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Space mines, Syndicate stealth attacks #2693
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Watch out when flying into Syndicate space!
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Quick preliminary review.
@@ -897,6 +899,20 @@ Returns a faction datum by its name (case insensitive!) | |||
enemy_type = pick(SSstar_system.enemy_types) //Spawn a random set of enemies. | |||
SSstar_system.spawn_ship(enemy_type, src) | |||
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/datum/star_system/proc/spawn_mines(faction, amount) | |||
if(!amount) | |||
amount = difficulty_budget*2 |
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Should probably short-circuit out if amount ends up as 0. Not that it causes any issues at the moment
if(occupying_z) | ||
z_level = occupying_z | ||
for(var/i = 0, i < amount, i++) | ||
var/obj/structure/space_mine/M = new /obj/structure/space_mine(get_turf(locate(rand(5, world.maxx - 5), rand(5, world.maxy - 5), z_level)), faction, src) //random location in the system |
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Should probably create them in nullspace or at a fixed location on the CC level instead of a random on it. As unlikely as it is for them to spawn on an admin doing fighter testing or something, it's not entirely impossible.
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This is the same way we generate anomalies, but I can definitely change it for both to be better
Co-authored-by: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
About The Pull Request
This PR adds space mines, a new weapon invented by combining Syndicate cloaking technology with high-yield explosives. Currently Aspala-class submarines, Mako flak frigates, and combat carriers will be able to drop them when fleeing or patrolling.
Why It's Good For The Game
More fun stuff to
die to, it also makes Syndicate systems more dangerous by spawning a few mines in them at roundstart.Testing Photographs and Procedure
I tested it. Only shooting doesn't work nicely (you need to actually click on a mine to hit it right now)
Changelog
🆑
add: Added space mines
/:cl: