Code Readability - Gamemodes (#18142)

* changed fake disintegrate to not need a permit (as far as sec bots are concerned)

* prefer boolean defines to magic numbers

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* added check

* spells

* gamemodes

* Revert "spells"

This reverts commit 66e3c7c57b.

* Revert "added check"

This reverts commit 082aa40246.

* removed commented out line

* delete borer, to fix merge issue

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
This commit is contained in:
KalevTait
2022-07-06 21:40:14 +02:00
committed by GitHub
co-authored by AffectedArc07
parent 4ca73fc3cd
commit 7e43f1c2e5
25 changed files with 79 additions and 80 deletions
+1 -1
View File
@@ -13,7 +13,7 @@
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 360
universal_speak = 1 //So mobs can understand them when a blob uses Blob Broadcast
universal_speak = TRUE //So mobs can understand them when a blob uses Blob Broadcast
sentience_type = SENTIENCE_OTHER
gold_core_spawnable = NO_SPAWN
can_be_on_fire = TRUE
+4 -4
View File
@@ -4,9 +4,9 @@
icon = 'icons/mob/blob.dmi'
light_range = 3
desc = "Some blob creature thingy"
density = 0
opacity = 0
anchored = 1
density = FALSE
opacity = FALSE
anchored = TRUE
max_integrity = 30
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
@@ -126,7 +126,7 @@
if(!T) return 0
var/obj/structure/blob/normal/B = new /obj/structure/blob/normal(src.loc, min(obj_integrity, 30))
B.color = a_color
B.density = 1
B.density = TRUE
if(T.Enter(B,src))//Attempt to move into the tile
B.density = initial(B.density)
B.loc = T
+1 -1
View File
@@ -262,7 +262,7 @@
item_state = "blindfold"
see_in_dark = 8
invis_override = SEE_INVISIBLE_HIDDEN_RUNES
flash_protect = TRUE
flash_protect = FLASH_PROTECTION_FLASH
prescription = TRUE
origin_tech = null
+5 -5
View File
@@ -16,11 +16,11 @@
/datum/game_mode
var/name = "invalid"
var/config_tag = null
var/intercept_hacked = 0
var/votable = 1
var/intercept_hacked = FALSE
var/votable = TRUE
var/probability = 0
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/explosion_in_progress = 0 //sit back and relax
var/station_was_nuked = FALSE //see nuclearbomb.dm and malfunction.dm
var/explosion_in_progress = FALSE //sit back and relax
var/list/datum/mind/modePlayer = new
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
var/list/secondary_restricted_jobs = list() // Same as above, but for secondary antagonists
@@ -33,7 +33,7 @@
var/secondary_enemies = 0
var/secondary_enemies_scaling = 0 // Scaling rate of secondary enemies
var/newscaster_announcements = null
var/ert_disabled = 0
var/ert_disabled = FALSE
var/uplink_welcome = "Syndicate Uplink Console:"
var/uplink_uses = 20
@@ -261,11 +261,11 @@
name = "doomsday device"
icon_state = "nuclearbomb_base"
desc = "A weapon which disintegrates all organic life in a large area."
anchored = 1
density = 1
anchored = TRUE
density = TRUE
atom_say_verb = "blares"
speed_process = TRUE // Disgusting fix. Please remove once #12952 is merged
var/timing = 0
var/timing = FALSE
var/default_timer = 4500
var/detonation_timer
var/announced = 0
@@ -281,7 +281,7 @@
/obj/machinery/doomsday_device/proc/start()
detonation_timer = world.time + default_timer
timing = 1
timing = TRUE
START_PROCESSING(SSfastprocess, src)
SSshuttle.emergencyNoEscape = 1
@@ -303,7 +303,7 @@
return
var/sec_left = seconds_remaining()
if(sec_left <= 0)
timing = 0
