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The Hunting Grounds (Needs Testing) NOW WITH A MAP THAT WORKS HOPEFUL…
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…LY (#7486)

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# About the pull request
I have added a lazy map template list that is spawnable for predators
(or admins) to spawn during the round. The teplate also includes a
console known as the Huntsmaster Console, which can spawn a variety of
Emergency Response Teams (ERTs) for dead chat players to join. To
minimize impact on the current round, the Huntsmaster Console is limited
to spawning an ERT only once every 20 minutes.

Additionally, I have created equipment presets for specific factions,
available exclusively within the hunting ground ERTs. These factions
include the United Progressive People (UPP), the Royal Marines of the
Three World Empire (TWE), Freelancers, the Colonial Liberation Front
(CLF), and the Marines (USCM). All of these presents spawn without
headsets.

I have also added a subsection in the ‘Special’ tab of character
preferences, allowing players who join these ERTs to select their
faction (if they do not get their selected faction it defaults to USCM.

This PR also fixes lighting on lazy map templates(credit to harry)

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link the PR to the corresponding Issue number #169420.

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# Explain why it's good for the game

It reduces the amount of round impact predators have, gives ghosts and
predators something new and refreshing to do. This will be one of the
many PRs to help alleviate the issue with round impact.

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# Testing Photographs and Procedure
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functioning successfully, ideally including edge cases. -->

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# Changelog

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# Changelog
:cl: Joe Lampost, Beaglegaming, harryob, Thwomper, Nanu308
add: Added Different equipment pre-sets only for use inside a hunting
ground map as part of ERTs
add: Adds a hunts master console that can spawn ERTs every 20 minutes
add: Adds another console for predators to use to spawn hunting ground
lazy templates
fix: Fixed the lighting on lazy templates (thanks harry)
soundadd: added a sound for spawing in as an ERT member on the hunting
grounds
mapadd: added a new type of lazy_template for hunting grounds
fix: dirtgrassborder now has the correct north and south
/:cl:

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---------

Co-authored-by: Nanu308 <[email protected]>
Co-authored-by: harryob <[email protected]>
Co-authored-by: Drathek <[email protected]>
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4 people authored Dec 16, 2024
1 parent 2a8272a commit 13bcd6f
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Showing 45 changed files with 16,077 additions and 479 deletions.
10 changes: 10 additions & 0 deletions code/__DEFINES/__game.dm
Original file line number Diff line number Diff line change
Expand Up @@ -147,6 +147,14 @@
#define PLAY_SYNTH (1<<5)
#define PLAY_MISC (1<<6)

//toggles_hunting_grounds
#define PLAY_MERC (1<<0)
#define PLAY_TWE (1<<1)
#define PLAY_UPP (1<<2)
#define PLAY_CLF (1<<3)
#define PLAY_XENO_T2 (1<<4)
#define PLAY_XENO_T3 (1<<5)

//toggles_admin
/// Splits admin tabs in Statpanel
#define SPLIT_ADMIN_TABS (1<<0)
Expand All @@ -167,6 +175,8 @@

#define TOGGLES_ERT_DEFAULT (PLAY_LEADER|PLAY_MEDIC|PLAY_ENGINEER|PLAY_HEAVY|PLAY_SMARTGUNNER|PLAY_SYNTH|PLAY_MISC)

#define TOGGLES_ERT_GROUNDS (PLAY_MERC|PLAY_TWE|PLAY_UPP|PLAY_CLF|PLAY_XENO_T2|PLAY_XENO_T3)

#define TOGGLES_ADMIN_DEFAULT (ADMIN_AFK_SAFE)

// Game Intents
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6 changes: 6 additions & 0 deletions code/__DEFINES/dcs/signals/signals_global.dm
Original file line number Diff line number Diff line change
Expand Up @@ -66,6 +66,12 @@
/// From
#define COMSIG_GLOB_YAUTJA_ARMORY_OPENED "!yautja_armory_opened"

/// For opening hunting grounds shutters
#define COMSIG_GLOB_YAUTJA_PRESERVE_OPENED "!yautja_preserve_opened"

