This commit is contained in:
SandPoot
2021-03-10 12:26:52 -03:00
36 changed files with 316 additions and 191 deletions
+1 -1
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@@ -22,7 +22,7 @@
#define COMPONENT_GLOB_BLOCK_CINEMATIC 1
// signals from globally accessible objects
/// from SSsun when the sun changes position : (azimuth)
/// from SSsun when the sun changes position : (primary_sun, suns)
#define COMSIG_SUN_MOVED "sun_moved"
//////////////////////////////////////////////////////////////////
@@ -70,3 +70,8 @@ PROCESSING_SUBSYSTEM_DEF(weather)
A = W
break
return A
/datum/controller/subsystem/processing/weather/proc/get_weather_by_type(datum/weather/weather_datum_type)
for(var/V in processing)
if(istype(V,weather_datum_type))
return V
+44 -13
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@@ -1,32 +1,63 @@
#define OCCLUSION_DISTANCE 20
/datum/sun
var/azimuth = 0 // clockwise, top-down rotation from 0 (north) to 359
var/power_mod = 1 // how much power this sun is outputting relative to standard
/datum/sun/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == NAMEOF(src, azimuth))
SSsun.complete_movement()
/atom/proc/check_obscured(datum/sun/sun, distance = OCCLUSION_DISTANCE)
var/target_x = round(sin(sun.azimuth), 0.01)
var/target_y = round(cos(sun.azimuth), 0.01)
var/x_hit = x
var/y_hit = y
var/turf/hit
for(var/run in 1 to distance)
x_hit += target_x
y_hit += target_y
hit = locate(round(x_hit, 1), round(y_hit, 1), z)
if(hit.opacity)
return TRUE
if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
break
return FALSE
SUBSYSTEM_DEF(sun)
name = "Sun"
wait = 1 MINUTES
flags = SS_NO_TICK_CHECK
var/azimuth = 0 ///clockwise, top-down rotation from 0 (north) to 359
var/list/datum/sun/suns = list()
var/datum/sun/primary_sun
var/azimuth_mod = 1 ///multiplier against base_rotation
var/base_rotation = 6 ///base rotation in degrees per fire
/datum/controller/subsystem/sun/Initialize(start_timeofday)
azimuth = rand(0, 359)
primary_sun = new
suns += primary_sun
primary_sun.azimuth = rand(0, 359)
azimuth_mod = round(rand(50, 200)/100, 0.01) // 50% - 200% of standard rotation
if(prob(50))
azimuth_mod *= -1
return ..()
/datum/controller/subsystem/sun/fire(resumed = FALSE)
azimuth += azimuth_mod * base_rotation
azimuth = round(azimuth, 0.01)
if(azimuth >= 360)
azimuth -= 360
if(azimuth < 0)
azimuth += 360
for(var/S in suns)
var/datum/sun/sun = S
sun.azimuth += azimuth_mod * base_rotation
sun.azimuth = round(sun.azimuth, 0.01)
if(sun.azimuth >= 360)
sun.azimuth -= 360
if(sun.azimuth < 0)
sun.azimuth += 360
complete_movement()
/datum/controller/subsystem/sun/proc/complete_movement()
SEND_SIGNAL(src, COMSIG_SUN_MOVED, azimuth)
SEND_SIGNAL(src, COMSIG_SUN_MOVED, primary_sun, suns)
/datum/controller/subsystem/sun/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == NAMEOF(src, azimuth))
complete_movement()
#undef OCCLUSION_DISTANCE
+70 -14
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@@ -112,32 +112,87 @@
user_insert(I, user) //, mat_container_flags)
/// Proc used for when player inserts materials
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user)
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user, datum/component/remote_materials/remote = null)
set waitfor = FALSE
var/requested_amount
var/active_held = user.get_active_held_item() // differs from I when using TK
if(istype(I, /obj/item/stack) && precise_insertion)
var/atom/current_parent = parent
var/inserted = 0
//handle stacks specially
if(istype(I, /obj/item/stack))
var/atom/current_parent = remote ? remote.parent : parent //is the user using a remote materials component?