timing = FALSE
detonate(T.z)
qdel(src)
else
@@ -14,7 +14,7 @@
var/list/datum/mind/agents = list()
var/list/datum/objective/team_objectives = list()
var/list/team_names = list()
var/finished = 0
var/finished = FALSE
var/list/datum/mind/possible_abductors = list()
/datum/game_mode/abduction/announce()
@@ -188,7 +188,7 @@
if(con.experiment.points >= objective.target_amount)
SSshuttle.emergency.request(null, 0.5, reason = "Large amount of abnormal thought patterns detected. All crew are recalled for mandatory evaluation and reconditioning.")
SSshuttle.emergency.canRecall = FALSE
finished = 1
finished = TRUE
return ..()
return ..()
@@ -274,7 +274,7 @@
for(var/obj/I in all_items)
if(istype(I, /obj/item/radio))
var/obj/item/radio/R = I
R.listening = 0 // Prevents the radio from buzzing due to the EMP, preserving possible stealthiness.
R.listening = FALSE // Prevents the radio from buzzing due to the EMP, preserving possible stealthiness.
R.emp_act(1)
/obj/item/abductor/mind_device
@@ -80,7 +80,7 @@
name = "Experimental Robotic Dissection"
steps = list(/datum/surgery_step/robotics/external/unscrew_hatch,/datum/surgery_step/robotics/external/open_hatch,/datum/surgery_step/internal/extract_organ/synth,/datum/surgery_step/internal/gland_insert,/datum/surgery_step/robotics/external/close_hatch)
possible_locs = list("chest")
requires_organic_bodypart = 0
requires_organic_bodypart = FALSE
/datum/surgery/organ_extraction/synth/can_start(mob/user, mob/living/carbon/target, target_zone, obj/item/tool,datum/surgery/surgery)
if(!ishuman(user))
@@ -11,8 +11,8 @@
var/cooldown_high = 300
var/next_activation = 0
var/uses // -1 For inifinite
var/human_only = 0
var/active = 0
var/human_only = FALSE
var/active = FALSE
tough = TRUE //not easily broken by combat damage
var/mind_control_uses = 1
@@ -30,7 +30,7 @@
return FALSE
/obj/item/organ/internal/heart/gland/proc/Start()
active = 1
active = TRUE
next_activation = world.time + rand(cooldown_low,cooldown_high)
/obj/item/organ/internal/heart/gland/proc/update_gland_hud()
@@ -67,7 +67,7 @@
update_gland_hud()
/obj/item/organ/internal/heart/gland/remove(mob/living/carbon/M, special = 0)
active = 0
active = FALSE
if(initial(uses) == 1)
uses = initial(uses)
var/datum/atom_hud/abductor/hud = GLOB.huds[DATA_HUD_ABDUCTOR]
@@ -90,14 +90,14 @@
if(!active)
return
if(!ownerCheck())
active = 0
active = FALSE
return
if(next_activation <= world.time)
activate()
uses--
next_activation = world.time + rand(cooldown_low,cooldown_high)
if(!uses)
active = 0
active = FALSE
/obj/item/organ/internal/heart/gland/proc/activate()
return
@@ -3,7 +3,7 @@
desc = "Use this to transport to and from human habitat"
icon = 'icons/obj/abductor.dmi'
icon_state = "alien-pad-idle"
anchored = 1
anchored = TRUE
var/turf/teleport_target
/obj/machinery/abductor/pad/proc/Warp(mob/living/target)
@@ -14,8 +14,8 @@
speed = 0
mob_biotypes = NONE
a_intent = INTENT_HARM
can_change_intents = 0
stop_automated_movement = 1
can_change_intents = FALSE
stop_automated_movement = TRUE
flying = TRUE
attack_sound = 'sound/weapons/punch1.ogg'
minbodytemp = 0
@@ -33,7 +33,7 @@
var/summoned = FALSE
var/cooldown = 0
var/damage_transfer = 1 //how much damage from each attack we transfer to the owner
var/light_on = 0
var/light_on = FALSE
var/luminosity_on = 3
var/mob/living/summoner
var/range = 10 //how far from the user the spirit can be
@@ -1,7 +1,7 @@