/// For closing hunting grounds shutters
#define COMSIG_GLOB_YAUTJA_PRESERVE_CLOSED "!yautja_preserve_closed"

/// From /proc/biohazard_lockdown()
#define COMSIG_GLOB_RESEARCH_LOCKDOWN "!research_lockdown_closed"
#define COMSIG_GLOB_RESEARCH_LIFT "!research_lockdown_opened"
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6 changes: 4 additions & 2 deletions code/__DEFINES/mode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -273,14 +273,15 @@ DEFINE_BITFIELD(whitelist_status, list(
#define FACTION_SOUTO "Souto Man"
#define FACTION_COLONIST "Colonist"
#define FACTION_YAUTJA "Yautja"
#define FACTION_HUNTED "Hunted"
#define FACTION_ZOMBIE "Zombie"
#define FACTION_MONKEY "Monkey" // Nanu
#define FACTION_FAX "Fax Responder"

#define FACTION_LIST_MARINE list(FACTION_MARINE)
#define FACTION_LIST_HUMANOID list(FACTION_MARINE, FACTION_PMC, FACTION_WY, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_MARSHAL, FACTION_UPP, FACTION_FREELANCER, FACTION_SURVIVOR, FACTION_NEUTRAL, FACTION_COLONIST, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_YAUTJA, FACTION_ZOMBIE, FACTION_TWE, FACTION_FAX)
#define FACTION_LIST_HUMANOID list(FACTION_MARINE, FACTION_PMC, FACTION_WY, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_MARSHAL, FACTION_UPP, FACTION_FREELANCER, FACTION_SURVIVOR, FACTION_NEUTRAL, FACTION_COLONIST, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_YAUTJA, FACTION_ZOMBIE, FACTION_TWE, FACTION_HUNTED, FACTION_FAX)
#define FACTION_LIST_ERT_OTHER list(FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO)
#define FACTION_LIST_ERT_ALL list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_MARSHAL, FACTION_TWE)
#define FACTION_LIST_ERT_ALL list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_MARSHAL, FACTION_TWE, FACTION_HUNTED)
#define FACTION_LIST_WY list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_UPP list(FACTION_UPP)
#define FACTION_LIST_CLF list(FACTION_CLF)
Expand All @@ -295,6 +296,7 @@ DEFINE_BITFIELD(whitelist_status, list(
#define FACTION_LIST_MARINE_UPP list(FACTION_MARINE, FACTION_UPP)
#define FACTION_LIST_MARINE_TWE list(FACTION_MARINE, FACTION_TWE)
#define FACTION_LIST_YAUTJA list(FACTION_YAUTJA)
#define FACTION_LIST_HUNTED list(FACTION_HUNTED)

// Xenomorphs
#define FACTION_PREDALIEN "Predalien"
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2 changes: 2 additions & 0 deletions code/controllers/subsystem/who.dm
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,7 @@ SUBSYSTEM_DEF(who)
"yautja" = 0,
"infected_preds" = 0,
"humans" = 0,
"hunted" = 0,
"infected_humans" = 0,
"uscm" = 0,
"uscm_marines" = 0,
Expand Down Expand Up @@ -134,6 +135,7 @@ SUBSYSTEM_DEF(who)
factions_additional += list(list("content" = "Marines: [counted_additional["uscm_marines"]]", "color" = "#5442bd", "text" = "Players playing as Marines"))
factions_additional += list(list("content" = "Yautjas: [counted_additional["yautja"]]", "color" = "#7ABA19", "text" = "Players playing as Yautja"))
factions_additional += list(list("content" = "Infected Predators: [counted_additional["infected_preds"]]", "color" = "#7ABA19", "text" = "Players playing as Infected Yautja"))
factions_additional += list(list("content" = "Hunted In Preserve: [counted_additional["hunted"]]", "color" = "#476816", "text" = "Players playing as hunted in preserve"))

