Files
Bubberstation/code/game/objects/effects/landmarks.dm
SkyratBot c0cfabc9f9 [MIRROR] [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint) [MDB IGNORE] (#20367)
* [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint) (#74492)

## About The Pull Request

I went through all of our maps and audited our generic event spawn
landmarks.

They have largely been removed from maintenance, unless in a unique
maintenance area.
They have also been removed from AI satellite cores.
Finally, many maps which have had any placed in certain departments now
have them.

## Why It's Good For The Game

### Why?

With #74374, now we have two landmarks for generic event use, "Generic
Event Spawn" and "Generic Maintenance Event Spawn".

So I wanted to give the former a pass through to have the two overlap
less.

I removed generic event spawn points from all non-specific maintenance
locations. That is to say maintenance that doesn't have its own area,
like "Abandoned Kitchen" etc.

I did this to all maps except Tramstation's maintenance modules, because
I didn't want to audit all 90 of them.

While doing this, I went through the rest of the map and added generic
events to departments missing it. A few remaps, especially on Icebox,
completely forgot to add any event landmarks.

And also while doing this, I noticed we weren't consistent on whether it
should affect ai satellites or not. So I err'd on the side of caution
and removed any from AI satellite cores, but left one in the lobby /
teleporter room.

### What does this effect?

In the past generic event spawns were used for **Clock cult portal
locations** (the comment was never even updated!).
Given it's gone, what's it used for now?

Well, only three things - Radiation Leak event, placing anomalies during
a supermatter delamination, and placing safety portals during a
supermatter cascade.

With this context, this means these events / occurances will have
slightly more teeth to it. Instead of having them placed in random
maintenance halls or largely unreachable areas (Ai core), it is placed
in more publicly available to the player areas.

## Changelog
🆑 Melbert
code: Audits the placement of Generic events markers. Some departments
which previously had none now have some, and maintenance largely no
longer holds them.
balance: Anomalies from a supermatter delamination, radiation leaks, and
suipermatter cascade portals are now placed in more commonly traversed
and easy to identify areas. They will also now trigger in places like
Icebox med and brig when they previously couldn't.
/🆑

* [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint)

