Merge remote-tracking branch 'upstream/master' into cool-ipcs

This commit is contained in:
Timothy Teakettle
2020-09-16 05:12:20 +01:00
635 changed files with 23608 additions and 12861 deletions
+1
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@@ -0,0 +1 @@
#define EXTOOLS (world.system_type == MS_WINDOWS ? "byond-extools.dll" : "libbyond-extools.so")
-2
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@@ -281,8 +281,6 @@ GLOBAL_LIST_INIT(atmos_adjacent_savings, list(0,0))
#define CALCULATE_ADJACENT_TURFS(T) SSadjacent_air.queue[T] = 1
#endif
#define EXTOOLS (world.system_type == MS_WINDOWS ? "byond-extools.dll" : "libbyond-extools.so")
GLOBAL_VAR(atmos_extools_initialized) // this must be an uninitialized (null) one or init_monstermos will be called twice because reasons
#define ATMOS_EXTOOLS_CHECK if(!GLOB.atmos_extools_initialized){\
GLOB.atmos_extools_initialized=TRUE;\
+2 -1
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@@ -99,7 +99,8 @@
#define NO_ASS_SLAP (1<<10)
#define BIMBOFICATION (1<<11)
#define NO_AUTO_WAG (1<<12)
#define GENITAL_EXAMINE (1<<13)
#define VORE_EXAMINE (1<<14)
#define TOGGLES_CITADEL 0
//belly sound pref things
+1 -14
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@@ -2,19 +2,6 @@
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_DARKMODE_INFO_BUTTONS_BG "#40628A"
#define COLOR_DARKMODE_ISSUE_BUTTON_BG "#A92C2C"
#define COLOR_DARKMODE_BACKGROUND "#272727"
#define COLOR_DARKMODE_DARKBACKGROUND "#242424"
#define COLOR_DARKMODE_TEXT "#E0E0E0"
#define COLOR_WHITEMODE_INFO_BUTTONS_BG "#90B3DD"
#define COLOR_WHITEMODE_ISSUE_BUTTON_BG "#EF7F7F"
#define COLOR_WHITEMODE_BACKGROUND "#F0F0F0"
#define COLOR_WHITEMODE_DARKBACKGROUND "#E6E6E6"
#define COLOR_WHITEMODE_TEXT "#000000"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
@@ -64,4 +51,4 @@
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
#define COLOR_ASSEMBLY_PINK "#ff4adc"
#define COLOR_ASSEMBLY_PINK "#ff4adc"
+1
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@@ -1,6 +1,7 @@
//config files
#define CONFIG_GET(X) global.config.Get(/datum/config_entry/##X)
#define CONFIG_SET(X, Y) global.config.Set(/datum/config_entry/##X, ##Y)
/// Gets the datum of the object, for when editing a const define.
#define CONFIG_GET_ENTRY(X) global.config.GetEntryDatum(/datum/config_entry/##X)
#define CONFIG_MAPS_FILE "maps.txt"
+8 -1
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@@ -32,7 +32,7 @@
#define COMSIG_ELEMENT_DETACH "element_detach"
/// sent to the component itself when unregistered from a parent
#define COMSIG_COMPONENT_UNREGISTER_PARENT "component_unregister_parent"
#define COMSIG_COMPONENT_UNREGISTER_PARENT "component_unregister_parent"
/// sent to the component itself when registered to a parent
#define COMSIG_COMPONENT_REGISTER_PARENT "component_register_parent"
@@ -43,6 +43,8 @@
// /atom signals
//from base of atom/proc/Initialize(): sent any time a new atom is created
#define COMSIG_ATOM_CREATED "atom_created"
//from SSatoms InitAtom - Only if the atom was not deleted or failed initialization
#define COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE "atom_init_success"
#define COMSIG_PARENT_ATTACKBY "atom_attackby" //from base of atom/attackby(): (/obj/item, /mob/living, params)
#define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
@@ -184,6 +186,7 @@
// #define HEARING_SOURCE 8
#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
#define COMSIG_MOVABLE_TELEPORTED "movable_teleported" //from base of do_teleport(): (channel, turf/origin, turf/destination)
#define COMSIG_MOVABLE_CHASM_DROP "movable_chasm_drop" //from base of /datum/component/chasm/drop() (/datum/component/chasm)
// /mind signals
#define COMSIG_PRE_MIND_TRANSFER "pre_mind_transfer" //from base of mind/transfer_to() before it's done: (new_character, old_character)
@@ -287,6 +290,10 @@
#define COMPONENT_INTERRUPT_LIFE_BIOLOGICAL 1 // interrupt biological processes
#define COMPONENT_INTERRUPT_LIFE_PHYSICAL 2 // interrupt physical handling
#define COMSIG_LIVING_BIOLOGICAL_LIFE "biological_life" //from base of mob/living/BiologicalLife() (seconds, times_fired)
#define COMSIG_LIVING_PHYSICAL_LIFE "physical_life" //from base of mob/living/PhysicalLife() (seconds, times_fired)
// /mob/living/carbon physiology signals
#define COMSIG_CARBON_GAIN_WOUND "carbon_gain_wound" //from /datum/wound/proc/apply_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
#define COMSIG_CARBON_LOSE_WOUND "carbon_lose_wound" //from /datum/wound/proc/remove_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
+4
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@@ -4,6 +4,7 @@
#define DYE_REGISTRY_SNEAKERS "sneakers"
#define DYE_REGISTRY_FANNYPACK "fannypack"
#define DYE_REGISTRY_BEDSHEET "bedsheet"
#define DYE_LAWYER_SPECIAL "lawyer_special"
#define DYE_RED "red"
#define DYE_ORANGE "orange"
@@ -16,6 +17,7 @@
#define DYE_RAINBOW "rainbow"
#define DYE_MIME "mime"
#define DYE_COSMIC "cosmic"
#define DYE_SYNDICATE "syndicate"
#define DYE_QM "qm"
#define DYE_LAW "law"
#define DYE_CAPTAIN "captain"
@@ -26,3 +28,5 @@
#define DYE_CMO "cmo"
#define DYE_REDCOAT "redcoat"
#define DYE_CLOWN "clown"
#define DYE_CHAP "chap"
#define DYE_CENTCOM "centcom"
+1
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@@ -12,6 +12,7 @@
#define TOXIC (1<<11)
#define PINEAPPLE (1<<12)
#define BREAKFAST (1<<13)
#define ANTITOXIC (1<<14)
#define DRINK_NICE 1
#define DRINK_GOOD 2
+2
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@@ -41,11 +41,13 @@
#define MC_HDD "HDD"
#define MC_SDD "SDD"
#define MC_CARD "CARD"
#define MC_CARD2 "CARD2"
#define MC_NET "NET"
#define MC_PRINT "PRINT"
#define MC_CELL "CELL"
#define MC_CHARGE "CHARGE"
#define MC_AI "AI"
#define MC_SENSORS "SENSORS"
//NTNet stuff, for modular computers
// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
+4 -3
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@@ -116,6 +116,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define CRAYON_FONT "Comic Sans MS"
#define PRINTER_FONT "Times New Roman"
#define SIGNFONT "Times New Roman"
#define CHARCOAL_FONT "Candara"
#define RESIZE_DEFAULT_SIZE 1
@@ -318,9 +319,9 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects"
//debug printing macros
#define debug_world(msg) if (GLOB.Debug2) to_chat(world, "DEBUG: [msg]")
#define debug_usr(msg) if (GLOB.Debug2&&usr) to_chat(usr, "DEBUG: [msg]")
#define debug_admins(msg) if (GLOB.Debug2) to_chat(GLOB.admins, "DEBUG: [msg]")
#define debug_world(msg) if (GLOB.Debug2) to_chat(world, "<span class=\"filter_debuglog\">DEBUG: [msg]</span>")
#define debug_usr(msg) if (GLOB.Debug2&&usr) to_chat(usr, "<span class=\"filter_debuglog\">DEBUG: [msg]</span>")
#define debug_admins(msg) if (GLOB.Debug2) to_chat(GLOB.admins, "<span class=\"filter_debuglog\">DEBUG: [msg]</span>")
#define debug_world_log(msg) if (GLOB.Debug2) log_world("DEBUG: [msg]")
#define INCREMENT_TALLY(L, stat) if(L[stat]){L[stat]++}else{L[stat] = 1}
+21
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@@ -0,0 +1,21 @@
// Anomaly core types
/// Bluespace cores
#define ANOMALY_CORE_BLUESPACE /obj/item/assembly/signaler/anomaly/bluespace
/// Gravitational cores
#define ANOMALY_CORE_GRAVITATIONAL /obj/item/assembly/signaler/anomaly/grav
/// Flux
#define ANOMALY_CORE_FLUX /obj/item/assembly/signaler/anomaly/flux
/// Vortex
#define ANOMALY_CORE_VORTEX /obj/item/assembly/signaler/anomaly/vortex
/// Pyro
#define ANOMALY_CORE_PYRO /obj/item/assembly/signaler/anomaly/pyro
// Max amounts of cores you can make
#define MAX_CORES_BLUESPACE 8
#define MAX_CORES_GRAVITATIONAL 8
#define MAX_CORES_FLUX 8
#define MAX_CORES_VORTEX 8
#define MAX_CORES_PYRO 8
/// chance supermatter anomalies drop real cores
#define SUPERMATTER_ANOMALY_DROP_CHANCE 20
+2
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@@ -30,6 +30,8 @@
#define STATUS_EFFECT_FLESHMEND /datum/status_effect/fleshmend //Very fast healing; suppressed by fire, and heals less fire damage
#define STATUS_EFFECT_PANACEA /datum/status_effect/panacea //Anatomic panacea that directly heals, rather than injecting a small chemical cocktail
#define STATUS_EFFECT_EXERCISED /datum/status_effect/exercised //Prevents heart disease
#define STATUS_EFFECT_HIPPOCRATIC_OATH /datum/status_effect/hippocraticOath //Gives you an aura of healing as well as regrowing the Rod of Asclepius if lost
-1
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@@ -93,7 +93,6 @@
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
#define FIRE_PRIORITY_VORE 5
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
+7
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@@ -26,3 +26,10 @@
#define TGUI_WINDOW_ID(index) "tgui-window-[index]"
/// Get a pool index of the provided window id
#define TGUI_WINDOW_INDEX(window_id) text2num(copytext(window_id, 13))
/// Creates a message packet for sending via output()
#define TGUI_CREATE_MESSAGE(type, payload) ( \
url_encode(json_encode(list( \
"type" = type, \
"payload" = payload, \
))))
+1 -1
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@@ -17,7 +17,7 @@
var/matrix/mtrx=new()
return mtrx.Scale(0.65)
proc/get_racelist(var/mob/user)//This proc returns a list of species that 'user' has available to them. It searches the list of ckeys attached to the 'whitelist' var for a species and also checks if they're an admin.
