Overhauls and 2/28 sync (#244)

* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures

* lazy fix for bleeding edgy (#252)

* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures
This commit is contained in:
Poojawa
2017-02-28 09:30:49 -06:00
committed by GitHub
parent 93782cf716
commit 0bca862419
544 changed files with 309981 additions and 81206 deletions
+19 -1
View File
@@ -29,7 +29,7 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
/obj/machinery/r_n_d/circuit_imprinter/New()
..()
materials = new(src, list(MAT_GLASS, MAT_GOLD, MAT_DIAMOND, MAT_METAL))
materials = new(src, list(MAT_GLASS, MAT_GOLD, MAT_DIAMOND, MAT_METAL, MAT_BLUESPACE))
create_reagents(0)
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/circuit_imprinter(null)
B.apply_default_parts(src)
@@ -113,6 +113,24 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
user << "<span class='notice'>You add [amount_inserted] sheets to the [src.name].</span>"
updateUsrDialog()
else if(istype(O, /obj/item/weapon/ore/bluespace_crystal)) //Bluespace crystals can be either a stack or an item
. = 1
if(!is_insertion_ready(user))
return
var/bs_material = materials.get_item_material_amount(O)
if(!bs_material)
return
if(!materials.has_space(bs_material))
user << "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>"
return 1
materials.insert_item(O)
use_power(MINERAL_MATERIAL_AMOUNT/10)
user << "<span class='notice'>You add [O] to the [src.name].</span>"
qdel(O)
updateUsrDialog()
else if(user.a_intent != INTENT_HARM)
user << "<span class='warning'>You cannot insert this item into the [name]!</span>"
return 1
+2 -2
View File
@@ -290,7 +290,7 @@ other types of metals and chemistry for reagents).
id = "bag_holding"
req_tech = list("bluespace" = 7, "materials" = 5, "engineering" = 5, "plasmatech" = 6)
build_type = PROTOLATHE
materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250)
materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250, MAT_BLUESPACE = 2000)
build_path = /obj/item/weapon/storage/backpack/holding
category = list("Bluespace Designs")
@@ -320,7 +320,7 @@ other types of metals and chemistry for reagents).
id = "minerbag_holding"
req_tech = list("bluespace" = 4, "materials" = 3, "engineering" = 4)
build_type = PROTOLATHE
materials = list(MAT_GOLD = 250, MAT_URANIUM = 500) //quite cheap, for more convenience
materials = list(MAT_GOLD = 250, MAT_URANIUM = 500, MAT_BLUESPACE = 1000) //quite cheap, for more convenience
build_path = /obj/item/weapon/storage/bag/ore/holding
category = list("Bluespace Designs")
@@ -115,6 +115,7 @@
name = "\"Phazon\" Central Control module"
desc = "Allows for the construction of a \"Phazon\" Central Control module."
id = "phazon_main"
materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100)
req_tech = list("programming" = 6, "materials" = 6, "plasmatech" = 5)
build_path = /obj/item/weapon/circuitboard/mecha/phazon/main
category = list("Exosuit Modules")
@@ -123,6 +124,7 @@
name = "\"Phazon\" Peripherals Control module"
desc = "Allows for the construction of a \"Phazon\" Peripheral Control module."
id = "phazon_peri"
materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100)
req_tech = list("programming" = 6, "bluespace" = 5, "plasmatech" = 5)
build_path = /obj/item/weapon/circuitboard/mecha/phazon/peripherals
category = list("Exosuit Modules")
@@ -131,6 +133,7 @@
name = "\"Phazon\" Weapons & Targeting Control module"
desc = "Allows for the construction of a \"Phazon\" Weapons & Targeting Control module."
id = "phazon_targ"
materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100)
req_tech = list("programming" = 6, "magnets" = 5, "plasmatech" = 5)
build_path = /obj/item/weapon/circuitboard/mecha/phazon/targeting
category = list("Exosuit Modules")
@@ -172,6 +175,17 @@
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/mech_tesla
name = "Exosuit Weapon (MKI Tesla Cannon)"
desc = "Allows for the construction of MKI Tesla Cannon."
id = "mech_tesla"
build_type = MECHFAB
req_tech = list("combat" = 6, "magnets" = 5, "materials" = 5)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
materials = list(MAT_METAL=20000,MAT_SILVER=8000)
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/mech_laser
name = "Exosuit Weapon (CH-PS \"Immolator\" Laser)"
desc = "Allows for the construction of CH-PS Laser."
@@ -760,7 +760,6 @@
build_path = /obj/item/device/assembly/flash/handheld
category = list("Misc")
/*
/datum/design/flightsuit //Multi step build process/redo WIP
name = "Flight Suit"
desc = "A specialized hardsuit that is able to attach a flightpack and accessories.."