* audits raptor spawn landmarks

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-04-08 12:34:50 -04:00

712 lines
19 KiB
Plaintext

/obj/effect/landmark
name = "landmark"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "x2"
anchored = TRUE
layer = OBJ_LAYER
plane = GAME_PLANE
invisibility = INVISIBILITY_ABSTRACT
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/landmark/singularity_act()
return
/obj/effect/landmark/singularity_pull()
return
INITIALIZE_IMMEDIATE(/obj/effect/landmark)
/obj/effect/landmark/Initialize(mapload)
. = ..()
GLOB.landmarks_list += src
/obj/effect/landmark/Destroy()
GLOB.landmarks_list -= src
return ..()
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/landmarks.dmi'
icon_state = "x"
anchored = TRUE
layer = MOB_LAYER
var/jobspawn_override = FALSE
var/delete_after_roundstart = TRUE
var/used = FALSE
/obj/effect/landmark/start/proc/after_round_start()
if(delete_after_roundstart)
qdel(src)
/obj/effect/landmark/start/Initialize(mapload)
. = ..()
GLOB.start_landmarks_list += src
if(jobspawn_override)
LAZYADDASSOCLIST(GLOB.jobspawn_overrides, name, src)
if(name != "start")
tag = "start*[name]"
/obj/effect/landmark/start/Destroy()
GLOB.start_landmarks_list -= src
if(jobspawn_override)
LAZYREMOVEASSOC(GLOB.jobspawn_overrides, name, src)
return ..()
// START LANDMARKS FOLLOW. Don't change the names unless
// you are refactoring shitty landmark code.
/obj/effect/landmark/start/assistant
name = JOB_ASSISTANT
icon_state = JOB_ASSISTANT //icon_state is case sensitive. why are all of these capitalized? because fuck you that's why
/obj/effect/landmark/start/assistant/override
jobspawn_override = TRUE
delete_after_roundstart = FALSE
/obj/effect/landmark/start/prisoner
name = "Prisoner"
icon_state = "Prisoner"
//SKYRAT EDIT: Start - Makes latejoin prisoners spawn in the prison instead of on the interlink.
jobspawn_override = TRUE
delete_after_roundstart = FALSE
//SKYRAT EDIT: End - Makes latejoin prisoners spawn in the prison instead of on the interlink.
/obj/effect/landmark/start/prisoner/after_round_start()
return
/obj/effect/landmark/start/janitor
name = "Janitor"
icon_state = "Janitor"
/obj/effect/landmark/start/cargo_technician
name = "Cargo Technician"
icon_state = "Cargo Technician"
/obj/effect/landmark/start/bartender
name = "Bartender"
icon_state = "Bartender"
/obj/effect/landmark/start/clown
name = "Clown"
icon_state = "Clown"
/obj/effect/landmark/start/mime
name = "Mime"
icon_state = "Mime"
/obj/effect/landmark/start/quartermaster
name = "Quartermaster"
icon_state = "Quartermaster"
/obj/effect/landmark/start/atmospheric_technician
name = "Atmospheric Technician"
icon_state = "Atmospheric Technician"
/obj/effect/landmark/start/cook
name = "Cook"
icon_state = "Cook"
/obj/effect/landmark/start/shaft_miner
name = "Shaft Miner"
icon_state = "Shaft Miner"
/obj/effect/landmark/start/security_officer
name = "Security Officer"
icon_state = "Security Officer"
/obj/effect/landmark/start/botanist
name = "Botanist"
icon_state = "Botanist"
/obj/effect/landmark/start/head_of_security
name = "Head of Security"
icon_state = "Head of Security"
/obj/effect/landmark/start/captain
name = "Captain"
icon_state = "Captain"
/obj/effect/landmark/start/detective
name = "Detective"
icon_state = "Detective"
/obj/effect/landmark/start/warden
name = "Warden"
icon_state = "Warden"
/obj/effect/landmark/start/chief_engineer
name = "Chief Engineer"
icon_state = "Chief Engineer"
/obj/effect/landmark/start/head_of_personnel
name = "Head of Personnel"
icon_state = "Head of Personnel"
/obj/effect/landmark/start/librarian
name = "Curator"
icon_state = "Curator"
/obj/effect/landmark/start/lawyer
name = "Lawyer"
icon_state = "Lawyer"
/obj/effect/landmark/start/station_engineer
name = "Station Engineer"
icon_state = "Station Engineer"
/obj/effect/landmark/start/medical_doctor
name = "Medical Doctor"
icon_state = "Medical Doctor"
/obj/effect/landmark/start/paramedic
name = "Paramedic"
icon_state = "Paramedic"
/obj/effect/landmark/start/scientist
name = "Scientist"
icon_state = "Scientist"
/obj/effect/landmark/start/chemist
name = "Chemist"
icon_state = "Chemist"
/obj/effect/landmark/start/roboticist
name = "Roboticist"
icon_state = "Roboticist"
/obj/effect/landmark/start/research_director
name = JOB_RESEARCH_DIRECTOR
icon_state = JOB_RESEARCH_DIRECTOR
/obj/effect/landmark/start/geneticist
name = "Geneticist"
icon_state = "Geneticist"
/obj/effect/landmark/start/chief_medical_officer
name = "Chief Medical Officer"
icon_state = "Chief Medical Officer"
/obj/effect/landmark/start/virologist
name = "Virologist"
icon_state = "Virologist"
/obj/effect/landmark/start/psychologist
