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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Sprites stolen from thwomper and sammy, available NOW with game code! Adds a few tents to be used in FOB building, mainly for organizational purposes but also providing small gameplay benefits. At current the main goal is to incentive usage to organize and liven up FOB, so the buffs are rather small. There are 4 tent types: * The Command Tent is a 2x3 structure that comes bundled with an overwatch console, a phone, and two (2) chairs. * The Medical Tent is a 2x3 structure that comes with a NanoMED, 2 roller beds, and slightly buffs surgery (10% less time taken, and a very token pain/failure chance improvement) * The Requisitions Tent is a 4x3 structure that comes with a phone, rack, desks, and a variant of the old APC vendor that can stock materials and regular ammunition. The vendor starts empty, save for some tables/racks/paperwork for organization purposes. It is only useable with requisitions access. * The Big Tent is a bigger tent for all your organizational needs: 3x3. Get creative. The tents also provide decent additional protection against cold environements. Unfortunately, rain/snow will visually pour through it, i can't do much about that. The tents are extremely vulnerable to explosives and xeno claws. For simplicity and technical reasons, they are currently NON REDEPLOYABLE and NON REPLACEABLE. The tent destruction will destroy/disable linked objects (console/vendor etc). Be mindful of where you place them. **Mind that the tents may not work out for all LZ FOBs due to the required space. I expect people will find ways to make it work anyway but it might take a while.** # Explain why it's good for the game <!-- 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, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. I'm lazyyy i forgot and already closed the game... If you actually want em bug me and i'll add em </details> # 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. 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. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: Firartix , Thwomper and Sammy add: Added four types of tents to liven up FOB. They provide cold protection and benefits depending on their type. The tents spawn in Requisitions roundstart near the mortar. They're vulnerable to explosives and xenomorphs, and NON REPLACEABLE. Mind where you put them! add: The Command tent comes equipped with an overwatch console and a phone. add: The Medical tent provides a small boost to surgery speed/pain carried out inside it. add: The Requisitions tent provides a restockable vendor, desk, and furniture for organization. add: The Big tent is just a big tent, and provides you a slate to organize the way you want. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> --------- Co-authored-by: harryob <me@harryob.live>
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Original file line number | Diff line number | Diff line change |
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/// Invisible Blocker Walls, they link up with the main tent and collapse with it | ||
/obj/structure/blocker/tent | ||
name = "Tent Blocker" | ||
icon = 'icons/obj/structures/barricades.dmi' | ||
icon_state = "folding_0" // for map editing only | ||
flags_atom = ON_BORDER | ||
invisibility = INVISIBILITY_MAXIMUM | ||
density = TRUE | ||
opacity = FALSE // Unfortunately this doesn't behave as we'd want with ON_BORDER so we can't make tent opaque | ||
/// The tent this blocker relates to, will be destroyed along with it | ||
var/obj/structure/tent/linked_tent | ||
|
||
/obj/structure/blocker/tent/Initialize(mapload, ...) | ||
. = ..() | ||
icon_state = null | ||
linked_tent = locate(/obj/structure/tent) in loc | ||
if(!linked_tent) | ||
return INITIALIZE_HINT_QDEL | ||
RegisterSignal(linked_tent, COMSIG_PARENT_QDELETING, PROC_REF(collapse)) | ||
|
||
/obj/structure/blocker/tent/Destroy(force) | ||
. = ..() | ||
linked_tent = null | ||
|
||
/obj/structure/blocker/tent/proc/collapse() | ||
SIGNAL_HANDLER | ||
qdel(src) | ||
|
||
/obj/structure/blocker/tent/initialize_pass_flags(datum/pass_flags_container/PF) | ||
..() | ||
if (PF) | ||
PF.flags_can_pass_all = NONE | ||
PF.flags_can_pass_front = NONE | ||
PF.flags_can_pass_behind = NONE | ||
|
||
/obj/structure/blocker/tent/get_projectile_hit_boolean(obj/item/projectile/P) | ||
. = ..() | ||
return FALSE // Always fly through the tent |
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