Files
Bubberstation/code/modules/bitrunning/virtual_domain/domains/pipedream.dm
MrMelbert 6395f12833 Adds a rewards bonus for nohitting combat bitrunning domains (#93531)
## About The Pull Request

Completing a combat bitrunning domain grants 0.8 score bonus per player
that escaped without being hit

## Why It's Good For The Game

I figured it be a fun challenge to try to nohit these things, especially
the megafauna ones. For a bonus.

## Changelog

🆑 Melbert
add: Nohitting a combat bitrunning domain rewards a higher score.
/🆑
2025-11-01 13:39:08 +01:00

105 lines
3.1 KiB
Plaintext

/datum/lazy_template/virtual_domain/pipedream
name = "Disposal Pipe Factory"
cost = BITRUNNER_COST_LOW
desc = "An abandoned and infested factory manufacturing disposal pipes."
difficulty = BITRUNNER_DIFFICULTY_LOW
completion_loot = list(/obj/item/stack/pipe_cleaner_coil/random/five = 1)
help_text = "Not long ago, this place was thriving with activity. The workers \
seemed to have left in a hurry, and now productivity is in the bin. Something \
must have trashed the place, but what?"
is_modular = TRUE
key = "pipedream"
map_name = "pipedream"
mob_modules = list(
/datum/modular_mob_segment/hivebots,
/datum/modular_mob_segment/hivebots_strong
)
reward_points = BITRUNNER_REWARD_LOW
// ID Trims
/datum/id_trim/factory
assignment = "Factory Worker"
trim_state = "trim_cargotechnician"
department_color = COLOR_CARGO_BROWN
subdepartment_color = COLOR_CARGO_BROWN
sechud_icon_state = SECHUD_CARGO_TECHNICIAN
access = list(
ACCESS_AWAY_SUPPLY
)
/datum/id_trim/factory/qm
assignment = "Factory Quartermaster"
trim_state = "trim_quartermaster"
department_color = COLOR_COMMAND_BLUE
subdepartment_color = COLOR_CARGO_BROWN
department_state = "departmenthead"
sechud_icon_state = SECHUD_QUARTERMASTER
access = list(
ACCESS_AWAY_SUPPLY,
ACCESS_AWAY_COMMAND
)
// ID Cards
/obj/item/card/id/advanced/factory
name = "factory worker ID"
trim = /datum/id_trim/factory
/obj/item/card/id/advanced/factory/qm
name = "factory quartermaster ID"
trim = /datum/id_trim/factory/qm
//Outfits
/datum/outfit/factory
name = "Factory Worker"
id_trim = /datum/id_trim/factory
id = /obj/item/card/id/advanced/
uniform = /obj/item/clothing/under/rank/cargo/tech
suit = /obj/item/clothing/suit/hazardvest
belt = /obj/item/radio
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/soft/yellow
shoes = /obj/item/clothing/shoes/workboots
l_pocket = /obj/item/flashlight/seclite
/datum/outfit/factory/guard
name = "Factory Guard"
uniform = /obj/item/clothing/under/rank/security/officer/grey
suit = /obj/item/clothing/suit/armor/vest/alt
belt = /obj/item/radio
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/soft/sec
shoes = /obj/item/clothing/shoes/jackboots/sec
l_pocket = /obj/item/restraints/handcuffs
r_pocket = /obj/item/assembly/flash/handheld
/datum/outfit/factory/qm
name = "Factory Quartermaster"
id_trim = /datum/id_trim/factory/qm
id = /obj/item/card/id/advanced/silver
uniform = /obj/item/clothing/under/rank/cargo/qm
belt = /obj/item/radio
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/soft/yellow
shoes = /obj/item/clothing/shoes/jackboots/sec
l_pocket = /obj/item/melee/baton/telescopic
r_pocket = /obj/item/stamp/head/qm
// Corpses
/obj/effect/mob_spawn/corpse/human/factory
name = "Factory Worker"
outfit = /datum/outfit/factory
icon_state = "corpsecargotech"
/obj/effect/mob_spawn/corpse/human/factory/guard
name = "Factory Guard"
outfit = /datum/outfit/factory/guard
icon_state = "corpsecargotech"
/obj/effect/mob_spawn/corpse/human/factory/qm
name = "Factory Quartermaster"
outfit = /datum/outfit/factory/qm
icon_state = "corpsecargotech"