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Fix indentations (#17481)
* cbt * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * fsadffsda sad * sadfasd * jhn * dsfa * saf * safsad * sda
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@@ -80,9 +80,9 @@
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description = "%BOSSNAME is in need of a bundle of fresh fruit. Send your best!"
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required_count = 12
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random_count = 3
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produce_picks = list(/datum/seed/tomato,
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/datum/seed/berry,
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/datum/seed/apple,
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produce_picks = list(/datum/seed/tomato,
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/datum/seed/berry,
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/datum/seed/apple,
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/datum/seed/grapes,
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/datum/seed/banana,
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/datum/seed/watermelon,
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@@ -105,4 +105,4 @@
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description = "%BOSSNAME is in need of some fresh tobacco leaves. Send your best!"
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required_count = 10
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random_count = 2
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produce_picks = list(/datum/seed/tobacco)
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produce_picks = list(/datum/seed/tobacco)
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@@ -34,7 +34,7 @@
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/datum/bounty/item/phoron_sheet/New()
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..()
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required_count = round(required_count, 10)
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//Overwrite the normal price randomization because the random_count is so high. There would be absolutely nuts price fluctuation.
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//Overwrite the normal price randomization because the random_count is so high. There would be absolutely nuts price fluctuation.
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reward = round(rand(reward_low, reward_high), 100)
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/datum/bounty/item/phoron_sheet/ship(var/obj/item/stack/material/phoron/O)
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@@ -1,30 +1,30 @@
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/* How it works:
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The shuttle arrives at CentCom dock and calls sell(), which recursively loops through all the shuttle contents that are unanchored.
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The loop only checks contents of storage types, see supply.dm shuttle code.
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The shuttle arrives at CentCom dock and calls sell(), which recursively loops through all the shuttle contents that are unanchored.
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The loop only checks contents of storage types, see supply.dm shuttle code.
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Each object in the loop is checked for applies_to() of various export datums, except the invalid ones.
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Objects on shutlle floor are checked only against shuttle_floor = TRUE exports.
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Each object in the loop is checked for applies_to() of various export datums, except the invalid ones.
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Objects on shutlle floor are checked only against shuttle_floor = TRUE exports.
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If applies_to() returns TRUE, sell_object() is called on object and checks against exports are stopped for this object.
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sell_object() must add object amount and cost to export's total_cost and total_amount.
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If applies_to() returns TRUE, sell_object() is called on object and checks against exports are stopped for this object.
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sell_object() must add object amount and cost to export's total_cost and total_amount.
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When all the shuttle objects are looped, export cycle is over. The shuttle calls total_printout() for each valid export.
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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.
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When all the shuttle objects are looped, export cycle is over. The shuttle calls total_printout() for each valid export.
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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.
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*/
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/* The rule in figuring out item export cost:
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Export cost of goods in the shipping crate must be always equal or lower than:
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packcage cost - crate cost - manifest cost
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Crate cost is 500cr for a regular plasteel crate and 100cr for a large wooden one. Manifest cost is always 200cr.
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This is to avoid easy cargo points dupes.
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Export cost of goods in the shipping crate must be always equal or lower than:
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packcage cost - crate cost - manifest cost
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Crate cost is 500cr for a regular plasteel crate and 100cr for a large wooden one. Manifest cost is always 200cr.
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This is to avoid easy cargo points dupes.
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Credit dupes that require a lot of manual work shouldn't be removed, unless they yield too much profit for too little work.
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For example, if some player buys metal and glass sheets and uses them to make and sell reinforced glass:
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For example, if some player buys metal and glass sheets and uses them to make and sell reinforced glass:
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100 glass + 50 metal -> 100 reinforced glass
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(1500cr -> 1600cr)
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100 glass + 50 metal -> 100 reinforced glass
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(1500cr -> 1600cr)
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then the player gets the profit from selling his own wasted time.
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then the player gets the profit from selling his own wasted time.
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*/
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/datum/controller/subsystem/cargo/proc/export_item_and_contents(atom/movable/AM, contraband, emagged, dry_run=FALSE)
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var/sold_str = ""
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