/proc/get_racelist(mob/user)//This proc returns a list of species that 'user' has available to them. It searches the list of ckeys attached to the 'whitelist' var for a species and also checks if they're an admin.
for(var/spath in subtypesof(/datum/species))
var/datum/species/S = new spath()
var/list/wlist = S.whitelist
+5
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@@ -0,0 +1,5 @@
#define EXTOOLS_LOGGING // rust_g is used as a fallback if this is undefined
/proc/extools_log_write()
/proc/extools_finalize_logging()
+8
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@@ -681,3 +681,11 @@
continue
if(istype(D, path))
return TRUE
/proc/safe_json_encode(list/L, default = "")
. = default
return json_encode(L)
/proc/safe_json_decode(string, default = list())
. = default
return json_decode(string)
+10 -1
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@@ -4,10 +4,15 @@
#define SEND_SOUND(target, sound) DIRECT_OUTPUT(target, sound)
#define SEND_TEXT(target, text) DIRECT_OUTPUT(target, text)
#define WRITE_FILE(file, text) DIRECT_OUTPUT(file, text)
#ifdef EXTOOLS_LOGGING
// proc hooked, so we can just put in standard TRUE and FALSE
#define WRITE_LOG(log, text) extools_log_write(log,text,TRUE)
#define WRITE_LOG_NO_FORMAT(log, text) extools_log_write(log,text,FALSE)
#else
//This is an external call, "true" and "false" are how rust parses out booleans
#define WRITE_LOG(log, text) rustg_log_write(log, text, "true")
#define WRITE_LOG_NO_FORMAT(log, text) rustg_log_write(log, text, "false")
#endif
//print a warning message to world.log
#define WARNING(MSG) warning("[MSG] in [__FILE__] at line [__LINE__] src: [UNLINT(src)] usr: [usr].")
/proc/warning(msg)
@@ -216,7 +221,11 @@
/* Close open log handles. This should be called as late as possible, and no logging should hapen after. */
/proc/shutdown_logging()
#ifdef EXTOOLS_LOGGING
extools_finalize_logging()
#else
rustg_log_close_all()
#endif
/* Helper procs for building detailed log lines */
+15
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@@ -71,3 +71,18 @@
/proc/pathflatten(path)
return replacetext(path, "/", "_")
/// Returns the md5 of a file at a given path.
/proc/md5filepath(path)
. = md5(file(path))
/// Save file as an external file then md5 it.
/// Used because md5ing files stored in the rsc sometimes gives incorrect md5 results.
/proc/md5asfile(file)
var/static/notch = 0
// its importaint this code can handle md5filepath sleeping instead of hard blocking, if it's converted to use rust_g.
var/filename = "tmp/md5asfile.[world.realtime].[world.timeofday].[world.time].[world.tick_usage].[notch]"
notch = WRAP(notch+1, 0, 2^15)
fcopy(file, filename)
. = md5filepath(filename)
fdel(filename)
+38 -17
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@@ -1103,24 +1103,36 @@ GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0
alpha += 25
obj_flags &= ~FROZEN
/// Save file used in icon2base64. Used for converting icons to base64.
GLOBAL_DATUM_INIT(dummySave, /savefile, new("tmp/dummySave.sav")) //Cache of icons for the browser output
//Converts an icon to base64. Operates by putting the icon in the iconCache savefile,
// exporting it as text, and then parsing the base64 from that.
// (This relies on byond automatically storing icons in savefiles as base64)
/proc/icon2base64(icon/icon, iconKey = "misc")
/// Generate a filename for this asset
/// The same asset will always lead to the same asset name
/// (Generated names do not include file extention.)
/proc/generate_asset_name(file)
return "asset.[md5(fcopy_rsc(file))]"
/**
* Converts an icon to base64. Operates by putting the icon in the iconCache savefile,
* exporting it as text, and then parsing the base64 from that.
* (This relies on byond automatically storing icons in savefiles as base64)
*/
/proc/icon2base64(icon/icon)
if (!isicon(icon))
return FALSE
WRITE_FILE(GLOB.iconCache[iconKey], icon)
var/iconData = GLOB.iconCache.ExportText(iconKey)
WRITE_FILE(GLOB.dummySave["dummy"], icon)
var/iconData = GLOB.dummySave.ExportText("dummy")
var/list/partial = splittext(iconData, "{")
return replacetext(copytext_char(partial[2], 3, -5), "\n", "")
/proc/icon2html(thing, target, icon_state, dir, frame = 1, moving = FALSE)
/proc/icon2html(thing, target, icon_state, dir = SOUTH, frame = 1, moving = FALSE, sourceonly = FALSE)
if (!thing)
return
var/key
var/icon/I = thing
if (!target)
return
if (target == world)
@@ -1136,17 +1148,26 @@ GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0
if (!isicon(I))
if (isfile(thing)) //special snowflake
var/name = sanitize_filename("[generate_asset_name(thing)].png")
if(!SSassets.cache[name])
register_asset(name, thing)
if (!SSassets.cache[name])
SSassets.transport.register_asset(name, thing)
for (var/thing2 in targets)
send_asset(thing2, key)
return "<img class='icon icon-misc' src=\"[url_encode(name)]\">"
SSassets.transport.send_assets(thing2, name)
if(sourceonly)
return SSassets.transport.get_asset_url(name)
return "<img class='icon icon-misc' src='[SSassets.transport.get_asset_url(name)]'>"
var/atom/A = thing
if (isnull(dir))
dir = A.dir
I = A.icon
if (isnull(icon_state))
icon_state = A.icon_state
I = A.icon
if (!(icon_state in icon_states(I, 1)))
icon_state = initial(A.icon_state)
if (isnull(dir))
dir = initial(A.dir)
if (isnull(dir))
dir = A.dir
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
var/icon/temp = I
I = icon()
@@ -1162,11 +1183,11 @@ GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0
key = "[generate_asset_name(I)].png"
if(!SSassets.cache[key])
register_asset(key, I)
SSassets.transport.register_asset(key, I)
for (var/thing2 in targets)
send_asset(thing2, key)
SSassets.transport.send_assets(thing2, key)
return "<img class='icon icon-[icon_state]' src=\"[url_encode(key)]\">"
return "<img class='icon icon-[icon_state]' src='[SSassets.transport.get_asset_url(key)]'>"
/proc/icon2base64html(thing)
if (!thing)
+5 -5
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@@ -358,7 +358,7 @@
roundend_report.stylesheets = list()
roundend_report.add_stylesheet("roundend", 'html/browser/roundend.css')
roundend_report.add_stylesheet("font-awesome", 'html/font-awesome/css/all.min.css')
roundend_report.open(0)
roundend_report.open(FALSE)
/datum/controller/subsystem/ticker/proc/personal_report(client/C, popcount)
var/list/parts = list()
@@ -402,7 +402,7 @@
for (var/i in GLOB.ai_list)
var/mob/living/silicon/ai/aiPlayer = i
if(aiPlayer.mind)
parts += "<b>[aiPlayer.name]</b> (Played by: <b>[aiPlayer.mind.key]</b>)'s laws [aiPlayer.stat != DEAD ? "at the end of the round" : "when it was <span class='redtext'>deactivated</span>"] were:"
parts += "<b>[aiPlayer.name]</b>[aiPlayer.mind.hide_ckey ? "" : " (Played by: <b>[aiPlayer.mind.key]</b>)"]'s laws [aiPlayer.stat != DEAD ? "at the end of the round" : "when it was <span class='redtext'>deactivated</span>"] were:"
parts += aiPlayer.laws.get_law_list(include_zeroth=TRUE)
parts += "<b>Total law changes: [aiPlayer.law_change_counter]</b>"
@@ -413,14 +413,14 @@
for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
borg_num--
if(robo.mind)
robolist += "<b>[robo.name]</b> (Played by: <b>[robo.mind.key]</b>)[robo.stat == DEAD ? " <span class='redtext'>(Deactivated)</span>" : ""][borg_num ?", ":""]<br>"
robolist += "<b>[robo.name]</b>[robo.mind.hide_ckey ? "" : " (Played by: <b>[robo.mind.key]</b>)"] [robo.stat == DEAD ? " <span class='redtext'>(Deactivated)</span>" : ""][borg_num ?", ":""]<br>"
parts += "[robolist]"
if(!borg_spacer)
borg_spacer = TRUE
for (var/mob/living/silicon/robot/robo in GLOB.silicon_mobs)
if (!robo.connected_ai && robo.mind)
parts += "[borg_spacer?"<br>":""]<b>[robo.name]</b> (Played by: <b>[robo.mind.key]</b>) [(robo.stat != DEAD)? "<span class='greentext'>survived</span> as an AI-less borg!" : "was <span class='redtext'>unable to survive</span> the rigors of being a cyborg without an AI."] Its laws were:"
parts += "[borg_spacer?"<br>":""]<b>[robo.name]</b>[robo.mind.hide_ckey ? "" : " (Played by: <b>[robo.mind.key]</b>)"] [(robo.stat != DEAD)? "<span class='greentext'>survived</span> as an AI-less borg!" : "was <span class='redtext'>unable to survive</span> the rigors of being a cyborg without an AI."] Its laws were:"
if(robo) //How the hell do we lose robo between here and the world messages directly above this?
parts += robo.laws.get_law_list(include_zeroth=TRUE)
@@ -529,7 +529,7 @@
var/jobtext = ""
if(ply.assigned_role)
jobtext = " the <b>[ply.assigned_role]</b>"
var/text = "<b>[ply.key]</b> was <b>[ply.name]</b>[jobtext] and"
var/text = "<b>[ply.hide_ckey ? "<b>[ply.name]</b>[jobtext] " : "[ply.key]</b> was <b>[ply.name]</b>[jobtext] and "]"
if(ply.current)
if(ply.current.stat == DEAD)
text += " <span class='redtext'>died</span>"
+14 -10
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@@ -462,16 +462,14 @@
else
. = max(0, min(255, 138.5177312231 * log(temp - 10) - 305.0447927307))
/proc/fusionpower2text(power) //used when displaying fusion power on analyzers
switch(power)
if(0 to 5)
return "low"
if(5 to 20)
return "mid"
if(20 to 50)
return "high"
if(50 to INFINITY)
return "super"
/proc/instability2text(instability) //used when displaying fusion power on analyzers
switch(instability)
if(0 to 2)
return "stable, meaning that its heat will always increase."
if(2 to 3)
return "metastable, meaning that its heat will trend upwards."
if (3 to INFINITY)
return "unstable, meaning that its heat will trend downwards."
/proc/color2hex(color) //web colors
if(!color)
@@ -620,6 +618,12 @@
else //regex everything else (works for /proc too)
return lowertext(replacetext("[the_type]", "[type2parent(the_type)]/", ""))
/// Return html to load a url.
/// for use inside of browse() calls to html assets that might be loaded on a cdn.
