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Bubberstation/code/modules/shuttle/shuttle_events/_shuttle_events.dm
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Time-Green 8788e48378 Shuttle events (#76008)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00

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///An event that can run during shuttle flight, and will run for the duration of it (configurable)
/datum/shuttle_event
///How we're announced to ghosts and stuff
var/name = "The concept of a shuttle event"
///probability of this event to run from 0 to 100
var/event_probability = 0
///Track if we're allowed to run, gets turned to TRUE when the activation timer hits
VAR_PRIVATE/active = FALSE
///fraction of the escape timer at which we activate, 0 means we start running immediately
///(so if activation timer is 0.2 and shuttle takes 3 minutes to get going, it will activate in 36 seconds)
///We only care about the timer from the moment of launch, any speed changed afterwards are not worth dealing with
var/activation_fraction = 0
///when do we activate?
VAR_PRIVATE/activate_at
///Our reference to the docking port and thus the shuttle
var/obj/docking_port/mobile/port
/datum/shuttle_event/New(obj/docking_port/mobile/port)
. = ..()
src.port = port
/datum/shuttle_event/proc/start_up_event(evacuation_duration)
activate_at = world.time + evacuation_duration * activation_fraction
///We got activated
/datum/shuttle_event/proc/activate()
return
///Process with the SShutle subsystem. Return SHUTTLE_EVENT_CLEAR to self-destruct
/datum/shuttle_event/proc/event_process()
. = TRUE
if(!active)
if(world.time < activate_at)
return FALSE
active = TRUE
. = activate()
///Spawns objects, mobs, whatever with all the necessary code to make it hit and/or miss the shuttle
/datum/shuttle_event/simple_spawner
///behaviour of spawning objects, if we spawn
var/spawning_flags = SHUTTLE_EVENT_MISS_SHUTTLE | SHUTTLE_EVENT_HIT_SHUTTLE
///List of valid spawning turfs, generated from generate_spawning_turfs(), that will HIT the shuttle
var/list/turf/spawning_turfs_hit
///List of valid spawning turfs, generated from generate_spawning_turfs(), that will MISS the shuttle
var/list/turf/spawning_turfs_miss
///Chance, from 0 to 100, for something to spawn
var/spawn_probability_per_process = 0
///Increment if you want more stuff to spawn at once
var/spawns_per_spawn = 1
///weighted list with spawnable movables
var/list/spawning_list = list()
///If set to TRUE, every time an object is spawned their weight is decreased untill they are removed
var/remove_from_list_when_spawned = FALSE
///If set to true, we'll delete ourselves if we cant spawn anything anymore. Useful in conjunction with remove_from_list_when_spawned
var/self_destruct_when_empty = FALSE
/datum/shuttle_event/simple_spawner/start_up_event(evacuation_duration)
..()
generate_spawning_turfs(port.return_coords(), spawning_flags, port.preferred_direction)
///Bounding coords are list(x0, y0, x1, y1) where x0 and y0 are top-left
/datum/shuttle_event/simple_spawner/proc/generate_spawning_turfs(list/bounding_coords, spawning_behaviour, direction)
spawning_turfs_hit = list() //turfs that will drift its contents to miss the shuttle
spawning_turfs_miss = list() //turfs that will drift its contents to hit the shuttle
var/list/step_dir //vector, either -1, 0 or 1. once we get a corner (lets say top right), in which direction do we 'walk' to get the full side? (this case to the right, so (1, 0)
var/list/target_corner //Top left or bottom right corner
