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b77f369160
* Slightly buffs the atmos backpack <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## What Does This PR Do Increases the water cap of the atmos firefighting backpack from 200 to 500, to be more in line with the janitor cleaning backpack <!-- Include a small to medium description of what your PR changes. --> <!-- Document all changes, as not doing this may delay reviews or even discourage maintainers from merging your PR! --> <!-- If your PR fixes an issue, add "Fixes #1234" somewhere in the PR description. This will automatically close the bug upon PR submission. --> ## Why It's Good For The Game Currently, nobody uses the backpack for anything other than metal foam, as the water capacity is simply too little for any effective firefighting, or nanofrost usage. <!-- Add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Testing <!-- How did you test the PR, if at all? --> ## Changelog 🆑 tweak: Increased atmos firefighting backpack capacity /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- If a PR has no impact on players (i.e. a code refactor that does not change functionality) then the entire Changelog heading and contents can be removed. --> * Maybe actually do what the PR says * First attempt * First stepos * Cleaning up a bit, no errors :D * fuck I have to redo the entire move code * probably won't compile, but I make other PR now * something is fucky but I'm not fixing it now * BALL STUCK BALL STUCK * we making progress * guhhhh * moving over to getline() stuff * yeetus your APCs are deletus * removes variable that made Cl fail * Steelslayer suggestions * hotfix number one * ANOTHER hotfix * lewcc reviews * new findeventarea proc * Steelslayer review + Almost 100% sirryan review * this should be all done now * Hal review * now 100% CI approved * Hal review * no more turf refs * begone unused lists * maybe actually delete the list * doesn't runtime :D * oops forgot this * list gone and less runtimes * steelslayer reviews
122 lines
3.9 KiB
Plaintext
122 lines
3.9 KiB
Plaintext
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/client/proc/forceEvent(type in SSevents.allEvents)
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set name = "Trigger Event"
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set category = "Debug"
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if(!check_rights(R_EVENT))
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return
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if(ispath(type))
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new type(new /datum/event_meta(EVENT_LEVEL_MAJOR))
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message_admins("[key_name_admin(usr)] has triggered an event. ([type])", 1)
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/client/proc/event_manager_panel()
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set name = "Event Manager Panel"
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set category = "Event"
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if(SSevents)
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SSevents.Interact(usr)
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Event Manager") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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/proc/findEventArea() //Here's a nice proc to use to find an area for your event to land in!
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var/list/safe_areas = typecacheof(list(
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/area/turret_protected/ai,
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/area/turret_protected/ai_upload,
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/area/engine,
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/area/solar,
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/area/holodeck,
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/area/shuttle,
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/area/maintenance,
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/area/toxins/test_area,
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/area/crew_quarters/sleep))
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//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
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var/list/danger_areas = list(
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/area/engine/break_room,
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/area/engine/equipmentstorage,
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/area/engine/chiefs_office,
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/area/engine/controlroom)
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var/list/allowed_areas = list()
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allowed_areas = typecacheof(GLOB.the_station_areas) - safe_areas + danger_areas
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var/list/possible_areas = typecache_filter_list(SSmapping.existing_station_areas, allowed_areas)
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return pick(possible_areas)
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/proc/findUnrestrictedEventArea() //Does almost the same as findEventArea() but hits a few more areas including maintenance and the AI sat, and also returns a list of all the areas, instead of just one area
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var/list/safe_areas = typecacheof(list(
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/area/solar,
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/area/toxins/test_area,
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/area/crew_quarters/sleep))
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var/list/allowed_areas = list()
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allowed_areas = typecacheof(GLOB.the_station_areas) - safe_areas
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var/list/possible_areas = typecache_filter_list(SSmapping.existing_station_areas, allowed_areas)
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return possible_areas
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// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes)
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// with a specific role.
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// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn.
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/proc/number_active_with_role()
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var/list/active_with_role = list()
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active_with_role["Engineer"] = 0
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active_with_role["Medical"] = 0
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active_with_role["Security"] = 0
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active_with_role["Scientist"] = 0
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active_with_role["AI"] = 0
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active_with_role["Cyborg"] = 0
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active_with_role["Janitor"] = 0
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active_with_role["Botanist"] = 0
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active_with_role["Any"] = GLOB.player_list.len
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for(var/mob/M in GLOB.player_list)
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if(!M.mind || !M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive
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continue
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if(isrobot(M))
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var/mob/living/silicon/robot/R = M
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if(R.module && (R.module.name == "engineering robot module"))
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active_with_role["Engineer"]++
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if(R.module && (R.module.name == "medical robot module"))
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active_with_role["Medical"]++
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if(R.module && (R.module.name == "security robot module"))
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active_with_role["Security"]++
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if(M.mind.assigned_role in list("Chief Engineer", "Station Engineer"))
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active_with_role["Engineer"]++
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if(M.mind.assigned_role in list("Chief Medical Officer", "Medical Doctor"))
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active_with_role["Medical"]++
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if(M.mind.assigned_role in GLOB.security_positions)
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active_with_role["Security"]++
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if(M.mind.assigned_role in list("Research Director", "Scientist"))
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active_with_role["Scientist"]++
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if(M.mind.assigned_role == "AI")
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active_with_role["AI"]++
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if(M.mind.assigned_role == "Cyborg")
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active_with_role["Cyborg"]++
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if(M.mind.assigned_role == "Janitor")
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active_with_role["Janitor"]++
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if(M.mind.assigned_role == "Botanist")
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active_with_role["Botanist"]++
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return active_with_role
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/datum/event/proc/num_players()
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var/players = 0
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for(var/mob/living/carbon/human/P in GLOB.player_list)
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if(P.client)
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players++
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return players
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