Fix indentations (#17481)

* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
This commit is contained in:
Fluffy
2023-10-05 12:15:58 +02:00
committed by GitHub
parent 032853824d
commit 4538e2a7cc
471 changed files with 2670 additions and 2597 deletions
+4 -4
View File
@@ -80,9 +80,9 @@
description = "%BOSSNAME is in need of a bundle of fresh fruit. Send your best!"
required_count = 12
random_count = 3
produce_picks = list(/datum/seed/tomato,
/datum/seed/berry,
/datum/seed/apple,
produce_picks = list(/datum/seed/tomato,
/datum/seed/berry,
/datum/seed/apple,
/datum/seed/grapes,
/datum/seed/banana,
/datum/seed/watermelon,
@@ -105,4 +105,4 @@
description = "%BOSSNAME is in need of some fresh tobacco leaves. Send your best!"
required_count = 10
random_count = 2
produce_picks = list(/datum/seed/tobacco)
produce_picks = list(/datum/seed/tobacco)
+1 -1
View File
@@ -34,7 +34,7 @@
/datum/bounty/item/phoron_sheet/New()
..()
required_count = round(required_count, 10)
//Overwrite the normal price randomization because the random_count is so high. There would be absolutely nuts price fluctuation.
//Overwrite the normal price randomization because the random_count is so high. There would be absolutely nuts price fluctuation.
reward = round(rand(reward_low, reward_high), 100)
/datum/bounty/item/phoron_sheet/ship(var/obj/item/stack/material/phoron/O)
+16 -16
View File
@@ -1,30 +1,30 @@
/* How it works:
The shuttle arrives at CentCom dock and calls sell(), which recursively loops through all the shuttle contents that are unanchored.
The loop only checks contents of storage types, see supply.dm shuttle code.
The shuttle arrives at CentCom dock and calls sell(), which recursively loops through all the shuttle contents that are unanchored.
The loop only checks contents of storage types, see supply.dm shuttle code.
Each object in the loop is checked for applies_to() of various export datums, except the invalid ones.
Objects on shutlle floor are checked only against shuttle_floor = TRUE exports.
Each object in the loop is checked for applies_to() of various export datums, except the invalid ones.
Objects on shutlle floor are checked only against shuttle_floor = TRUE exports.
If applies_to() returns TRUE, sell_object() is called on object and checks against exports are stopped for this object.
sell_object() must add object amount and cost to export's total_cost and total_amount.
If applies_to() returns TRUE, sell_object() is called on object and checks against exports are stopped for this object.
sell_object() must add object amount and cost to export's total_cost and total_amount.
When all the shuttle objects are looped, export cycle is over. The shuttle calls total_printout() for each valid export.
If total_printout() returns something, the export datum's total_cost is added to cargo credits, then export_end() is called to reset total_cost and total_amount.
When all the shuttle objects are looped, export cycle is over. The shuttle calls total_printout() for each valid export.
If total_printout() returns something, the export datum's total_cost is added to cargo credits, then export_end() is called to reset total_cost and total_amount.
*/
/* The rule in figuring out item export cost:
Export cost of goods in the shipping crate must be always equal or lower than:
packcage cost - crate cost - manifest cost
Crate cost is 500cr for a regular plasteel crate and 100cr for a large wooden one. Manifest cost is always 200cr.
This is to avoid easy cargo points dupes.
Export cost of goods in the shipping crate must be always equal or lower than:
packcage cost - crate cost - manifest cost
Crate cost is 500cr for a regular plasteel crate and 100cr for a large wooden one. Manifest cost is always 200cr.
This is to avoid easy cargo points dupes.
Credit dupes that require a lot of manual work shouldn't be removed, unless they yield too much profit for too little work.
For example, if some player buys metal and glass sheets and uses them to make and sell reinforced glass:
For example, if some player buys metal and glass sheets and uses them to make and sell reinforced glass:
100 glass + 50 metal -> 100 reinforced glass
(1500cr -> 1600cr)
100 glass + 50 metal -> 100 reinforced glass
(1500cr -> 1600cr)
then the player gets the profit from selling his own wasted time.
then the player gets the profit from selling his own wasted time.
*/
/datum/controller/subsystem/cargo/proc/export_item_and_contents(atom/movable/AM, contraband, emagged, dry_run=FALSE)
var/sold_str = ""