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68139d12a5 ERvent release (#16770)
* Winter event mobs (#16768)

Added christmas catslug variant.

Added a grey scaled drake variant of the dragon, specifically intended to be played by the creator of the art for the upcoming event (and future events), as it's not quite polished yet for every day use. Though they are fine with it being used in other ways here and downstream if desired. The creator is grayscaledrake.

* fix (#16767)

* Makes limbs able to be chopped off with reasonable limits (#16766)

Moves around limb code a bit to make cutting/destroying limbs ACTUALLY possible.

Previously, destroying a limb required you to:
1. Reach the person's max_damage to even let you start having a _chance_ to destroy the limb.
2. Have to have a REALLY strong weapon to destroy/cut limbs. We're talking about a weapon requiring 50 to 80 damage depending on the limb to destroy it.
3. Even IF you managed to get a weapon that could destroy a limb, you STILL had a random prob() based on the damage dealt in that blow.

This changes it so instead of requiring you to reach the limb's max_damage to start having chances to drop, it makes it so limbs have two factors: How damaged the limb currently is AND how strong the blow it.

This still has thresholds. You can't grab a 5 damage butterknife and chop people's limbs off. But if you step in a 30 damage beatrap, or have a 45 damage rock drop on your hand, it might actually get gibbed or knocked off!

* initial ghost spawn is important... (#16760)

* initia ghostl spawn is important...

* .

* On demand belly loading & multibelly (#16758)

* Moves simple mob belly loading to on demans

* style

* early

* multibelly

* even more human

* .

* bunch of update_fullness

* animals need an icon refresh

* the icon has the fullness part, optimize that

* one more

* Add launch eject option for vore panel (#16755)

* Small bugfixes / clarifications (#16763)

* Fixes mech cloak having the wrong path

From Outpost21 Commit a64c3ad.

* clarified player record console buttons

"Player had issue with button confusion, and reviewing the buttons they are WAY too similar. changed refuse update to DENY to ensure no at-a-glance confusion"

From Outpost 21 Commit 32bc6f7

* simple doors use their own bump timer and not the user's

simple material doors no longer use the USER'S last bump time, and isntead use their own for locking interaction. They now open promptly when bonked into and close after some time when clicked (they are meant to be slow after all)

The bug was casued by using the user's bump time. So if youtouched anything like a wall within the last 60 ticks (including the door itself) it wouldn't open

From Outpost21 Commit 783ef0a

* ears + horns (#16764)

* few more defines (#16765)

* Allows borg tasers to properly charge when in charging ports (#16753)

* taser

* Adds sanity check

* Turret & Sound Optimizations (#16754)

* Portable Turret Optimization

Optimizes portable turrets. Takes from Chomp PR here: https://github.com/CHOMPStation2/CHOMPStation2/pull/8088

Optimizes them further by changing mobs_in_xray_view to mobs_in_view.
Reason: mobs_in_xray_view was adding mobs that were out of sight (behind walls) to the target list and trying to do pathfinding to shoot them. If you had 20 mobs around a PoI with turrets, it'd use a LOT of CPU needlessly.

Also adds in Chomp's /mobs.dm helpers as they're helpful.

* Ports over Chompstation Sound Optimizations

- Replaces for( listeners) with a check that sees if a listener is ALSO a hearer

- Makes it so even if there is no vary, if someone has a frequency it uses the frequency for playsound_local

From https://github.com/CHOMPStation2/CHOMPStation2/pull/8088

---------

Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: dan <75939194+PastelPrinceDan@users.noreply.github.com>
2024-12-28 09:44:41 +10:00