var/obj/item/stack/S = I
requested_amount = input(user, "How much do you want to insert?", "Inserting [S.singular_name]s") as num|null
//try to get ammount to use
var/requested_amount
if(precise_insertion)
requested_amount = input(user, "How much do you want to insert?", "Inserting [S.singular_name]s") as num|null
else
requested_amount= S.amount
if(isnull(requested_amount) || (requested_amount <= 0))
return
if(QDELETED(I) || QDELETED(user) || QDELETED(src) || parent != current_parent || user.physical_can_use_topic(current_parent) < UI_INTERACTIVE || user.get_active_held_item() != active_held)
if(QDELETED(I) || QDELETED(user) || QDELETED(src) || user.get_active_held_item() != active_held)
return
if(!user.temporarilyRemoveItemFromInventory(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
var/inserted = insert_item(I, stack_amt = requested_amount)//, breakdown_flags= mat_container_flags)
//are we still in range after the user input?
if((remote ? remote.parent : parent) != current_parent || user.physical_can_use_topic(current_parent) < UI_INTERACTIVE)
return
inserted = insert_stack(S, requested_amount)
else
if(!user.temporarilyRemoveItemFromInventory(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
inserted = insert_item(I)
qdel(I)
if(inserted)
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
qdel(I)
if(after_insert)
after_insert.Invoke(I, last_inserted_id, inserted)
else if(I == active_held)
user.put_in_active_hand(I)
if(remote && remote.after_insert)
remote.after_insert.Invoke(I, last_inserted_id, inserted)
//Inserts a number of sheets from a stack, returns the amount of sheets used.
/datum/component/material_container/proc/insert_stack(obj/item/stack/S, amt, multiplier = 1)
if(isnull(amt))
amt = S.amount
if(amt <= 0)
return FALSE
if(amt > S.amount)
amt = S.amount
var/material_amt = get_item_material_amount(S)
if(!material_amt)
return FALSE
//get max number of sheets we have room to add
var/mat_per_sheet = material_amt/S.amount
amt = min(amt, round((max_amount - total_amount) / (mat_per_sheet)))
if(!amt)
return FALSE
//add the mats and keep track of how much was added
var/starting_total = total_amount
for(var/MAT in materials)
materials[MAT] += S.mats_per_unit[MAT] * amt * multiplier
total_amount += S.mats_per_unit[MAT] * amt * multiplier
var/total_added = total_amount - starting_total
//update last_inserted_id with mat making up majority of the stack
var/primary_mat
var/max_mat_value = 0
for(var/MAT in materials)
if(S.mats_per_unit[MAT] > max_mat_value)
max_mat_value = S.mats_per_unit[MAT]
primary_mat = MAT
last_inserted_id = primary_mat
S.use(amt)
return total_added
/// Proc specifically for inserting items, returns the amount of materials entered.
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1, stack_amt)
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1)
if(QDELETED(I))
return FALSE
@@ -198,6 +253,7 @@
var/total_amount_saved = total_amount
if(mat)
materials[mat] += amt
total_amount += amt
else
for(var/i in materials)
materials[i] += amt
+5 -3
View File
@@ -15,13 +15,15 @@ handles linking back and forth.
var/category
var/allow_standalone
var/local_size = INFINITY
var/datum/callback/after_insert
/datum/component/remote_materials/Initialize(category, mapload, allow_standalone = TRUE, force_connect = FALSE)
/datum/component/remote_materials/Initialize(category, mapload, allow_standalone = TRUE, force_connect = FALSE, _after_insert)
if (!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.category = category
src.allow_standalone = allow_standalone
after_insert = _after_insert
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
@@ -67,7 +69,7 @@ handles linking back and forth.
/datum/material/plastic,
)
mat_container = parent.AddComponent(/datum/component/material_container, allowed_mats, local_size, allowed_types=/obj/item/stack)
mat_container = parent.AddComponent(/datum/component/material_container, allowed_mats, local_size, allowed_types=/obj/item/stack, _after_insert = after_insert)
/datum/component/remote_materials/proc/set_local_size(size)
local_size = size
@@ -103,7 +105,7 @@ handles linking back and forth.
