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Bubberstation/code/modules/bitrunning/server/loot.dm
SkyratBot d6f7d2609d [MIRROR] Bitrunning: Combat domain [READY] (#28573)
* Bitrunning: Combat domain [READY] (#84196)

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## 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.

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documented or this can delay review and even discourage maintainers from
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## 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.

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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

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🆑
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.
/🆑

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* Bitrunning: Combat domain [READY]

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-07-03 21:42:44 +05:30

176 lines
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#define GRADE_D "D"
#define GRADE_C "C"
#define GRADE_B "B"
#define GRADE_A "A"
#define GRADE_S "S"
/// Handles calculating rewards based on number of players, parts, threats, etc
/obj/machinery/quantum_server/proc/calculate_rewards()
var/rewards_base = 0.8
if(domain_randomized)
rewards_base += 0.2
rewards_base += servo_bonus
rewards_base += (length(spawned_threat_refs) * 2)
for(var/index in 2 to length(avatar_connection_refs))
rewards_base += multiplayer_bonus
return rewards_base
/// Handles spawning the (new) crate and deleting the former
/obj/machinery/quantum_server/proc/generate_loot(obj/cache, obj/machinery/byteforge/chosen_forge)
SSblackbox.record_feedback("tally", "bitrunning_domain_primary_completed", 1, generated_domain.key)
for(var/mob/person in cache.contents)
SEND_SIGNAL(person, COMSIG_BITRUNNER_CACHE_SEVER)
spark_at_location(cache) // abracadabra!
qdel(cache) // and it's gone!
SEND_SIGNAL(src, COMSIG_BITRUNNER_DOMAIN_COMPLETE, cache, generated_domain.reward_points)
points += generated_domain.reward_points
playsound(src, 'sound/machines/terminal_success.ogg', 30, vary = TRUE)
var/bonus = calculate_rewards()
var/time_difference = world.time - generated_domain.start_time
var/grade = grade_completion(time_difference)
var/obj/item/paper/certificate = new()
certificate.add_raw_text(get_completion_certificate(time_difference, grade))
certificate.name = "certificate of domain completion"
certificate.update_appearance()
var/obj/structure/closet/crate/secure/bitrunning/decrypted/reward_cache = new(src, generated_domain, bonus)
reward_cache.manifest = certificate
reward_cache.update_appearance()
if(can_generate_tech_disk(grade))
SSblackbox.record_feedback("tally", "bitrunning_bepis_rewarded", 1, generated_domain.key)
new /obj/item/disk/design_disk/bepis/remove_tech(reward_cache)
generated_domain.disk_reward_spawned = TRUE
chosen_forge.start_to_spawn(reward_cache)
return TRUE
/// Builds secondary loot if the achievements were met
/obj/machinery/quantum_server/proc/generate_secondary_loot(obj/curiosity, obj/machinery/byteforge/chosen_forge)
SSblackbox.record_feedback("tally", "bitrunning_domain_secondary_completed", 1, generated_domain.key)
spark_at_location(curiosity) // abracadabra!
qdel(curiosity) // and it's gone!
var/obj/item/storage/lockbox/bitrunning/decrypted/reward_curiosity = new(src, generated_domain)
chosen_forge.start_to_spawn(reward_curiosity)
return TRUE
/// Returns the markdown text containing domain completion information
/obj/machinery/quantum_server/proc/get_completion_certificate(time_difference, grade)
var/base_points = generated_domain.reward_points
if(domain_randomized)
base_points -= 1
var/bonuses = calculate_rewards()
var/domain_threats = length(spawned_threat_refs)
var/completion_time = "### Completion Time: [DisplayTimeText(time_difference)]\n"
var/completion_grade = "\n---\n\n# Rating: [grade]"
var/text = "# Certificate of Domain Completion\n\n---\n\n"
text += "### [generated_domain.name][domain_randomized ? " (Randomized)" : ""]\n"
text += "- **Difficulty:** [generated_domain.difficulty]\n"
text += "- **Threats:** [domain_threats]\n"
text += "- **Base Reward:** [base_points][domain_randomized ? " +1" : ""]\n\n"
text += "- **Total Bonus:** [bonuses]x\n\n"
if(bonuses <= 1)
text += completion_time
text += completion_grade
return text
text += "### Bonuses\n"
if(domain_randomized)
text += "- **Randomized:** + 0.2\n"
if(length(avatar_connection_refs) > 1)
text += "- **Multiplayer:** + [(length(avatar_connection_refs) - 1) * multiplayer_bonus]\n"
if(domain_threats > 0)
text += "- **Threats:** + [domain_threats * 2]\n"
var/servo_rating = servo_bonus
if(servo_rating > 0.2)
text += "- **Components:** + [servo_rating]\n"
text += completion_time
text += completion_grade
return text
/// Checks if the players should get a bepis reward
/obj/machinery/quantum_server/proc/can_generate_tech_disk(grade)
if(generated_domain.disk_reward_spawned)
return FALSE
if(!LAZYLEN(SSresearch.techweb_nodes_experimental))
return FALSE
var/static/list/passing_grades = list()
if(!passing_grades.len)
passing_grades = list(GRADE_A,GRADE_S)
return generated_domain.difficulty >= BITRUNNER_DIFFICULTY_MEDIUM && (grade in passing_grades)
/// Grades the player's run based on several factors
/obj/machinery/quantum_server/proc/grade_completion(completion_time)
var/score = length(spawned_threat_refs) * 5
score += generated_domain.reward_points
var/base = generated_domain.difficulty + 1
var/time_score = 1
if(completion_time <= 1 MINUTES)
time_score = 10
else if(completion_time <= 2 MINUTES)
time_score = 5
else if(completion_time <= 5 MINUTES)
time_score = 3
else if(completion_time <= 10 MINUTES)
time_score = 2
else
time_score = 1
score += time_score * base
// Increases the chance for glitches to spawn based on how well they're doing
threat += score
switch(score)
if(1 to 4)
return GRADE_D
if(5 to 7)
return GRADE_C
if(8 to 10)
return GRADE_B
if(11 to 13)
return GRADE_A
else
return GRADE_S
#undef GRADE_D
#undef GRADE_C
#undef GRADE_B
#undef GRADE_A
#undef GRADE_S