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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
110 lines
2.7 KiB
Plaintext
110 lines
2.7 KiB
Plaintext
#define LOC_KITCHEN 0
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#define LOC_ATMOS 1
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#define LOC_CHAPEL 2
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#define LOC_LIBRARY 3
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#define LOC_HYDRO 4
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#define LOC_VAULT 5
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#define LOC_CONSTR 6
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#define LOC_TECH 7
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#define LOC_GARDEN 8
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#define VERM_MICE 0
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#define VERM_LIZARDS 1
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#define VERM_SPIDERS 2
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/datum/event/infestation
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announceWhen = 10
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endWhen = 11
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var/location
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var/locstring
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var/vermin
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var/vermstring
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/datum/event/infestation/start()
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location = rand(0,8)
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var/list/turf/simulated/floor/turfs = list()
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var/spawn_area_type
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switch(location)
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if(LOC_KITCHEN)
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spawn_area_type = /area/crew_quarters/kitchen
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locstring = "the kitchen"
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if(LOC_ATMOS)
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spawn_area_type = /area/engineering/atmos
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locstring = "atmospherics"
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if(LOC_CHAPEL)
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spawn_area_type = /area/chapel/main
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locstring = "the chapel"
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if(LOC_LIBRARY)
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spawn_area_type = /area/library
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locstring = "the library"
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if(LOC_HYDRO)
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spawn_area_type = /area/hydroponics
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locstring = "hydroponics"
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if(LOC_VAULT)
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spawn_area_type = /area/security/nuke_storage
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locstring = "the vault"
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if(LOC_CONSTR)
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spawn_area_type = /area/construction
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locstring = "the construction area"
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if(LOC_TECH)
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spawn_area_type = /area/storage/tech
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locstring = "technical storage"
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if(LOC_GARDEN)
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spawn_area_type = /area/hydroponics/garden
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locstring = "the public garden"
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for(var/areapath in typesof(spawn_area_type))
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var/area/A = locate(areapath)
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for(var/turf/simulated/floor/F in A.contents)
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if(turf_clear(F))
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turfs += F
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var/list/spawn_types = list()
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var/max_number
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vermin = rand(0,2)
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switch(vermin)
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if(VERM_MICE)
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spawn_types = list(/mob/living/simple_mob/animal/passive/mouse/gray, /mob/living/simple_mob/animal/passive/mouse/brown, /mob/living/simple_mob/animal/passive/mouse/white)
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max_number = 12
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vermstring = "mice"
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if(VERM_LIZARDS)
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spawn_types = list(/mob/living/simple_mob/animal/passive/lizard)
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max_number = 6
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vermstring = "lizards"
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if(VERM_SPIDERS)
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spawn_types = list(/obj/effect/spider/spiderling)
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max_number = 3
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vermstring = "spiders"
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spawn(0)
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var/num = rand(2,max_number)
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while(turfs.len > 0 && num > 0)
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var/turf/simulated/floor/T = pick(turfs)
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turfs.Remove(T)
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num--
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if(vermin == VERM_SPIDERS)
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var/obj/effect/spider/spiderling/S = new(T)
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S.amount_grown = -1
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else
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var/spawn_type = pick(spawn_types)
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new spawn_type(T)
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/datum/event/infestation/announce()
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command_announcement.Announce("Bioscans indicate that [vermstring] have been breeding in [locstring]. Clear them out, before this starts to affect productivity.", "Vermin infestation")
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#undef LOC_KITCHEN
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#undef LOC_ATMOS
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#undef LOC_CHAPEL
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#undef LOC_LIBRARY
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#undef LOC_HYDRO
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#undef LOC_VAULT
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#undef LOC_TECH
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#undef LOC_GARDEN
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#undef VERM_MICE
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#undef VERM_LIZARDS
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#undef VERM_SPIDERS
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