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First Drop Protections: Gas and Static Turrets #6363

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merged 33 commits into from
Jun 19, 2024

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Drulikar
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@Drulikar Drulikar commented Jun 2, 2024

About the pull request

This PR is a more fleshed out implementation of #6296 that can likely be expanded more into Zonespace's plans for generators powering turrets and more (additional help for low pop).

Smoke takes 6 seconds from its spawn before it will deal burn damage and smoke in vehicles takes up to 7 seconds to dissipate.

The sequence of events are as follows:

  1. After two three minutes from round start, a "fake" OB will be launched to each landing zone that then causes a miasma (loosely considered CN20-X miasma since it affects xenos too) in all landing zone areas.
  2. When the first dropship departs, the smoke will clear
  3. When the first dropship lands, four 10 20 minute gauss sentries are automatically deployed randomly in the NW, NE, SW, and SE regions of the LZ immediately around the dropship:
    dropship
  4. As the sentry runs out of power it warns the battery is running low (battery still depletes if undeployed & cannot be moved or manipulated any other than deployment/undeployment)
  5. When unpowered, it can only be undeployed so it is no longer blocking movement.

Since I am primarily using the is_landing_zone area var to determine where to make inhospitable, all maps need to be verified:

Explain why it's good for the game

Ultimately this came about because of problems where marines are not able to get a foothold quickly enough first drop before being overwhelmed. This especially affects low pop.

The goals of this change are to make survivors holding LZs basically impossible, to deter xenos from wanting to go near LZs, and to give marines at least 1020 minutes after first drop time to create a FOB.

Testing Photographs and Procedure

Screenshots & Videos

https://youtu.be/o8kE13Oua6o

image

vehicle smoke

Changelog

🆑 Drathek cuberound
balance: After three minutes from round start, landing zones will be covered in a deadly gas
balance: First dropship deployment will clear gas, and first dropship arrival will deploy 4 sentries that last 20 minutes
refactor: Refactored smoke code
maptweak: Expanded LZ areas on Trijent Dam and Kutjevo Refinery
maptweak: Shrunk LZ1 on Shivas Snowball and LZ2 on LV624 slightly
maptweak: Removed fog on Chances Claim since it will be replaced by smoke and tweaked southern tunnel area to not be considered a LZ
fix: Fixed weird LZ lighting on some maps
spellcheck: Replaced/removed synth coughing emotes in smoke
/:cl:

@github-actions github-actions bot added Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Refactor Make the code harder to read labels Jun 2, 2024
@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 Jun 2, 2024
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Jun 16, 2024
@Drulikar Drulikar added Stale Exempt PR can't go stale and removed Stale beg a maintainer to review your PR labels Jun 16, 2024
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Merged via the queue into cmss13-devs:master with commit 288f805 Jun 19, 2024
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@Drulikar Drulikar deleted the Landing_Zone_Protections branch June 19, 2024 22:19
github-merge-queue bot pushed a commit that referenced this pull request Jun 22, 2024
# About the pull request

This PR is a follow up to #6363 extending gas into dense turfs if they
aren't hull walls.

# Explain why it's good for the game

Fixes #6516 

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


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/58f3d522-9763-4ad9-9e71-31bcd76d7d0e)

![image](https://github.com/cmss13-devs/cmss13/assets/76988376/de09d9ac-f1ce-4d96-b9ba-d9d97c33d026)

</details>


# Changelog
:cl: Drathek
fix: Fixed LZ gas not penetrating destructible walls
/:cl:
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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. Fix Fix one bug, make ten more Grammar and Formatting Fixes the codebase's tpyos and grammatical's errors Mapping did you remember to save in tgm format? Refactor Make the code harder to read Stale Exempt PR can't go stale Testmerge Candidate we'll test this while you're asleep and the server has 10 players
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4 participants