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CHOMPStation2/code/game/objects/mob_spawner_vr.dm

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/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)
//CHOMPEdit Start
for(var/spawned in spawned_mobs)
if(istype(spawned, /mob/living))
var/mob/living/L = spawned
L.nest = null
if(istype(spawned, /obj/structure/closet/crate/mimic))
var/obj/structure/closet/crate/mimic/O = spawned
O.nest = null
//CHOMPEdit End
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
//CHOMPEdit Start
if(!ispath(mob_path, /mob/living) && !ispath(mob_path, /obj/structure/closet/crate/mimic))
return 0
last_spawn = world.time
if(total_spawns > 0)
total_spawns--
if(ispath(mob_path, /mob/living))
var/mob/living/L = new mob_path(get_turf(src))
L.nest = src
spawned_mobs.Add(L)
if(mob_faction)
L.faction = mob_faction
return L
if(ispath(mob_path, /obj/structure/closet/crate/mimic))
var/obj/structure/closet/crate/mimic/O = new mob_path(get_turf(src))
spawned_mobs.Add(O)
O.nest = src
return O
return 0
//CHOMPEdit End
/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("<span class='warning'>\The [src] has been [LAZYLEN(I.attack_verb) ? "[pick(I.attack_verb)]":"attacked"] with \the [I] by [user].</span>")
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("<span class='warning'>\The [src] breaks apart!</span>")
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/vore/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,
)