/mob/living/simple_animal/hostile/guardian/charger
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1 //technically
ranged = TRUE //technically
ranged_message = "charges"
ranged_cooldown_time = 40
speed = -1
@@ -10,7 +10,7 @@
magic_fluff_string = "..And draw the Hunter, an alien master of rapid assault."
tech_fluff_string = "Boot sequence complete. Charge modules loaded. Holoparasite swarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, ready to deal damage."
var/charging = 0
var/charging = FALSE
var/obj/screen/alert/chargealert
/mob/living/simple_animal/hostile/guardian/charger/Life()
@@ -31,11 +31,11 @@
Shoot(A)
/mob/living/simple_animal/hostile/guardian/charger/Shoot(atom/targeted_atom)
charging = 1
charging = TRUE
throw_at(targeted_atom, range, 1, src, 0, callback = CALLBACK(src, .proc/charging_end))
/mob/living/simple_animal/hostile/guardian/charger/proc/charging_end()
charging = 0
charging = FALSE
/mob/living/simple_animal/hostile/guardian/charger/Move()
if(charging)
@@ -69,4 +69,4 @@
shake_camera(L, 4, 3)
shake_camera(src, 2, 3)
charging = 0
charging = FALSE
@@ -14,7 +14,7 @@
projectiletype = /obj/item/projectile/guardian
ranged_cooldown_time = 5 //fast!
projectilesound = 'sound/effects/hit_on_shattered_glass.ogg'
ranged = 1
ranged = TRUE
range = 13
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
see_in_dark = 8
@@ -28,7 +28,7 @@
/mob/living/simple_animal/hostile/guardian/ranged/ToggleMode()
if(loc == summoner)
if(toggle)
ranged = 1
ranged = TRUE
melee_damage_lower = 10
melee_damage_upper = 10
obj_damage = initial(obj_damage)
@@ -40,7 +40,7 @@
to_chat(src, "<span class='danger'>You switch to combat mode.</span>")
toggle = FALSE
else
ranged = 0
ranged = FALSE
melee_damage_lower = 0
melee_damage_upper = 0
obj_damage = 0
@@ -13,7 +13,7 @@
icon_dead = "morph_dead"
speed = 1.5
a_intent = INTENT_HARM
stop_automated_movement = 1
stop_automated_movement = TRUE
status_flags = CANPUSH
pass_flags = PASSTABLE
move_resist = MOVE_FORCE_STRONG // Fat being
@@ -31,7 +31,7 @@
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
vision_range = 1 // Only attack when target is close
wander = 0
wander = FALSE
attacktext = "glomps"
attack_sound = 'sound/effects/blobattack.ogg'
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 2)
@@ -16,7 +16,7 @@
return
var/datum/mind/player_mind = new /datum/mind(key_of_morph)
player_mind.active = 1
player_mind.active = TRUE
if(!GLOB.xeno_spawn)
kill()
return
@@ -23,7 +23,7 @@
maxHealth = INFINITY
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
universal_understand = 1
universal_understand = TRUE
response_help = "passes through"
response_disarm = "swings at"
response_harm = "punches"
@@ -33,8 +33,8 @@
harm_intent_damage = 0
friendly = "touches"
status_flags = 0
wander = 0
density = 0
wander = FALSE
density = FALSE
flying = TRUE
move_resist = INFINITY
mob_size = MOB_SIZE_TINY
@@ -84,7 +84,7 @@
to_chat(src, "<span class='revenboldnotice'>You are once more concealed.</span>")
if(unstun_time && world.time >= unstun_time)
unstun_time = 0
notransform = 0
notransform = FALSE
to_chat(src, "<span class='revenboldnotice'>You can move again!</span>")
update_spooky_icon()
@@ -217,7 +217,7 @@
return FALSE
to_chat(src, "<span class='revendanger'>NO! No... it's too late, you can feel your essence breaking apart...</span>")
notransform = 1
notransform = TRUE
revealed = 1
invisibility = 0
