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## About The Pull Request 1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with killing and sacrificing simulated crew members. The domain has a few ways to conquer it, as you don't need to kill all the simulated crew members and there's some hidden loot to make use of It's an easy domain because - You have quite decent armor, - The mobs are pretty unintelligent, - You can always fall back and heal passively on the rust tiles - There are many ways to tackle it Though it's not a complete pushover, the mobs can still overwhelm you if you're not careful. <img width="440" height="347" alt="image" src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164" /> 2. Virtual beings are given a minor positive moodlet for killing people instead of a negative one ## Why It's Good For The Game 1. I thought it'd be kinda fun if we had antag-themed domains which soft-explains the gameplay loops or mechanics of certain antags, in this case, heretics sacrificing people 2. You don't feel remorse for killing people in video games, right anon? ## Changelog 🆑 Melbert add: Added a new easy difficulty bitrunning domain, "Heretical Hunt" add: Digital mobs receive positive moodlets for killing people rather than negative fix: Madness Mask no longer affects corpses fix: Fixed some heretic runtimes /🆑
80 lines
2.6 KiB
Plaintext
80 lines
2.6 KiB
Plaintext
/**
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* ## death drops element!
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*
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* bespoke element that spawn can spawn one or multiple objects when a mob is killed
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*/
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/datum/element/death_drops
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// What items the target drops when killed
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var/list/loot
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/// Should the items not be dropped when gibbed?
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var/no_gib_drops
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/datum/element/death_drops/Attach(datum/target, list/loot, no_gib_drops = FALSE)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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if(!loot)
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stack_trace("[type] added to [target] with NO LOOT.")
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src.loot = loot
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src.no_gib_drops = no_gib_drops
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RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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/datum/element/death_drops/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_LIVING_DEATH)
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///signal called by the stat of the target changing
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/datum/element/death_drops/proc/on_death(mob/living/target, gibbed)
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SIGNAL_HANDLER
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if (no_gib_drops && gibbed)
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return
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var/list/spawn_loot = null
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if (islist(loot))
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spawn_loot = loot.Copy()
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else
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spawn_loot = list(loot)
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var/atom/loot_loc = target.drop_location()
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if (SEND_SIGNAL(target, COMSIG_LIVING_DROP_LOOT, spawn_loot, gibbed) & COMPONENT_NO_LOOT_DROP)
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return
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var/list/all_loot = list()
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for(var/thing_to_spawn in spawn_loot)
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for(var/i in 1 to (spawn_loot[thing_to_spawn] || 1))
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all_loot += create_loot(thing_to_spawn, loot_loc, target, gibbed, spread_px = spawn_loot.len * 3)
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list_clear_nulls(all_loot) // in case of gibbed corpses
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SEND_SIGNAL(target, COMSIG_LIVING_DROPPED_LOOT, all_loot, gibbed)
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/// Handles creating the loots
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/datum/element/death_drops/proc/create_loot(typepath, atom/loot_loc, mob/living/dead, gibbed, spread_px = 4)
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if(ispath(typepath, /obj/effect/mob_spawn/corpse))
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return handle_corpse(typepath, loot_loc, dead, gibbed)
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var/drop = new typepath(loot_loc)
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if(isitem(drop) && spread_px)
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var/obj/item/dropped_item = drop
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var/clamped_px = clamp(spread_px, 0, 16)
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dropped_item.pixel_x = rand(-clamped_px, clamped_px)
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dropped_item.pixel_y = rand(-clamped_px, clamped_px)
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return drop
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/// Handles snowflake case of mob corpses
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/datum/element/death_drops/proc/handle_corpse(typepath, atom/loot_loc, mob/living/dead, gibbed)
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var/obj/effect/mob_spawn/corpse/spawner = new typepath(loot_loc, TRUE)
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var/mob/living/body = spawner.create()
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// done before the gib check so the bodyparts will be damaged
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body.setBruteLoss(dead.getBruteLoss())
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body.setFireLoss(dead.getFireLoss())
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// if gibbed, dispose of the body
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if(gibbed)
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body.gib(DROP_ALL_REMAINS)
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return null
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// otherwise continue with the rest of the damage types
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body.setToxLoss(dead.getToxLoss())
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body.setOxyLoss(dead.getOxyLoss())
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return body
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