for(var/i in 1 to length(counted_factions))
if(!counted_factions[counted_factions[i]])
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15 changes: 15 additions & 0 deletions code/datums/emergency_calls/emergency_call.dm
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,21 @@
var/max_engineers = 1
var/max_heavies = 1
var/max_smartgunners = 1
///xeno roles
var/xeno_t3 = 0
var/xeno_t2 = 0
var/max_xeno_t3 = 1
var/max_xeno_t2 = 1
///Hunting Grounds
var/mercs = 0
var/royal_marines= 0
var/upp = 0
var/clf = 0
var/max_mercs = 1
var/max_royal_marines= 1
var/max_upp = 1
var/max_clf = 1

var/shuttle_id = MOBILE_SHUTTLE_ID_ERT1 //Empty shuttle ID means we're not using shuttles (aka spawn straight into cryo)
var/auto_shuttle_launch = TRUE
var/spawn_max_amount = FALSE
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154 changes: 154 additions & 0 deletions code/datums/emergency_calls/pred_hunt/hunting_calls.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,154 @@
//Predator Hunting Ground ERTs


/datum/emergency_call/pred
name = "template"
probability = 0
name_of_spawn = /obj/effect/landmark/ert_spawns/distress/hunt_spawner
shuttle_id = ""
var/hunt_name
var/message = "You are still expected to uphold the RP of the standard as this character!"

/datum/emergency_call/pred/mixed
name = "Hunting Grounds - Multi Faction - Small"
hunt_name = "Multi Faction (small)"
mob_max = 4
mob_min = 1
max_clf = 1
max_upp = 1
max_royal_marines = 1

/datum/emergency_call/pred/create_member(datum/mind/man, turf/override_spawn_loc)
var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()

if(!istype(spawn_loc))
return //Didn't find a useable spawn point.

var/mob/living/carbon/human/hunted = new(spawn_loc)
man.transfer_to(hunted, TRUE)