playsound(src, 'sound/effects/screech.ogg', 100, 1)
@@ -290,7 +290,7 @@
/mob/living/simple_animal/revenant/proc/stun(time)
if(time <= 0)
return
notransform = 1
notransform = TRUE
if(!unstun_time)
to_chat(src, "<span class='revendanger'>You cannot move!</span>")
unstun_time = world.time + time
@@ -429,7 +429,7 @@
visible_message("<span class='revenwarning'>[src] settles down and seems lifeless.</span>")
return
var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
player_mind.active = 1
player_mind.active = TRUE
player_mind.transfer_to(R)
player_mind.assigned_role = SPECIAL_ROLE_REVENANT
player_mind.special_role = SPECIAL_ROLE_REVENANT
@@ -119,7 +119,7 @@
desc = "Telepathically transmits a message to the target."
panel = "Revenant Abilities"
charge_max = 0
clothes_req = 0
clothes_req = FALSE
action_icon_state = "r_transmit"
action_background_icon_state = "bg_revenant"
@@ -141,7 +141,7 @@
/obj/effect/proc_holder/spell/aoe_turf/revenant
clothes_req = 0
clothes_req = FALSE
action_background_icon_state = "bg_revenant"
panel = "Revenant Abilities (Locked)"
name = "Report this to a coder"
@@ -367,8 +367,8 @@
if(prob(15))
if(intact && floor_tile)
new floor_tile(src)
broken = 0
burnt = 0
broken = FALSE
burnt = FALSE
make_plating(1)
/turf/simulated/floor/plating/defile()
@@ -26,7 +26,7 @@
return
var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
player_mind.active = 1
player_mind.active = TRUE
var/list/spawn_locs = list()
for(var/obj/effect/landmark/spawner/rev/R in GLOB.landmarks_list)
spawn_locs += get_turf(R)
@@ -26,8 +26,8 @@
var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(mobloc)
var/atom/movable/overlay/animation = new /atom/movable/overlay(mobloc)
animation.name = "odd blood"
animation.density = 0
animation.anchored = 1
animation.density = FALSE
animation.anchored = TRUE
animation.icon = 'icons/mob/mob.dmi'
animation.icon_state = "jaunt"
animation.layer = 5
@@ -96,7 +96,7 @@
sleep(6)
if(animation)
qdel(animation)
notransform = 0
notransform = FALSE
return 1
/obj/item/bloodcrawl
@@ -120,8 +120,8 @@
var/atom/movable/overlay/animation = new /atom/movable/overlay( B.loc )
animation.name = "odd blood"
animation.density = 0
animation.anchored = 1
animation.density = FALSE
animation.anchored = TRUE
animation.icon = 'icons/mob/mob.dmi'
animation.icon_state = "jauntup" //Paradise Port:I reversed the jaunt animation so it looks like its rising up
animation.layer = 5
@@ -157,8 +157,8 @@
name = "odd blood"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
invisibility = 60
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -16,7 +16,7 @@
speed = 1
a_intent = INTENT_HARM
mob_biotypes = MOB_ORGANIC | MOB_HUMANOID
stop_automated_movement = 1
stop_automated_movement = TRUE
status_flags = CANPUSH
attack_sound = 'sound/misc/demon_attack1.ogg'
var/feast_sound = 'sound/misc/demon_consume.ogg'
@@ -29,7 +29,6 @@
maxHealth = 200
health = 200
environment_smash = 1
//universal_understand = 1
obj_damage = 50
melee_damage_lower = 30
melee_damage_upper = 30
@@ -50,7 +49,7 @@
You may use the blood crawl icon when on blood pools to travel through them, appearing and dissapearing from the station at will. \
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. \
You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
del_on_death = 1
del_on_death = TRUE
deathmessage = "screams in anger as it collapses into a puddle of viscera!"