return COMPONENT_NO_AFTERATTACK
else if(silo && istype(I, /obj/item/stack))
if(silo.remote_attackby(parent, user, I))
if(silo.remote_attackby(parent, user, I, src))
return COMPONENT_NO_AFTERATTACK
/datum/component/remote_materials/proc/on_hold()
+5 -4
View File
@@ -97,7 +97,7 @@
D.visible_message("<span class='warning'>[A] locks [D] into a restraining position!</span>", \
"<span class='userdanger'>[A] locks you into a restraining position!</span>")
D.apply_damage(damage, STAMINA)
D.Stun(100)
D.Stun(10)
restraining = TRUE
addtimer(VARSET_CALLBACK(src, restraining, FALSE), 50, TIMER_UNIQUE)
return TRUE
@@ -175,7 +175,7 @@
return TRUE
if(CHECK_MOBILITY(D, MOBILITY_MOVE) || !restraining)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
if(damage >= stunthreshold)
if(damage >= stunthreshold)
I = D.get_active_held_item()
D.visible_message("<span class='warning'>[A] strikes [D]'s jaw with their hand!</span>", \
"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
@@ -196,7 +196,8 @@
log_combat(A, D, "knocked out (Chokehold)(CQC)")
D.visible_message("<span class='danger'>[A] puts [D] into a chokehold!</span>", \
"<span class='userdanger'>[A] puts you into a chokehold!</span>")
D.SetSleeping(400)
if(D.silent <= 10)
D.silent = clamp(D.silent + 10, 0, 10)
restraining = FALSE
if(A.grab_state < GRAB_NECK)
A.setGrabState(GRAB_NECK)
@@ -213,7 +214,7 @@
to_chat(usr, "<span class='notice'>Slam</span>: Grab Harm. Slam opponent into the ground, knocking them down.")
to_chat(usr, "<span class='notice'>CQC Kick</span>: Harm Harm. Knocks opponent away. Knocks out stunned or knocked down opponents.")
to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a chokehold.")
to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to mute them with a chokehold.")
to_chat(usr, "<span class='notice'>Pressure</span>: Disarm Grab. Decent stamina damage.")
to_chat(usr, "<span class='notice'>Consecutive CQC</span>: Disarm Disarm Harm. Mainly offensive move, huge damage and decent stamina damage.")
@@ -22,7 +22,7 @@
target_trait = ZTRAIT_STATION
immunity_type = "rad"
var/radiation_intensity = 100
/datum/weather/rad_storm/telegraph()
@@ -87,7 +87,7 @@
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if(istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
if(istype(bloodsucker_sunlight))
return
bloodsucker_sunlight = new ()
@@ -97,7 +97,6 @@
if(!istype(bloodsucker_sunlight))
return
if(bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
+1 -1
View File
@@ -66,7 +66,7 @@
/obj/machinery/mecha_part_fabricator/Initialize(mapload)
stored_research = new
rmat = AddComponent(/datum/component/remote_materials, "mechfab", mapload && link_on_init)
rmat = AddComponent(/datum/component/remote_materials, "mechfab", mapload && link_on_init, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
RefreshParts() //Recalculating local material sizes if the fab isn't linked
return ..()
+1 -2
View File
@@ -3,9 +3,8 @@
/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_martial_melee_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
target.visible_message("<span class='danger'>[target.name] blocks your attack!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(40)
return TRUE
/obj/item/melee/chainofcommand
@@ -7,98 +7,79 @@
// Over Time, tick down toward a "Solar Flare" of UV buffeting the station. This period is harmful to vamps.
/obj/effect/sunlight
//var/amDay = FALSE
var/cancel_me = FALSE
var/amDay = FALSE
var/time_til_cycle = 0
var/nightime_duration = 900 //15 Minutes
var/nighttime_duration = 900 //15 Minutes
var/issued_XP = FALSE
/obj/effect/sunlight/Initialize()
. = ..()
INVOKE_ASYNC(src, .proc/countdown)
INVOKE_ASYNC(src, .proc/hud_tick)
/obj/effect/sunlight/proc/countdown()
set waitfor = FALSE
/obj/effect/sunlight/proc/start_countdown()
START_PROCESSING(SSweather, src) //it counts as weather right
time_til_cycle = nighttime_duration
while(!cancel_me)
time_til_cycle = nightime_duration
// Part 1: Night (all is well)
while(time_til_cycle > TIME_BLOODSUCKER_DAY_WARN)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_NIGHT - TIME_BLOODSUCKER_DAY_WARN)
warn_daylight(1,"<span class = 'danger'>Solar Flares will bombard the station with dangerous UV in [TIME_BLOODSUCKER_DAY_WARN / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>") // time2text <-- use Help On
give_home_power() // Give VANISHING ACT power to all vamps with a lair!