if(mercs < max_mercs && HAS_FLAG(hunted.client.prefs.toggles_ert_pred, PLAY_MERC))
mercs++
var/list/hunted_types = list(/datum/equipment_preset/other/freelancer/leader/hunted, /datum/equipment_preset/other/freelancer/standard/hunted)
var/hunted_type = pick(hunted_types)
arm_equipment(hunted, hunted_type , TRUE, TRUE)
to_chat(hunted, SPAN_BOLD("No one is more professional than I. Unlike other mercenaries, your group was registered as a legitimate business that dealt in violence. Working for various high profile clients, information classified to the public circulated somewhat freely in your circle - stories you dismissed as anecdotal or hearsay. The last job you took proved particularly hazardous and truthful: as you were clearing local fauna around a dig site, a massive man-shaped shimmering thing lunged at you and knocked you out in one blow. Groggily opening your eyes, you try to make sense of your surroundings, and get up."))
else if(upp < max_upp && HAS_FLAG(hunted.client.prefs.toggles_ert_pred, PLAY_UPP))
upp++
var/list/hunted_types = list(/datum/equipment_preset/upp/soldier/hunted, /datum/equipment_preset/upp/leader/hunted, /datum/equipment_preset/upp/machinegunner/hunted, /datum/equipment_preset/upp/sapper/hunted)
var/hunted_type = pick(hunted_types)
arm_equipment(hunted, hunted_type , TRUE, TRUE)
to_chat(hunted, SPAN_BOLD("Life was alright. Previously relocated from your noisier post on the frontier, you were now stationed just on the outer veil of Union territory. Combat patrols and sawdust rations turned into boring guard shifts and proper food, making your peacekeeping duty a much envied task. Then, your life came crumbling down. An unknown alien surprised you and the rest of your garrison, slaughtering effectively everyone. Just as you were about to escape, it caught you in a trap, and dragged you into the darkness. Now awake in a completely different place, still sore from the confrontation, you wonder what you'd have to do to get back home safe and sound."))
else if(royal_marines < max_royal_marines && HAS_FLAG(hunted.client.prefs.toggles_ert_pred, PLAY_TWE))
royal_marines++
var/list/hunted_types = list(/datum/equipment_preset/twe/royal_marine/standard/hunted, /datum/equipment_preset/twe/royal_marine/team_leader/hunted, /datum/equipment_preset/twe/royal_marine/lieuteant/hunted)
var/hunted_type = pick(hunted_types)
arm_equipment(hunted, hunted_type , TRUE, TRUE)
to_chat(hunted, SPAN_BOLD("You were starting to get sick and tired of these Australians. Posted and wrangled around Oceania, you had spent the last half decade from refugee camp to metropolis, making sure order was maintained most of the time and partaking in a riot action now and then. You were ready to give about anything for your job to be more interesting, and like a monkey's paw, the wish came true. One night, your barracks got blown up before your very eyes while on guard duty, and to your dismay, it was not a terrorist. You attempted to gun the monster down, but failed, your friends torn apart before your very eyes. Being the last one alive, the thing takes you with it, shackles you, and throws you into a cell. You black out again, and wake up here, wherever you are. At least you hope things will be more interesting now, or so you tell yourself."))
else if(clf < max_clf && HAS_FLAG(hunted.client.prefs.toggles_ert_pred, PLAY_CLF))
clf++
var/list/hunted_types = list(/datum/equipment_preset/clf/soldier/hunted, /datum/equipment_preset/clf/leader/hunted, /datum/equipment_preset/clf/engineer/hunted)
var/hunted_type = pick(hunted_types)
arm_equipment(hunted, hunted_type , TRUE, TRUE)
to_chat(hunted, SPAN_BOLD("Your whole life was a struggle. Fighting tooth and nail for the independence of your colony from one master to the next, with not much change, your home ended up crushed under the boot of the oppressor. Filled with rage, you traveled with your cell of freedom fighters from one system to the next, wreaking havoc and mayhem, which eventually makes you notorious for your brutal executions of government officials and military. While on a raid gone wrong, your comrades get slaughtered by a marine squad, and as you scamper to get away, something else catches you off guard. KO'd and taken away, you wake up in conditions not much different from your previous ones, determined to get revenge against your oppressor once more."))
else
var/list/hunted_types = list(/datum/equipment_preset/uscm/rifleman_pve/hunted, /datum/equipment_preset/uscm/tl_pve/hunted, /datum/equipment_preset/uscm/sg_pve/hunted,)
var/hunted_type = pick(hunted_types)
arm_equipment(hunted, hunted_type , TRUE, TRUE)
to_chat(hunted, SPAN_BOLD("You dreamt of becoming the ultimate badass ever since you were a kid. Nukes, knives, sharp sticks - and the corps was for you, enlisting into the marines as soon as you could join. There were little regrets from you, happily gunning down anything, anytime, and anywhere you were told to go... until now. During a jungle patrol, your entire squad was torn to shreds by a single cloaker - something you previously figured was made up just to scare chickenshit privates. Riddling the freak with bullet holes, it finally catches you off guard, and after that it's all hazy. Waking up, you realize you're still alive... and that it left you with your weapon. Big mistake. You get up."))

addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound_client), hunted.client, 'sound/misc/hunt_begin.ogg'), 10 SECONDS)
show_blurb(hunted, 15, message, null, "center", "center", COLOR_RED, null, null, 1)

/datum/emergency_call/pred/mixed/medium
name = "Hunting Grounds - Multi Faction - Medium"
hunt_name = "Multi Faction (group)"
mob_max = 6
mob_min = 4
max_clf = 2
max_upp = 2
max_royal_marines = 1
max_mercs = 1


/datum/emergency_call/pred/mixed/hard
name = "Hunting Grounds - Multi Faction - Large"
hunt_name = "Multi Faction (large)"
mob_max = 8
mob_min = 6
max_clf = 2
max_upp = 2
max_royal_marines = 1
max_mercs = 1

/datum/emergency_call/pred/mixed/harder
name = "Hunting Grounds - Multi Faction - Larger"
hunt_name = "Multi Faction (larger)"
mob_max = 12
mob_min = 6
max_clf = 3
max_upp = 2
max_royal_marines = 2
max_mercs = 2

/datum/emergency_call/pred/xeno
name = "Hunting Grounds - Xenos - Small"
hunt_name = "Serpents (small)"
name_of_spawn = /obj/effect/landmark/ert_spawns/distress/hunt_spawner/xeno
mob_max = 4
mob_min = 1
hostility = TRUE
max_xeno_t3 = 1
max_xeno_t2 = 1

