Files
CHOMPStation2/code/game/objects/mob_spawner_vr.dm
OrbisAnima a220c861a7 Mobs Lazy Spawner
This is an upgrade of the current mob spawner, what it does is use a
process identical to that of the proximity scanner to check for people
nearby, and if found, it will spawn a mob using the usual rules of the
spawner to get a new mob.
- It wont scan for new users if its on the mob cooldown.
- It comes with a range var to set which tiles should be scanned.

The idea behind this was to prepare a map with the proof of concept, and
launch this lazy loader for the wilderness, since it would fix most of
the lag issues we had given that mobs would only show up when they are
needed.
2017-11-27 09:01:29 -03:00

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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 = 1
var/last_spawn = 0
var/spawn_delay = 10 MINUTES
var/list/spawn_types = list(
/mob/living/simple_animal/corgi = 100,
/mob/living/simple_animal/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()
..()
processing_objects.Add(src)
last_spawn = world.time + rand(0,spawn_delay)
/obj/structure/mob_spawner/Destroy()
processing_objects.Remove(src)
for(var/mob/living/L in spawned_mobs)
L.source_spawner = 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.source_spawner = 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("<span class='warning'>\The [src] has been [I.attack_verb.len ? "[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/proc/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 = 3
/obj/structure/mob_spawner/New()
..()
processing_objects.Add(src)
last_spawn = world.time
/obj/structure/mob_spawner/scanner/process()
if(world.time > last_spawn + spawn_delay)
var/turf/mainloc = get_turf(src)
for(var/mob/living/A in range(range,mainloc))
if (A.move_speed < 12)
var/chosen_mob = choose_spawn()
if(chosen_mob)
do_spawn(chosen_mob)
return
/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 = 1 MINUTE
spawn_types = list(
/mob/living/simple_animal/corgi = 75,
/mob/living/simple_animal/corgi/puppy = 50
)
simultaneous_spawns = 5
range = 3
destructible = 1
health = 200
total_spawns = 10