name = "Psychologist"
icon_state = "Psychologist"
/obj/effect/landmark/start/chaplain
name = "Chaplain"
icon_state = "Chaplain"
/obj/effect/landmark/start/cyborg
name = "Cyborg"
icon_state = "Cyborg"
//SKYRAT EDIT: Start - Makes latejoin cyborgs spawn in the station instead of on the interlink.
jobspawn_override = TRUE
delete_after_roundstart = FALSE
//SKYRAT EDIT: End - Makes latejoin cyborgs spawn in the station instead of on the interlink.
/obj/effect/landmark/start/ai
name = "AI"
icon_state = "AI"
delete_after_roundstart = FALSE
var/primary_ai = TRUE
var/latejoin_active = TRUE
/obj/effect/landmark/start/ai/after_round_start()
if(latejoin_active && !used)
new /obj/structure/ai_core/latejoin_inactive(loc)
return ..()
/obj/effect/landmark/start/ai/secondary
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "ai_spawn"
primary_ai = FALSE
latejoin_active = FALSE
//Department Security spawns
/obj/effect/landmark/start/depsec
name = "department_sec"
icon_state = "Security Officer"
/// What department this spawner is for
var/department
/obj/effect/landmark/start/depsec/Initialize(mapload)
. = ..()
LAZYADDASSOCLIST(GLOB.department_security_spawns, department, src)
/obj/effect/landmark/start/depsec/Destroy()
LAZYREMOVEASSOC(GLOB.department_security_spawns, department, src)
return ..()
/obj/effect/landmark/start/depsec/supply
name = "supply_sec"
department = SEC_DEPT_SUPPLY
/obj/effect/landmark/start/depsec/medical
name = "medical_sec"
department = SEC_DEPT_MEDICAL
/obj/effect/landmark/start/depsec/engineering
name = "engineering_sec"
department = SEC_DEPT_ENGINEERING
/obj/effect/landmark/start/depsec/science
name = "science_sec"
department = SEC_DEPT_SCIENCE
//Antagonist spawns
/obj/effect/landmark/start/wizard
name = "wizard"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "wiznerd_spawn"
/obj/effect/landmark/start/wizard/Initialize(mapload)
..()
GLOB.wizardstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop
name = "nukeop"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "snukeop_spawn"
/obj/effect/landmark/start/nukeop/Initialize(mapload)
..()
GLOB.nukeop_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop_leader
name = "nukeop leader"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "snukeop_leader_spawn"
/obj/effect/landmark/start/nukeop_leader/Initialize(mapload)
..()
GLOB.nukeop_leader_start += loc
return INITIALIZE_HINT_QDEL
// Must be immediate because players will
// join before SSatom initializes everything.
INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
/obj/effect/landmark/start/new_player
name = "New Player"
/obj/effect/landmark/start/new_player/Initialize(mapload)
..()
GLOB.newplayer_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/latejoin
name = "JoinLate"
/obj/effect/landmark/latejoin/Initialize(mapload)
..()
SSjob.latejoin_trackers += loc
return INITIALIZE_HINT_QDEL
//space carps, magicarps, lone ops, slaughter demons, possibly revenants spawn here
/obj/effect/landmark/carpspawn
name = "carpspawn"
icon_state = "carp_spawn"
//observer start
/obj/effect/landmark/observer_start
name = "Observer-Start"
icon_state = "observer_start"
//generic maintenance locations
/obj/effect/landmark/generic_maintenance_landmark
name = "generic_maintenance_spawn"
icon_state = "xeno_spawn"
/obj/effect/landmark/generic_maintenance_landmark/Initialize(mapload)
..()
GLOB.generic_maintenance_landmarks += loc
return INITIALIZE_HINT_QDEL
//objects with the stationloving component (nuke disk) respawn here.
//also blobs that have their spawn forcemoved (running out of time when picking their spawn spot) and santa
/obj/effect/landmark/blobstart
name = "blobstart"
icon_state = "blob_start"
/obj/effect/landmark/blobstart/Initialize(mapload)
..()
GLOB.blobstart += loc
return INITIALIZE_HINT_QDEL
//spawns sec equipment lockers depending on the number of sec officers
/obj/effect/landmark/secequipment
name = "secequipment"
icon_state = "secequipment"
/obj/effect/landmark/secequipment/Initialize(mapload)
..()
GLOB.secequipment += loc
return INITIALIZE_HINT_QDEL
//players that get put in admin jail show up here
/obj/effect/landmark/prisonwarp
name = "prisonwarp"
icon_state = "prisonwarp"
/obj/effect/landmark/prisonwarp/Initialize(mapload)
..()
GLOB.prisonwarp += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/ert_spawn
name = "Emergencyresponseteam"
icon_state = "ert_spawn"
/obj/effect/landmark/ert_spawn/Initialize(mapload)
..()
GLOB.emergencyresponseteamspawn += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/ert_shuttle_spawn
name = "ertshuttlespawn"
icon_state = "ert_spawn"
/obj/effect/landmark/ert_shuttle_brief_spawn