// Part 2: Night Ending
while(time_til_cycle > TIME_BLOODSUCKER_DAY_FINAL_WARN)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_DAY_WARN - TIME_BLOODSUCKER_DAY_FINAL_WARN)
message_admins("BLOODSUCKER NOTICE: Daylight beginning in [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds.)")
warn_daylight(2,"<span class = 'userdanger'>Solar Flares are about to bombard the station! You have [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds to find cover!</span>",\
"<span class = 'danger'>In [TIME_BLOODSUCKER_DAY_FINAL_WARN / 10], your master will be at risk of a Solar Flare. Make sure they find cover!</span>")
// (FINAL LIL WARNING)
while(time_til_cycle > 5)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_DAY_FINAL_WARN - 50)
warn_daylight(3,"<span class = 'userdanger'>Seek cover, for Sol rises!</span>")
// Part 3: Night Ending
while(time_til_cycle > 0)
sleep(10)
if(cancel_me)
return
//sleep(50)
warn_daylight(4,"<span class = 'userdanger'>Solar flares bombard the station with deadly UV light!</span><br><span class = ''>Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!</span>",\
"<span class = 'danger'>Solar flares bombard the station with UV light!</span>")
// Part 4: Day
amDay = TRUE
message_admins("BLOODSUCKER NOTICE: Daylight Beginning (Lasts for [TIME_BLOODSUCKER_DAY / 60] minutes.)")
time_til_cycle = TIME_BLOODSUCKER_DAY
sleep(10) // One second grace period.
//var/daylight_time = TIME_BLOODSUCKER_DAY
var/issued_XP = FALSE
while(time_til_cycle > 0)
/obj/effect/sunlight/process()
// Update all Bloodsucker sunlight huds
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.update_sunlight(max(0, time_til_cycle), amDay) // This pings all HUDs
time_til_cycle--
if(amDay)
if(time_til_cycle > 0 && time_til_cycle % 4 == 0)
punish_vamps()
sleep(TIME_BLOODSUCKER_BURN_INTERVAL)
if(cancel_me)
return
//daylight_time -= TIME_BLOODSUCKER_BURN_INTERVAL
// Issue Level Up!
if(!issued_XP && time_til_cycle <= 5)
issued_XP = TRUE
vamps_rank_up()
// Cycle through all vamp antags and check if they're inside a closet.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.RankUp() // Rank up! Must still be in a coffin to level!
warn_daylight(5,"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>",\
"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>")
amDay = FALSE
day_end() // Remove VANISHING ACT power from all vamps who have it! Clear Warnings (sunlight, locker protection)
nightime_duration += 100 //Each day makes the night a minute longer.
message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [nightime_duration / 60] minutes.)")
/obj/effect/sunlight/proc/hud_tick()
set waitfor = FALSE
while(!cancel_me)
// Update all Bloodsucker sunlight huds
issued_XP = FALSE
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.update_sunlight(max(0, time_til_cycle), amDay) // This pings all HUDs
sleep(10)
time_til_cycle --
if(!istype(bloodsuckerdatum))
continue
// Reset Warnings
bloodsuckerdatum.warn_sun_locker = FALSE
bloodsuckerdatum.warn_sun_burn = FALSE
// Remove Dawn Powers
for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/bloodsucker/gohome))
bloodsuckerdatum.powers -= P
P.Remove(M.current)
nighttime_duration += 100 //Each day makes the night a minute longer.
time_til_cycle = nighttime_duration
message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [nighttime_duration / 60] minutes.)")
else
switch(time_til_cycle)
if(TIME_BLOODSUCKER_DAY_WARN)
//sleep(TIME_BLOODSUCKER_NIGHT - TIME_BLOODSUCKER_DAY_WARN)
warn_daylight(1,"<span class = 'danger'>Solar Flares will bombard the station with dangerous UV in [TIME_BLOODSUCKER_DAY_WARN / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>") // time2text <-- use Help On
give_home_power() // Give VANISHING ACT power to all vamps with a lair!