/proc/url2htmlloader(url)
return {"<html><head><meta http-equiv="refresh" content="0;URL='[url]'"/></head><body onLoad="parent.location='[url]'"></body></html>"}
/proc/strtohex(str)
if(!istext(str)||!str)
return
@@ -107,13 +107,8 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/toy/eightball = 1,
/obj/item/reagent_containers/pill/floorpill = 1,
/obj/item/reagent_containers/food/snacks/cannedpeaches/maint = 2,
/obj/item/storage/daki = 3, //VERY IMPORTANT CIT CHANGE - adds bodypillows to maint
/obj/item/storage/pill_bottle/penis_enlargement = 2,
/obj/item/storage/pill_bottle/breast_enlargement = 2,
/obj/item/clothing/shoes/wheelys = 1,
/obj/item/clothing/shoes/kindleKicks = 1,
/obj/item/autosurgeon/penis = 1,
/obj/item/autosurgeon/testicles = 1,
/obj/item/storage/box/marshmallow = 2,
/obj/item/clothing/gloves/tackler/offbrand = 1,
/obj/item/stack/sticky_tape = 1,
+1
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@@ -13,6 +13,7 @@ GLOBAL_LIST_EMPTY(deliverybeacontags) //list of all tags associated with d
GLOBAL_LIST_EMPTY(nuke_list)
GLOBAL_LIST_EMPTY(alarmdisplay) //list of all machines or programs that can display station alerts
GLOBAL_LIST_EMPTY(singularities) //list of all singularities on the station (actually technically all engines)
GLOBAL_LIST_EMPTY(grounding_rods) //list of all grounding rods on the station
GLOBAL_LIST(chemical_reactions_list) //list of all /datum/chemical_reaction datums. Used during chemical reactions
GLOBAL_LIST(chemical_reagents_list) //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
+11 -2
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@@ -184,14 +184,23 @@
/obj/screen/alert/hot
name = "Too Hot"
desc = "You're flaming hot! Get somewhere cooler and take off any insulating clothing like a fire suit."
desc = "The air around you is pretty toasty! Consider putting on some insulating clothing, or moving to a cooler area."
icon_state = "hot"
/obj/screen/alert/cold
name = "Too Cold"
desc = "You're freezing cold! Get somewhere warmer and take off any insulating clothing like a space suit."
desc = "The air around you is pretty cold! Consider wearing a coat, or moving to a warmer area."
icon_state = "cold"
/obj/screen/alert/sweat
name = "Sweating"
desc = "You're sweating! Get somewhere cooler and take off any insulating clothing like a fire suit."
icon_state = "sweat"
/obj/screen/alert/shiver
name = "Shivering"
desc = "You're shivering! Get somewhere warmer and take off any insulating clothing like a space suit."
/obj/screen/alert/lowpressure
name = "Low Pressure"
desc = "The air around you is hazardously thin. A space suit would protect you."
+92 -44
View File
@@ -14,13 +14,15 @@
var/list/modes // allowed modes
var/list/gamemode_cache
var/list/votable_modes // votable modes
// var/list/ic_filter_regex
var/list/storyteller_cache
var/list/mode_names
var/list/mode_reports
var/list/mode_false_report_weight
var/motd
// var/policy
// var/static/regex/ic_filter_regex
/datum/controller/configuration/proc/admin_reload()
if(IsAdminAdvancedProcCall())
@@ -50,6 +52,11 @@
break
loadmaplist(CONFIG_MAPS_FILE)
LoadMOTD()
// LoadPolicy()
// LoadChatFilter()
if (Master)
Master.OnConfigLoad()
/datum/controller/configuration/proc/full_wipe()
if(IsAdminAdvancedProcCall())
@@ -135,7 +142,7 @@
if(entry == "$include")
if(!value)
log_config("LINE [linenumber]: Invalid $include directive: [value]")
log_config("LINE [linenumber]: Warning: Invalid $include directive: [value]")
else
LoadEntries(value, stack)
++.
@@ -143,7 +150,7 @@
var/datum/config_entry/E = _entries[entry]
if(!E)
log_config("LINE [linenumber]: Unknown setting: '[entry]'")
log_config("LINE [linenumber]: Unknown setting in configuration: '[entry]'")
continue
if(lockthis)
@@ -153,9 +160,9 @@
var/datum/config_entry/new_ver = entries_by_type[E.deprecated_by]
var/new_value = E.DeprecationUpdate(value)
var/good_update = istext(new_value)
log_config("LINE [linenumber]: [entry] is deprecated and will be removed soon. Migrate to [new_ver.name]![good_update ? " Suggested new value is: [new_value]" : ""]")
log_config("LINE [linenumber]: Entry [entry] is deprecated and will be removed soon. Migrate to [new_ver.name]![good_update ? " Suggested new value is: [new_value]" : ""]")
if(!warned_deprecated_configs)
addtimer(CALLBACK(GLOBAL_PROC, /proc/message_admins, "This server is using deprecated configuration settings. Please check the logs and update accordingly."), 0)
DelayedMessageAdmins("This server is using deprecated configuration settings. Please check the logs and update accordingly.")
warned_deprecated_configs = TRUE
if(good_update)
value = new_value
@@ -163,7 +170,7 @@
else
warning("[new_ver.type] is deprecated but gave no proper return for DeprecationUpdate()")
var/validated = E.ValidateAndSet(value, TRUE)
var/validated = E.ValidateAndSet(value)
if(!validated)
log_config("LINE [linenumber]: Failed to validate setting \"[value]\" for [entry]")
else
@@ -195,13 +202,7 @@
statclick = new/obj/effect/statclick/debug(null, "Edit", src)
stat("[name]:", statclick)
/datum/controller/configuration/proc/Get(entry_type)
var/datum/config_entry/E = GetEntryDatum(entry_type)
if((E.protection & CONFIG_ENTRY_HIDDEN) && IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Get" && GLOB.LastAdminCalledTargetRef == "[REF(src)]")
log_admin_private("Config access of [entry_type] attempted by [key_name(usr)]")
return
return E.config_entry_value
/// Your typical GET but returns a config.
/datum/controller/configuration/proc/GetEntryDatum(entry_type)
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
@@ -210,8 +211,24 @@
E = entries_by_type[entry_type]
if(!E)
CRASH("Missing config entry for [entry_type]!")
if((E.protection & CONFIG_ENTRY_HIDDEN) && IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Get" && GLOB.LastAdminCalledTargetRef == "[REF(src)]")
log_admin_private("Config access of [entry_type] attempted by [key_name(usr)]")
return
return E
/datum/controller/configuration/proc/Get(entry_type)
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
if(entry_is_abstract)
CRASH("Tried to retrieve an abstract config_entry: [entry_type]")
E = entries_by_type[entry_type]
if(!E)
CRASH("Missing config entry for [entry_type]!")
if((E.protection & CONFIG_ENTRY_HIDDEN) && IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Get" && GLOB.LastAdminCalledTargetRef == "[REF(src)]")
log_admin_private("Config access of [entry_type] attempted by [key_name(usr)]")
return
return E.config_entry_value
/datum/controller/configuration/proc/Set(entry_type, new_val)
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
@@ -236,7 +253,6 @@
for(var/T in gamemode_cache)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
// for future reference: just use initial() lol
var/datum/game_mode/M = new T()
if(M.config_tag)
@@ -258,7 +274,37 @@
var/tm_info = GLOB.revdata.GetTestMergeInfo()
if(motd || tm_info)
motd = motd ? "[motd]<br>[tm_info]" : tm_info
/*
Policy file should be a json file with a single object.
Value is raw html.
Possible keywords :
Job titles / Assigned roles (ghost spawners for example) : Assistant , Captain , Ash Walker
Mob types : /mob/living/simple_animal/hostile/carp
Antagonist types : /datum/antagonist/highlander
Species types : /datum/species/lizard
special keywords defined in _DEFINES/admin.dm
Example config:
{
"Assistant" : "Don't kill everyone",
"/datum/antagonist/highlander" : "<b>Kill everyone</b>",
"Ash Walker" : "Kill all spacemans"
}
*/
/*
/datum/controller/configuration/proc/LoadPolicy()
policy = list()
var/rawpolicy = file2text("[directory]/policy.json")
if(rawpolicy)
var/parsed = safe_json_decode(rawpolicy)
if(!parsed)
log_config("JSON parsing failure for policy.json")
DelayedMessageAdmins("JSON parsing failure for policy.json")
else
policy = parsed
*/
/datum/controller/configuration/proc/loadmaplist(filename)
log_config("Loading config file [filename]...")
filename = "[directory]/[filename]"
@@ -305,6 +351,8 @@
currentmap.voteweight = text2num(data)
if ("default","defaultmap")
defaultmap = currentmap
//if ("votable")
// currentmap.votable = TRUE
if ("endmap")
LAZYINITLIST(maplist)
maplist[currentmap.map_name] = currentmap
@@ -326,6 +374,7 @@
return new T
return new /datum/game_mode/extended()
/// For dynamic.
/datum/controller/configuration/proc/pick_storyteller(storyteller_name)
for(var/T in storyteller_cache)
var/datum/dynamic_storyteller/S = T
@@ -334,6 +383,32 @@
return T
return /datum/dynamic_storyteller/classic
/// Same with this
/datum/controller/configuration/proc/get_runnable_storytellers()
var/list/datum/dynamic_storyteller/runnable_storytellers = new
var/list/probabilities = Get(/datum/config_entry/keyed_list/storyteller_weight)
var/list/repeated_mode_adjust = Get(/datum/config_entry/number_list/repeated_mode_adjust)
var/list/min_player_counts = Get(/datum/config_entry/keyed_list/storyteller_min_players)
for(var/T in storyteller_cache)
var/datum/dynamic_storyteller/S = T
var/config_tag = initial(S.config_tag)
var/probability = (config_tag in probabilities) ? probabilities[config_tag] : initial(S.weight)
var/min_players = (config_tag in min_player_counts) ? min_player_counts[config_tag] : initial(S.min_players)
if(probability <= 0)
continue
if(length(GLOB.player_list) < min_players)
continue
if(SSpersistence.saved_storytellers.len == repeated_mode_adjust.len)
var/name = initial(S.name)
var/recent_round = min(SSpersistence.saved_storytellers.Find(name),3)
var/adjustment = 0
while(recent_round)
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(name,recent_round+1,0)
probability *= ((100-adjustment)/100)
runnable_storytellers[S] = probability
return runnable_storytellers
/datum/controller/configuration/proc/get_runnable_modes()
var/list/datum/game_mode/runnable_modes = new
var/list/probabilities = Get(/datum/config_entry/keyed_list/probability)
@@ -367,32 +442,6 @@
runnable_modes[M] = final_weight
return runnable_modes
/datum/controller/configuration/proc/get_runnable_storytellers()
var/list/datum/dynamic_storyteller/runnable_storytellers = new
var/list/probabilities = Get(/datum/config_entry/keyed_list/storyteller_weight)
var/list/repeated_mode_adjust = Get(/datum/config_entry/number_list/repeated_mode_adjust)
var/list/min_player_counts = Get(/datum/config_entry/keyed_list/storyteller_min_players)
for(var/T in storyteller_cache)
var/datum/dynamic_storyteller/S = T
var/config_tag = initial(S.config_tag)
var/probability = (config_tag in probabilities) ? probabilities[config_tag] : initial(S.weight)
var/min_players = (config_tag in min_player_counts) ? min_player_counts[config_tag] : initial(S.min_players)
if(probability <= 0)
continue
if(length(GLOB.player_list) < min_players)
continue
if(SSpersistence.saved_storytellers.len == repeated_mode_adjust.len)
var/name = initial(S.name)
var/recent_round = min(SSpersistence.saved_storytellers.Find(name),3)
var/adjustment = 0
while(recent_round)
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(name,recent_round+1,0)
probability *= ((100-adjustment)/100)
runnable_storytellers[S] = probability
return runnable_storytellers
/datum/controller/configuration/proc/get_runnable_midround_modes(crew)
var/list/datum/game_mode/runnable_modes = new
var/list/probabilities = Get(/datum/config_entry/keyed_list/probability)
@@ -418,7 +467,6 @@
/*
/datum/controller/configuration/proc/LoadChatFilter()
var/list/in_character_filter = list()
if(!fexists("[directory]/in_character_filter.txt"))
return
log_config("Loading config file in_character_filter.txt...")