@@ -792,4 +791,4 @@
materials = list(MAT_METAL = 5000, MAT_GLASS = 5000, MAT_GOLD = 1500, MAT_SILVER = 1500, MAT_PLASMA = 2000, MAT_TITANIUM = 2000)
construction_time = 100
category = list("Misc")
req_tech = list("magnets" = 2, "combat" = 2, "plasmatech" = 3, "materials" = 3, "engineering" = 2, "powerstorage" = 2)*/
req_tech = list("magnets" = 2, "combat" = 2, "plasmatech" = 3, "materials" = 3, "engineering" = 2, "powerstorage" = 2)
@@ -51,7 +51,7 @@
id = "bluespacebeaker"
req_tech = list("bluespace" = 6, "materials" = 5, "plasmatech" = 4)
build_type = PROTOLATHE
materials = list(MAT_GLASS = 3000, MAT_PLASMA = 3000, MAT_DIAMOND = 500)
materials = list(MAT_GLASS = 3000, MAT_PLASMA = 3000, MAT_DIAMOND = 250, MAT_BLUESPACE = 250)
build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace
category = list("Medical Designs")
@@ -71,7 +71,7 @@
id = "bluespacesyringe"
req_tech = list("bluespace" = 5, "materials" = 4, "biotech" = 4)
build_type = PROTOLATHE
materials = list(MAT_GLASS = 4000, MAT_PLASMA = 2000, MAT_DIAMOND = 2000)
materials = list(MAT_GLASS = 2000, MAT_PLASMA = 1000, MAT_DIAMOND = 1000, MAT_BLUESPACE = 500)
build_path = /obj/item/weapon/reagent_containers/syringe/bluespace
category = list("Medical Designs")
@@ -81,7 +81,7 @@
id = "noreactsyringe"
req_tech = list("materials" = 3, "engineering" = 3)
build_type = PROTOLATHE
materials = list(MAT_GLASS = 4000, MAT_GOLD = 1000)
materials = list(MAT_GLASS = 2000, MAT_GOLD = 1000)
build_path = /obj/item/weapon/reagent_containers/syringe/noreact
category = list("Medical Designs")
@@ -91,7 +91,7 @@
id = "piercesyringe"
req_tech = list("materials" = 7, "combat" = 3, "engineering" = 5)
build_type = PROTOLATHE
materials = list(MAT_GLASS = 4000, MAT_DIAMOND = 1500)
materials = list(MAT_GLASS = 2000, MAT_DIAMOND = 1000)
build_path = /obj/item/weapon/reagent_containers/syringe/piercing
category = list("Medical Designs")
@@ -101,7 +101,7 @@
id = "bluespacebodybag"
req_tech = list("bluespace" = 5, "materials" = 4, "plasmatech" = 4)
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_PLASMA = 2000, MAT_DIAMOND = 500)
materials = list(MAT_METAL = 3000, MAT_PLASMA = 2000, MAT_DIAMOND = 500, MAT_BLUESPACE = 500)
build_path = /obj/item/bodybag/bluespace
category = list("Medical Designs")
@@ -241,7 +241,7 @@
req_tech = list("materials" = 7, "programming" = 5, "biotech" = 7, "magnets" = 5,"plasmatech" = 6)
build_type = PROTOLATHE | MECHFAB
construction_time = 60
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 2000)
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 1000, MAT_BLUESPACE = 1000)
build_path = /obj/item/organ/eyes/robotic/xray
category = list("Misc", "Medical Designs")
@@ -52,7 +52,7 @@
id = "bluespace_cell"
req_tech = list("powerstorage" = 6, "materials" = 5, "engineering" = 5, "bluespace" = 5)
build_type = PROTOLATHE | MECHFAB
materials = list(MAT_METAL = 800, MAT_GOLD = 120, MAT_SILVER = 150, MAT_GLASS = 160, MAT_DIAMOND = 160, MAT_TITANIUM = 300)
materials = list(MAT_METAL = 800, MAT_GOLD = 120, MAT_GLASS = 160, MAT_DIAMOND = 160, MAT_TITANIUM = 300, MAT_BLUESPACE = 100)
construction_time=100
build_path = /obj/item/weapon/stock_parts/cell/bluespace
category = list("Misc","Power Designs")
@@ -62,7 +62,7 @@
id = "quadratic_capacitor"
req_tech = list("powerstorage" = 6, "engineering" = 5, "materials" = 5, "bluespace" = 5)
build_type = PROTOLATHE
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_DIAMOND = 100)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 100, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/stock_parts/capacitor/quadratic
category = list("Stock Parts")
lathe_time_factor = 0.2
@@ -107,7 +107,7 @@
id = "triphasic_scanning"
req_tech = list("magnets" = 6, "materials" = 5, "engineering" = 5, "bluespace" = 5)
build_type = PROTOLATHE
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_DIAMOND = 60)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_DIAMOND = 30, MAT_BLUESPACE = 30)
build_path = /obj/item/weapon/stock_parts/scanning_module/triphasic
category = list("Stock Parts")
lathe_time_factor = 0.2
