Skip to content
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

Better Control of Weeding and Areas - Landing Zone edition. #7363

Merged
merged 31 commits into from
Oct 29, 2024

Conversation

Nanu308
Copy link
Member

@Nanu308 Nanu308 commented Oct 22, 2024

About the pull request

This PR adds the feature of; On Marine drop to the planet/station, weeds will be deleted from set areas according to the landing zone they select, and a non harmful gas will spawn and disappear shortly after as a lore reason for the weeds disappearing (Agent Orange). The areas which the weeds are deleted from can not be weeded for Eight Minutes, Original test had Five Minutes.

Both timers and areas selected are subject to change. The old system has been removed from playable areas. No longer do you need to wait for 20mins to weed an area after marine drop. All of the colony belong to you xeno!!! (Until Marines land) Survs might have it harder :D)

Features for timed blockers like caveins etc. has been added, see next paragraph as an example of usecase.

Big Red, South West Cave now has timed blockers to hinder a SW hive and Marines alike from going a straight line to attack each other. These blockers dissappear in a "cavein" at fourty minutes from roundstart, Roughly on average twenty minutes after marines land.

Ovi Queen Feature. Restricts areas queens can ovi & place the hivecore in at roundstart. This also has a set timer on it, making it so queens are only allowed to Ovi+Hivecore in mapper set areas on roundstart, but as the round progresses all areas unlock and the queen can move anywhere. Currently set to 25 Minutes from roundstart.

If you believe an area is intended to be Ovi'd in but missed, message or ping me on Discord about it.

Explain why it's good for the game

This is to hinder instant FOB sieges and give Marines a bit more of a headstart into the early round so they do not immediately get pushed back to the FOB, and the game turns into a siege which are boring for several xeno castes and marine players alike.

This will hopefully allow more skirmishing across the middle of the map. If this is a success we might be able to get rid of the non-weedable areas from roundstart & for 20mins after marine drop which the game currently has in effect on several maps.

This keeps the game the same up till Marines land, so survivors do not get a free holdout anymore like on the past test. This change is also less limiting on Xenos with both duration and area zones selected.

I might add further areas that queen can hive in, if so, you can come with recommendations but i will let it be known i disagree with for example hiving right next to the LZ, or akin which makes the entire map go un-used.

FEEDBACK: https://forum.cm-ss13.com/c/development/23
image

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑 Nanu, HarryOb, Spartanbobby
add: Added a feature that will delete weeds in the surrounding area of the Marines selected landing zone, and keep them subject to be unweedable for the next eight minutes.
balance: Maps currently affected by this change/test - Big Red, LV-624, Kutjevo, New Varadero, Sorokyne Strata, Prison Station Science Annex, Shiva's Snowball.
maptweak: Slight area tweaks and changes to allow more subjective control over areas.
maptweak: Big Red, South West Cave now has timed blockers to hinder a SW hive and Marines alike from going a straight line to attack each other. These blockers dissappear in a "cavein" at fourty minutes, Roughly on average twenty minutes after marines land.
balance: Queens can only ovi and build the hivecore on "their" side of the map at roundstart, this protection drops off 25min from roundstart.
/:cl:

@cmss13-ci cmss13-ci bot added Mapping did you remember to save in tgm format? Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Oct 22, 2024
@Nanu308 Nanu308 added Testmerge Candidate we'll test this while you're asleep and the server has 10 players Needs Testing Need to test it on the guinea pigs (production server) labels Oct 22, 2024
Out of order moment
cm13-github added a commit that referenced this pull request Oct 22, 2024
cm13-github added a commit that referenced this pull request Oct 23, 2024
@cm13-issue-bot cm13-issue-bot mentioned this pull request Oct 23, 2024
cm13-github added a commit that referenced this pull request Oct 24, 2024
cm13-github added a commit that referenced this pull request Oct 24, 2024
cm13-github added a commit that referenced this pull request Oct 25, 2024
cm13-github added a commit that referenced this pull request Oct 25, 2024
cm13-github added a commit that referenced this pull request Oct 25, 2024
cm13-github added a commit that referenced this pull request Oct 25, 2024
cm13-github added a commit that referenced this pull request Oct 25, 2024
Fixes bug with North caves of LZ1 BR being on wrong LZ, extends timer to 8 Minutes, Adds two new areas - Viro cave entrace and the North comm position near lz1 above sec.
@Nanu308
Copy link
Member Author

