abb5e84f37
The game can use more bounties that require actual effort and cooperation to complete, but give far higher rewards than the "collect some glass shards" Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas. I added the following: Engineering Various atmos gases, price determined by how hard they are to acquire. I deliberately left out Stimulum/Hypernobilium, as only a handful of players even have an idea of how to make them. Plasma tank bounty got removed, since it's just a case of "put tank into plasma canister and open valve". Contained Tesla ball. The idea is to build a tesla setup inside the supply shuttle, then ship it off. This pays a lot, since players have to purchase a bunch of packs, get them unlocked+approved by heads of staff and finally construct the whole thing inside a cramped shuttle. Materials alone cost about 14.000 credits for this one. Tesla containment maintains power during the shuttle ride and it gets deleted successfully on arrival at CentCom. As a failsafe, I've added both singulo and tesla as 1 credit exports in case someone ships them over to CentCom without an active bounty. Mining Almost everything you can craft from Lavaland fauna, from lava grilled steaks over bone axes to goliath hide boats.
150 lines
4.3 KiB
Plaintext
150 lines
4.3 KiB
Plaintext
GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
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/mob/living,
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/obj/structure/blob,
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/obj/effect/rune,
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/obj/structure/spider/spiderling,
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/obj/item/disk/nuclear,
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/obj/machinery/nuclearbomb,
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/obj/item/beacon,
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/obj/singularity/narsie,
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/obj/singularity/wizard,
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/obj/machinery/teleport/station,
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/obj/machinery/teleport/hub,
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/obj/machinery/quantumpad,
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/obj/machinery/clonepod,
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/obj/effect/mob_spawn,
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/obj/effect/hierophant,
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/obj/structure/receiving_pad,
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/obj/effect/clockwork/spatial_gateway,
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/obj/structure/destructible/clockwork/powered/clockwork_obelisk,
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/obj/item/warp_cube,
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/obj/machinery/rnd/production/protolathe, //print tracking beacons, send shuttle
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/obj/machinery/autolathe, //same
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/obj/item/projectile/beam/wormhole,
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/obj/effect/portal,
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/obj/item/shared_storage,
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/obj/structure/extraction_point
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)))
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/obj/docking_port/mobile/supply
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name = "supply shuttle"
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id = "supply"
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callTime = 600
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dir = WEST
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port_direction = EAST
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width = 12
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dwidth = 5
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height = 7
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movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
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// When TRUE, these vars allow exporting emagged/contraband items, and add some special interactions to existing exports.
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var/contraband = FALSE
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var/emagged = FALSE
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/obj/docking_port/mobile/supply/register()
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. = ..()
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SSshuttle.supply = src
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/obj/docking_port/mobile/supply/canMove()
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if(is_station_level(z))
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return check_blacklist(shuttle_areas)
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return ..()
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/obj/docking_port/mobile/supply/proc/check_blacklist(areaInstances)
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for(var/place in areaInstances)
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var/area/shuttle/shuttle_area = place
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for(var/trf in shuttle_area)
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var/turf/T = trf
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for(var/a in T.GetAllContents())
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if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
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return FALSE
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return TRUE
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/obj/docking_port/mobile/supply/request()
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if(mode != SHUTTLE_IDLE)
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return 2
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return ..()
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/obj/docking_port/mobile/supply/initiate_docking()
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if(getDockedId() == "supply_away") // Buy when we leave home.
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buy()
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. = ..() // Fly/enter transit.
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if(. != DOCKING_SUCCESS)
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return
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if(getDockedId() == "supply_away") // Sell when we get home
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sell()
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/obj/docking_port/mobile/supply/proc/buy()
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if(!SSshuttle.shoppinglist.len)
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return
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var/list/empty_turfs = list()
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for(var/place in shuttle_areas)
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var/area/shuttle/shuttle_area = place
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for(var/turf/open/floor/T in shuttle_area)
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if(is_blocked_turf(T))
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continue
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empty_turfs += T
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var/value = 0
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var/purchases = 0
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for(var/datum/supply_order/SO in SSshuttle.shoppinglist)
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if(!empty_turfs.len)
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break
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if(SO.pack.cost > SSshuttle.points)
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continue
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SSshuttle.points -= SO.pack.cost
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value += SO.pack.cost
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SSshuttle.shoppinglist -= SO
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SSshuttle.orderhistory += SO
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SO.generate(pick_n_take(empty_turfs))
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SSblackbox.record_feedback("nested tally", "cargo_imports", 1, list("[SO.pack.cost]", "[SO.pack.name]"))
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investigate_log("Order #[SO.id] ([SO.pack.name], placed by [key_name(SO.orderer_ckey)]) has shipped.", INVESTIGATE_CARGO)
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if(SO.pack.dangerous)
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message_admins("\A [SO.pack.name] ordered by [ADMIN_LOOKUPFLW(SO.orderer_ckey)] has shipped.")
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purchases++
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investigate_log("[purchases] orders in this shipment, worth [value] credits. [SSshuttle.points] credits left.", INVESTIGATE_CARGO)
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/obj/docking_port/mobile/supply/proc/sell()
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var/presale_points = SSshuttle.points
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if(!GLOB.exports_list.len) // No exports list? Generate it!
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setupExports()
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var/msg = ""
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var/matched_bounty = FALSE
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var/sold_atoms = ""
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for(var/place in shuttle_areas)
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var/area/shuttle/shuttle_area = place
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for(var/atom/movable/AM in shuttle_area)
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if(iscameramob(AM))
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continue
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if(bounty_ship_item_and_contents(AM, dry_run = FALSE))
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matched_bounty = TRUE
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if(!AM.anchored || istype(AM, /obj/mecha))
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sold_atoms += export_item_and_contents(AM, contraband, emagged, dry_run = FALSE)
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if(sold_atoms)
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sold_atoms += "."
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if(matched_bounty)
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msg += "Bounty items received. An update has been sent to all bounty consoles. "
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for(var/a in GLOB.exports_list)
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var/datum/export/E = a
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var/export_text = E.total_printout()
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if(!export_text)
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continue
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msg += export_text + "\n"
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SSshuttle.points += E.total_cost
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E.export_end()
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SSshuttle.centcom_message = msg
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investigate_log("Shuttle contents sold for [SSshuttle.points - presale_points] credits. Contents: [sold_atoms || "none."] Message: [SSshuttle.centcom_message || "none."]", INVESTIGATE_CARGO)
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