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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
73 lines
2.2 KiB
Plaintext
73 lines
2.2 KiB
Plaintext
/datum/random_map/noise/tundra
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descriptor = "tundra"
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smoothing_iterations = 1
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/datum/random_map/noise/tundra/replace_space
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descriptor = "tundra (replacement)"
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target_turf_type = /turf/space
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/datum/random_map/noise/tundra/get_map_char(var/value)
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var/val = min(9,max(0,round((value/cell_range)*10)))
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if(isnull(val)) val = 0
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switch(val)
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if(0)
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return "<font color='#000099'>~</font>"
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if(1)
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return "<font color='#0000BB'>~</font>"
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if(2)
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return "<font color='#0000DD'>~</font>"
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if(3)
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return "<font color='#66AA00'>[pick(list(".",","))]</font>"
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if(4)
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return "<font color='#77CC00'>[pick(list(".",","))]</font>"
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if(5)
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return "<font color='#88DD00'>[pick(list(".",","))]</font>"
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if(6)
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return "<font color='#99EE00'>[pick(list(".",","))]</font>"
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if(7)
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return "<font color='#00BB00'>[pick(list("T","t"))]</font>"
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if(8)
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return "<font color='#00DD00'>[pick(list("T","t"))]</font>"
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if(9)
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return "<font color='#00FF00'>[pick(list("T","t"))]</font>"
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/datum/random_map/noise/tundra/get_appropriate_path(var/value)
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var/val = min(9,max(0,round((value/cell_range)*10)))
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if(isnull(val)) val = 0
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switch(val)
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if(0 to 4)
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return /turf/simulated/floor/beach/water/ocean
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else
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return /turf/simulated/floor/snow
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/datum/random_map/noise/tundra/get_additional_spawns(var/value, var/turf/T)
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var/val = min(9,max(0,round((value/cell_range)*10)))
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if(isnull(val)) val = 0
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switch(val)
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if(2)
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if(prob(5))
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new /mob/living/simple_mob/animal/passive/crab(T)
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if(6)
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if(prob(60))
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var/grass_path = pick(typesof(/obj/structure/flora/grass)-/obj/structure/flora/grass)
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new grass_path(T)
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if(prob(5))
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var/mob_type = pick(list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse))
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new mob_type(T)
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if(7)
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if(prob(60))
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new /obj/structure/flora/bush(T)
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else if(prob(30))
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new /obj/structure/flora/tree/pine(T)
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else if(prob(20))
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new /obj/structure/flora/tree/dead(T)
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if(8)
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if(prob(70))
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new /obj/structure/flora/tree/pine(T)
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else if(prob(30))
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new /obj/structure/flora/tree/dead(T)
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else
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new /obj/structure/flora/bush(T)
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if(9)
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new /obj/structure/flora/tree/pine(T)
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