Moves around a bunch of stuff in the codebase. Add a file explaining the general structure of the codebase. (#37568)

* game/centcomm_orders => datums/centcomm_orders

* code/defines/procs => code/game/procs

* Moves around the rest of code/defines.

* C:/Program Files/Git/obj/structure/signpost into misc_structures.dm

* game/events into game/adminbus_events to distinguish from random events

* game/dna => modules/dna. 1] Moving files

* game/dna => modules/dna 2. defines up top

* game/dna => modules/dna : .dme

* game/shuttles into modules/shuttles

* game/mecha into modules/mecha

* game/jobs => modules/jobs ; game/striketeams => datums/striketeams

* Rest of code/game folder.

* ATMOSPHERICS => game/machinery/ATMOSPHERICS

* ZAS => modules/ZAS

* Read me

* dll

* double s

* other typo
This commit is contained in:
ShiftyRail
2025-05-19 14:41:43 +01:00
committed by GitHub
parent bc43ed4bbb
commit 1e1de9e9a1
159 changed files with 434 additions and 218 deletions

47
__DEFINES/dna2.dm Normal file
View File

@@ -0,0 +1,47 @@
// What each index means:
#define DNA_OFF_LOWERBOUND 1
#define DNA_OFF_UPPERBOUND 2
#define DNA_ON_LOWERBOUND 3
#define DNA_ON_UPPERBOUND 4
// Define block bounds (off-low,off-high,on-low,on-high)
// Used in setupgame.dm
#define DNA_DEFAULT_BOUNDS list(1,2049,2050,4095)
#define DNA_HARDER_BOUNDS list(1,3049,3050,4095)
#define DNA_HARD_BOUNDS list(1,3490,3500,4095)
// UI Indices (can change to mutblock style, if desired)
#define DNA_UI_HAIR_R 1
#define DNA_UI_HAIR_G 2
#define DNA_UI_HAIR_B 3
#define DNA_UI_BEARD_R 4
#define DNA_UI_BEARD_G 5
#define DNA_UI_BEARD_B 6
#define DNA_UI_SKIN_TONE 7
#define DNA_UI_EYES_R 8
#define DNA_UI_EYES_G 9
#define DNA_UI_EYES_B 10
#define DNA_UI_GENDER 11
#define DNA_UI_BEARD_STYLE 12
#define DNA_UI_HAIR_STYLE 13
#define DNA_UI_LENGTH 13 // Update this when you add something, or you WILL break shit.
// Bit flag related to a dna2 block.
#define MUTCHK_FORCED 1
/////////////////
// GENE DEFINES
/////////////////
// Skip checking if it's already active.
// Used for genes that check for value rather than a binary on/off.
#define GENE_ALWAYS_ACTIVATE 1
// One of the genes that can't be handed out at roundstart
#define GENE_UNNATURAL 2
// Species gene
#define GENE_NATURAL 4
#define GENETYPE_BAD 0
#define GENETYPE_GOOD 1

View File

@@ -305,7 +305,7 @@ var/list/potential_bonus_items = list(
var/vox_raider_data = SSpersistence_misc.read_data(/datum/persistence_task/vox_raiders)
var/score_to_beat = vox_raider_data["best_score"]
var/best_team = vox_raider_data["winning_team"]
info = {"<h4>The shoal needs us to gather ressources. </h4>
info = {"<h4>The shoal needs us to gather resources. </h4>
<br/>
Our best agents of all time were able to gather an estimate of [score_to_beat] voxcoins in assets, on [vox_raider_data["MM"]]/[vox_raider_data["DD"]]/[vox_raider_data["YY"]]. <br/>
Their names are as follows: [best_team]."}

View File

@@ -1,22 +1,3 @@
/obj/structure/signpost
icon = 'icons/obj/stationobjs.dmi'
icon_state = "signpost"
anchored = 1
density = 1
/obj/structure/signpost/attackby(obj/item/weapon/W as obj, mob/user as mob)
return attack_hand(user)
/obj/structure/signpost/attack_hand(mob/user as mob)
switch(alert("Travel back to ss13?",,"Yes","No"))
if("Yes")
if(user.z != src.z)
return
user.loc.loc.Exited(user)
user.forceMove(pick(latejoin))
if("No")
return
/obj/effect/mark
var/mark = ""
icon = 'icons/misc/mark.dmi'

View File

@@ -81,3 +81,22 @@
desc = "Must be a culture thing."
density = 0
anchored = 1
/obj/structure/signpost
icon = 'icons/obj/stationobjs.dmi'
icon_state = "signpost"
anchored = 1
density = 1
/obj/structure/signpost/attackby(obj/item/weapon/W as obj, mob/user as mob)
return attack_hand(user)
/obj/structure/signpost/attack_hand(mob/user as mob)
switch(alert("Travel back to ss13?",,"Yes","No"))
if("Yes")
if(user.z != src.z)
return
user.loc.loc.Exited(user)
user.forceMove(pick(latejoin))
if("No")
return

View File

@@ -4,34 +4,6 @@
* @author N3X15 <nexisentertainment@gmail.com>
*/
// What each index means:
#define DNA_OFF_LOWERBOUND 1
#define DNA_OFF_UPPERBOUND 2
#define DNA_ON_LOWERBOUND 3
#define DNA_ON_UPPERBOUND 4
// Define block bounds (off-low,off-high,on-low,on-high)
// Used in setupgame.dm
#define DNA_DEFAULT_BOUNDS list(1,2049,2050,4095)
#define DNA_HARDER_BOUNDS list(1,3049,3050,4095)
#define DNA_HARD_BOUNDS list(1,3490,3500,4095)
// UI Indices (can change to mutblock style, if desired)
#define DNA_UI_HAIR_R 1
#define DNA_UI_HAIR_G 2
#define DNA_UI_HAIR_B 3
#define DNA_UI_BEARD_R 4
#define DNA_UI_BEARD_G 5
#define DNA_UI_BEARD_B 6
#define DNA_UI_SKIN_TONE 7
#define DNA_UI_EYES_R 8
#define DNA_UI_EYES_G 9
#define DNA_UI_EYES_B 10
#define DNA_UI_GENDER 11
#define DNA_UI_BEARD_STYLE 12
#define DNA_UI_HAIR_STYLE 13
#define DNA_UI_LENGTH 13 // Update this when you add something, or you WILL break shit.
// see DNA_SE_LENGTH in global.dm - you MUST change this if you are adding a new power.
// Defines which values mean "on" or "off".
@@ -89,23 +61,6 @@ var/global/list/facial_hair_styles_female_list = list()
facial_hair_styles_female_list += H.name
return
/////////////////
// GENE DEFINES
/////////////////
// Skip checking if it's already active.
// Used for genes that check for value rather than a binary on/off.
#define GENE_ALWAYS_ACTIVATE 1
// One of the genes that can't be handed out at roundstart
#define GENE_UNNATURAL 2
// Species gene
#define GENE_NATURAL 4
#define GENETYPE_BAD 0
#define GENETYPE_GOOD 1
/datum/dna
// READ-ONLY, GETS OVERWRITTEN
// DO NOT FUCK WITH THESE OR BYOND WILL EAT YOUR FACE

View File

@@ -3,7 +3,6 @@
// M: Mob to mess with
// connected: Machine we're in, type unchecked so I doubt it's used beyond monkeying
// flags: See below, bitfield.
#define MUTCHK_FORCED 1
/proc/domutcheck(var/mob/living/M, var/connected=null, var/flags=0)
if(!M)

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