Nanu308 commented Oct 25, 2024

Fixed bug with North caves of LZ1 BR being on wrong LZ, extends timer to 8 Minutes, Adds two new areas - Viro cave entrace and the North comm position near lz1 above sec. on Big Red to "near lz" list.

cm13-github added a commit that referenced this pull request Oct 29, 2024
cm13-github added a commit that referenced this pull request Oct 29, 2024
cm13-github added a commit that referenced this pull request Oct 29, 2024
cm13-github added a commit that referenced this pull request Oct 29, 2024
@hry-gh hry-gh enabled auto-merge October 29, 2024 17:52
@hry-gh hry-gh added this pull request to the merge queue Oct 29, 2024
Merged via the queue into cmss13-devs:master with commit ea9135b Oct 29, 2024
27 checks passed
cmss13-ci bot added a commit that referenced this pull request Oct 29, 2024
@Shibouze Shibouze mentioned this pull request Oct 29, 2024
3 tasks
@Drulikar Drulikar added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Oct 30, 2024
github-merge-queue bot pushed a commit that referenced this pull request Nov 1, 2024
# About the pull request

This PR is a follow up to #7363 where a hive core placement restriction
had no effect. I also cleaned up a couple edge cases where the
construction template would not get deleted on construction failure.

# Explain why it's good for the game

Restrictions should actually work.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![core](https://github.com/user-attachments/assets/96a8322f-4f34-44e8-bb07-147eca594f4e)

![core2](https://github.com/user-attachments/assets/f18f9024-bfe2-4a15-9c80-30ded72d8657)

</details>


# Changelog
:cl: Drathek
fix: Fix hive core placement restriction
/:cl:
@Nanu308 Nanu308 deleted the nanu/deweedv2+ branch November 2, 2024 21:05
@Drulikar Drulikar mentioned this pull request Nov 5, 2024
github-merge-queue bot pushed a commit that referenced this pull request Nov 6, 2024
# About the pull request

This PR is a follow up to #7363 and #7488 where it was discovered that
the XvX hive landmarks were being used as an area to allow ovi meaning
distress signal was getting areas not intended to be oviable. This also
makes it so the ovi restriction does not apply to XvX (all areas will
allow it).

Oviable areas were also expanded on Kutjevo, Shivas, Tijent Dam,
Chance's Claim, and Fiorina.

# Explain why it's good for the game

Ovi restrictions are intended to disallow hives next to LZs, this fixes
that. It also expands the areas oviable at the start of the game on
Kutjevo, Shivas, Trijent Dam, Chance's Claim, and Fiorina so there is
more variety in where an initial hive can be place.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![Soro](https://github.com/user-attachments/assets/ae1ec4c8-3a96-4b89-9858-1a1662da0357)

![Soro_After](https://github.com/user-attachments/assets/6a8fbcc2-97aa-43bc-9dc2-83f609c9a82b)

![Kutjevo](https://github.com/user-attachments/assets/78e3b971-9880-4322-88f5-690b99a98af9)

![Kutjevo_After](https://github.com/user-attachments/assets/6565a64c-8e83-4b67-9183-72286db3b80f)

![Shivas](https://github.com/user-attachments/assets/ec1c5cce-6490-484a-85ba-1812ce7f4dac)

![Shivas_After](https://github.com/user-attachments/assets/4d892408-914a-4bc8-9a51-d5ee439a5f00)

![Trijent](https://github.com/user-attachments/assets/530c8e40-7e6a-42f3-b80a-f1021b505011)

![Trijent_After](https://github.com/user-attachments/assets/b8a20e59-65ba-4875-b4cb-850d0c0f9073)

![Chances](https://github.com/user-attachments/assets/f70da48a-7183-464e-9a37-cd6ecbf5fa35)

![Chances_After](https://github.com/user-attachments/assets/d5f124a5-35e2-4880-a843-85c83488d90e)

![Fiorina](https://github.com/user-attachments/assets/6b58eac5-61c0-499e-a9ef-5d805d717656)

![Fiorina_After](https://github.com/user-attachments/assets/5ba8736f-290d-4b28-9338-20a17383a756)

![Lv624_After](https://github.com/user-attachments/assets/89d08415-338b-47ab-897c-f34c53832ae1)

![NV_After](https://github.com/user-attachments/assets/27ec79b5-3fc1-4d98-87f4-d408feccdc1f)