@@ -428,8 +476,8 @@
if(findtextEx(line,"#",1,2))
continue
in_character_filter += REGEX_QUOTE(line)
ic_filter_regex = in_character_filter.len ? regex("\\b([jointext(in_character_filter, "|")])\\b", "i") : null
syncChatRegexes()
*/
//Message admins when you can.
/datum/controller/configuration/proc/DelayedMessageAdmins(text)
addtimer(CALLBACK(GLOBAL_PROC, /proc/message_admins, text), 0)
@@ -368,6 +368,10 @@
/datum/config_entry/flag/allow_map_voting
/datum/config_entry/number/client_warn_version
config_entry_value = null
min_val = 500
/datum/config_entry/number/client_warn_version
config_entry_value = null
min_val = 500
@@ -384,6 +388,10 @@
/datum/config_entry/string/client_error_message
config_entry_value = "Your version of byond is too old, may have issues, and is blocked from accessing this server."
/datum/config_entry/number/client_error_build
config_entry_value = null
min_val = 0
/datum/config_entry/number/minute_topic_limit
config_entry_value = null
min_val = 0
@@ -0,0 +1,30 @@
/datum/config_entry/keyed_list/external_rsc_urls
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_FLAG
/datum/config_entry/flag/asset_simple_preload
/datum/config_entry/string/asset_transport
/datum/config_entry/string/asset_transport/ValidateAndSet(str_val)
return (lowertext(str_val) in list("simple", "webroot")) && ..(lowertext(str_val))
/datum/config_entry/string/asset_cdn_webroot
protection = CONFIG_ENTRY_LOCKED
/datum/config_entry/string/asset_cdn_webroot/ValidateAndSet(str_var)
if (!str_var || trim(str_var) == "")
return FALSE
if (str_var && str_var[length(str_var)] != "/")
str_var += "/"
return ..(str_var)
/datum/config_entry/string/asset_cdn_url
protection = CONFIG_ENTRY_LOCKED
default = null
/datum/config_entry/string/asset_cdn_url/ValidateAndSet(str_var)
if (!str_var || trim(str_var) == "")
return FALSE
if (str_var && str_var[length(str_var)] != "/")
str_var += "/"
return ..(str_var)
+1 -1
View File
@@ -16,4 +16,4 @@
/datum/controller/proc/Recover()
/datum/controller/proc/stat_entry()
/datum/controller/proc/stat_entry()
+13 -4
View File
@@ -76,7 +76,11 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
if(!random_seed)
random_seed = (TEST_RUN_PARAMETER in world.params) ? 29051994 : rand(1, 1e9)
#ifdef UNIT_TESTS
random_seed = 29051994
#else
random_seed = rand(1, 1e9)
#endif
rand_seed(random_seed)
var/list/_subsystems = list()
@@ -184,9 +188,6 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
if(delay)
sleep(delay)
if(tgs_prime)
world.TgsInitializationComplete()
if(init_sss)
init_subtypes(/datum/controller/subsystem, subsystems)
@@ -219,6 +220,9 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
world.fps = CONFIG_GET(number/fps)
var/initialized_tod = REALTIMEOFDAY
if(tgs_prime)
world.TgsInitializationComplete()
if(sleep_offline_after_initializations)
world.sleep_offline = TRUE
sleep(1)
@@ -643,3 +647,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
processing = CONFIG_GET(number/mc_tick_rate/base_mc_tick_rate)
else if (client_count > CONFIG_GET(number/mc_tick_rate/high_pop_mc_mode_amount))
processing = CONFIG_GET(number/mc_tick_rate/high_pop_mc_tick_rate)
/datum/controller/master/proc/OnConfigLoad()
for (var/thing in subsystems)
var/datum/controller/subsystem/SS = thing
SS.OnConfigLoad()
+83 -27
View File
@@ -1,39 +1,91 @@
/**
* # Subsystem base class
*
* Defines a subsystem to be managed by the [Master Controller][/datum/controller/master]
*
* Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration.
* Changing the name is required
**/
/datum/controller/subsystem
// Metadata; you should define these.
name = "fire coderbus" //name of the subsystem
var/init_order = INIT_ORDER_DEFAULT //order of initialization. Higher numbers are initialized first, lower numbers later. Use defines in __DEFINES/subsystems.dm for easy understanding of order.
var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/priority = FIRE_PRIORITY_DEFAULT //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep
var/flags = 0 //see MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again)
/// Name of the subsystem - you must change this
name = "fire coderbus"
var/initialized = FALSE //set to TRUE after it has been initialized, will obviously never be set if the subsystem doesn't initialize
/// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file.
var/init_order = INIT_ORDER_DEFAULT
//set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/wait = 20
/// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
var/priority = FIRE_PRIORITY_DEFAULT
/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
var/flags = 0
/// This var is set to TRUE after the subsystem has been initialized.
var/initialized = FALSE
/// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
var/can_fire = TRUE
// Bookkeeping variables; probably shouldn't mess with these.
var/last_fire = 0 //last world.time we called fire()
var/next_fire = 0 //scheduled world.time for next fire()
var/cost = 0 //average time to execute
var/tick_usage = 0 //average tick usage
var/tick_overrun = 0 //average tick overrun
var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
var/paused_ticks = 0 //ticks this ss is taking to run right now.
var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
var/ticks = 1 //how many ticks does this ss take to run on avg.
var/times_fired = 0 //number of times we have called fire()
var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here
//linked list stuff for the queue
var/datum/controller/subsystem/queue_next
var/datum/controller/subsystem/queue_prev
///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
/*
* The following variables are managed by the MC and should not be modified directly.
*/
/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
var/last_fire = 0
/// Scheduled world.time for next fire()
var/next_fire = 0
/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
var/cost = 0
/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
var/tick_usage = 0
/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
var/tick_overrun = 0
/// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping
var/state = SS_IDLE
/// Tracks how many fires the subsystem has consecutively paused on in the current run
var/paused_ticks = 0
/// Tracks how much of a tick the subsystem has consumed in the current run
var/paused_tick_usage
/// Tracks how many fires the subsystem takes to complete a run on average.
var/ticks = 1
/// Tracks the amount of completed runs for the subsystem
var/times_fired = 0
/// Time the subsystem entered the queue, (for timing and priority reasons)
var/queued_time = 0
/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
var/queued_priority
/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
var/static/list/failure_strikes
/// Next subsystem in the queue of subsystems to run this tick
var/datum/controller/subsystem/queue_next
/// Previous subsystem in the queue of subsystems to run this tick
var/datum/controller/subsystem/queue_prev
//Do not blindly add vars here to the bottom, put it where it goes above
//If your var only has two values, put it in as a flag.
//Do not override
///datum/controller/subsystem/New()
@@ -46,6 +98,7 @@
//This is used so the mc knows when the subsystem sleeps. do not override.
/datum/controller/subsystem/proc/ignite(resumed = 0)
SHOULD_NOT_OVERRIDE(TRUE)
set waitfor = 0
. = SS_SLEEPING
fire(resumed)
@@ -87,7 +140,7 @@
queue_node_flags = queue_node.flags
if (queue_node_flags & SS_TICKER)
if (!(SS_flags & SS_TICKER))
if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != SS_TICKER)
continue
if (queue_node_priority < SS_priority)
break
@@ -155,6 +208,9 @@
if(SS_SLEEPING)
state = SS_PAUSING
/// Called after the config has been loaded or reloaded.
/datum/controller/subsystem/proc/OnConfigLoad()
/datum/controller/subsystem/proc/subsystem_log(msg)
return log_subsystem(name, msg)
+18 -3
View File
@@ -4,6 +4,23 @@ SUBSYSTEM_DEF(assets)
flags = SS_NO_FIRE
var/list/cache = list()
var/list/preload = list()
var/datum/asset_transport/transport = new()
/datum/controller/subsystem/assets/OnConfigLoad()
var/newtransporttype = /datum/asset_transport
switch (CONFIG_GET(string/asset_transport))
if ("webroot")
newtransporttype = /datum/asset_transport/webroot
if (newtransporttype == transport.type)
return
var/datum/asset_transport/newtransport = new newtransporttype ()
if (newtransport.validate_config())
transport = newtransport
transport.Load()
/datum/controller/subsystem/assets/Initialize(timeofday)
for(var/type in typesof(/datum/asset))
@@ -11,8 +28,6 @@ SUBSYSTEM_DEF(assets)
if (type != initial(A._abstract))
get_asset_datum(type)
preload = cache.Copy() //don't preload assets generated during the round
transport.Initialize(cache)
for(var/client/C in GLOB.clients)
addtimer(CALLBACK(GLOBAL_PROC, .proc/getFilesSlow, C, preload, FALSE), 10)
..()
+2
View File
@@ -90,6 +90,8 @@ SUBSYSTEM_DEF(atoms)
qdeleted = TRUE
else if(!(A.flags_1 & INITIALIZED_1))
BadInitializeCalls[the_type] |= BAD_INIT_DIDNT_INIT
else
SEND_SIGNAL(A,COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE)
return qdeleted || QDELING(A)
+26 -82
View File
@@ -5,91 +5,35 @@ SUBSYSTEM_DEF(chat)
priority = FIRE_PRIORITY_CHAT
init_order = INIT_ORDER_CHAT
var/list/payload = list()
var/list/payload_by_client = list()
/datum/controller/subsystem/chat/fire()
for(var/i in payload)
var/client/C = i
C << output(payload[C], "browseroutput:output")
payload -= C
for(var/key in payload_by_client)
var/client/client = key
var/payload = payload_by_client[key]
payload_by_client -= key
if(client)
// Send to tgchat
client.tgui_panel?.window.send_message("chat/message", payload)
// Send to old chat
for(var/msg in payload)
SEND_TEXT(client, msg["text"])
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/chat/proc/queue(target, message, handle_whitespace = TRUE, trailing_newline = TRUE, confidential = TRUE)
if(!target || !message)
return
if(!istext(message))
stack_trace("to_chat called with invalid input type")
return
if(target == world)
target = GLOB.clients
//Some macros remain in the string even after parsing and fuck up the eventual output
var/original_message = message
//url_encode it TWICE, this way any UTF-8 characters are able to be decoded by the Javascript.