var/datum/action/innate/demon/whisper/whisper_action
@@ -65,7 +64,7 @@
whisper_action = new()
whisper_action.Grant(src)
if(istype(loc, /obj/effect/dummy/slaughter))
bloodspell.phased = 1
bloodspell.phased = TRUE
addtimer(CALLBACK(src, .proc/attempt_objectives), 5 SECONDS)
@@ -141,7 +140,7 @@
name = "Sense Victims"
desc = "Sense the location of heretics"
charge_max = 0
clothes_req = 0
clothes_req = FALSE
cooldown_min = 0
overlay = null
action_icon_state = "bloodcrawl"
+3 -3
View File
@@ -16,7 +16,7 @@ GLOBAL_VAR(bomb_set)
desc = "Uh oh. RUN!!!!"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nuclearbomb0"
density = 1
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags_2 = NO_MALF_EFFECT_2
anchored = TRUE
@@ -447,7 +447,7 @@ GLOBAL_VAR(bomb_set)
icon_state = "nuclearbomb3"
playsound(src,'sound/machines/alarm.ogg',100,0,5)
if(SSticker && SSticker.mode)
SSticker.mode.explosion_in_progress = 1
SSticker.mode.explosion_in_progress = TRUE
sleep(100)
GLOB.enter_allowed = 0
@@ -469,7 +469,7 @@ GLOBAL_VAR(bomb_set)
SSticker.mode:nuke_off_station = off_station
SSticker.station_explosion_cinematic(off_station,null)
if(SSticker.mode)
SSticker.mode.explosion_in_progress = 0
SSticker.mode.explosion_in_progress = FALSE
if(SSticker.mode.name == "nuclear emergency")
SSticker.mode:nukes_left --
else if(off_station == 1)
+3 -3
View File
@@ -134,8 +134,8 @@
desc = "You should run now."
icon = 'icons/obj/biomass.dmi'
icon_state = "rift"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
var/spawn_path = /mob/living/simple_animal/cow //defaulty cows to prevent unintentional narsies
var/spawn_amt_left = 20
@@ -262,7 +262,7 @@ GLOBAL_LIST_EMPTY(multiverse)
slot_flags = SLOT_BELT
force = 20
throwforce = 10
sharp = 1
sharp = TRUE
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/faction = list("unassigned")
+3 -3
View File
@@ -2,8 +2,8 @@
name = "ragin' mages"
config_tag = "raginmages"
required_players = 20
use_huds = 1
but_wait_theres_more = 1
use_huds = TRUE
but_wait_theres_more = TRUE
var/max_mages = 0
var/making_mage = FALSE
var/mages_made = 1
@@ -78,7 +78,7 @@
make_more_mages()
else
if(wizards.len >= wizard_cap)
finished = 1
finished = TRUE
return 1
else
make_more_mages()
+2 -2
View File
@@ -902,7 +902,7 @@
/obj/item/spellbook/oneuse
var/spell = /obj/effect/proc_holder/spell/projectile/magic_missile //just a placeholder to avoid runtimes if someone spawned the generic
var/spellname = "sandbox"
var/used = 0
var/used = FALSE
name = "spellbook of "
uses = 1
desc = "This template spellbook was never meant for the eyes of man..."
@@ -937,7 +937,7 @@
user.visible_message("<span class='warning'>[src] glows in a black light!</span>")
/obj/item/spellbook/oneuse/proc/onlearned(mob/user)
used = 1
used = TRUE
user.visible_message("<span class='caution'>[src] glows dark for a second!</span>")
/obj/item/spellbook/oneuse/attackby()
+4 -4
View File
@@ -8,10 +8,10 @@
required_players = 20
required_enemies = 1
recommended_enemies = 1
var/use_huds = 1
var/use_huds = TRUE
var/finished = 0
var/but_wait_theres_more = 0
var/finished = FALSE
var/but_wait_theres_more = FALSE
/datum/game_mode/wizard/announce()
to_chat(world, "<B>The current game mode is - Wizard!</B>")
@@ -186,7 +186,7 @@
if(wizards_alive || apprentices_alive || but_wait_theres_more)
return ..()
else
finished = 1
finished = TRUE
return 1
/datum/game_mode/wizard/declare_completion(ragin = 0)