![Solaris_After](https://github.com/user-attachments/assets/24ca89c4-934a-4e61-a097-43dfae0b2030)

Testmerge with Hybrisa:

![Hybrisa](https://github.com/user-attachments/assets/5c3ba89f-7c97-428a-aa0b-519eb1680adc)

</details>


# Changelog
:cl: Drathek
balance: Fix XvX landmarks being used for roundstart oviable locations
balance: Roundstart oviable locations are expanded on Kurjevo, Shivas,
Trijent Dam, Chances's Claim, and Fiorina
fix: XvX now makes all areas oviable
/:cl:
github-merge-queue bot pushed a commit that referenced this pull request Nov 10, 2024
…7535)

# About the pull request

This PR is a follow up to #7363 and #7376 where the linked_lz area var
has been adjusted on all maps in rotation. This required area changes on
Shivas (fix misplaced areas) and Trijent (cut tcoms area and made a new
area).

Queen boosted remote building is now prevented in linked_lz areas. This
can help with remote building being used heavily against survivors, but
likely won't have a large impact unless the lz gas proves removeable (I
will be exploring it next).

# Explain why it's good for the game

All maps need to have properly set up LZ linked weed restricted areas so
that weeds can be properly removed/prevented when marines land. Chances
Claim for example wasn't using the mechanic at all.

Queen remote building is primarily intended to establish a foothold when
it is in its boosted state. If the LZ linked weed restricted areas
mechanic would just be destroying her structures anyways, its best to
prevent this while also letting up the queen's pressure on survivors at
least on certain parts of the map.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![Chances](https://github.com/user-attachments/assets/0e3cd694-3ad3-4427-a9b2-8a87c9a104b3)

![Chances2](https://github.com/user-attachments/assets/af646f54-3dd3-4b61-ae45-e75f8c34f148)

![Fiorina](https://github.com/user-attachments/assets/2a4c9b3d-b54a-4091-8325-bd1645d88840)

![Fiorina2](https://github.com/user-attachments/assets/ab818d57-b69c-4ba3-af88-aa58295b87fa)

![Kutjevo](https://github.com/user-attachments/assets/02a08743-5c40-4973-9355-1a1f2c11005b)

![Kutjevo2](https://github.com/user-attachments/assets/f7240000-65d7-4626-b09b-61a416defbc3)

![LV624](https://github.com/user-attachments/assets/ad937583-1561-488d-913b-66ef2cd00ffe)

![LV624_2](https://github.com/user-attachments/assets/89400a3d-514d-4d49-bafc-c60b23863af3)

![Shivas](https://github.com/user-attachments/assets/f5ddba4f-2b6a-4122-bfe3-f4644d7ff9c4)

![Shivas3](https://github.com/user-attachments/assets/89383cd3-1199-4168-82df-ab6d44ef88cf)

![Solaris](https://github.com/user-attachments/assets/70318f12-417c-4ccd-ad54-ce454da22832)

![Solaris2](https://github.com/user-attachments/assets/82bbe334-bfa8-41e4-9bd2-69a7a81cce83)

![Soro](https://github.com/user-attachments/assets/29e0f5c5-103d-4fea-828a-ffd26b658e67)

![Soro2](https://github.com/user-attachments/assets/a9faafb4-e9a7-4e8b-834e-d0d19365c9ad)

![Trijent](https://github.com/user-attachments/assets/726165ec-0fec-4131-b748-0d9a23ee5384)

![Trijent2](https://github.com/user-attachments/assets/f6e2e568-26bb-4b25-98ba-605c8d4d507d)

![Varadero](https://github.com/user-attachments/assets/224c9990-8ee9-41bf-8e87-17226be6acf5)

![Varadero2](https://github.com/user-attachments/assets/5f84aeee-f741-4a18-b27d-8fdac996380c)

</details>

# Changelog
:cl: Drathek
balance: Queen remote building (while boosted) is now prevented in LZ
linked weed restricted areas
balance: Adjusted/added LZ linked weed restriction areas on all maps in
rotation
maptweak: Fixed misplaced areas on Shivas.
maptweak: Split the Telecoms Valley area to make a Security Valley area
on Trijent.
/:cl:
github-merge-queue bot pushed a commit that referenced this pull request Nov 12, 2024
# About the pull request

This PR is a follow up to #7363 and #7535 where the LZ miasma hazard is
now a toggleable flag during the first 3 minutes of round by admins. It
is disabled by default (as in no longer LZ miasma smoke by default).