//Do the double-encoding here to save nanoseconds
var/twiceEncoded
/datum/controller/subsystem/chat/proc/queue(target, text, flags)
if(islist(target))
var/sanitized_message = FALSE
for(var/I in target)
var/client/C = CLIENT_FROM_VAR(I) //Grab us a client if possible
if(!C)
continue
//Send it to the old style output window.
SEND_TEXT(C, original_message)
if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
continue
if(!sanitized_message)
message = replacetext(message, "\improper", "")
message = replacetext(message, "\proper", "")
if(handle_whitespace)
message = replacetext(message, "\n", "<br>")
message = replacetext(message, "\t", "[FOURSPACES][FOURSPACES]")
if (trailing_newline)
message += "<br>"
twiceEncoded = url_encode(url_encode(message))
sanitized_message = TRUE
if(!C.chatOutput.loaded) //Client still loading, put their messages in a queue
C.chatOutput.messageQueue += message
continue
payload[C] += twiceEncoded
else
var/client/C = CLIENT_FROM_VAR(target) //Grab us a client if possible
if(!C)
return
//Send it to the old style output window.
SEND_TEXT(C, original_message)
if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
return
message = replacetext(message, "\improper", "")
message = replacetext(message, "\proper", "")
if(handle_whitespace)
message = replacetext(message, "\n", "<br>")
message = replacetext(message, "\t", "[FOURSPACES][FOURSPACES]")
if (trailing_newline)
message += "<br>"
twiceEncoded = url_encode(url_encode(message))
if(!C.chatOutput.loaded) //Client still loading, put their messages in a queue
C.chatOutput.messageQueue += message
return
payload[C] += twiceEncoded
for(var/_target in target)
var/client/client = CLIENT_FROM_VAR(_target)
if(client)
LAZYADD(payload_by_client[client], list(list(
"text" = text,
"flags" = flags,
)))
return
var/client/client = CLIENT_FROM_VAR(target)
if(client)
LAZYADD(payload_by_client[client], list(list(
"text" = text,
"flags" = flags,
)))
-33
View File
@@ -1,33 +0,0 @@
SUBSYSTEM_DEF(ping)
name = "Ping"
priority = FIRE_PRIORITY_PING
wait = 3 SECONDS
flags = SS_NO_INIT
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
/datum/controller/subsystem/ping/stat_entry()
..("P:[GLOB.clients.len]")
/datum/controller/subsystem/ping/fire(resumed = 0)
if (!resumed)
src.currentrun = GLOB.clients.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while (currentrun.len)
var/client/C = currentrun[currentrun.len]
currentrun.len--
if (!C || !C.chatOutput || !C.chatOutput.loaded)
if (MC_TICK_CHECK)
return
continue
// softPang isn't handled anywhere but it'll always reset the opts.lastPang.
C.chatOutput.ehjax_send(data = C.is_afk(29) ? "softPang" : "pang")
if (MC_TICK_CHECK)
return
+11
View File
@@ -294,6 +294,17 @@ SUBSYSTEM_DEF(research)
//[88nodes * 5000points/node] / [1.5hr * 90min/hr * 60s/min]
//Around 450000 points max???
/// The global list of raw anomaly types that have been refined, for hard limits.
var/list/created_anomaly_types = list()
/// The hard limits of cores created for each anomaly type. For faster code lookup without switch statements.
var/list/anomaly_hard_limit_by_type = list(
ANOMALY_CORE_BLUESPACE = MAX_CORES_BLUESPACE,
ANOMALY_CORE_PYRO = MAX_CORES_PYRO,
ANOMALY_CORE_GRAVITATIONAL = MAX_CORES_GRAVITATIONAL,
ANOMALY_CORE_VORTEX = MAX_CORES_VORTEX,
ANOMALY_CORE_FLUX = MAX_CORES_FLUX
)
/datum/controller/subsystem/research/Initialize()
point_types = TECHWEB_POINT_TYPE_LIST_ASSOCIATIVE_NAMES
initialize_all_techweb_designs()
+1 -3
View File
@@ -76,9 +76,7 @@ SUBSYSTEM_DEF(server_maint)
if(!thing)
continue
var/client/C = thing
var/datum/chatOutput/co = C.chatOutput
if(co)
co.ehjax_send(data = "roundrestart")
C?.tgui_panel?.send_roundrestart()
if(server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[server]")
var/datum/tgs_version/tgsversion = world.TgsVersion()
+106
View File
@@ -0,0 +1,106 @@
/datum/accent
/datum/accent/proc/modify_speech(list/speech_args, datum/source, mob/living/carbon/owner) //transforms the message in some way
return speech_args
/datum/accent/lizard/modify_speech(list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
var/static/regex/lizard_hiss = new("s+", "g")
var/static/regex/lizard_hiSS = new("S+", "g")
if(message[1] != "*")
message = lizard_hiss.Replace(message, "sss")
message = lizard_hiSS.Replace(message, "SSS")
speech_args[SPEECH_MESSAGE] = message
return speech_args
/datum/accent/fly/modify_speech(list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
var/static/regex/fly_buzz = new("z+", "g")
var/static/regex/fly_buZZ = new("Z+", "g")
if(message[1] != "*")
message = fly_buzz.Replace(message, "zzz")
message = fly_buZZ.Replace(message, "ZZZ")
speech_args[SPEECH_MESSAGE] = message
return speech_args
/datum/accent/abductor/modify_speech(list/speech_args, datum/source)
var/message = speech_args[SPEECH_MESSAGE]
var/mob/living/carbon/human/user = source
var/rendered = "<span class='abductor'><b>[user.name]:</b> [message]</span>"
user.log_talk(message, LOG_SAY, tag="abductor")
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
var/obj/item/organ/tongue/T = H.getorganslot(ORGAN_SLOT_TONGUE)
if(!T || T.type != type)
continue
if(H.dna && H.dna.species.id == "abductor" && user.dna && user.dna.species.id == "abductor")
var/datum/antagonist/abductor/A = user.mind.has_antag_datum(/datum/antagonist/abductor)
if(!A || !(H.mind in A.team.members))
continue
to_chat(H, rendered)
for(var/mob/M in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(M, user)
to_chat(M, "[link] [rendered]")
speech_args[SPEECH_MESSAGE] = ""
return speech_args
/datum/accent/zombie/modify_speech(list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
var/list/message_list = splittext(message, " ")
var/maxchanges = max(round(message_list.len / 1.5), 2)
for(var/i = rand(maxchanges / 2, maxchanges), i > 0, i--)
var/insertpos = rand(1, message_list.len - 1)
var/inserttext = message_list[insertpos]
if(!(copytext(inserttext, -3) == "..."))//3 == length("...")
message_list[insertpos] = inserttext + "..."
if(prob(20) && message_list.len > 3)
message_list.Insert(insertpos, "[pick("BRAINS", "Brains", "Braaaiinnnsss", "BRAAAIIINNSSS")]...")
speech_args[SPEECH_MESSAGE] = jointext(message_list, " ")
return speech_args
/datum/accent/alien/modify_speech(list/speech_args, datum/source)
playsound(source, "hiss", 25, 1, 1)
return speech_args
/datum/accent/fluffy/modify_speech(list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = replacetext(message, "ne", "nye")
message = replacetext(message, "nu", "nyu")
message = replacetext(message, "na", "nya")
message = replacetext(message, "no", "nyo")
message = replacetext(message, "ove", "uv")
message = replacetext(message, "l", "w")
message = replacetext(message, "r", "w")
speech_args[SPEECH_MESSAGE] = lowertext(message)
return speech_args
/datum/accent/span
var/span_flag
/datum/accent/span/modify_speech(list/speech_args)
speech_args[SPEECH_SPANS] |= span_flag
return speech_args
//bone tongues either have the sans accent or the papyrus accent
/datum/accent/span/sans
span_flag = SPAN_SANS
/datum/accent/span/papyrus
span_flag = SPAN_PAPYRUS
/datum/accent/span/robot
span_flag = SPAN_ROBOT
/datum/accent/dullahan/modify_speech(list/speech_args, datum/source, mob/living/carbon/owner)
if(owner)
if(isdullahan(owner))
var/datum/species/dullahan/D = owner.dna.species
if(isobj(D.myhead.loc))
var/obj/O = D.myhead.loc
O.say(speech_args[SPEECH_MESSAGE])
speech_args[SPEECH_MESSAGE] = ""
return speech_args
+17 -20
View File
@@ -8,14 +8,14 @@
var/window_options = "can_close=1;can_minimize=1;can_maximize=0;can_resize=1;titlebar=1;" // window option is set using window_id
var/stylesheets[0]
var/scripts[0]
var/title_image
var/head_elements
var/body_elements
var/head_content = ""
var/content = ""
var/static/datum/asset/simple/namespaced/common/common_asset = get_asset_datum(/datum/asset/simple/namespaced/common)
/datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null)
/datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, atom/nref = null)
user = nuser
window_id = nwindow_id
@@ -27,7 +27,6 @@
height = nheight
if (nref)
ref = nref
add_stylesheet("common", 'html/browser/common.css') // this CSS sheet is common to all UIs
/datum/browser/proc/add_head_content(nhead_content)
head_content = nhead_content
@@ -35,22 +34,21 @@
/datum/browser/proc/set_window_options(nwindow_options)
window_options = nwindow_options
/datum/browser/proc/set_title_image(ntitle_image)
//title_image = ntitle_image
/datum/browser/proc/add_stylesheet(name, file)
if(istype(name, /datum/asset/spritesheet))
var/datum/asset/spritesheet/sheet = name
stylesheets["spritesheet_[sheet.name].css"] = "data/spritesheets/[sheet.name]"
else
var/asset_name = "[name].css"
stylesheets[asset_name] = file
if(!SSassets.cache[asset_name])
register_asset(asset_name, file)
if (!SSassets.cache[asset_name])
SSassets.transport.register_asset(asset_name, file)
/datum/browser/proc/add_script(name, file)
scripts["[ckey(name)].js"] = file
register_asset("[ckey(name)].js", file)
SSassets.transport.register_asset("[ckey(name)].js", file)
/datum/browser/proc/set_content(ncontent)
content = ncontent
@@ -60,15 +58,13 @@
/datum/browser/proc/get_header()
var/file
head_content += "<link rel='stylesheet' type='text/css' href='[common_asset.get_url_mappings()["common.css"]]'>"
for (file in stylesheets)
head_content += "<link rel='stylesheet' type='text/css' href='[file]'>"
head_content += "<link rel='stylesheet' type='text/css' href='[SSassets.transport.get_asset_url(file)]'>"
for (file in scripts)
head_content += "<script type='text/javascript' src='[file]'></script>"
var/title_attributes = "class='uiTitle'"
if (title_image)
title_attributes = "class='uiTitle icon' style='background-image: url([title_image]);'"
head_content += "<script type='text/javascript' src='[SSassets.transport.get_asset_url(file)]'></script>"
return {"<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
@@ -79,7 +75,7 @@
</head>
<body scroll=auto>
<div class='uiWrapper'>
[title ? "<div class='uiTitleWrapper'><div [title_attributes]><tt>[title]</tt></div></div>" : ""]
[title ? "<div class='uiTitleWrapper'><div class='uiTitle'><tt>[title]</tt></div></div>" : ""]
<div class='uiContent'>
"}
//" This is here because else the rest of the file looks like a string in notepad++.
