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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Expands upon the Xenomorph Rehaul project, beautifying the code, separating it into its own category and sub-categories. Also adds a few new Xenomorphs and re balances some of the older ones. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Beautifies and cleans Xenomorph code, adds a few new gimmick xenomorphs as well. <!-- Argue for the merits of your changes and how they benefit the game, 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 <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Burster, Sprinter, Berserker and Inferno qol: Made Xenomorph code prettier and easier to add/remove from balance: Re balances some older Xenomorphs imageadd: Adds sprites for the Burster, Sprinter, Berserker and Inferno Xenomorphs /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
156 lines
4.6 KiB
Plaintext
156 lines
4.6 KiB
Plaintext
//////////////////////////////
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// An asteroid object, could be spawned in, or not
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// May or may not include phat lewt
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//////////////////////////////
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/turf/simulated/mineral/vacuum
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initial_gas_mix = GAS_STRING_VACUUM
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/turf/simulated/mineral/floor/vacuum
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initial_gas_mix = GAS_STRING_VACUUM
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/datum/rogue/asteroid
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//Composition
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var/type_wall = /turf/simulated/mineral/vacuum //Type of turf used to generate the asteroid
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var/type_under = /turf/simulated/mineral/floor/vacuum //Type of turf that's under the normal one
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//Dimensions
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var/coresize = 3 //The size of the center square
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var/width = 9
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//Other Attribs
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var/hollow = 0 //Might be hollow for loot injection purposes
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var/spawned = 0 //Is this asteroid in-play right now
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var/difficulty = 0 //Difficulty this asteroid was created at
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//Locational stats
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var/obj/landmark/asteroid_spawn/mylandmark //The landmark I'm spawned at, if any.
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//Asteroid map
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//The map struct is:
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// map list()
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// 0 = list()
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// 1 = list() //These are x coordinates
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// 2 = list()
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// ^0 = list()
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// 1 = list() //These are y coordinates at x2
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// 2 = list()
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// ^type1
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// type2 //These are items/objects at the coordinate
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// type3 //This would be object 3 at x2,y2
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var/list/map
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//Builds an empty map
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/datum/rogue/asteroid/New(var/core, var/tw, var/tu)
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rm_controller.dbg("A(n): New asteroid, with: C:[core], TW:[tw], TU:[tu].")
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if(core)
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coresize = core
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if(tw)
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type_wall = tw
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if(tu)
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type_under = tu
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width = coresize*3
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rm_controller.dbg("A(n): My width is [width].")
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map = new/list(width,width,0)
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rm_controller.dbg("A(n): Created empty map lists. Map now has [map.len] X-lists.")
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//Adds something to a spot in the asteroid map
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/datum/rogue/asteroid/proc/spot_add(var/x,var/y,var/thing)
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if(!x || !y || !thing)
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return
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rm_controller.dbg("A(sa): Adding [thing] at [x],[y] in the map.")
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var/list/work = map[x][y]
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work.Add(thing)
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rm_controller.dbg("A(n): [x],[y] now contains [work.len] items.")
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//Removes something from a spot in the asteroid map
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/datum/rogue/asteroid/proc/spot_remove(var/x,var/y,var/thing)
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if(!x || !y || !thing)
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return
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var/list/work = map[x][y]
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work.Add(thing)
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//Just removes everything from a spot in the asteroid map
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/datum/rogue/asteroid/proc/spot_clear(var/x,var/y)
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if(!x || !y)
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return
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var/list/work = map[x][y]
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work.Cut()
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/////////////////////////////
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// Predefined asteroid maps
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/////////////////////////////
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/datum/rogue/asteroid/predef
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width = 3 //Small 1-tile room by default.
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/datum/rogue/asteroid/predef/New() //Basically just ignore what we're told.
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rm_controller.dbg("Ap(n): A predefined asteroid is created with width [width].")
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map = new/list(width,width,0)
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//Abandoned 1-tile hollow cargo box (pressurized).
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/datum/rogue/asteroid/predef/cargo
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type_wall = /turf/simulated/wall
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type_under = /turf/simulated/floor/plating
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/datum/rogue/asteroid/predef/cargo/New()
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..()
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spot_add(1,1,type_wall) //Bottom left corner
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spot_add(1,2,type_wall)
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spot_add(1,3,type_wall)
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spot_add(2,1,type_wall)
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spot_add(2,2,type_under) //Center floor
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spot_add(2,2,/obj/random/roguemineloot) //Loot!
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spot_add(2,3,type_wall)
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spot_add(3,1,type_wall)
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spot_add(3,2,type_wall)
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spot_add(3,3,type_wall) //Bottom right corner
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//Abandoned 1-tile hollow cargo box (ANGRY).
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/datum/rogue/asteroid/predef/cargo/angry
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type_wall = /turf/simulated/wall
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type_under = /turf/simulated/floor/plating
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/datum/rogue/asteroid/predef/cargo/angry/New()
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..()
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spot_add(2,2,/obj/random/roguemineloot) //EXTRA loot!
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spot_add(2,2,/mob/living/simple_mob/animal/space/xenomorph/neurotoxin_spitter) //GRRR
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//Longer cargo container for higher difficulties
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/datum/rogue/asteroid/predef/cargo_large
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width = 5
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type_wall = /turf/simulated/wall
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type_under = /turf/simulated/floor/plating
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/datum/rogue/asteroid/predef/cargo_large/New()
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..()
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spot_add(1,2,type_wall) //--
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spot_add(1,3,type_wall) //Left end of cargo container
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spot_add(1,4,type_wall) //--
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spot_add(5,2,type_wall) //--
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spot_add(5,3,type_wall) //Right end of cargo container
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spot_add(5,4,type_wall) //--
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spot_add(2,4,type_wall) //--
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spot_add(3,4,type_wall) //Top and
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spot_add(4,4,type_wall) //bottom of
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spot_add(2,2,type_wall) //cargo
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spot_add(3,2,type_wall) //container
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spot_add(4,2,type_wall) //--
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spot_add(2,3,type_under) //Left floor
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spot_add(3,3,type_under) //Mid floor
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spot_add(4,3,type_under) //Right floor
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spot_add(2,3,/obj/random/roguemineloot) //Left loot
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spot_add(3,3,/obj/random/roguemineloot) //Mid loot
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spot_add(4,3,/obj/random/roguemineloot) //Right loot
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if(prob(30))
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spot_add(3,3,/mob/living/simple_mob/animal/space/xenomorph/warrior) //And maybe a big friend for big loot.
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