name = "ertshuttlebriefspawn"
icon_state = "ert_brief_spawn"
//ninja energy nets teleport victims here
/obj/effect/landmark/holding_facility
name = "Holding Facility"
icon_state = "holding_facility"
/obj/effect/landmark/holding_facility/Initialize(mapload)
..()
GLOB.holdingfacility += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/observe
name = "tdomeobserve"
icon_state = "tdome_observer"
/obj/effect/landmark/thunderdome/observe/Initialize(mapload)
..()
GLOB.tdomeobserve += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/one
name = "tdome1"
icon_state = "tdome_t1"
/obj/effect/landmark/thunderdome/one/Initialize(mapload)
..()
GLOB.tdome1 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/two
name = "tdome2"
icon_state = "tdome_t2"
/obj/effect/landmark/thunderdome/two/Initialize(mapload)
..()
GLOB.tdome2 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/admin
name = "tdomeadmin"
icon_state = "tdome_admin"
/obj/effect/landmark/thunderdome/admin/Initialize(mapload)
..()
GLOB.tdomeadmin += loc
return INITIALIZE_HINT_QDEL
/**
* Generic event spawn points
*
* These are placed in locales where there are likely to be players, and places which are identifiable at a glance -
* Such as public hallways, department rooms, head of staff offices, and non-generic maintenance locations
*
* Used in events to cause effects in locations where it is likely to effect players
*/
/obj/effect/landmark/event_spawn
name = "generic event spawn"
icon_state = "generic_event"
/obj/effect/landmark/event_spawn/Initialize(mapload)
. = ..()
GLOB.generic_event_spawns += src
/obj/effect/landmark/event_spawn/Destroy()
GLOB.generic_event_spawns -= src
return ..()
/obj/effect/landmark/ruin
var/datum/map_template/ruin/ruin_template
/obj/effect/landmark/ruin/Initialize(mapload, my_ruin_template)
. = ..()
name = "ruin_[GLOB.ruin_landmarks.len + 1]"
ruin_template = my_ruin_template
GLOB.ruin_landmarks |= src
/obj/effect/landmark/ruin/Destroy()
GLOB.ruin_landmarks -= src
ruin_template = null
. = ..()
// handled in portals.dm, id connected to one-way portal
/obj/effect/landmark/portal_exit
name = "portal exit"
icon_state = "portal_exit"
var/id
/// Marks the bottom left of the testing zone.
/// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
/obj/effect/landmark/unit_test_bottom_left
name = "unit test zone bottom left"
/// Marks the top right of the testing zone.
/// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
/obj/effect/landmark/unit_test_top_right
name = "unit test zone top right"
/obj/effect/landmark/start/hangover
name = "hangover spawn"
icon_state = "hangover_spawn"
/// A list of everything this hangover spawn created as part of the hangover station trait
var/list/hangover_debris = list()
/// A list of everything this hangover spawn created as part of the birthday station trait
var/list/party_debris = list()
/obj/effect/landmark/start/hangover/Initialize(mapload)
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/landmark/start/hangover/Destroy()
hangover_debris = null
party_debris = null
return ..()
/obj/effect/landmark/start/hangover/LateInitialize()
. = ..()
if(HAS_TRAIT(SSstation, STATION_TRAIT_BIRTHDAY))
party_debris += new /obj/effect/decal/cleanable/confetti(get_turf(src)) //a birthday celebration can also be a hangover
var/list/bonus_confetti = GLOB.alldirs
for(var/confettis in bonus_confetti)
var/party_turf_to_spawn_on = get_step(src, confettis)
if(!isopenturf(party_turf_to_spawn_on))
continue
var/dense_object = FALSE
for(var/atom/content in party_turf_to_spawn_on)
if(content.density)
dense_object = TRUE
break
if(dense_object)
continue
if(prob(50))
party_debris += new /obj/effect/decal/cleanable/confetti(party_turf_to_spawn_on)
if(prob(10))
party_debris += new /obj/item/toy/balloon(party_turf_to_spawn_on)
if(!HAS_TRAIT(SSstation, STATION_TRAIT_HANGOVER))
return
if(prob(60))
hangover_debris += new /obj/effect/decal/cleanable/vomit(get_turf(src))
if(prob(70))
var/bottle_count = rand(1, 3)
for(var/index in 1 to bottle_count)
var/turf/turf_to_spawn_on = get_step(src, pick(GLOB.alldirs))
if(!isopenturf(turf_to_spawn_on))
continue
var/dense_object = FALSE
for(var/atom/content in turf_to_spawn_on.contents)
if(content.density)
dense_object = TRUE
break
if(dense_object)
continue
hangover_debris += new /obj/item/reagent_containers/cup/glass/bottle/beer/almost_empty(turf_to_spawn_on)
///Spawns the mob with some drugginess/drunkeness, and some disgust.
/obj/effect/landmark/start/hangover/proc/make_hungover(mob/hangover_mob)
if(!iscarbon(hangover_mob))
return
var/mob/living/carbon/spawned_carbon = hangover_mob
spawned_carbon.set_resting(TRUE, silent = TRUE)