@@ -105,10 +101,11 @@
var/window_size = ""
if(width && height)
window_size = "size=[width]x[height];"
common_asset.send(user)
if(stylesheets.len)
send_asset_list(user, stylesheets)
SSassets.transport.send_assets(user, stylesheets)
if(scripts.len)
send_asset_list(user, scripts)
SSassets.transport.send_assets(user, scripts)
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
if(use_onclose)
setup_onclose()
@@ -169,7 +166,7 @@
return Button3
//Same shit, but it returns the button number, could at some point support unlimited button amounts.
/proc/askuser(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
/proc/askuser(mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
if (!istype(User))
if (istype(User, /client/))
var/client/C = User
@@ -188,7 +185,7 @@
var/selectedbutton = 0
var/stealfocus
/datum/browser/modal/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null, StealFocus = 1, Timeout = 6000)
/datum/browser/modal/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, atom/nref = null, StealFocus = 1, Timeout = 6000)
..()
stealfocus = StealFocus
if (!StealFocus)
+1 -9
View File
@@ -76,19 +76,11 @@
return FALSE
if(M.is_flying())
return FALSE
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(istype(H.belt, /obj/item/wormhole_jaunter))
var/obj/item/wormhole_jaunter/J = H.belt
//To freak out any bystanders
H.visible_message("<span class='boldwarning'>[H] falls into [parent]!</span>")
J.chasm_react(H)
return FALSE
return TRUE
/datum/component/chasm/proc/drop(atom/movable/AM)
//Make sure the item is still there after our sleep
if(!AM || QDELETED(AM))
if(!AM || QDELETED(AM) || SEND_SIGNAL(AM, COMSIG_MOVABLE_CHASM_DROP, src))
return
falling_atoms[AM] = (falling_atoms[AM] || 0) + 1
var/turf/T = target_turf
@@ -273,6 +273,16 @@
time = 30
category = CAT_CLOTHING
/datum/crafting_recipe/twinsheath
name = "Twin Sword Sheath"
result = /obj/item/storage/belt/sabre/twin
reqs = list(/obj/item/stack/sheet/mineral/wood = 3,
/obj/item/stack/sheet/leather = 8)
tools = list(TOOL_WIRECUTTER)
time = 70
category = CAT_CLOTHING
/datum/crafting_recipe/durathread_reinforcement_kit
name = "Durathread Reinforcement Kit"
result = /obj/item/armorkit
@@ -120,6 +120,53 @@
category = CAT_MISC
always_availible = FALSE // Disabled til learned
/datum/crafting_recipe/furnace
name = "Sandstone Furnace"
result = /obj/structure/furnace
time = 300
reqs = list(/obj/item/stack/sheet/mineral/sandstone = 15,
/obj/item/stack/sheet/metal = 4,
/obj/item/stack/rods = 2)
tools = list(TOOL_CROWBAR)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/tableanvil
name = "Table Anvil"
result = /obj/structure/anvil/obtainable/table
time = 300
reqs = list(/obj/item/stack/sheet/metal = 4,
/obj/item/stack/rods = 2)
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/sandvil
name = "Sandstone Anvil"
result = /obj/structure/anvil/obtainable/sandstone
time = 300
reqs = list(/obj/item/stack/sheet/mineral/sandstone = 24)
tools = list(TOOL_CROWBAR)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/basaltblock
name = "Sintered Basalt Block"
result = /obj/item/basaltblock
time = 200
reqs = list(/obj/item/stack/ore/glass/basalt = 50)
tools = list(TOOL_WELDER)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/basaltanvil
name = "Basalt Anvil"
result = /obj/structure/anvil/obtainable/basalt
time = 200
reqs = list(/obj/item/basaltblock = 5)
tools = list(TOOL_CROWBAR)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
///////////////////
//Tools & Storage//
///////////////////
@@ -175,6 +222,17 @@
subcategory = CAT_TOOL
category = CAT_MISC
/datum/crafting_recipe/toolboxhammer
name = "Toolbox Hammer"
result = /obj/item/melee/smith/hammer/toolbox
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
reqs = list(/obj/item/storage/toolbox = 1,
/obj/item/stack/sheet/metal = 4,
/obj/item/stack/rods = 2)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
/datum/crafting_recipe/papersack
name = "Paper Sack"
result = /obj/item/storage/box/papersack
@@ -358,6 +416,25 @@
//Unsorted//
////////////
/datum/crafting_recipe/stick
name = "Stick"
time = 30
reqs = list(/obj/item/stack/sheet/mineral/wood = 1)
result = /obj/item/stick
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/swordhilt
name = "Sword Hilt"
time = 30
reqs = list(/obj/item/stack/sheet/mineral/wood = 2)
result = /obj/item/swordhandle
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/blackcarpet
name = "Black Carpet"
reqs = list(/obj/item/stack/tile/carpet = 50, /obj/item/toy/crayon/black = 1)
+3 -2
View File
@@ -45,8 +45,9 @@
/datum/fantasy_affix/tactical/apply(datum/component/fantasy/comp, newName)
var/obj/item/master = comp.parent
master.AddElement(/datum/element/tactical)
comp.appliedElements += list(/datum/element/tactical)
var/list/dat = list(/datum/element/tactical)
master._AddElement(dat)
comp.appliedElements += list(dat)
return "tactical [newName]"
/datum/fantasy_affix/pyromantic
+22
View File
@@ -0,0 +1,22 @@
// This used to be in paper.dm, it was some snowflake code that was
// used ONLY on april's fool. I moved it to a component so it could be
// used in other places
/datum/component/honkspam
dupe_mode = COMPONENT_DUPE_UNIQUE
var/spam_flag = FALSE
/datum/component/honkspam/Initialize()
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/interact)
/datum/component/honkspam/proc/reset_spamflag()
spam_flag = FALSE
/datum/component/honkspam/proc/interact(mob/user)
if(!spam_flag)
spam_flag = TRUE
var/obj/item/parent_item = parent
playsound(parent_item.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
addtimer(CALLBACK(src, .proc/reset_spamflag), 2 SECONDS)
+87
View File
@@ -0,0 +1,87 @@
/**
The label component.
This component is used to manage labels applied by the hand labeler.
Atoms can only have one instance of this component, and therefore only one label at a time.
This is to avoid having names like "Backpack (label1) (label2) (label3)". This is annoying and abnoxious to read.
When a player clicks the atom with a hand labeler to apply a label, this component gets applied to it.
If the labeler is off, the component will be removed from it, and the label will be removed from its name.
*/
/datum/component/label
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// The name of the label the player is applying to the parent.
var/label_name
/datum/component/label/Initialize(_label_name)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
label_name = _label_name
apply_label()
/datum/component/label/RegisterWithParent()
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackby)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/Examine)
/datum/component/label/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_PARENT_ATTACKBY, COMSIG_PARENT_EXAMINE))
/**
This proc will fire after the parent is hit by a hand labeler which is trying to apply another label.
Since the parent already has a label, it will remove the old one from the parent's name, and apply the new one.
*/
/datum/component/label/InheritComponent(datum/component/label/new_comp , i_am_original, _label_name)
remove_label()
if(new_comp)
label_name = new_comp.label_name
else
label_name = _label_name
apply_label()
/**
This proc will trigger when any object is used to attack the parent.
If the attacking object is not a hand labeler, it will return.
If the attacking object is a hand labeler it will restore the name of the parent to what it was before this component was added to it, and the component will be deleted.
Arguments:
* source: The parent.
* attacker: The object that is hitting the parent.
* user: The mob who is wielding the attacking object.
*/
/datum/component/label/proc/OnAttackby(datum/source, obj/item/attacker, mob/user)
// If the attacking object is not a hand labeler or its mode is 1 (has a label ready to apply), return.
// The hand labeler should be off (mode is 0), in order to remove a label.
var/obj/item/hand_labeler/labeler = attacker
if(!istype(labeler) || labeler.mode)
return
remove_label()
playsound(parent, 'sound/items/poster_ripped.ogg', 20, TRUE)
to_chat(user, "<span class='warning'>You remove the label from [parent].</span>")
qdel(src) // Remove the component from the object.
/**
This proc will trigger when someone examines the parent.
It will attach the text found in the body of the proc to the `examine_list` and display it to the player examining the parent.
Arguments:
* source: The parent.
* user: The mob exmaining the parent.
* examine_list: The current list of text getting passed from the parent's normal examine() proc.
*/
/datum/component/label/proc/Examine(datum/source, mob/user, list/examine_list)
examine_list += "<span class='notice'>It has a label with some words written on it. Use a hand labeler to remove it.</span>"
/// Applies a label to the name of the parent in the format of: "parent_name (label)"
/datum/component/label/proc/apply_label()
var/atom/owner = parent
owner.name += " ([label_name])"
/// Removes the label from the parent's name
/datum/component/label/proc/remove_label()
var/atom/owner = parent
owner.name = replacetext(owner.name, "([label_name])", "") // Remove the label text from the parent's name, wherever it's located.
owner.name = trim(owner.name) // Shave off any white space from the beginning or end of the parent's name.
+1 -1
View File
@@ -1,4 +1,4 @@
//Thing meant for allowing datums and objects to access a NTnet network datum.
//Thing meant for allowing datums and objects to access an NTnet network datum.
/datum/proc/ntnet_receive(datum/netdata/data)
return
@@ -113,9 +113,9 @@ Bonus
symptom_delay_max = 90
var/chems = FALSE
var/explosion_power = 1
threshold_desc = "<b>Resistance 9:</b> Doubles the intensity of the effect, but reduces its frequency.<br>\
<b>Stage Speed 8:</b> Increases explosion radius when the host is wet.<br>\
<b>Transmission 8:</b> Additionally synthesizes chlorine trifluoride and napalm inside the host."
threshold_desc = list("Resistance 9" = "Doubles the intensity of the effect, but reduces its frequency.",
"Stage Speed 8" = "Increases explosion radius when the host is wet.",
"Transmission 8" = "Additionally synthesizes chlorine trifluoride and napalm inside the host.")
