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* Bitrunning: Combat domain [READY] (#84196) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## 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. <!-- Describe The Pull Request. Please be sure every change is 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. <!-- Argue for the merits of your changes and how they benefit the game, 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 <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 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. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Bitrunning: Combat domain [READY] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
181 lines
5.8 KiB
Plaintext
181 lines
5.8 KiB
Plaintext
/**
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* The base object for the quantum server
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*/
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/obj/machinery/quantum_server
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name = "quantum server"
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circuit = /obj/item/circuitboard/machine/quantum_server
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density = TRUE
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desc = "A hulking computational machine designed to fabricate virtual domains."
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icon = 'icons/obj/machines/bitrunning.dmi'
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base_icon_state = "qserver"
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icon_state = "qserver"
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/// Affects server cooldown efficiency
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var/capacitor_coefficient = 1
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/// The loaded map template, map_template/virtual_domain
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var/datum/lazy_template/virtual_domain/generated_domain
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/// If the current domain was a random selection
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var/domain_randomized = FALSE
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/// Prevents multiple user actions. Handled by loading domains and cooldowns
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var/is_ready = TRUE
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/// Chance multipled by threat to spawn a glitch
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var/glitch_chance = 0.2
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/// Current plugged in users
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var/list/datum/weakref/avatar_connection_refs = list()
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/// Cached list of mutable mobs in zone for cybercops
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var/list/datum/weakref/mutation_candidate_refs = list()
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/// Any ghosts that have spawned in
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var/list/datum/weakref/spawned_threat_refs = list()
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/// Scales loot with extra players
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var/multiplayer_bonus = 1.1
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///The radio the console can speak into
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var/obj/item/radio/radio
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/// The amount of points in the system, used to purchase maps
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var/points = 0
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/// Keeps track of the number of times someone has built a hololadder
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var/retries_spent = 0
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/// Changes how much info is available on the domain
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var/scanner_tier = 1
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/// Length of time it takes for the server to cool down after resetting. Here to give runners downtime so their faces don't get stuck like that
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var/server_cooldown_time = 2 MINUTES
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/// Applies bonuses to rewards etc
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var/servo_bonus = 0
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/// Determines the glitches available to spawn, builds with completion
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var/threat = 0
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/// Maximum rate at which a glitch can spawn
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var/threat_prob_max = 15
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/// The turfs we can place a hololadder on.
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var/turf/exit_turfs = list()
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/// Determines if we broadcast to entertainment monitors or not
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var/broadcasting = FALSE
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/// Cooldown between being able to toggle broadcasting
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COOLDOWN_DECLARE(broadcast_toggle_cd)
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/obj/machinery/quantum_server/post_machine_initialize()
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. = ..()
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radio = new(src)
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radio.keyslot = new /obj/item/encryptionkey/headset_cargo()
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radio.set_listening(FALSE)
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radio.recalculateChannels()
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RegisterSignals(src, list(COMSIG_MACHINERY_BROKEN, COMSIG_MACHINERY_POWER_LOST), PROC_REF(on_broken))
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RegisterSignal(src, COMSIG_QDELETING, PROC_REF(on_delete))
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/obj/machinery/quantum_server/Destroy(force)
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. = ..()
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mutation_candidate_refs.Cut()
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avatar_connection_refs.Cut()
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spawned_threat_refs.Cut()
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QDEL_NULL(exit_turfs)
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QDEL_NULL(generated_domain)
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QDEL_NULL(radio)
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/obj/machinery/quantum_server/examine(mob/user)
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. = ..()
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. += span_infoplain("Can be resource intensive to run. Ensure adequate power supply.")
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var/upgraded = FALSE
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if(capacitor_coefficient < 1)
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. += span_infoplain("- Its coolant capacity reduces cooldown time by [(1 - capacitor_coefficient) * 100]%.")
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upgraded = TRUE
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if(servo_bonus > 0.2)
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. += span_infoplain("- Its manipulation potential is increasing rewards by [servo_bonus]x.")
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. += span_infoplain("- Injury from unsafe ejection reduced [servo_bonus * 100]%.")
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upgraded = TRUE
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if(!upgraded)
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. += span_notice("Its output is suboptimal. Improved components will grant domain information, reduce cooldowns and increase rewards.")
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if(!is_ready)
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. += span_notice("It is currently cooling down. Give it a few moments.")
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if(isobserver(user) && (obj_flags & EMAGGED))
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. += span_notice("Ominous warning lights are blinking red. This server has been tampered with.")
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/obj/machinery/quantum_server/emag_act(mob/user, obj/item/card/emag/emag_card)
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. = ..()
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if(obj_flags & EMAGGED)
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return
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obj_flags |= EMAGGED
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glitch_chance *= 2
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threat_prob_max *= 2
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add_overlay(mutable_appearance('icons/obj/machines/bitrunning.dmi', "emag_overlay"))
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balloon_alert(user, "system jailbroken...")
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playsound(src, 'sound/effects/sparks1.ogg', 35, vary = TRUE)
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/obj/machinery/quantum_server/update_appearance(updates)
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if(isnull(generated_domain) || !is_operational)
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set_light(l_on = FALSE)
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return ..()
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set_light(l_range = 2, l_power = 1.5, l_color = is_ready ? LIGHT_COLOR_BABY_BLUE : LIGHT_COLOR_FIRE, l_on = TRUE)
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return ..()
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/obj/machinery/quantum_server/update_icon_state()
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if(isnull(generated_domain) || !is_operational)
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icon_state = base_icon_state
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return ..()
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icon_state = "[base_icon_state]_[is_ready ? "on" : "off"]"
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return ..()
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/obj/machinery/quantum_server/attackby(obj/item/weapon, mob/user, params)
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. = ..()
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if(!istype(weapon, /obj/item/bitrunning_debug))
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return
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obj_flags |= EMAGGED
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glitch_chance = 0.5
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capacitor_coefficient = 0.1
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points = 100
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/obj/machinery/quantum_server/crowbar_act(mob/living/user, obj/item/crowbar)
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. = ..()
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if(!is_ready)
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balloon_alert(user, "it's scalding hot!")
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return TRUE
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if(length(avatar_connection_refs))
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balloon_alert(user, "all clients must disconnect!")
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return TRUE
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if(default_deconstruction_crowbar(crowbar))
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return TRUE
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return FALSE
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/obj/machinery/quantum_server/screwdriver_act(mob/living/user, obj/item/screwdriver)
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. = ..()
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if(!is_ready)
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balloon_alert(user, "it's scalding hot!")
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return TRUE
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if(default_deconstruction_screwdriver(user, "[base_icon_state]_panel", icon_state, screwdriver))
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return TRUE
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return FALSE
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/obj/machinery/quantum_server/RefreshParts()
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var/capacitor_rating = 1.15
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var/datum/stock_part/capacitor/cap = locate() in component_parts
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capacitor_rating -= cap.tier * 0.15
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capacitor_coefficient = capacitor_rating
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var/datum/stock_part/scanning_module/scanner = locate() in component_parts
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if(scanner)
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scanner_tier = scanner.tier
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var/servo_rating = 0
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for(var/datum/stock_part/servo/servo in component_parts)
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servo_rating += servo.tier * 0.1
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servo_bonus = servo_rating
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return ..()
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