@@ -241,7 +241,7 @@
id = "bluespace_matter_bin"
req_tech = list("materials" = 7, "engineering" = 5, "bluespace" = 5)
build_type = PROTOLATHE
materials = list(MAT_METAL = 250, MAT_DIAMOND = 200)
materials = list(MAT_METAL = 250, MAT_DIAMOND = 100, MAT_BLUESPACE = 100)
build_path = /obj/item/weapon/stock_parts/matter_bin/bluespace
category = list("Stock Parts")
lathe_time_factor = 0.2
@@ -153,7 +153,7 @@
id = "xray"
req_tech = list("combat" = 7, "magnets" = 5, "biotech" = 5, "powerstorage" = 4)
build_type = PROTOLATHE
materials = list(MAT_GOLD = 5000,MAT_URANIUM = 8000, MAT_METAL = 5000, MAT_TITANIUM = 2000)
materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 5000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
build_path = /obj/item/weapon/gun/energy/xray
category = list("Weapons")
@@ -173,7 +173,7 @@
id = "wormholeprojector"
req_tech = list("combat" = 5, "engineering" = 5, "bluespace" = 7, "plasmatech" = 6)
build_type = PROTOLATHE
materials = list(MAT_SILVER = 2000, MAT_METAL = 5000, MAT_DIAMOND = 3000)
materials = list(MAT_SILVER = 2000, MAT_METAL = 5000, MAT_DIAMOND = 2000, MAT_BLUESPACE = 3000)
build_path = /obj/item/weapon/gun/energy/wormhole_projector
category = list("Weapons")
@@ -251,12 +251,12 @@
category = list("Weapons")
/datum/design/gravitygun
name = "one-point bluespace-gravitational manipulator"
name = "One-point Bluespace-gravitational Manipulator"
desc = "A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity."
id = "gravitygun"
req_tech = list("combat" = 4, "materials" = 5, "bluespace" = 4, "powerstorage" = 4, "magnets" = 5)
build_type = PROTOLATHE
materials = list(MAT_SILVER = 8000, MAT_GOLD = 8000, MAT_URANIUM = 8000, MAT_GLASS = 12000, MAT_METAL = 12000, MAT_DIAMOND = 3000)
materials = list(MAT_SILVER = 8000, MAT_URANIUM = 8000, MAT_GLASS = 12000, MAT_METAL = 12000, MAT_DIAMOND = 3000, MAT_BLUESPACE = 3000)
build_path = /obj/item/weapon/gun/energy/gravity_gun
category = list("Weapons")
+27 -4
View File
@@ -34,7 +34,7 @@ Note: Must be placed west/left of and R&D console to function.
/obj/machinery/r_n_d/protolathe/New()
..()
create_reagents(0)
materials = new(src, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM))
materials = new(src, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE))
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/protolathe(null)
B.apply_default_parts(src)
@@ -110,13 +110,36 @@ Note: Must be placed west/left of and R&D console to function.
return 1
else
var/stack_name = stack.name
busy = 1
busy = TRUE
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount_inserted/10)))
user << "<span class='notice'>You add [amount_inserted] sheets to the [src.name].</span>"
add_overlay("protolathe_[stack_name]")
sleep(10)
overlays -= "protolathe_[stack_name]"
busy = 0
cut_overlay("protolathe_[stack_name]")
busy = FALSE
updateUsrDialog()
else if(istype(O, /obj/item/weapon/ore/bluespace_crystal)) //Bluespace crystals can be either a stack or an item
. = 1
if(!is_insertion_ready(user))
return
var/bs_material = materials.get_item_material_amount(O)
if(!bs_material)
return
if(!materials.has_space(bs_material))
user << "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>"
return 1
materials.insert_item(O)
busy = TRUE
use_power(MINERAL_MATERIAL_AMOUNT/10)
user << "<span class='notice'>You add [O] to the [src.name].</span>"
qdel(O)
add_overlay("protolathe_bluespace")
sleep(10)
cut_overlay("protolathe_bluespace")
busy = FALSE
updateUsrDialog()
else if(user.a_intent != INTENT_HARM)
+1 -1
View File
@@ -448,7 +448,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
var/obj/item/new_item = new P(src)
if( new_item.type == /obj/item/weapon/storage/backpack/holding )
new_item.investigate_log("built by [key]","singulo")
if(!istype(new_item, /obj/item/stack/sheet)) // To avoid materials dupe glitches
if(!istype(new_item, /obj/item/stack/sheet) && !istype(new_item, /obj/item/weapon/ore/bluespace_crystal)) // To avoid materials dupe glitches
new_item.materials = efficient_mats.Copy()
new_item.loc = linked_lathe.loc
if(!already_logged)