/datum/emergency_call/pred/xeno/create_member(datum/mind/player, turf/override_spawn_loc)
var/turf/spawn_loc = override_spawn_loc ? override_spawn_loc : get_spawn_point()
var/mob/current_mob = player.current
var/mob/living/carbon/xenomorph/new_xeno

if(!istype(spawn_loc))
return // Didn't find a usable spawn point.

if(xeno_t3 < max_xeno_t3 && HAS_FLAG(current_mob.client.prefs.toggles_ert_pred, PLAY_XENO_T3))
xeno_t3++
var/list/xeno_types = list(/mob/living/carbon/xenomorph/praetorian, /mob/living/carbon/xenomorph/ravager)
var/xeno_type = pick(xeno_types)
new_xeno = new xeno_type(spawn_loc, null, XENO_HIVE_FERAL)
player.transfer_to(new_xeno, TRUE)
QDEL_NULL(current_mob)
to_chat(new_xeno, SPAN_BOLD("You are a xeno"))
else if(xeno_t2 < max_xeno_t2 && HAS_FLAG(current_mob.client.prefs.toggles_ert_pred, PLAY_XENO_T2))
xeno_t2++
var/list/xeno_types = list(/mob/living/carbon/xenomorph/lurker, /mob/living/carbon/xenomorph/warrior)
var/xeno_type = pick(xeno_types)
new_xeno = new xeno_type(spawn_loc, null, XENO_HIVE_FERAL)
player.transfer_to(new_xeno, TRUE)
QDEL_NULL(current_mob)
to_chat(new_xeno, SPAN_BOLD("You are a xeno let loose on a strang "))
else
var/list/xeno_types = list(/mob/living/carbon/xenomorph/drone)
var/xeno_type = pick(xeno_types)
new_xeno = new xeno_type(spawn_loc, null, XENO_HIVE_FERAL)
player.transfer_to(new_xeno, TRUE)
to_chat(new_xeno, SPAN_BOLD("You are a xeno"))

addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound_client), new_xeno.client, 'sound/misc/hunt_begin.ogg'), 10 SECONDS)
show_blurb(new_xeno, 15, message, null, "center", "center", COLOR_RED, null, null, 1)

/datum/emergency_call/pred/xeno/med
name = "Hunting Grounds - Xenos - Medium"
hunt_name = "Serpents (group)"
mob_max = 6
mob_min = 3
hostility = TRUE
max_xeno_t3 = 3
max_xeno_t2 = 1

/datum/emergency_call/pred/xeno/hard
name = "Hunting Grounds - Xenos - Large"
hunt_name = "Serpents (large)"
mob_max = 8
mob_min = 4
hostility = TRUE
max_xeno_t3 = 3
max_xeno_t2 = 3
7 changes: 7 additions & 0 deletions code/datums/lazy_template.dm
Original file line number Diff line number Diff line change
Expand Up @@ -91,6 +91,13 @@
for(var/thing in (turf.get_all_contents() - turf))
loaded_atom_movables |= thing

for(var/turf/initializing_turf as anything in loaded_turfs)
var/area/turf_area = initializing_turf.loc // not using get_area as these are turfs, and the loc is guaranteed to be an area
if(!turf_area.static_lighting)
continue

new /datum/static_lighting_object(initializing_turf)

SSatoms.InitializeAtoms(loaded_areas + loaded_atom_movables + loaded_turfs)

SEND_SIGNAL(src, COMSIG_LAZY_TEMPLATE_LOADED, loaded_atom_movables, loaded_turfs, loaded_areas)
Expand Down
2 changes: 2 additions & 0 deletions code/datums/soundOutput.dm
Original file line number Diff line number Diff line change
Expand Up @@ -141,6 +141,8 @@
/// Pulls mob's area's sound_environment and applies if necessary and not overridden.
/datum/soundOutput/proc/update_area_environment()
var/area/owner_area = get_area(owner.mob)
if(!owner_area)
return
var/new_environment = owner_area.sound_environment

if(owner.mob.sound_environment_override != SOUND_ENVIRONMENT_NONE) //override in effect, can't apply
Expand Down
78 changes: 78 additions & 0 deletions code/game/area/hunting_preserve.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,78 @@

