-
-
Notifications
You must be signed in to change notification settings - Fork 542
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Mapping hazards and types #3233
Mapping hazards and types #3233
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
this helps clean up making radioactive a hazard subtype, though it could be cleaner. Should tweak barrels to not be the base hazard, and add the radiation triggers to other hazards.
hey wait a second, doing something once every cooldown? I already do that with random_effect. why also need this thing to process when I could just use the existing setup! yeah
Powered shutoff based on the medipen vault console, which requires a cable connection to charge, and at max allows the shutoff to be used. Could be more tactile but this works for now.
Still being worked on? Let me know when you want a review |
still being worked on, been busy this week, mostly drafted because I want more implemented hazards before its sent |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
if the electric hazards are wanted let me know, I'm not finishing the rest of this however. |
Looking at the code again, hopefully these comments are more clear.
Let us know when you want a review on this |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
My goal of having several hazards finished for this before review has made me stall on it for a while, if I could get a review now that'd be great. If anything seems wonky I'll cut it for a future PR. |
code/modules/ruins/objects_and_mobs/generic_hazards/hazards/electrical_conduit.dm
Show resolved
Hide resolved
code/modules/ruins/objects_and_mobs/generic_hazards/hazard_code/floor.dm
Show resolved
Hide resolved
ehh this has been open for 2 long.. just remeber in future that sleeps are evil.. |
<!-- 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. --> (still plenty of room for actual hazards, mostly need sprites & ideas) This PR implements a base obj/structure/hazard, with the goal of making subtypes of this base hazard easily customizable using variables. The goal is to make it as easy as possible for mappers to make and customize hazards based on the subtypes listed below. Most hazards are activated randomly or on contact. Random hazard effects will constantly repeat with a delay set between random_min and random_max. Contact hazard effects either happen when walked over (not dense) or bumped (dense), with a short cooldown. As of now, only radiation barrels use the attacked hazard trigger, which happens when the hazard is, of course, attacked. base hazard all hazards can choose to add slowdown hazard/atmospheric a simple hazard that emits a chosen gas, with set mols and temp hazard/electrical hazards that emit sparks, stuns, or tesla arcs. The bread and butter of this system hazard/floor floor hazards, such as spikes, slips, and launchers hazard/radioactive the old radioactive barrels, with their activation procs moved to the base hazard. otherwise nearly the same! hazard/slowdown require climbing over, under, or have a stick chance hazard/spray sprays foam, smoke, or water. implemented electrical hazard example: https://youtu.be/4P-67V_US6Q hazard example suite as of july 22. more are likely to come as I get more recommendations. https://youtu.be/gLLdpiM-Ofg <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Makes it (hopefully) easy for mappers to customize simple hazards to their needs, and adds new kinds of hazards that don't rely on sim mechanics nearly as heavily. This allows for hazards to be easily used in ruins without much consideration, compared to something like emitters. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: add: adds ruin hazards /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. -->
About The Pull Request
Baseline functionality finished! yay
(still plenty of room for actual hazards, mostly need sprites & ideas)
Pitch
This PR implements a base obj/structure/hazard, with the goal of making subtypes of this base hazard easily customizable using variables. The goal is to make it as easy as possible for mappers to make and customize hazards based on the subtypes listed below.
Hazard Basics
Most hazards are activated randomly or on contact. Random hazard effects will constantly repeat with a delay set between random_min and random_max. Contact hazard effects either happen when walked over (not dense) or bumped (dense), with a short cooldown. As of now, only radiation barrels use the attacked hazard trigger, which happens when the hazard is, of course, attacked.
Hazard Subtypes
base hazard
all hazards can choose to add slowdown
hazard/atmospheric
a simple hazard that emits a chosen gas, with set mols and temp
hazard/electrical
hazards that emit sparks, stuns, or tesla arcs. The bread and butter of this system
hazard/floor
floor hazards, such as spikes, slips, and launchers
hazard/radioactive
the old radioactive barrels, with their activation procs moved to the base hazard. otherwise nearly the same!
hazard/slowdown
require climbing over, under, or have a stick chance
hazard/spray
sprays foam, smoke, or water.
implemented electrical hazard example:
https://youtu.be/4P-67V_US6Q
hazard example suite as of july 22. more are likely to come as I get more recommendations.
https://youtu.be/gLLdpiM-Ofg
Why It's Good For The Game
Makes it (hopefully) easy for mappers to customize simple hazards to their needs, and adds new kinds of hazards that don't rely on sim mechanics nearly as heavily. This allows for hazards to be easily used in ruins without much consideration, compared to something like emitters.
Changelog
🆑
add: adds ruin hazards
/:cl: