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API: Spawn pools, a distributed loot manager. (#27199)
* api: Spawn pools, a distributed loot manager. * meh * documentation and cleanups * how do numbers work * word wrapping * fixes found from prototyping
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# Spawn Pools
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Mappers have many useful random spawners to provide variety to their maps.
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However, if these spawners provide high-value loot, or rare loot, it can become
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difficult to ensure that these spawners are generally balanced.
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In some cases this doesn't matter so much. Maintenance loot spawners have free
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reign to spawn loot of varying value and the only balancing done is to adjust
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the weights of these loots, and scale the amount of spawners to reasonably work
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for a given map's size and expected population.
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In other situations, like explorer loot in space, a surplus of valuable loot
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spawners can quickly give players enormous advantages. This is compounded by the
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fact that ruins are generally reviewed for balance in a vacuum, because it would
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be too difficult to try and reason through what could spawn on any given round
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across all ruins.
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Spawn pools were written as an attempt to solve this problem. Pool spawners are
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assigned a point value, and registered to a global pool. Spawn pools track these
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spawners, and deduct points from a central budget every time one of them spawns
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loot. Once the budget runs out, no more spawners from that pool are activated.
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## Example
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Let's take our explorer loot scenario as before. If we want to register all
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explorer loot to a pool, we first need to create the pool as a distinct
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`/datum/spawn_pool` subtype:
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```dm
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/datum/spawn_pool/space_loot
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id = "space_loot_pool"
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available_points = 200
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```
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And then we create the spawners we want, all subtypes of
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`/obj/effect/spawner/random/pool`:
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```dm
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/obj/effect/spawner/random/pool/space_loot
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spawn_pool_id = "space_loot_pool"
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/obj/effect/spawner/random/pool/space_loot/tier1
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point_value = 5
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loot = list(
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/obj/item/soap/syndie,
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/obj/item/stamp/chameleon,
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)
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/obj/effect/spawner/random/pool/space_loot/tier2
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point_value = 60
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loot = list(
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/obj/item/ammo_box/magazine/smgm45,
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/obj/item/ammo_box/magazine/apsm10mm/hp,
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)
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/obj/effect/spawner/random/pool/space_loot/tier3
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point_value = 100
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loot = list(
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/obj/item/gun/projectile/automatic/pistol/APS = 2,
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/obj/item/gun/projectile/automatic/l6_saw = 1,
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)
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```
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Here we have three different tiers of loot. The lowest tier has low-value items
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and a low point value of 5. The middle tier has ammo and a point value of 50.
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The highest tier has guns and a point value of 100. Note that you can continue
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to use weights in these spawners, as well as all the other features of
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`/obj/effect/spawner/random`.
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Armed with these three spawners, we can now use them on any ruin we want, in any
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quantity. We may put the tier 3 spawner in a difficult, popular ruin, and the
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tier 1 spawner in a less popular ruin. Importantly, we can place many of these
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spawners, with a guarantee that only a handful will actually receive loot.
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Let's examine through some sample runs. Let's say we have:
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- two tier 1 spawners
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- two tier 2 spawners
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- two tier 3 spawners
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### Example Scenarios
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Spawners are selected at random, so one run might look like this:
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1. Pool budget is 200.
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2. Tier 3 spawner chosen, gun spawns, budget is now 100.
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3. Tier 2 spawner chosen, ammo spawns, budget is now 40.
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4. Tier 1 spawner chosen, soap spawns, budget is now 35.
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At this point, neither tier 2 or tier 3 spawners can be afforded. If they are
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chosen in the random selection, they are discarded, and do not spawn anything.
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When the pool reaches the remainin tier 1 spawner, it will proc:
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4. Tier 2 spawner chosen, cost too high, does not spawn.
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5. Tier 3 spawner chosen, cost too high, does not spawn.
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6. Tier 1 spawner chosen, chameleon stamp spawns, budget is now 30.
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The pool has now exhausted all its spawners and stops.
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Another run may look like this:
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1. Pool budget is 200.