///Predator Hunting Grounds stuff
/area/yautja_grounds
name = "\improper Yautja Hunting Grounds"
icon_state = "green"
ambience_exterior = AMBIENCE_JUNGLE
weather_enabled = FALSE
flags_area = AREA_NOTUNNEL|AREA_AVOID_BIOSCAN|AREA_YAUTJA_GROUNDS
resin_construction_allowed = FALSE
can_build_special = FALSE
is_resin_allowed = TRUE

/area/yautja_grounds/jungle
name = "\improper Yautja Hunting Grounds Jungle Central"
icon_state = "central"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/jungle/north
name = "\improper Yautja Hunting Grounds Jungle north"
icon_state = "north"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/north_east
name = "\improper Yautja Hunting Grounds Jungle south east"
icon_state = "northeast"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/north_west
name = "\improper Yautja Hunting Grounds Jungle south west"
icon_state = "northwest"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/jungle/east
name = "\improper Yautja Hunting Grounds Jungle east"
icon_state = "east"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/south
name = "\improper Yautja Hunting Grounds Jungle south"
icon_state = "south"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/south_east
name = "\improper Yautja Hunting Grounds Jungle south east"
icon_state = "southeast"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/south_west
name = "\improper Yautja Hunting Grounds Jungle south west "
icon_state = "southwest"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/jungle/west
name = "\improper Yautja Hunting Grounds Jungle west"
icon_state = "west"
ambience_exterior = AMBIENCE_JUNGLE

/area/yautja_grounds/caves
name = "\improper Yautja Hunting Grounds Caves"
icon_state = "cave"
ambience_exterior = AMBIENCE_CAVE

/area/yautja_grounds/temple
name = "\improper Yautja Hunting Grounds Temple"
icon_state = "bluenew"
ambience_exterior = AMBIENCE_CAVE

/area/yautja_grounds/temple/entrance
name = "\improper Yautja Hunting Grounds Temple"
icon_state = "bluenew"
ambience_exterior = AMBIENCE_JUNGLE

///TP Areas

/area/yautja_grounds/prep_room
name = "\improper Jungle Moon Campsite"
icon_state = "red"
ambience_exterior = AMBIENCE_JUNGLE
15 changes: 15 additions & 0 deletions code/game/machinery/doors/poddoor/shutters/shutters.dm
Original file line number Diff line number Diff line change
Expand Up @@ -105,6 +105,21 @@
. = ..()
RegisterSignal(SSdcs, COMSIG_GLOB_YAUTJA_ARMORY_OPENED, PROC_REF(open))

/obj/structure/machinery/door/poddoor/shutters/almayer/yautja/hunting_grounds
name = "Preserve Shutter"
id = "Yautja Preserve"
needs_power = FALSE
unacidable = TRUE
explo_proof = TRUE

/obj/structure/machinery/door/poddoor/shutters/almayer/yautja/hunting_grounds/Initialize()
. = ..()
RegisterSignal(SSdcs, COMSIG_GLOB_YAUTJA_PRESERVE_OPENED, PROC_REF(open))

/obj/structure/machinery/door/poddoor/shutters/almayer/yautja/hunting_grounds/Initialize()
. = ..()
RegisterSignal(SSdcs, COMSIG_GLOB_YAUTJA_PRESERVE_CLOSED, PROC_REF(close))

/obj/structure/machinery/door/poddoor/shutters/almayer/containment
unacidable = TRUE

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8 changes: 8 additions & 0 deletions code/game/objects/effects/landmarks/landmarks.dm
Original file line number Diff line number Diff line change
Expand Up @@ -113,6 +113,14 @@
name = "monkey_spawn"
icon_state = "monkey_spawn"

///hunting grounds

/obj/effect/landmark/ert_spawns/distress/hunt_spawner
name = "hunt spawner"

/obj/effect/landmark/ert_spawns/distress/hunt_spawner/xeno
name = "hunt spawner xeno"

/obj/effect/landmark/monkey_spawn/Initialize(mapload, ...)
. = ..()
GLOB.monkey_spawns += src
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