if(TIME_BLOODSUCKER_DAY_FINAL_WARN)
message_admins("BLOODSUCKER NOTICE: Daylight beginning in [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds.)")
warn_daylight(2,"<span class = 'userdanger'>Solar Flares are about to bombard the station! You have [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds to find cover!</span>",\
"<span class = 'danger'>In [TIME_BLOODSUCKER_DAY_FINAL_WARN / 10], your master will be at risk of a Solar Flare. Make sure they find cover!</span>")
if(5)
warn_daylight(3,"<span class = 'userdanger'>Seek cover, for Sol rises!</span>")
if(0)
warn_daylight(4,"<span class = 'userdanger'>Solar flares bombard the station with deadly UV light!</span><br><span class = ''>Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!</span>",\
"<span class = 'danger'>Solar flares bombard the station with UV light!</span>")
amDay = TRUE
message_admins("BLOODSUCKER NOTICE: Daylight Beginning (Lasts for [TIME_BLOODSUCKER_DAY / 60] minutes.)")
time_til_cycle = TIME_BLOODSUCKER_DAY
/obj/effect/sunlight/proc/warn_daylight(danger_level =0, vampwarn = "", vassalwarn = "")
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
@@ -162,32 +143,6 @@
M.current.updatehealth()
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_2)
/obj/effect/sunlight/proc/day_end()
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(bloodsuckerdatum))
continue
// Reset Warnings
bloodsuckerdatum.warn_sun_locker = FALSE
bloodsuckerdatum.warn_sun_burn = FALSE
// Remove Dawn Powers
for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/bloodsucker/gohome))
bloodsuckerdatum.powers -= P
P.Remove(M.current)
/obj/effect/sunlight/proc/vamps_rank_up()
set waitfor = FALSE
// Cycle through all vamp antags and check if they're inside a closet.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.RankUp() // Rank up! Must still be in a coffin to level!
/obj/effect/sunlight/proc/give_home_power()
// It's late...! Give the "Vanishing Act" gohome power to bloodsuckers.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
+67
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@@ -0,0 +1,67 @@
/datum/round_event_control/supernova
name = "Supernova"
typepath = /datum/round_event/supernova
weight = 10
max_occurrences = 2
min_players = 2
/datum/round_event/supernova
announceWhen = 40
startWhen = 1
endWhen = 300
var/power = 1
var/datum/sun/supernova
var/storm_count = 0
/datum/round_event/supernova/setup()
announceWhen = rand(4, 60)
supernova = new
SSsun.suns += supernova
if(prob(50))
power = rand(5,100) / 100
else
power = rand(5,5000) / 100
supernova.azimuth = rand(0, 359)
supernova.power_mod = 0
/datum/round_event/supernova/announce()
var/message = "Our tachyon-doppler array has detected a supernova in your vicinity. Peak flux from the supernova estimated to be [round(power,0.1)] times current solar flux. [power > 4 ? "Short burts of radiation may be possible, so please prepare accordingly." : ""]"
if(prob(power * 25))
priority_announce(message)
else
print_command_report(message)
/datum/round_event/supernova/start()
supernova.power_mod = 0.00000002 * power
var/explosion_size = rand(1000000000, 999999999)
var/turf/epicenter = get_turf_in_angle(supernova.azimuth, SSmapping.get_station_center(), world.maxx / 2)
for(var/array in GLOB.doppler_arrays)
var/obj/machinery/doppler_array/A = array
A.sense_explosion(epicenter, explosion_size/2, explosion_size, 0, 107000000 / power, explosion_size/2, explosion_size, 0)
if(power > 1 && SSticker.mode.bloodsucker_sunlight?.time_til_cycle > 90)
var/obj/effect/sunlight/sucker_light = SSticker.mode.bloodsucker_sunlight
sucker_light.time_til_cycle = 90
sucker_light.warn_daylight(1,"<span class = 'danger'>A supernova will bombard the station with dangerous UV in [90 / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>")
sucker_light.give_home_power()
/datum/round_event/supernova/tick()
var/midpoint = (endWhen-startWhen)/2
switch(activeFor)
if(startWhen to midpoint)
supernova.power_mod = min(supernova.power_mod*1.2, power)
if(endWhen-10 to endWhen)
supernova.power_mod /= 4
if(prob(round(supernova.power_mod / 2)) && storm_count < 3 && !SSweather.get_weather_by_type(/datum/weather/rad_storm))
SSweather.run_weather(/datum/weather/rad_storm/supernova)
storm_count++
/datum/round_event/supernova/end()
SSsun.suns -= supernova
qdel(supernova)
/datum/weather/rad_storm/supernova
weather_duration_lower = 50
weather_duration_lower = 100
telegraph_duration = 100
radiation_intensity = 50
+1 -1
View File
@@ -4,7 +4,7 @@
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 3
total_positions = 2
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#74b5e0"
+2 -2
View File
@@ -47,7 +47,7 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
return ..()
/obj/machinery/ore_silo/proc/remote_attackby(obj/machinery/M, mob/user, obj/item/stack/I)
/obj/machinery/ore_silo/proc/remote_attackby(obj/machinery/M, mob/user, obj/item/stack/I, remote = null)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
// stolen from /datum/component/material_container/proc/OnAttackBy
if(user.a_intent != INTENT_HELP)
@@ -63,7 +63,7 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
return
// assumes unlimited space...