/datum/symptom/alkali/Start(datum/disease/advance/A)
if(!..())
+15 -7
View File
@@ -32,6 +32,7 @@
RegisterSignal(A, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
if(description)
RegisterSignal(A, COMSIG_PARENT_EXAMINE, .proc/examine)
RegisterSignal(A, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlay, TRUE)
num_decals_per_atom[A]++
apply(A)
@@ -39,21 +40,28 @@
/datum/element/decal/Detach(datum/target)
var/atom/A = target
num_decals_per_atom[A]--
apply(A, TRUE)
if(!num_decals_per_atom[A])
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE, COMSIG_ATOM_UPDATE_OVERLAYS))
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE,
COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE, COMSIG_ATOM_UPDATE_OVERLAYS))
LAZYREMOVE(num_decals_per_atom, A)
apply(A)
return ..()
/datum/element/decal/proc/apply(atom/target, removing = FALSE)
if(num_decals_per_atom[target] == 1 && !removing)
RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlay, TRUE)
target.update_icon()
/datum/element/decal/proc/apply(atom/target)
if(target.flags_1 & INITIALIZED_1)
target.update_icon() //could use some queuing here now maybe.
else if(!QDELETED(target) && num_decals_per_atom[target] == 1)
RegisterSignal(target, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE, .proc/late_update_icon)
if(isitem(target))
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
/datum/element/decal/proc/late_update_icon(atom/source)
source.update_icon()
UnregisterSignal(source,COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE)
/datum/element/decal/proc/apply_overlay(atom/source, list/overlay_list)
pic.dir = first_dir == NORTH ? source.dir : turn(first_dir, dir2angle(source.dir))
if(first_dir)
pic.dir = first_dir == SOUTH ? source.dir : turn(first_dir, dir2angle(source.dir)-180) //Never turn a dir by 0.
for(var/i in 1 to num_decals_per_atom[source])
overlay_list += pic
+10 -1
View File
@@ -61,7 +61,7 @@
A.AddElement(/datum/element/update_icon_updates_onmob)
RegisterSignal(A, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
if(suits_with_helmet_typecache[A.type])
RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet)
RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet) //you better work now you slut
else if(_flags & POLYCHROMIC_ACTION && ismob(A)) //in the event mob update icon procs are ever standarized.
var/datum/action/polychromic/P = new(A)
RegisterSignal(P, COMSIG_ACTION_TRIGGER, .proc/activate_action)
@@ -166,6 +166,15 @@
examine_list += "<span class='notice'>Alt-click to recolor it.</span>"
/datum/element/polychromic/proc/register_helmet(atom/source, obj/item/clothing/head/H)
if(!isitem(H)) //backup in case if it messes up somehow
if(istype(source,/obj/item/clothing/suit/hooded)) //so how come it be like this, where toggleable headslots are named separately (helmet/hood) anyways?
var/obj/item/clothing/suit/hooded/sourcesuit = source
H = sourcesuit.hood
else if(istype(source,/obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/sourcesuit = source
H = sourcesuit.helmet
else
return
suit_by_helmet[H] = source
helmet_by_suit[source] = H
colors_by_atom[H] = colors_by_atom[source]
+3 -2
View File
@@ -102,8 +102,9 @@
/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE)
. = TRUE
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
return FALSE
if(mob_type_allowed_typecache) //empty list = anyone can use it unless specifically blacklisted
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
return FALSE
if(is_type_in_typecache(user, mob_type_blacklist_typecache))
return FALSE
if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
+20 -5
View File
@@ -35,23 +35,24 @@ Unless you know what you're doing, only use the first three numbers. They're in
value_per_unit = 0.025
beauty_modifier = 0.075
///Slight force increase
///Slight force decrease. It's gold, it's soft as fuck.
/datum/material/gold
name = "gold"
desc = "Gold"
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
strength_modifier = 1.2
strength_modifier = 0.8
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
///Has no special properties
///Small force increase, for diamond swords
/datum/material/diamond
name = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
strength_modifier = 1.1
alpha = 132
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
@@ -106,6 +107,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
name = "bluespace crystal"
desc = "Crystals with bluespace properties"
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
integrity_modifier = 0.2 //these things shatter when thrown.
alpha = 200
categories = list(MAT_CATEGORY_ORE = TRUE)
beauty_modifier = 0.5
@@ -139,7 +141,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
name = "titanium"
desc = "Titanium"
color = "#b3c0c7"
strength_modifier = 1.3
strength_modifier = 1.1
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
@@ -203,7 +205,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
name = "adamantine"
desc = "A powerful material made out of magic, I mean science!"
color = "#6d7e8e"
strength_modifier = 1.5
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
@@ -276,16 +278,29 @@ Unless you know what you're doing, only use the first three numbers. They're in
desc = "Mir'ntrath barhah Nar'sie."
color = "#3C3434"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
strength_modifier = 1.2
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 0.75
armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
/datum/material/brass
name = "brass"
desc = "Tybel gb-Ratvar"
color = "#917010"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings..
sheet_type = /obj/item/stack/tile/brass
value_per_unit = 0.75
armor_modifiers = list("melee" = 1.4, "bullet" = 1.4, "laser" = 0, "energy" = 0, "bomb" = 1.4, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) //But it has.. a few problems that can't easily be compensated for.
beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it?
/datum/material/bronze
name = "bronze"
desc = "Clock Cult? Never heard of it."
color = "#92661A"
strength_modifier = 1.1
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/bronze
value_per_unit = 0.025
+6
View File
@@ -41,6 +41,8 @@
var/special_role
var/list/restricted_roles = list()
var/hide_ckey = FALSE //hide ckey from round-end report
var/list/spell_list = list() // Wizard mode & "Give Spell" badmin button.
var/linglink
@@ -69,6 +71,7 @@
///What character we spawned in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
var/mob/original_character
/datum/mind/New(var/key)
skill_holder = new(src)
src.key = key
@@ -137,6 +140,8 @@
if(L.client?.prefs && L.client.prefs.auto_ooc && L.client.prefs.chat_toggles & CHAT_OOC)
DISABLE_BITFIELD(L.client.prefs.chat_toggles,CHAT_OOC)
hide_ckey = current.client?.prefs?.hide_ckey
SEND_SIGNAL(src, COMSIG_MIND_TRANSFER, new_character, old_character)
SEND_SIGNAL(new_character, COMSIG_MOB_ON_NEW_MIND)
@@ -780,6 +785,7 @@
if(!mind.name)
mind.name = real_name
mind.current = src
mind.hide_ckey = client?.prefs?.hide_ckey
/mob/living/carbon/mind_initialize()
..()
@@ -204,6 +204,11 @@
mood_change = -1
timeout = 2 MINUTES
/datum/mood_event/plush_bite
description = "<span class='warning'>IT BIT ME!! OW!</span>\n"
mood_change = -3
timeout = 2 MINUTES
//Cursed stuff below
/datum/mood_event/emptypred
+1 -1
View File
@@ -110,7 +110,7 @@
/**
* Automatic skill increase, multiplied by skill affinity if existing.
* Only works if skill is numerical.
* Only works if skill is numerical or levelled..
*/
/datum/mind/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
if(!ispath(skill, /datum/skill))
+6
View File
@@ -0,0 +1,6 @@
/datum/skill/level/dorfy/blacksmithing
name = "Blacksmithing"
desc = "Making metal into fancy shapes using heat and force. Higher levels increase both your working speed at an anvil as well as the quality of your works."
name_color = COLOR_FLOORTILE_GRAY
skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
ui_category = SKILL_UI_CAT_MISC
+60 -1
View File
@@ -580,4 +580,63 @@
/datum/status_effect/regenerative_core/on_remove()
. = ..()
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "regenerative_core")
owner.updatehealth()
owner.updatehealth()
/datum/status_effect/panacea
id = "Anatomic Panacea"
duration = 100
tick_interval = 10
alert_type = /obj/screen/alert/status_effect/panacea
/obj/screen/alert/status_effect/panacea
name = "Panacea"
desc = "We purge the impurities from our body."
icon_state = "panacea"
// Changeling's anatomic panacea now in buff form. Directly fixes issues instead of injecting chems
/datum/status_effect/panacea/tick()
var/mob/living/carbon/M = owner
//Heal brain damage and toxyloss, alongside trauma
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, -8)
owner.adjustToxLoss(-6, forced = TRUE)
M.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
//Purges 50 rads per tick
if(owner.radiation > 0)
owner.radiation -= min(owner.radiation, 50)
//Mutadone effects
owner.jitteriness = 0
if(owner.has_dna())
M.dna.remove_all_mutations(mutadone = TRUE)
if(!QDELETED(owner)) //We were a monkey, now a human
..()
// Purges toxins
for(var/datum/reagent/toxin/R in owner.reagents.reagent_list)
owner.reagents.remove_reagent(R.type, 5)
//Antihol effects
M.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 10, 0, 1)
M.drunkenness = max(M.drunkenness - 10, 0)
owner.dizziness = 0
owner.drowsyness = 0
owner.slurring = 0
owner.confused = 0
//Organ and disease cure moved from panacea.dm to buff proc
var/list/bad_organs = list(
owner.getorgan(/obj/item/organ/body_egg),
owner.getorgan(/obj/item/organ/zombie_infection))
for(var/o in bad_organs)
var/obj/item/organ/O = o
if(!istype(O))
continue
O.Remove()
if(iscarbon(owner))
var/mob/living/carbon/C = owner
C.vomit(0, toxic = TRUE)
O.forceMove(get_turf(owner))
if(isliving(owner))
var/mob/living/L = owner
for(var/thing in L.diseases)
var/datum/disease/D = thing
if(D.severity == DISEASE_SEVERITY_POSITIVE)
continue
D.cure()
+32
View File
@@ -536,6 +536,38 @@
if(100)
H.adjustOrganLoss(ORGAN_SLOT_BRAIN,20)
/datum/status_effect/corrosion_curse/lesser
id = "corrosion_curse_lesser"
duration = 20 SECONDS
/datum/status_effect/corrosion_curse/lesser/tick()
. = ..()
if(!ishuman(owner))
return
var/mob/living/carbon/human/H = owner
var/chance = rand(0,100)
switch(chance)
if(0 to 19)
H.adjustBruteLoss(6)
if(20 to 29)
H.Dizzy(10)
if(30 to 39)
H.adjustOrganLoss(ORGAN_SLOT_LIVER,2)
if(40 to 49)
H.adjustOrganLoss(ORGAN_SLOT_HEART,2)
if(50 to 59)
H.adjustOrganLoss(ORGAN_SLOT_STOMACH,2)
if(60 to 69)
H.adjustOrganLoss(ORGAN_SLOT_EYES,5)
if(70 to 79)
H.adjustOrganLoss(ORGAN_SLOT_EARS,5)
if(80 to 89)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS,5)
if(90 to 99)
H.adjustOrganLoss(ORGAN_SLOT_TONGUE,5)
if(100)
H.adjustOrganLoss(ORGAN_SLOT_BRAIN,10)
/datum/status_effect/amok
id = "amok"
status_type = STATUS_EFFECT_REPLACE
+2 -36
View File
@@ -6,10 +6,6 @@ GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_event_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_event_delay_max, (30 MINUTES)) // this is on top of regular events, so can't be quite as often
// -- Roundstart injection delays
GLOBAL_VAR_INIT(dynamic_first_latejoin_delay_min, (2 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_latejoin_delay_max, (30 MINUTES))
@@ -58,7 +54,7 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
// Threat logging vars
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Target threat level right now. Events and antags will try to keep the round at this level.
