location = get_turf(cache))
sparks.start()
/// Starts building a new avatar for the player.
/// Called by netpods when they don't have a current avatar.
/// This is a procedural proc which links several others together.
/obj/machinery/quantum_server/proc/start_new_connection(mob/living/carbon/human/neo, datum/outfit/netsuit) as /mob/living/carbon/human
var/atom/entry_atom = get_avatar_destination()
if(isnull(entry_atom))
return
var/mob/living/carbon/new_avatar = generate_avatar(get_turf(entry_atom), netsuit)
stock_gear(new_avatar, neo, generated_domain)
// Cleanup for domains with one time use custom spawns
if(!length(generated_domain.custom_spawns))
return new_avatar
// If we're spawning from some other fuckery, no need for this
if(istype(entry_atom, /obj/effect/mob_spawn/ghost_role/human/virtual_domain))
var/obj/effect/mob_spawn/ghost_role/human/virtual_domain/spawner = entry_atom
spawner.artificial_spawn(new_avatar)
if(!generated_domain.keep_custom_spawns)
generated_domain.custom_spawns -= entry_atom
qdel(entry_atom)
return new_avatar
/// Toggles broadcast on and off
/obj/machinery/quantum_server/proc/toggle_broadcast()
if(!COOLDOWN_FINISHED(src, broadcast_toggle_cd))
return FALSE
broadcasting = !broadcasting
if(generated_domain)
// The cooldown only really matter is we're flipping TVs
COOLDOWN_START(src, broadcast_toggle_cd, 5 SECONDS)
// And we only flip TVs when there's a domain, because otherwise there's no cams to watch
set_network_broadcast_status(BITRUNNER_CAMERA_NET, broadcasting)
return TRUE
/// Returns a turf if it's not dense, else will find a neighbor.
/obj/machinery/quantum_server/proc/validate_turf(turf/chosen_turf)
if(!chosen_turf.is_blocked_turf())
return chosen_turf
for(var/turf/tile in get_adjacent_open_turfs(chosen_turf))
if(!tile.is_blocked_turf())
return chosen_turf
#undef MAX_DISTANCE