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## About The Pull Request  adds this ruin to space ruin pool this is a shady (as NT always is) bioresearch outpost that got fucked up by an experiment this has like some puzzle aspect to it since you gotta find keycards and shit and press buttons to unlock shield gates this ends with you fighting a heart which if you defeat, destroys the blockade that prevents you from entering the outpost vault also you can no longer literally just cut indestructible grilles or unanchor indestructible windows ### new puzzle elements or something idk variant of pressure plate that you cannot remove and it sends a puzzle signal cooler red puzzle doors that look very foreboding or something idk theyre for this ruin also puzzle blockades, which are indestructible dense objects that are destroyed if they receive a puzzle signal and also buttons and keycard pads for puzzles https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566 https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298 stuff that throws electric shocks in a pattern, ignores insuls and only knocks down, and no you cannot just run past https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25 ### enemies living floor, it can only attack stuff on top of it and it attacks until the victim is dead it is invincible to all but a crowbar, and it cannot move, and it remains hidden until a victim is in range https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf living flesh, it can replace your limbs with itself the conditions for that are; the limb must have 20 or more brute, victim must be alive and dismemberable, the limb may not be torso or head, or the limb may not be living flesh alternatively it can replace a missing limb these are all checked with every attack they have 20 hp the limbs in question will sometimes act up, while passively draining nutrition, arms will randomly start pulling nearby stuff, legs may step randomly limbs when detached, turn into mobs and reactivate AI 2 seconds later. if the host is shocked, all living flesh limbs will detach, or if the host dies they will also do that https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae ## Why It's Good For The Game ruin variety is cool i think also the other things i added should be useful for other mappers for bitrunning or whatever also bug bad for that one fix ## Changelog 🆑 add: living floor, living flesh, and other stuff for the bioresearch outpost ruin add: bioresearch outpost ruin fix: you may not defeat indestructible grilles and windows with mere tools /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
157 lines
7.7 KiB
Plaintext
157 lines
7.7 KiB
Plaintext
/obj/item/keycard/meatderelict/director
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name = "directors keycard"
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desc = "A fancy keycard. Likely unlocks the directors office. The name tag is all smudged."
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color = "#990000"
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puzzle_id = "md_director"
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/obj/item/keycard/meatderelict/engpost
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name = "post keycard"
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desc = "A fancy keycard. Has the engineering insignia on it."
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color = "#f0da12"
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puzzle_id = "md_engpost"
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/obj/item/keycard/meatderelict/armory
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name = "armory keycard"
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desc = "A red keycard. Has a really cool image of a gun on it. Fancy."
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color = "#FF7276"
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puzzle_id = "md_armory"
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/obj/item/paper/crumpled/bloody/fluff/meatderelict/directoroffice
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name = "directors note"
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default_raw_text = "<i>The research was going smooth... but the experiment did not go as planned. He convulsed and screamed as he slowly mutated into... that thing. It started to spread everywhere, outside the lab too. There is no way we can cover up that we are not a teleport research outpost, so I locked down the lab, but they already know. They sent a squad to rescue us, but...</i>"
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/obj/item/paper/crumpled/fluff/meatderelict/shieldgens
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name = "shield gate marketing sketch"
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default_raw_text = "The <b>QR-109 Shield Gate</b> is a robust hardlight machine capable of producing a strong shield to bar entry. With control panel integration, it can be enabled or disabled from anywhere, such as ship's Bridge, <b>Engineering Bay</b>, or wherever else! <i>The rest is faded...</i>"
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/obj/item/paper/crumpled/fluff/meatderelict
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name = "engineer note"
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default_raw_text = "I've overclocked the power generators to add that needed juice to the experiment, though they're a bit unstable."
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/obj/item/paper/crumpled/fluff/meatderelict/fridge
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name = "engineer complaint"
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default_raw_text = "Whoever keeps stealing my fucking ice cream from my fridge, I swear I will actually fuck you up. It is not cheap to get this delicious ice cream here, nor is it for you. <b>And don't touch my snacks in the drawer!</b>"
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/obj/machinery/computer/terminal/meatderelict
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upperinfo = "COPYRIGHT 2500 NANOSOFT-TM - DO NOT REDISTRIBUTE - Now with audio!" //not that old
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content = list(
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"Experimental Test Satellite 37B<br/>Nanotrasen™️ approved deep space experimentation lab<br/><br/>Entry 1:<br/><br/>Subject - \[Species 501-C-12\]<br/>Date - \[REDACTED\]<br/>We have acquired a biological sample of unknown origins \[Species 501-C-12\] from an NT outpost on the far reaches. Initial experiments have determined the sample to be a creature never previously recorded. It weighs approximately 7 grams and seems to be docile. Initial examinations determine that it is an extremely fast replicating organism which can alter its physiology to take multiple differing shapes. \[Recording Terminated\]<br/>- Dr. Phil Cornelius",
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"Entry 2:<br/><br/>Subject - \[Species 501-C-12\]<br/>Date - \[REDACTED\]<br/>The creature responds to electrical stimuli. It has failed to respond to Light, Heat, Cold, Oxygen, Plasma, CO2, Nitrogen. It, within moments, seemed to have generated muscle tissue within its otherwise shapeless form and moved away from the source of electricity. Feeding the creature has been a simple matter, it consumed just about any form of protein. It appears to rapidly digest and convert forms of protein into more of itself. Any undigestible products are simply left alone. Will continue to monitor creature and provide reports to Nanotrasen Central Command. \[Recording Terminated\]<br/>- Dr. Phil Cornelius",
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"Entry 3:<br/><br/>Subject - \[Species 501-C-12\]<br/>Date - \[REDACTED\]<br/>Any attempts at contacting Nanotrasen has failed. I've never seen anything like it. I... I don't think I'm going to survive much longer, I can hear it pushing on my room door. If anyone reads this, let my family know that I- \[Loud crash\]<br/>GET BACK \[Gunshots\]<br/>AHHHHHHHHHHHH \[Recording Terminated\]<br/>- Dr. Phil Cornelius"
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)
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/obj/machinery/door/puzzle/meatderelict
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name = "lockdown door"
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desc = "A beaten door, still sturdy. Impervious to conventional methods of destruction, must be a way to open it nearby."
