mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
Random Update:
- Napalm nerfed. - Changelog updated. - Cook(ed) book icon added for eventual cooking overhaul. - Tech tree framework added (very WIP though). git-svn-id: http://tgstation13.googlecode.com/svn/trunk@894 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -296,7 +296,7 @@ datum
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var/datum/gas_mixture/napalm = new
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napalm.toxins = created_volume * created_volume
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napalm.toxins = created_volume
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napalm.temperature = 400+T0C
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target_tile.assume_air(napalm)
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207
code/datums/technology/technology.dm
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207
code/datums/technology/technology.dm
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@@ -0,0 +1,207 @@
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/***************************************************************
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Science Research and Development System (Designed and Developed by the /tg/station crew)
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*insert stuff here later*
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*****************************************
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Integrating Objects into the Science Research and Development System
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First of all, the root /obj/ define has to have two variables added to it if it doesn't have them already:
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var/list/origin_tech = list()
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var/reliability = 100
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* The origin_tech list is a list of all the technolgies (by ID) and their level at the time the object was created (format: "ID" = #).
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If an object can't be reversed engineered, you're just going to leave this variable alone.
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* The relability var is the reliability of an object before tech modifiers. Items that start spawned and items that aren't part of the
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R&D system should just leave the reliability var at 100 and ignore it. Otherwise, you'll want to adjust it down based on the
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pre-technology-modifier reliability you want for the object. You'd also want to add some sort of mechanic that deals with that
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var as well.
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*SPECIAL NOTE: For non-carriable objects that you can deconstruct into RE'able parts, make sure to include some way of passing on
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the data from the components to the finished procuct and back again.
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***************************************************************/
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/***************************************************************
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** Master Types **
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** Includes all the helper procs and basic tech processing. **
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***************************************************************/
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/datum/research //Holder for all the existing, archived, and known tech. Individual to console.
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var
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list //Datum/tech go here.
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possible_tech = list() //List of all tech in the game that players have access to (barring special events).
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known_tech = list() //List of locally known tech.
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New() //Insert techs into possible_tech and known_tech at start here.
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proc
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//Checks to see if tech has all the required pre-reqs. Input: Tech datum/tech; Output: 0/1 (false/true)
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HasTechReqs(var/datum/tech/T)
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if(T.req_tech.len == 0)
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return 1
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var/matches = 0
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for(var/req in T.req_tech)
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for(var/known in known_tech)
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if(req == known && T.req_tech[req] <= known_tech[known])
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matches++
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if(matches == T.req_tech.len)
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return 1
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else
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return 0
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//Adds a tech to known_tech list. Checks to make sure there aren't duplicates. Input: datum/tech; Output: Null
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AddTech2Known(var/datum/tech/T)
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for(var/datum/tech/known in known_tech)
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if(T.id == known.id)
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if(T.level > known.level)
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known.level = T.level
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return
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known_tech += T
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RefreshKnownTech()
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return
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//Refreshes known_tech list with entries in archived and possible techs. Input/Output: Null.
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RefreshKnownTech()
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for(var/datum/tech/P in possible_tech - known_tech)
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if(HasTechReqs(P, possible_tech))
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AddTech2Known(P)
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RefreshKnownTech()
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return
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//Makes a new instance of a tech with inputed ID. Input: ID; Output: /datum/tech
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NewTech(var/ID)
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for(var/datum/tech/newtech in typesof(/datum/tech) - /datum/tech)
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if(newtech.id == ID)
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return newtech
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return null
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//Finds the reliability of a given object based on it's base reliablity and related technologies.
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//Input: Object; Output: Number
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//CompositeReliability() //Saving until I get a better guideline of how reliability should calculate.
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/***************************************************************
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** Technology Datums **
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** Includes all the various technoliges and what they make. **
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***************************************************************/
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/datum/tech //Datum of individual technologies.
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var
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name = "name" //Name of the technology.
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desc = "description" //General description of what it does and what it makes.
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id = "id" //An easily referenced ID. Must be alphanumeric, lower-case, and no symbols.
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level = 1 //A simple number scale of the research level. 1 = theoretical, 10 = tried-and-true.
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list/req_tech = list() //List of ids associated values of techs required to research this tech. "id" = #
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//Trunk Technologies (don't actually build anything and don't require any other techs).
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materials
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name = "Materials Research"
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desc = "Development of new and improved materials."
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id = "materials"
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plasmatech
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name = "Plasma Research"
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desc = "Research into the mysterious substance colloqually known as 'plasma'"
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id = "plasmatech"
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powerstorage
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name = "Power Storage Technology"
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desc = "The various technologies behind the storage of electicity."
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id = "powerstorage"
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bluespace
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name = "'Blue-space' Research"
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desc = "Research into the sub-reality of 'blue-space'"
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id = "bluespace"
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biotech
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name = "Biological Technology"
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desc = "Research into the deeper mysteries of life and organic substances."
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id = "biotech"
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magnets
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name = "Electromagnetic Spectrum Research"
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desc = "Research into the electromagnetic spectrum. No clue how they actually work, though."
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id = "magnets"
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programming
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name = "Data Theory Research"
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desc = "The development of new computer and artificial intelligence systems."
