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Adds Oil Platform specials to spawn in the ocean (#73469)
* Adds Oil Platform specials to spawn in the ocean <!-- HOW TO USE: Under each "#### Heading" below, enter information relevant to your pull request. Leave the headings unless they don't apply to your PR. Please read carefully and don't delete the comments delimited by "< !--" and "-- >" Once a pull request is submitted, automatic stylistic and consistency checks will be performed on the PR's changes. The results of these can be either seen under the "Files changed" section of a PR or in the check's details. Rules for suggested pull requests: - If possible, limit yourself to small changes, 500 strings at max. Exceptions are adding or changing maps, and changes, that won't work unless they are done in a single run (even then there can be ways) - violating it puts a lot of unnecessary work on our merge team. - Do not scope creep. If you make a pull request "Add new gun", please do not make anything more than adding the gun and following changes, like changing the stats of the gun, removing another guns from itemgroups or tweaking zombie horse stats - violating it makes future search and debugging stuff much harder, since PR name is not related to what is changed in the game. "Who the hell removed the quest item from drop in location X in PR, that adds a new plushie" - may be a quote from a person who was affected by scope creep - Do not make omnibus PRs. Meaning do not make a single PR, that fixes ten different, not related issues, at once, even if they are all one string - same as previously mentioned scope creep, it doesn't help to search the changes when debugging, despite all power of git blame tool NOTE: Please grant permission for repository maintainers to edit your PR. It is EXTREMELY common for PRs to be held up due to trivial changes being requested and the author being unavailable to make them. --> #### Summary Content "Adds a new Special, Oil Platforms, to spawn in the ocean." <!-- This section should consist of exactly one line, edit the one above. 1. Replace the word "Category" with one of these words: Features, Content, Interface, Mods, Balance, Bugfixes, Performance, Infrastructure, Build, I18N. 2. Replace the text inside the quotes with a brief description of your changes. Or if you don't want a changelog entry, replace the whole line with just the word "None" (with no quotes). For more on the meaning of each category, see: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/CHANGELOG_GUIDELINES.md If approved and merged, your summary will be added to the project changelog: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/changelog.txt --> #### Purpose of change The ocean is completely devoid of content right now, and I understand it might make it very unappealing to work on before anything is actually there to make people interested in going there, so I figured I'd get the machine rolling while trying my hands at doing some mapping for CDDA ! <!-- With a few sentences, describe your reasons for making this change. If it relates to an existing issue, you can link it with a # followed by the GitHub issue number, like #1234. When you submit a pull request that completely resolves an issue, use [Github's closing keywords](https://docs.github.com/en/get-started/writing-on-github/working-with-advanced-formatting/using-keywords-in-issues-and-pull-requests#linking-a-pull-request-to-an-issue) to automatically close the issue once your pull request is merged. If there is no related issue, explain here what issue, feature, or other concern you are addressing. If this is a bugfix, include steps to reproduce the original bug, so your fix can be verified. --> #### Describe the solution This special is UNIQUE with a 5% chance of spawning per overmap, I tried using check_for_locations to prevent it from spawning to close to the short with no luck, so city_distance is what's kind of doing that for now. It features mostly industrial loot (Tools, electronics, work/diving clothes, heavy machinery, solar pannels), as well as quite a few skill books, medicine, food, some chemistry ingredients, and the potential for 55gal drums containing various fuel, as well as newly added crude oil (which I'd like to make a recipe to turn into fuel with a catalytic cracking reactor in the future). There's a 20% chance for a helicopter spawn on the helipad, which might be a wreck (from the "helicopters" spawn group), and four 10% chance for single motor boat spawns by the pillars on the water. There's also up to three inflatable boats floating down below the emergency dockings on the east side. Besides the most common types of zombies, It is mostly populated by zombie/feral