var/amount = I.amount
materials.user_insert(I, user)
materials.user_insert(I, user, remote)
silo_log(M, "deposited", amount, "sheets", item_mats)
return TRUE
+23 -37
View File
@@ -1,5 +1,4 @@
#define SOLAR_GEN_RATE 1500
#define OCCLUSION_DISTANCE 20
/obj/machinery/power/solar
name = "solar panel"
@@ -14,8 +13,8 @@
integrity_failure = 0.33
var/id
var/obscured = FALSE
var/sunfrac = 0 //[0-1] measure of obscuration -- multipllier against power generation
var/list/obscured = list()
var/total_flux = 0 // multipllier against power generation -- measured by obscuration of all suns
var/azimuth_current = 0 //[0-360) degrees, which direction are we facing?
var/azimuth_target = 0 //same but what way we're going to face next time we turn
var/obj/machinery/power/solar_control/control
@@ -133,40 +132,28 @@
///trace towards sun to see if we're in shadow
/obj/machinery/power/solar/proc/occlusion_setup()
obscured = TRUE
var/distance = OCCLUSION_DISTANCE
var/target_x = round(sin(SSsun.azimuth), 0.01)
var/target_y = round(cos(SSsun.azimuth), 0.01)
var/x_hit = x
var/y_hit = y
var/turf/hit
for(var/run in 1 to distance)
x_hit += target_x
y_hit += target_y
hit = locate(round(x_hit, 1), round(y_hit, 1), z)
if(hit.opacity)
return
if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
break
obscured = FALSE
obscured = list()
for(var/S in SSsun.suns)
if(check_obscured(S))
obscured |= S
///calculates the fraction of the sunlight that the panel receives
/obj/machinery/power/solar/proc/update_solar_exposure()
needs_to_update_solar_exposure = FALSE
sunfrac = 0
if(obscured)
return 0
var/sun_azimuth = SSsun.azimuth
if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
. = 1
else
//dot product of sun and panel -- Lambert's Cosine Law
. = cos(azimuth_current - sun_azimuth)
. = clamp(round(., 0.01), 0, 1)
sunfrac = .