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id = "programming"
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//Branch Tech: Materials
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metaltech
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name = "Metallurgy Research"
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desc = "Development of new and improved metal alloys for different purposes."
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id = "metaltech"
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req_tech = list("materials" = 2)
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glasstech
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name = "Transparent Material Research"
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desc = "Development of new and stronger transparent materials (glass, crystal, transparent aluminum, etc)."
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id = "glasstech"
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req_tech = list("materials" = 2)
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explosives
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name = "Explosives Research"
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desc = "The creation and application of explosive materials."
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id = "explosives"
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req_tech = list("materials" = 3)
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//Branch Tech: Power Storage and Generation
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generators
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name = "Power Generation Technology"
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desc = "Research into more powerful and more reliable sources."
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id = "generators"
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req_tech = list("powerstorage" = 2)
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celltech
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name = "Power Cell Technology"
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desc = "Design better, portable power cells for use in devices."
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id = "celltech"
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req_tech = list("powerstorage" = 2)
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smestech
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name = "Super-Magnetic Energy Storage Technology"
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desc = "Design better, stationary power storage devices."
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id = "smestech"
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req_tech = list("powerstorage" = 3, "magnets" = 3)
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//Major Branch: Biotechnology
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cybernetics
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name = "Cybernetic Technology"
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desc = "The development of advanced man/machine interfaces."
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id = "cybernetics"
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req_tech = list("biotech" = 3, "programming" = 3)
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/***************************************************************
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** Design Datums **
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** All the data for building stuff and tracking reliability. **
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***************************************************************/
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#define IMPRINTER 1 //For circuits.
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#define PROTOLATHE 2 //For stuff with reliability issues.
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#define AUTOLATHE 4 //For general use or 100% reliability items.
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/datum/design //Datum for object designs, used in construction
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var
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name = "Name" //Name of the created object.
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id = "id" //ID of the created object for easy refernece. Alphanumeric, lower-case, no symbols
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req_tech = list() //IDs of that techs the object originated from and the minimum level requirements.
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reliability = 100 //Reliability of the device.
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build_type = PROTOLATHE //Flag as to what kind machine the design is built in. See defines.
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build_path = "" //The file path of the object that gets created.
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@@ -44,6 +44,31 @@
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<strong>Thanks to:</strong> CDK Station devs, GoonStation devs, the original SpaceStation developers and Erikat for the new title image
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<h4>Changelog</h4>
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<h5>20.01.2011, r894</h5>
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<ul>
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<LI>Pipes can now be removed and re-attached by wrenching them.
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<LI>Mining system continues to develop. Still unaccessible to players.
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<LI>Various map changes. Some minor lag causing things were fixed.
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<LI>Admins have a new tool: They can now give any spell to anyone. Hurray!
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<LI>Imadolazine now works. Maybe?
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<LI>Singularity now releases itself if fed too much and will potentially explode.
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<LI>Magboots now successfully prevent you from getting pulled into the singularity.
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<LI>Strike teams immune to facehuggers. Why? I dunno.
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<LI>Many reagent containers are adjustable so you can pour the exact amount you need.
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<LI>No more emitters working in space, Collectors and collector controllers now ID lockable.
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<LI>Christmas Contest plaque finally added. It's near the armor/warden's office.
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<LI>Rocks fall, everyone dies.
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<LI>All cyborgs and robots can now be named. Just use a pen on the cyborg's frame before the brain is inserted.
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<LI>Knock spell now unbolts doors as well as opens them.
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<LI>New cultist runs and other changes.
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<LI>Added surgery tools for eventual surgery system.
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<LI>Autolathe and Circuit Printer animations redone. Yay pretty icons.
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<LI>AI law changes/uploads are now tracked (admin viewable).
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<LI>Revheads now get a PDA uplink instead of a headset one.
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<LI>Added a penlight.
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<LI>Science Research and Development tech tree uploaded. Not really accessible by anyone yet, though.
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</ul>
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<h5>14.01.2011, r853</h5>
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<ul>
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<LI>Changlings Overhauled. Now function kinda like alium (using an internal chemical reserve instead of plasma) with each ability requiring a certain amount of chemicals to activate. Both venoms removed. Several "Dart" abiliites added. They allow the changling to deafen, blind, mute, paralyze, or even transform (dead) targets.
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Before Width: | Height: | Size: 6.6 KiB After Width: | Height: | Size: 6.9 KiB |
@@ -14,6 +14,7 @@
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#define FILE_DIR "code/datums"
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#define FILE_DIR "code/datums/diseases"
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#define FILE_DIR "code/datums/spells"
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#define FILE_DIR "code/datums/technology"
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#define FILE_DIR "code/defines"
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#define FILE_DIR "code/defines/area"
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#define FILE_DIR "code/defines/mob"
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@@ -210,6 +211,7 @@
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#include "code\datums\spells\magic_missile.dm"
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#include "code\datums\spells\mutate.dm"
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#include "code\datums\spells\teleport.dm"
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#include "code\datums\technology\technology.dm"
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#include "code\defines\atom.dm"
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#include "code\defines\client.dm"
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#include "code\defines\global.dm"
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