mechanics or crewmen, swimmer zombies, and there are small chances of zapper/gasoline zombies to spawn. For the latter, there are four hardcoded locations with 5% chance of spawning, and some further chances in the zombie group a week in. Figured it'd work well thematically and could be interesting as either a boon or a bane depending on how you handle it. I tried to stick as best as I could to what an oil platform could look like by doing quite a bit of research, the only thing I really skirted around was for the plume; a chimney that usually extends quite a ways out over the ocean to burn excess gas. I didn't want there to be somewhere you could just easily walk to and attract all the zombies to take a dive so easily, so it mostly goes up in height. I went with a gravity based structure, the supporting pillars extending all the way to the bottom of the ocean, because I'd like, in a potential follow up, leave some room to add a small chance of it having a submerged hidden lab kind of thing in the concrete slab at the bottom. Such pillars usually are used to house piping that'd connect to underwater pipe-lines, so I figured it'd be good like this for now anyways ! Plus it makes it easier to justify every bit of piping that runs along the platform, which i've tried to do as best as possible. <!-- How does the feature work, or how does this fix a bug? The easier you make your solution to understand, the faster it can get merged. --> #### Describe alternatives you've considered - As said above, adding a chance for a hidden submerged lab to be connected to the pillars going down - probably for a new project if it seems like a good idea. - Adding ramps instead of stairs to the various walkways - seemed like idle zombies liked to kill themselves by walking up and dropping back down. - Making it bigger and globally_unique, but I'd rather have both if possible ! - Adding even more chances for gasoline zombies to spawn as time progresses. <!-- Explain any alternative solutions, different approaches, or possibilities you've considered using to solve the same problem. --> #### Testing Spawning in a new world, teleporting to the ocean, seems to spawn fine. Going around to see if I've made any mistakes, fixed all the ones I could see. <!-- Describe what steps you took to test that this PR resolved the bug or added the feature, and what tests you performed to make sure it didn't cause any regressions. Also include testing suggestions for reviewers and maintainers. See TESTING_YOUR_CHANGES.md --> #### Additional context Screenshots : (I'm not sure if this'll work but I'll try) <blockquote class="imgur-embed-pub" lang="en" data-id="a/PHeXLWv" data-context="false" ><a href="//imgur.com/a/PHeXLWv"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> <!-- Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature or bugfix here. --> <!--README: Cataclysm: Dark Days Ahead is released under the Creative Commons Attribution ShareAlike 3.0 license. The code and content of the game is free to use, modify, and redistribute for any purpose whatsoever. By contributing to the project you agree to the term of the license and that any contribution you make will also be covered by the same license. See http://creativecommons.org/licenses/by-sa/3.0/ for details. --> * Of course I spot a mistake right after I create the PR * Update data/json/furniture_and_terrain/terrain-manufactured.json * Update data/json/furniture_and_terrain/terrain-manufactured.json * Fixed wrong surface water type, a wrongly aligned pipe, and made the platform a little longer to avoid zombies spawning outside of its berth * Added a catalytic cracking reactor, reworked the drum groups to make more sense where they spawn * Fixed crude_oil's material and ammo type, removed processed fuel and the rope leading to the crane, replaced forklifts by trolleys, increased minimum city distance and liquid amount in containers * Fixed crude_oil's material and ammo type, removed processed fuel and the rope leading to the crane, replaced forklifts by trolleys, increased minimum city distance and liquid amount in containers * Accidentally modified the crude lamp oil energy value, this should fix it (Sorry, struggling a little with github here) * Update data/json/mapgen/oil_platform/oil_platform_z2.json * Update data/json/furniture_and_terrain/terrain-manufactured.json * Update data/json/mapgen/oil_platform/oil_platform_z2.json * Apply suggestions from code review * Switched the tanks leading to the generators from salt water to diesel (didn't make sense) * Update overmap_terrain_coverage_whitelist.json * Update data/json/items/fuel.json --------- Co-authored-by: Maleclypse <[email protected]>
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