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icon = 'icons/obj/doors/puzzledoor/danger.dmi'
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puzzle_id = "md_prevault"
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/mob/living/basic/meteor_heart/opens_puzzle_door
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///the puzzle id we send on death
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var/id
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///queue size, must match
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var/queue_size = 2
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/mob/living/basic/meteor_heart/opens_puzzle_door/Initialize(mapload)
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. = ..()
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new /obj/effect/puzzle_death_signal_holder(loc, src, id, queue_size)
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/obj/effect/puzzle_death_signal_holder // ok apparently registering signals on qdeling stuff is not very functional
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///delay
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var/delay = 2.5 SECONDS
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invisibility = INVISIBILITY_ABSTRACT
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/obj/effect/puzzle_death_signal_holder/Initialize(mapload, mob/listened, id, queue_size = 2)
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. = ..()
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if(isnull(id))
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return INITIALIZE_HINT_QDEL
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RegisterSignal(listened, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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SSqueuelinks.add_to_queue(src, id, queue_size)
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/obj/effect/puzzle_death_signal_holder/proc/on_death(datum/source)
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SIGNAL_HANDLER
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addtimer(CALLBACK(src, PROC_REF(send_sig)), delay)
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/obj/effect/puzzle_death_signal_holder/proc/send_sig()
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SEND_SIGNAL(src, COMSIG_PUZZLE_COMPLETED)
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qdel(src)
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/obj/machinery/puzzle_button/meatderelict
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name = "lockdown panel"
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desc = "A panel that controls the lockdown of this outpost."
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id = "md_prevault"
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/obj/machinery/puzzle_button/meatderelict/open_doors()
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. = ..()
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playsound(src, 'sound/effects/alert.ogg', 100, TRUE)
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visible_message(span_warning("[src] lets out an alarm as the lockdown is lifted!"))
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/obj/structure/puzzle_blockade/meat
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name = "mass of meat and teeth"
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desc = "A horrible mass of meat and teeth. Can it see you? You hope not. Virtually indestructible, must be a way around."
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icon = 'icons/obj/structures.dmi'
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icon_state = "meatblockade"
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opacity = TRUE
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/obj/structure/puzzle_blockade/meat/try_signal(datum/source)
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Shake(duration = 0.5 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(open_up)), 0.5 SECONDS)
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/obj/structure/puzzle_blockade/meat/proc/open_up()
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new /obj/effect/gibspawner/generic(drop_location())
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qdel(src)
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/obj/lightning_thrower
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name = "overcharged SMES"
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desc = "An overclocked SMES, bursting with power."
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anchored = TRUE
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density = TRUE
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icon = 'icons/obj/machines/engine/other.dmi'
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icon_state = "smes"
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/// do we currently want to shock diagonal tiles? if not, we shock cardinals
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var/throw_diagonals = FALSE
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/// flags we apply to the shock
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var/shock_flags = SHOCK_KNOCKDOWN | SHOCK_NOGLOVES
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/// damage of the shock
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var/shock_damage = 20
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/// list of turfs that are currently shocked so we can unregister the signal
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var/list/signal_turfs = list()
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/// how long do we shock
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var/shock_duration = 0.5 SECONDS
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/obj/lightning_thrower/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSprocessing, src)
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/obj/lightning_thrower/Destroy()
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. = ..()
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signal_turfs = null
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STOP_PROCESSING(SSprocessing, src)
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/obj/lightning_thrower/process(seconds_per_tick)
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var/list/dirs = throw_diagonals ? GLOB.diagonals : GLOB.cardinals
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throw_diagonals = !throw_diagonals
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playsound(src, 'sound/magic/lightningbolt.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
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for(var/direction in dirs)
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var/victim_turf = get_step(src, direction)
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if(isclosedturf(victim_turf))
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continue
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Beam(victim_turf, icon_state="lightning[rand(1,12)]", time = shock_duration)
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RegisterSignal(victim_turf, COMSIG_ATOM_ENTERED, PROC_REF(shock_victim)) //we cant move anyway
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signal_turfs += victim_turf
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for(var/mob/living/victim in victim_turf)
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shock_victim(null, victim)
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addtimer(CALLBACK(src, PROC_REF(clear_signals)), shock_duration)
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/obj/lightning_thrower/proc/clear_signals(datum/source)
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SIGNAL_HANDLER
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for(var/turf in signal_turfs)
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UnregisterSignal(turf, COMSIG_ATOM_ENTERED)
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signal_turfs -= turf
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/obj/lightning_thrower/proc/shock_victim(datum/source, mob/living/victim)
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SIGNAL_HANDLER
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if(!istype(victim))
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return
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victim.electrocute_act(shock_damage, src, flags = shock_flags)
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