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2. Tier 3 spawner chosen, gun spawns, budget is now 100.
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3. Tier 3 spawner chosen, gun spawns, budget is now 0.
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The budget has been exhausted and no more spawners are chosen. Obviously this
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second scenario is not ideal, as now only high-value loot has spawned. One of
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the ways to fix this is to set the tier 3 cost to 110, rather than 100. That
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way, the pool can only afford to ever spawn one of them.
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## Nested Spawners
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This is not a great usage of the spawn pool. It still means that high value
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ruins will have high value loot, and less often explored ruins are still not
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worth visiting. What we want to do is expand the amount of variety and
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randomness across all ruins.
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To do this, we can nest our spawners. Create a new subtype:
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```dm
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/obj/effect/spawner/random/pool/space_loot/mixed
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loot = list(
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/obj/effect/spawner/random/pool/space_loot/tier1 = 5,
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/obj/effect/spawner/random/pool/space_loot/tier2 = 2,
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/obj/effect/spawner/random/pool/space_loot/tier3 = 1,
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)
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```
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This works much better for our purposes. Not only are we decreasing the weight
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of tier 3 spawns, but we can place one spawner type everywhere, meaning any of
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the spawners has a chance of spawning great or passable loot.
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By nesting spawners, we gain the fine-grained control we want over drop
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likelihood: the budget system, much like ruin placement, is concerned only about
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how much loot it should attempt to spawn. The nested spawner's weights dictate
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what it is we want to spawn more or less often.
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## Unique and Guaranteed Spawners
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Pool spawners also expose two other important features: guaranteed and unique
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spawns.
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If we have ruins that have specialized, valuable loot, we always want the pool
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to spawn loot there, no matter what. It would be bad to run a difficult, unique
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ruin only to be left with nothing or generic loot from the table.
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_Guaranteed spawns_ are a way to fix that. For example, let's say we have a mech
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themed ruin and we want the loot to be exosuit parts, but we don't want those
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parts spawning anywhere else. We create a distinct subtype:
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```dm
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/obj/effect/spawner/random/pool/space_loot/mech_ruin
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point_value = 100
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guaranteed = TRUE
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loot = list(
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/obj/item/mecha_parts/mecha_equipment/drill/diamonddrill,
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/obj/item/mecha_parts/mecha_equipment/extinguisher,
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/obj/item/mecha_parts/mecha_equipment/medical/sleeper,
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)
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```
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By placing this spawner in our ruin, we can guarantee that loot is spawned there
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before any other spawners are checked. But we can also include a point value
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with it, so that it still counts as part of the overall budget.
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Let's say we have an item that we want to be part of the generic pool, but we
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only want it to spawn once. This is what _unique spawns_ are for. For example,
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say we want to spawn a Syndicate Elite MODsuit, but we only want one spawning
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anywhere in space. We create a unique subtype:
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```dm
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/obj/effect/spawner/random/pool/space_loot/elite_modsuit
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point_value = 100
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unique_picks = TRUE
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loot = list(/obj/item/mod/control/pre_equipped/traitor_elite)
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```
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If this spawner is chosen, it will spawn the MODsuit, and then the MODsuit will
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be removed from the list. Spawners with empty lists are no-ops, so any other
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spawners of this type will simply be dropped. By providing rare unique spawns
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like this, you can give players motivation to search high and low for elusive
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loot, while continuing to ensure the global budget of the spawn pool is
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respected.
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## Conclusion
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Spawn pools are useful and flexible, but they are not magic. Balancing their
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spawner values against their budget requires careful consideration and testing,
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and you will not get them right on the first try. There are various subtle
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things you will have to watch out for. For example, if you make high-value loot
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too high in cost but low-value loot too low, then if the budget is too high
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you'll end up with a tiny amount of high-value loot (good) but a
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disproportionately enormous amount of low-value loot (bad). If you have more
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budget than spawners to accomodate it, then you'll end up with unused budget
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which will skew balance. Be sure to tweak and experiment.
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