var/list/spawn_offset //bounding_coords is ONLY the shuttle, not the space around it, so offset spawn_tiles or stuff spawns on the walls of the shuttle
switch(direction)
if(NORTH) //we're travelling north (so people get pushed south)
step_dir = list(1, 0)
target_corner = list(bounding_coords[1], bounding_coords[2])
spawn_offset = list(0, SHUTTLE_TRANSIT_BORDER)
if(SOUTH)
step_dir = list(-1, 0)
target_corner = list(bounding_coords[3], bounding_coords[4])
spawn_offset = list(0, -SHUTTLE_TRANSIT_BORDER)
if(EAST)
step_dir = list(0, 1)
target_corner = list(bounding_coords[3], bounding_coords[4])
spawn_offset = list(SHUTTLE_TRANSIT_BORDER, 0)
if(WEST)
step_dir = list(0, -1)
target_corner = list(bounding_coords[1], bounding_coords[2])
spawn_offset = list(-SHUTTLE_TRANSIT_BORDER, 0)
if(spawning_behaviour & SHUTTLE_EVENT_HIT_SHUTTLE)
///so we get either the horizontal width or vertical width, which would both equal the amount of spawn tiles
var/tile_amount = abs((direction == NORTH || SOUTH) ? bounding_coords[1] - bounding_coords[3] : bounding_coords[2] - bounding_coords[4])
for(var/i in 0 to tile_amount)
var/list/target_coords = list(target_corner[1] + step_dir[1] * i + spawn_offset[1], target_corner[2] + step_dir[2] * i + spawn_offset[2])
spawning_turfs_hit.Add(locate(target_coords[1], target_coords[2], port.z))
if(spawning_behaviour & SHUTTLE_EVENT_MISS_SHUTTLE)
for(var/i in 1 to SHUTTLE_TRANSIT_BORDER)
//Get the corner tile, and move away from the shuttle and towards the cordon
spawning_turfs_miss.Add(locate(target_corner[1] - step_dir[1] * i + spawn_offset[1], target_corner[2] - step_dir[2] * i + spawn_offset[2], port.z))
var/corner_delta = list(bounding_coords[3] - bounding_coords[1], bounding_coords[2] - bounding_coords[4])
//Get the corner tile, but jump over the shuttle and then continue unto the cordon
spawning_turfs_miss.Add(locate(target_corner[1] + corner_delta[1] * step_dir[1] + step_dir[1] * i + spawn_offset[1], target_corner[2] + corner_delta[2] * step_dir[2] + step_dir[2] * i + spawn_offset[2], port.z))
/datum/shuttle_event/simple_spawner/event_process()
. = ..()
if(!.)
return FALSE
if(!LAZYLEN(spawning_list) && self_destruct_when_empty)
return SHUTTLE_EVENT_CLEAR
if(prob(spawn_probability_per_process))
for(var/i in 1 to spawns_per_spawn)
spawn_movable(get_type_to_spawn())
///Pick a random turf from the valid turfs we got. Overwrite if you need some custom picking
/datum/shuttle_event/simple_spawner/proc/get_spawn_turf()
RETURN_TYPE(/turf)
return pick(spawning_turfs_hit + spawning_turfs_miss)
///Spawn stuff! if you're not using this, don't use the simple_spawner subtype
/datum/shuttle_event/simple_spawner/proc/spawn_movable(spawn_type)
post_spawn(new spawn_type (get_spawn_turf()))
///Not technically a getter if remove_from_list_when_spawned=TRUE. Otherwise, this returns the type we're going to spawn and throw at the shuttle
/datum/shuttle_event/simple_spawner/proc/get_type_to_spawn()
. = pick_weight(spawning_list)
if(remove_from_list_when_spawned) //if we have this enabled, we decrease the pickweight by 1 till it runs out
spawning_list[.] -= 1
if(spawning_list[.] < 1)
spawning_list.Remove(.)
///Do any post-spawn edits you need to do
/datum/shuttle_event/simple_spawner/proc/post_spawn(atom/movable/spawnee)
ADD_TRAIT(spawnee, TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENT, REF(src)) //Lets us spawn and move further away from the shuttle without being teleported into space
ADD_TRAIT(spawnee, TRAIT_DEL_ON_SPACE_DUMP, REF(src)) //if we hit the cordon, we get deleted. If the shuttle can make you, it can qdel you