# Explain why it's good for the game

Although the LZ smoke is successful in getting survivors out of the
landing zones, there is no longer the aspect of trying to push survivors
closer to weedable areas now that everywhere is weedable. It is awkward
for xenos if survivors back themselves up to the smoke and have no
possible flank.

The reason for making it a toggle is just because I think there can be
events that utilize it, or if staff otherwise wants to experiment with
this mechanic.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![1](https://github.com/user-attachments/assets/f0cee1fd-caed-43f2-a562-6ec3313926ed)

![2](https://github.com/user-attachments/assets/6614d334-a775-4496-b1ee-054ce6d23959)

![3](https://github.com/user-attachments/assets/a77140fc-83f1-4c0e-ad5d-b11511a733de)

</details>


# Changelog
:cl: Drathek
balance: LZ smoke is now disabled by default on distress signal
admin: Added game mode toggle to toggle LZ smoke during the first 3
minutes of the round (otherwise is locked in)
/:cl:
github-merge-queue bot pushed a commit that referenced this pull request Nov 12, 2024
# About the pull request

This PR is a follow up to #7363 and #7535 where the LZ miasma hazard is
now a toggleable flag during the first 3 minutes of round by admins. It
is disabled by default (as in no longer LZ miasma smoke by default).

# Explain why it's good for the game

Although the LZ smoke is successful in getting survivors out of the
landing zones, there is no longer the aspect of trying to push survivors
closer to weedable areas now that everywhere is weedable. It is awkward
for xenos if survivors back themselves up to the smoke and have no
possible flank.

The reason for making it a toggle is just because I think there can be
events that utilize it, or if staff otherwise wants to experiment with
this mechanic.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![1](https://github.com/user-attachments/assets/f0cee1fd-caed-43f2-a562-6ec3313926ed)

![2](https://github.com/user-attachments/assets/6614d334-a775-4496-b1ee-054ce6d23959)

![3](https://github.com/user-attachments/assets/a77140fc-83f1-4c0e-ad5d-b11511a733de)

</details>


# Changelog
:cl: Drathek
balance: LZ smoke is now disabled by default on distress signal
admin: Added game mode toggle to toggle LZ smoke during the first 3
minutes of the round (otherwise is locked in)
/:cl:
github-merge-queue bot pushed a commit that referenced this pull request Nov 19, 2024
# About the pull request

This PR is a follow up to #7363 #7556 and #7535 which have been changing
where xenos are allowed to weed. This should be the final update to
allow xenos weeding capabilities anywhere but OOB and the AI Core
(atleast until marines land then there is a temporary restriction).

Also fixes an oversight where resin walls and doors were not getting
weed killed.

# Explain why it's good for the game

Fixes #7583

# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>
<summary>Screenshots & Videos</summary>

https://youtu.be/0qA55ZizGoE

Weed killer on structures:

![example](https://github.com/user-attachments/assets/fe56de81-8381-45b1-93e1-6d06612cde5c)

</details>

# Changelog
:cl: Drathek
code: Added sanity checks for whenever AREA_UNWEEDABLE is used or when
an area is somehow null
balance: All maps have their round start is_resin_allowed restriction
lifted unless out of bounds
maptweak: All maps with OOB areas have now AREA_UNWEEDABLE set to make
the restriction permanent
fix: Resin walls and doors will now properly get weed killed
/:cl:
github-merge-queue bot pushed a commit that referenced this pull request Dec 14, 2024
# About the pull request

This PR is a follow up to #7363 making it so eggs now also will get weed
killed if they are in a linked lz area to the primary LZ.

# Explain why it's good for the game

Fixes #7797 and further mitigates the early round effects of #7554 

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![egg](https://github.com/user-attachments/assets/6b90cc8b-3eea-437d-bc3e-45d2590a4a69)

</details>


# Changelog
:cl: Drathek
balance: Eggs that are in a linked lz area can now get weed killed by
the initial dropship
/:cl:
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Feature Feature coder badge Mapping did you remember to save in tgm format? Needs Testing Need to test it on the guinea pigs (production server) Testmerge Candidate we'll test this while you're asleep and the server has 10 players
Projects
Archived in project
Development

Successfully merging this pull request may close these issues.

3 participants