if(prob(50))
spawned_carbon.adjust_drugginess(rand(30 SECONDS, 40 SECONDS))
else
spawned_carbon.adjust_drunk_effect(rand(15, 25))
spawned_carbon.adjust_disgust(rand(5, 55)) //How hungover are you?
if(spawned_carbon.head)
return
/obj/effect/landmark/start/hangover/JoinPlayerHere(mob/joining_mob, buckle)
. = ..()
make_hungover(joining_mob)
/obj/effect/landmark/start/hangover/closet
name = "hangover spawn closet"
icon_state = "hangover_spawn_closet"
/obj/effect/landmark/start/hangover/closet/JoinPlayerHere(mob/joining_mob, buckle)
make_hungover(joining_mob)
for(var/obj/structure/closet/closet in contents)
if(closet.opened)
continue
joining_mob.forceMove(closet)
return
return ..() //Call parent as fallback
//Landmark that creates destinations for the navigate verb to path to
/obj/effect/landmark/navigate_destination
name = "navigate verb destination"
icon_state = "navigate"
var/location
/obj/effect/landmark/navigate_destination/Initialize(mapload)
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/landmark/navigate_destination/LateInitialize()
. = ..()
if(!location)
var/obj/machinery/door/airlock/A = locate(/obj/machinery/door/airlock) in loc
location = A ? format_text(A.name) : get_area_name(src, format_text = TRUE)
GLOB.navigate_destinations[loc] = location
qdel(src)
//Command
/obj/effect/landmark/navigate_destination/bridge
location = "Bridge"
/obj/effect/landmark/navigate_destination/hop
location = "Head of Personnel's Office"
/obj/effect/landmark/navigate_destination/vault
location = "Vault"
/obj/effect/landmark/navigate_destination/teleporter
location = "Teleporter"
/obj/effect/landmark/navigate_destination/gateway
location = "Gateway"
/obj/effect/landmark/navigate_destination/eva
location = "EVA Storage"
/obj/effect/landmark/navigate_destination/aiupload
location = "AI Upload"
/obj/effect/landmark/navigate_destination/minisat_access_ai
location = "AI MiniSat Access"
/obj/effect/landmark/navigate_destination/minisat_access_tcomms
location = "Telecomms MiniSat Access"
/obj/effect/landmark/navigate_destination/minisat_access_tcomms_ai
location = "AI and Telecomms MiniSat Access"
/obj/effect/landmark/navigate_destination/tcomms
location = "Telecommunications"
//Departments
/obj/effect/landmark/navigate_destination/sec
location = "Security"
/obj/effect/landmark/navigate_destination/det
location = "Detective's Office"
/obj/effect/landmark/navigate_destination/research
location = "Research"
/obj/effect/landmark/navigate_destination/engineering
location = "Engineering"
/obj/effect/landmark/navigate_destination/techstorage
location = "Technical Storage"
/obj/effect/landmark/navigate_destination/atmos
location = "Atmospherics"
/obj/effect/landmark/navigate_destination/med
location = "Medical"
/obj/effect/landmark/navigate_destination/chemfactory
location = "Chemistry Factory"
/obj/effect/landmark/navigate_destination/cargo
location = "Cargo"
//Common areas
/obj/effect/landmark/navigate_destination/bar
location = "Bar"
/obj/effect/landmark/navigate_destination/dorms
location = "Dormitories"
/obj/effect/landmark/navigate_destination/court
location = "Courtroom"
/obj/effect/landmark/navigate_destination/tools
location = "Tool Storage"
/obj/effect/landmark/navigate_destination/library
location = "Library"
/obj/effect/landmark/navigate_destination/chapel
location = "Chapel"
/obj/effect/landmark/navigate_destination/minisat_access_chapel_library
location = "Chapel and Library MiniSat Access"
//Service
/obj/effect/landmark/navigate_destination/kitchen
location = "Kitchen"
/obj/effect/landmark/navigate_destination/hydro
location = "Hydroponics"
/obj/effect/landmark/navigate_destination/janitor
location = "Janitor's Closet"
/obj/effect/landmark/navigate_destination/lawyer
location = "Lawyer's Office"
//Shuttle docks
/obj/effect/landmark/navigate_destination/dockarrival
location = "Arrival Shuttle Dock"
/obj/effect/landmark/navigate_destination/dockesc
location = "Escape Shuttle Dock"
/obj/effect/landmark/navigate_destination/dockescpod
location = "Escape Pod Dock"
/obj/effect/landmark/navigate_destination/dockescpod1
location = "Escape Pod 1 Dock"
/obj/effect/landmark/navigate_destination/dockescpod2
location = "Escape Pod 2 Dock"
/obj/effect/landmark/navigate_destination/dockescpod3
location = "Escape Pod 3 Dock"
/obj/effect/landmark/navigate_destination/dockescpod4
location = "Escape Pod 4 Dock"
/obj/effect/landmark/navigate_destination/dockaux
location = "Auxiliary Dock"
//Maint
/obj/effect/landmark/navigate_destination/incinerator
location = "Incinerator"
/obj/effect/landmark/navigate_destination/disposals
location = "Disposals"