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Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
This commit is contained in:
@@ -16,9 +16,9 @@
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var/tank_type = "" // Type of aquarium, used for icon updating
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var/water_capacity = 0 // Number of units the tank holds (varies with tank type)
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var/water_level = 0 // Number of units currently in the tank (new tanks start empty)
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var/light_switch = 0 // 0 = off, 1 = on (off by default)
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var/light_switch = FALSE
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var/filth_level = 0 // How dirty the tank is (max 10)
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var/lid_switch = 0 // 0 = open, 1 = closed (open by default)
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var/lid_switch = FALSE
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var/max_fish = 0 // How many fish the tank can support (varies with tank type, 1 fish per 50 units sounds reasonable)
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var/food_level = 0 // Amount of fishfood floating in the tank (max 10)
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var/fish_count = 0 // Number of fish in the tank
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@@ -94,7 +94,7 @@
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/obj/machinery/fishtank/proc/toggle_lid()
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lid_switch = !lid_switch
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update_icon()
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update_icon(UPDATE_OVERLAYS)
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/obj/machinery/fishtank/verb/toggle_light_verb()
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set name = "Toggle Tank Light"
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@@ -129,24 +129,23 @@
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// ICON PROCS //
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//////////////////////////////
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/obj/machinery/fishtank/update_icon()
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cut_overlays()
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/obj/machinery/fishtank/update_overlays()
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. = ..()
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//Update Alert Lights
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if(has_lid) //Skip the alert lights for aquariums that don't have lids (fishbowls)
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if(egg_count > 0) //There is at least 1 egg to harvest
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add_overlay("over_egg")
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if(lid_switch == 1) //Lid is closed, lid status light is red
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add_overlay("over_lid_1")
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. += "over_egg"
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if(lid_switch) //Lid is closed, lid status light is red
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. += "over_lid_1"
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else //Lid is open, lid status light is green
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add_overlay("over_lid_0")
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. += "over_lid_0"
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if(food_level > 5) //Food_level is high and isn't a concern yet
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add_overlay("over_food_0")
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. += "over_food_0"
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else if(food_level > 2) //Food_level is starting to get low, but still above the breeding threshold
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add_overlay("over_food_1")
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. += "over_food_1"
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else //Food_level is below breeding threshold, or fully consumed, feed the fish!
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add_overlay("over_food_2")
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add_overlay("over_leak_[leaking]") //Green if we aren't leaking, light blue and slow blink if minor link, dark blue and rapid flashing for major leak
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. += "over_food_2"
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. += "over_leak_[leaking]" //Green if we aren't leaking, light blue and slow blink if minor link, dark blue and rapid flashing for major leak
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//Update water overlay
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if(!water_level)
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@@ -154,23 +153,23 @@
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var/water_type = "_clean" //Default to clean water
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if(filth_level > 5) water_type = "_dirty" //Show dirty water above filth_level 5 (breeding threshold)
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if(water_level > (water_capacity * 0.85)) //Show full if the water_level is over 85% of water_capacity
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add_overlay("over_[tank_type]_full[water_type]")
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. += "over_[tank_type]_full[water_type]"
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else if(water_level > (water_capacity * 0.35)) //Show half-full if the water_level is over 35% of water_capacity
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add_overlay("over_[tank_type]_half[water_type]")
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. += "over_[tank_type]_half[water_type]"
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/obj/machinery/fishtank/wall/update_icon()
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..()
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/obj/machinery/fishtank/wall/update_overlays()
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. = ..()
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// Update fish overlay for wall tanks
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var/num_fish = length(fish_list)
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if(!num_fish)
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return
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switch(num_fish)
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if(1 to 3)
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add_overlay("over_tank_fish_33")
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. += "over_tank_fish_33"
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if(4 to 7)
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add_overlay("over_tank_fish_66")
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. += "over_tank_fish_66"
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if(7 to INFINITY)
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add_overlay("over_tank_fish_100")
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. += "over_tank_fish_100"
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//////////////////////////////
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// PROCESS PROC //
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@@ -183,7 +182,7 @@
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/obj/machinery/fishtank/process()
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//Start by counting fish in the tank
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fish_count = 0
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var/ate_food = 0
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var/ate_food = FALSE
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for(var/fish in fish_list)
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if(fish)
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fish_count++
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@@ -205,7 +204,7 @@
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if(prob(((fish_count - 2) * 5)+10)) //Chances increase with each additional fish, 10% base + 5% per additional fish
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breed_fish()
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adjust_food_level(-0.1) //Remove extra food for the breeding process
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ate_food = 1
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ate_food = TRUE
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//Handle standard food and filth adjustments
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if(food_level > 0 && prob(50)) //Chance for the fish to eat some food
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@@ -213,7 +212,7 @@
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adjust_food_level(fish_count * -0.05)
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else //Use up the last of the food
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adjust_food_level(-food_level)
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ate_food = 1
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ate_food = TRUE
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if(water_level > 0) //Don't dirty the tank if it has no water
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if(fish_count == 0) //If the tank has no fish, algae growth can occur
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@@ -284,7 +283,7 @@
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if(istype(fish_type, /datum/fish/glofish))
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adjust_tank_light()
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qdel(fish_type)
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update_icon()
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update_icon(UPDATE_OVERLAYS)
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/obj/machinery/fishtank/proc/add_fish(datum/fish/fish_type = null)
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//Check if we were passed a fish type
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@@ -294,7 +293,7 @@
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fish_count++ //Increase fish_count to reflect the introduction of a fish, so the everything else works fine
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//Announce the new fish
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visible_message("A new [fish_type.fish_name] has hatched in [src]!")
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update_icon()
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update_icon(UPDATE_OVERLAYS)
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//Null type fish are dud eggs, give a message to inform the player
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else
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to_chat(usr, "The eggs disolve in the water. They were duds!")
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@@ -376,10 +375,10 @@
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var/list/breed_candidates = fish_list.Copy()
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var/datum/fish/parent1 = pick_n_take(breed_candidates)
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if(!parent1.crossbreeder) //fish with crossbreed = 0 will only breed with their own species, and only leave duds if they can't breed
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var/match_found = 0
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var/match_found = FALSE
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for(var/datum/fish/possible in breed_candidates)
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if(parent1.type == possible.type)
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match_found = 1
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match_found = TRUE
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break
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if(match_found)
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egg_list.Add(parent1.egg_item)
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@@ -523,7 +522,7 @@
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. += "<span class='notice'>[examine_message]</span>"
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//////////////////////////////
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// ATACK PROCS //
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// ATTACK PROCS //
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//////////////////////////////
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/obj/machinery/fishtank/attack_animal(mob/living/simple_animal/M)
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