total_flux = 0
for(var/S in SSsun.suns)
if(S in obscured)
continue
var/datum/sun/sun = S
var/sun_azimuth = sun.azimuth
var/cur_pow = 0
if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
cur_pow = sun.power_mod
else
//dot product of sun and panel -- Lambert's Cosine Law
cur_pow = cos(azimuth_current - sun_azimuth) * sun.power_mod
cur_pow = clamp(round(cur_pow, 0.01), 0, 1)
total_flux += cur_pow
/obj/machinery/power/solar/process()
if(stat & BROKEN)
@@ -177,10 +164,10 @@
update_turn()
if(needs_to_update_solar_exposure)
update_solar_exposure()
if(sunfrac <= 0)
if(total_flux <= 0)
return
var/sgen = SOLAR_GEN_RATE * sunfrac * efficiency
var/sgen = SOLAR_GEN_RATE * total_flux * efficiency
add_avail(sgen)
if(control)
control.gen += sgen
@@ -385,7 +372,7 @@
track = mode
if(mode == SOLAR_TRACK_AUTO)
if(connected_tracker)
connected_tracker.sun_update(SSsun, SSsun.azimuth)
connected_tracker.sun_update(SSsun, SSsun.primary_sun, SSsun.suns)
else
track = SOLAR_TRACK_OFF
return TRUE
@@ -483,4 +470,3 @@ Congratulations, you should have a working solar array. If you are having troubl
"}
#undef SOLAR_GEN_RATE
#undef OCCLUSION_DISTANCE
+3 -3
View File
@@ -41,10 +41,10 @@
control = null
///Tell the controller to turn the solar panels
/obj/machinery/power/tracker/proc/sun_update(datum/source, azimuth)
setDir(angle2dir(azimuth))
/obj/machinery/power/tracker/proc/sun_update(datum/source, datum/sun/primary_sun, list/datum/sun/suns)
setDir(angle2dir(primary_sun.azimuth))
if(control && control.track == SOLAR_TRACK_AUTO)
control.set_panels(azimuth)
control.set_panels(primary_sun.azimuth)
/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
if(!S)
@@ -30,7 +30,7 @@
stored_research = new
host_research = SSresearch.science_tech
update_research()
materials = AddComponent(/datum/component/remote_materials, "lathe", mapload)
materials = AddComponent(/datum/component/remote_materials, "lathe", mapload, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
RefreshParts()
/obj/machinery/rnd/production/Destroy()
@@ -22,3 +22,6 @@
/obj/machinery/rnd/production/circuit_imprinter/disconnect_console()
linked_console.linked_imprinter = null
..()
/obj/machinery/rnd/production/circuit_imprinter/AfterMaterialInsert() //doesnt use have an animation like lathes do
return
+6 -6
View File
@@ -94,13 +94,13 @@
..()
/obj/machinery/rnd/proc/AfterMaterialInsert(item_inserted, id_inserted, amount_inserted)
var/stack_name
var/mat_name
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
stack_name = "bluespace"
mat_name = "bluespace"
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else
var/obj/item/stack/S = item_inserted
stack_name = S.name
var/datum/material/M = id_inserted
mat_name = M.name
use_power(min(1000, (amount_inserted / 100)))
add_overlay("protolathe_[stack_name]")
addtimer(CALLBACK(src, /atom/proc/cut_overlay, "protolathe_[stack_name]"), 10)
add_overlay("protolathe_[mat_name]")
addtimer(CALLBACK(src, /atom/proc/cut_overlay, "protolathe_[mat_name]"), 10)
@@ -0,0 +1,5 @@
author: "Putnam3145"
delete-after: True
changes:
- rscadd: "Supernova event"
- refactor: "Bloodsucker day/night cycle now processes on a subsystem instead of using while and sleep (!!)"
@@ -0,0 +1,10 @@
author: "Sneakyrat"
delete-after: True
changes:
- bugfix: "Fixes precise insertion ui(when it asks you how many sheets you want to put in the mat container) so you can actually choose how much to put in and it will still work if your stack is bigger than the remaining space"
- bugfix: "Fixes precise insertion not working for remote mat containers"
- bugfix: "Fixes Protolathe/mechfab insert material animations not working"
- bugfix: "Fixes the material insertion animation for protolathes occurring on the circuit printer"
- bugfix: "Fixes the material insertion animation not actually playing when it was started"
- bugfix: "Fixes the material insertion animation for iron not being made"
- bugfix: "Fixes the material insertion animation sometimes not picking the right material for sheets that have multiple different materials in them"
@@ -0,0 +1,5 @@
author: "necromanceranne"
delete-after: True
changes:
- bugfix: "Properly segments all the augment sprites so that they correctly display."
- bugfix: "Properly labels the augment limb icon sprites."
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@@ -2071,6 +2071,7 @@
#include "code\modules\events\spontaneous_appendicitis.dm"
#include "code\modules\events\stray_cargo.dm"
#include "code\modules\events\supermatter_surge.dm"
#include "code\modules\events\supernova.dm"
#include "code\modules\events\travelling_trader.dm"
#include "code\modules\events\vent_clog.dm"
#include "code\modules\events\wisdomcow.dm"