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/ore
var/name
var/display_name
var/alloy
var/smelts_to
var/compresses_to
var/result_amount // How much ore?
var/spread = 1 // Does this type of deposit spread?
var/spread_chance // Chance of spreading in any direction
var/ore // Path to the ore produced when tile is mined.
var/scan_icon // Overlay for ore scanners.
// Xenoarch stuff. No idea what it's for, just refactored it to be less awful.
var/list/xarch_ages = list(
"thousand" = 999,
"million" = 999
)
var/xarch_source_mineral = REAGENT_ID_IRON
var/reagent = REAGENT_ID_SILICATE
/ore/New()
. = ..()
if(!display_name)
display_name = name
/ore/uranium
name = ORE_URANIUM
display_name = "pitchblende"
smelts_to = MAT_URANIUM
result_amount = 5
spread_chance = 10
ore = /obj/item/ore/uranium
scan_icon = "mineral_uncommon"
xarch_ages = list(
"thousand" = 999,
"million" = 704
)
xarch_source_mineral = REAGENT_ID_POTASSIUM
reagent = REAGENT_ID_URANIUM
/ore/hematite
name = ORE_HEMATITE
display_name = ORE_HEMATITE
smelts_to = MAT_IRON
alloy = 1
result_amount = 5
spread_chance = 25
ore = /obj/item/ore/iron
scan_icon = "mineral_common"
reagent = REAGENT_ID_IRON
/ore/coal
name = ORE_CARBON
display_name = "raw carbon"
smelts_to = MAT_PLASTIC
compresses_to = MAT_GRAPHITE
alloy = 1
result_amount = 5
spread_chance = 25
ore = /obj/item/ore/coal
scan_icon = "mineral_common"
reagent = REAGENT_ID_CARBON
/ore/glass
name = ORE_SAND
display_name = ORE_SAND
smelts_to = MAT_GLASS
alloy = 1
compresses_to = MAT_SANDSTONE
/ore/phoron
name = ORE_PHORON
display_name = "phoron crystals"
compresses_to = MAT_PHORON
//smelts_to = something that explodes violently on the conveyor, huhuhuhu
result_amount = 5
spread_chance = 25
ore = /obj/item/ore/phoron
scan_icon = "mineral_uncommon"
xarch_ages = list(
"thousand" = 999,
"million" = 999,
"billion" = 13,
"billion_lower" = 10
)
xarch_source_mineral = REAGENT_ID_PHORON
reagent = REAGENT_ID_PHORON
/ore/silver
name = ORE_SILVER
display_name = "native silver"
smelts_to = MAT_SILVER
result_amount = 5
spread_chance = 10
ore = /obj/item/ore/silver
scan_icon = "mineral_uncommon"
reagent = REAGENT_ID_SILVER
/ore/gold
name = ORE_GOLD
smelts_to = MAT_GOLD
display_name = "native gold"
result_amount = 5
spread_chance = 10
ore = /obj/item/ore/gold
scan_icon = "mineral_uncommon"
xarch_ages = list(
"thousand" = 999,
"million" = 999,
"billion" = 4,
"billion_lower" = 3
)
reagent = REAGENT_ID_GOLD
/ore/diamond
name = ORE_DIAMOND
display_name = ORE_DIAMOND
alloy = 1
compresses_to = MAT_DIAMOND
result_amount = 5
spread_chance = 10
ore = /obj/item/ore/diamond
scan_icon = "mineral_rare"
xarch_source_mineral = REAGENT_ID_NITROGEN
reagent = REAGENT_ID_CARBON
/ore/platinum
name = ORE_PLATINUM
display_name = "raw platinum"
smelts_to = MAT_PLATINUM
compresses_to = MAT_OSMIUM
alloy = 1
result_amount = 5
spread_chance = 10
ore = /obj/item/ore/osmium
scan_icon = "mineral_rare"
reagent = REAGENT_ID_PLATINUM
/ore/hydrogen
name = ORE_MHYDROGEN
display_name = "metallic hydrogen"
smelts_to = MAT_TRITIUM
compresses_to = MAT_METALHYDROGEN
scan_icon = "mineral_rare"
reagent = REAGENT_ID_HYDROGEN
/ore/verdantium
name = ORE_VERDANTIUM
display_name = "crystalline verdantite"
compresses_to = MAT_VERDANTIUM
result_amount = 2
spread_chance = 5
ore = /obj/item/ore/verdantium
scan_icon = "mineral_rare"
xarch_ages = list(
"billion" = 13,
"billion_lower" = 10
)
/ore/marble
name = ORE_MARBLE
display_name = "recrystallized carbonate"
compresses_to = MAT_MARBLE
result_amount = 1
spread_chance = 10
ore = /obj/item/ore/marble
scan_icon = "mineral_common"
reagent = REAGENT_ID_CALCIUMCARBONATE
/ore/lead
name = ORE_LEAD
display_name = "lead glance"
smelts_to = MAT_LEAD
result_amount = 3
spread_chance = 20
ore = /obj/item/ore/lead
scan_icon = "mineral_rare"
reagent = REAGENT_ID_LEAD
/*
/ore/copper
name = ORE_COPPER
display_name = ORE_COPPER
smelts_to = MAT_COPPER
alloy = 1
result_amount = 5
spread_chance = 15
ore = /obj/item/ore/copper
scan_icon = "mineral_common"
reagent = REAGENT_ID_COPPER
/ore/tin
name = ORE_TIN
display_name = ORE_TIN
smelts_to = MAT_TIN
alloy = 1
result_amount = 5
spread_chance = 10
ore = /obj/item/ore/tin
scan_icon = "mineral_common"
/ore/quartz
name = ORE_QUARTZ
display_name = "unrefined quartz"
compresses_to = MAT_QUARTZ
result_amount = 5
spread_chance = 5
ore = /obj/item/ore/quartz
scan_icon = "mineral_common"
/ore/bauxite
name = ORE_BAUXITE
display_name = ORE_BAUXITE
smelts_to = MAT_ALUMINIUM
result_amount = 5
spread_chance = 25
ore = /obj/item/ore/bauxite
scan_icon = "mineral_common"
reagent = REAGENT_ID_ALUMINIUM
*/
/ore/rutile
name = ORE_RUTILE
display_name = ORE_RUTILE
smelts_to = MAT_TITANIUM
result_amount = 5
spread_chance = 12
alloy = 1
ore = /obj/item/ore/rutile
scan_icon = "mineral_uncommon"
/*
/ore/painite
name = ORE_PAINITE
display_name = "rough painite"
compresses_to = MAT_PAINITE
result_amount = 5
spread_chance = 3
ore = /obj/item/ore/painite
scan_icon = "mineral_rare"
/ore/void_opal
name = ORE_VOPAL
display_name = "rough void opal"
compresses_to = MAT_VOPAL
result_amount = 5
spread_chance = 1
ore = /obj/item/ore/void_opal
scan_icon = "mineral_rare"
*/