/obj/structure/mob_spawner name = "mob spawner" desc = "This shouldn't be seen, yell at a dev." icon = 'icons/effects/effects.dmi' icon_state = "rift" anchored = TRUE var/last_spawn = 0 var/spawn_delay = 10 MINUTES var/list/spawn_types = list( /mob/living/simple_mob/animal/passive/dog/corgi = 100, /mob/living/simple_mob/animal/passive/cat = 25 ) var/total_spawns = -1 //Total mob spawns, over all time, -1 for no limit var/simultaneous_spawns = 3 //Max spawned mobs active at one time var/mob_faction var/destructible = 0 var/health = 50 var/list/spawned_mobs = list() /obj/structure/mob_spawner/New() ..() START_PROCESSING(SSobj, src) last_spawn = world.time + rand(0,spawn_delay) /obj/structure/mob_spawner/Destroy() STOP_PROCESSING(SSobj, src) for(var/mob/living/L in spawned_mobs) L.nest = null spawned_mobs.Cut() return ..() /obj/structure/mob_spawner/process() if(!can_spawn()) return var/chosen_mob = choose_spawn() if(chosen_mob) do_spawn(chosen_mob) /obj/structure/mob_spawner/proc/can_spawn() if(!total_spawns) return 0 if(spawned_mobs.len >= simultaneous_spawns) return 0 if(world.time < last_spawn + spawn_delay) return 0 return 1 /obj/structure/mob_spawner/proc/choose_spawn() return pickweight(spawn_types) /obj/structure/mob_spawner/proc/do_spawn(var/mob_path) if(!ispath(mob_path)) return 0 var/mob/living/L = new mob_path(get_turf(src)) L.nest = src spawned_mobs.Add(L) last_spawn = world.time if(total_spawns > 0) total_spawns-- if(mob_faction) L.faction = mob_faction return L /obj/structure/mob_spawner/proc/get_death_report(var/mob/living/L) if(L in spawned_mobs) spawned_mobs.Remove(L) /obj/structure/mob_spawner/attackby(var/obj/item/I, var/mob/living/user) if(!I.force || I.flags & NOBLUDGEON || !destructible) return user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.do_attack_animation(src) visible_message("\The [src] has been [LAZYLEN(I.attack_verb) ? "[pick(I.attack_verb)]":"attacked"] with \the [I] by [user].") take_damage(I.force) /obj/structure/mob_spawner/bullet_act(var/obj/item/projectile/Proj) ..() if(destructible) take_damage(Proj.get_structure_damage()) /obj/structure/mob_spawner/take_damage(var/damage) health -= damage if(health <= 0) visible_message("\The [src] breaks apart!") qdel(src) /obj/structure/mob_spawner/clear_zlevel/can_spawn() if(!..()) return 0 var/turf/T = get_turf(src) if(!T) return 0 for(var/mob/living/L in player_list) var/turf/L_T if(L.stat == DEAD) continue L_T = get_turf(L) if(T.z == L_T.z) return 0 return 1 /* This code is based on the mob spawner and the proximity sensor, the idea is to lazy load mobs to avoid having the server use mobs when they arent needed. It also makes it so a ghost wont know where all the goodies/mobs are. */ /obj/structure/mob_spawner/scanner name ="Lazy Mob Spawner" var/range = 10 //range in tiles from the spawner to detect moving stuff /obj/structure/mob_spawner/scanner/process() if(!can_spawn()) return if(world.time > last_spawn + spawn_delay) var/turf/mainloc = get_turf(src) for(var/mob/living/A in range(range,mainloc)) if ((A.faction != mob_faction) && (A.move_speed < 12)) var/chosen_mob = choose_spawn() if(chosen_mob) do_spawn(chosen_mob) ////////////// // Spawners // ///////////// /obj/structure/mob_spawner/scanner/corgi name = "Corgi Lazy Spawner" desc = "This is a proof of concept, not sure why you would use this one" spawn_delay = 3 MINUTES mob_faction = "Corgi" spawn_types = list( /mob/living/simple_mob/animal/passive/dog/corgi = 75, /mob/living/simple_mob/animal/passive/dog/corgi/puppy = 50 ) simultaneous_spawns = 5 range = 7 destructible = 1 health = 200 total_spawns = 100 /obj/structure/mob_spawner/scanner/wild_animals name = "Wilderness Lazy Spawner" spawn_delay = 10 MINUTES range = 10 simultaneous_spawns = 1 mob_faction = "wild animal" total_spawns = -1 destructible = 0 anchored = TRUE invisibility = 101 spawn_types = list( /mob/living/simple_mob/animal/passive/gaslamp = 20, // /mob/living/simple_mob/otie/feral = 10, /mob/living/simple_mob/vore/aggressive/dino/virgo3b = 5, /mob/living/simple_mob/vore/aggressive/dragon/virgo3b = 1 ) /obj/structure/mob_spawner/scanner/xenos name = "Xenomorph Egg" spawn_delay = 10 MINUTES range = 10 simultaneous_spawns = 1 mob_faction = "xeno" total_spawns = -1 destructible = 1 health = 50 anchored = TRUE icon = 'icons/mob/actions.dmi' icon_state = "alien_egg" spawn_types = list( /mob/living/simple_mob/animal/space/alien/drone = 20, /mob/living/simple_mob/animal/space/alien = 10, /mob/living/simple_mob/animal/space/alien/sentinel = 5, /mob/living/simple_mob/animal/space/alien/queen = 1 ) /obj/structure/mob_spawner/scanner/xenos/royal name = "Royal Xenomorph Egg" spawn_delay = 10 MINUTES range = 10 simultaneous_spawns = 1 mob_faction = "xeno" total_spawns = 1 destructible = 1 health = 50 anchored = TRUE icon = 'icons/mob/actions.dmi' icon_state = "alien_egg" spawn_types = list( /mob/living/simple_mob/animal/space/alien/queen = 5, )