/// Target threat level right now. Antags will try to keep the round at this level.
var/threat_level = 0
/// The current antag threat. Recalculated every time a ruletype starts or ends.
var/threat = 0
@@ -80,8 +76,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
var/list/latejoin_rules = list()
/// List of midround rules used for selecting the rules.
var/list/midround_rules = list()
/// List of events used for reducing threat without causing antag injection (necessarily).
var/list/events = list()
/** # Pop range per requirement.
* If the value is five the range is:
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
@@ -119,8 +113,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
var/latejoin_injection_cooldown = 0
/// When world.time is over this number the mode tries to inject a midround ruleset.
var/midround_injection_cooldown = 0
/// When wor.dtime is over this number the mode tries to do an event.
var/event_injection_cooldown = 0
/// When TRUE GetInjectionChance returns 100.
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
@@ -184,7 +176,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
dat += "<br>Injection Timers: (<b>[storyteller.get_injection_chance(TRUE)]%</b> chance)<BR>"
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)/10] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)/10] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
dat += "Event: [(event_injection_cooldown-world.time)>60*10 ? "[round((event_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(event_injection_cooldown-world.time)/10] seconds"] <a href='?src=\ref[src];[HrefToken()];forceevent=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/game_mode/dynamic/Topic(href, href_list)
@@ -204,10 +195,7 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
var/threatadd = input("Specify how much threat to add (negative to subtract). This can inflate the threat level.", "Adjust Threat", 0) as null|num
if(!threatadd)
return
if(threatadd > 0)
create_threat(threatadd)
else
remove_threat(threatadd)
create_threat(threatadd)
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
@@ -216,10 +204,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
midround_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.", 1)
else if (href_list["forceevent"])
event_injection_cooldown = 0
// events always happen anyway
message_admins("[key_name(usr)] forced an event.", 1)
else if (href_list["threatlog"])
show_threatlog(usr)
else if (href_list["stacking_limit"])
@@ -377,8 +361,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
generate_threat()
storyteller.start_injection_cooldowns()
SSevents.frequency_lower = storyteller.event_frequency_lower // 6 minutes by default
SSevents.frequency_upper = storyteller.event_frequency_upper // 20 minutes by default
log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
initial_threat_level = threat_level
return TRUE
@@ -397,9 +379,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
if ("Midround")
if (ruleset.weight)
midround_rules += ruleset
if("Event")
if(ruleset.weight)
events += ruleset
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
roundstart_pop_ready++
@@ -596,8 +575,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
latejoin_rules = remove_from_list(latejoin_rules, rule.type)
else if(rule.ruletype == "Midround")
midround_rules = remove_from_list(midround_rules, rule.type)
else if(rule.ruletype == "Event")
events = remove_from_list(events,rule.type)
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_midround_latejoin_rule, rule), rule.delay)
return TRUE
@@ -706,17 +683,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
picking_midround_latejoin_rule(drafted_rules)
// get_injection_chance can do things on fail
if(event_injection_cooldown < world.time)
SSblackbox.record_feedback("tally","dynamic",1,"Attempted event injections")
event_injection_cooldown = storyteller.get_event_cooldown() + world.time
message_admins("DYNAMIC: Doing event injection.")
log_game("DYNAMIC: Doing event injection.")
update_playercounts()
var/list/drafted_rules = storyteller.event_draft()
if(drafted_rules.len > 0)
SSblackbox.record_feedback("tally","dynamic",1,"Successful event injections")
picking_midround_latejoin_rule(drafted_rules)
/// Updates current_players.
/datum/game_mode/dynamic/proc/update_playercounts()
current_players[CURRENT_LIVING_PLAYERS] = list()
@@ -1,454 +0,0 @@
/datum/dynamic_ruleset/event
ruletype = "Event"
var/typepath // typepath of the event
var/triggering
var/earliest_start = 20 MINUTES
/datum/dynamic_ruleset/event/get_blackbox_info()
var/list/ruleset_data = list()
ruleset_data["name"] = name
ruleset_data["rule_type"] = ruletype
ruleset_data["cost"] = total_cost
ruleset_data["weight"] = weight
ruleset_data["scaled_times"] = scaled_times
ruleset_data["event_type"] = typepath
ruleset_data["population_tier"] = indice_pop
return ruleset_data
/datum/dynamic_ruleset/event/execute()
var/datum/round_event/E = new typepath()
E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
// E.control = src // can't be done! we just don't use events that require these, those can be from_ghost almost always
testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
deadchat_broadcast("<span class='deadsay'><b>[name]</b> has just been triggered by dynamic!</span>")
log_game("Random Event triggering: [name] ([typepath])")
return E
/datum/dynamic_ruleset/event/ready(forced = FALSE)
if (!forced)
if(earliest_start >= world.time-SSticker.round_start_time)
return FALSE
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return TRUE
//////////////////////////////////////////////
// //
// PIRATES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/pirates
name = "Space Pirates"
config_tag = "pirates"
typepath = /datum/round_event/pirates
antag_flag = ROLE_TRAITOR
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
earliest_start = 30 MINUTES
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
requirements = list(70,60,50,50,40,40,40,30,20,15)
property_weights = list("story_potential" = 1, "trust" = 1, "chaos" = 1)
high_population_requirement = 15
/datum/dynamic_ruleset/event/pirates/ready(forced = FALSE)
if (!SSmapping.empty_space)
return FALSE
return ..()
//////////////////////////////////////////////
// //
// SPIDERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/spiders
name = "Spider Infestation"
config_tag = "spiders"
typepath = /datum/round_event/spider_infestation
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
requirements = list(70,60,50,50,40,40,40,30,20,15)
high_population_requirement = 15
property_weights = list("chaos" = 1, "valid" = 1)
//////////////////////////////////////////////
// //
// CLOGGED VENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ventclog
name = "Clogged Vents"
config_tag = "ventclog"
typepath = /datum/round_event/vent_clog
enemy_roles = list("Chemist","Medical Doctor","Chief Medical Officer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
cost = 2
weight = 4
repeatable_weight_decrease = 3
requirements = list(5,5,5,5,5,5,5,5,5,5) // yes, can happen on fake-extended
high_population_requirement = 5
repeatable = TRUE
property_weights = list("chaos" = 1, "extended" = 2)
/datum/dynamic_ruleset/event/ventclog/ready()
if(mode.threat_level > 30 && mode.threat >= 5 && prob(20))
name = "Clogged Vents: Threatening"
cost = 5
required_enemies = list(3,3,3,2,2,2,1,1,1,1)
typepath = /datum/round_event/vent_clog/threatening
else if(mode.threat_level > 15 && mode.threat > 15 && prob(30))
name = "Clogged Vents: Catastrophic"
cost = 15
required_enemies = list(2,2,1,1,1,1,0,0,0,0)
typepath = /datum/round_event/vent_clog/catastrophic
else
cost = 2
name = "Clogged Vents: Normal"
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
typepath = /datum/round_event/vent_clog
return ..()
//////////////////////////////////////////////
// //
// ION STORM //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ion_storm
name = "Ion Storm"
config_tag = "ion_storm"
typepath = /datum/round_event/ion_storm
enemy_roles = list("Research Director","Captain","Chief Engineer")
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
weight = 4
// no repeatable weight decrease. too variable to be unfun multiple times in one round
cost = 1
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("story_potential" = 1, "extended" = 1)
always_max_weight = TRUE
//////////////////////////////////////////////
// //
// METEORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/meteor_wave
name = "Meteor Wave"
config_tag = "meteor_wave"
typepath = /datum/round_event/meteor_wave
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Captain","Cyborg")
required_enemies = list(3,3,3,3,3,3,3,3,3,3)
cost = 15
weight = 3
earliest_start = 25 MINUTES
repeatable_weight_decrease = 2
requirements = list(60,50,40,30,30,30,30,30,30,30)
high_population_requirement = 30
property_weights = list("extended" = -2)
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(world.time-SSticker.round_start_time > 35 MINUTES && mode.threat_level > 40 && mode.threat >= 25 && prob(30))
name = "Meteor Wave: Threatening"
cost = 25
typepath = /datum/round_event/meteor_wave/threatening
else if(world.time-SSticker.round_start_time > 45 MINUTES && mode.threat_level > 50 && mode.threat >= 40 && prob(30))
name = "Meteor Wave: Catastrophic"
cost = 40
typepath = /datum/round_event/meteor_wave/catastrophic
else
name = "Meteor Wave: Normal"
cost = 15
typepath = /datum/round_event/meteor_wave
return ..()
//////////////////////////////////////////////
// //
// ANOMALIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/anomaly_bluespace
name = "Anomaly: Bluespace"
config_tag = "anomaly_bluespace"
typepath = /datum/round_event/anomaly/anomaly_bluespace
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
weight = 2
repeatable_weight_decrease = 1
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/anomaly_flux
name = "Anomaly: Hyper-Energetic Flux"
config_tag = "anomaly_flux"
typepath = /datum/round_event/anomaly/anomaly_flux
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
weight = 2
repeatable_weight_decrease = 1
cost = 5
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 10
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/anomaly_gravitational
name = "Anomaly: Gravitational"
config_tag = "anomaly_gravitational"
typepath = /datum/round_event/anomaly/anomaly_grav
weight = 2
repeatable_weight_decrease = 1
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/anomaly_pyroclastic
name = "Anomaly: Pyroclastic"
config_tag = "anomaly_pyroclastic"
typepath = /datum/round_event/anomaly/anomaly_pyro
weight = 2
repeatable_weight_decrease = 1
cost = 5
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/anomaly_vortex
name = "Anomaly: Vortex"
config_tag = "anomaly_vortex"
typepath = /datum/round_event/anomaly/anomaly_vortex
weight = 2
repeatable_weight_decrease = 1
cost = 5
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
property_weights = list("extended" = 1)
//////////////////////////////////////////////
// //
// WOW THAT'S A LOT OF EVENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/brand_intelligence
name = "Brand Intelligence"
config_tag = "brand_intelligence"
typepath = /datum/round_event/brand_intelligence
weight = 1
repeatable_weight_decrease = 1
cost = 2
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,0,0,0,0,0,0)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
property_weights = list("extended" = -1, "chaos" = 1)
/datum/dynamic_ruleset/event/carp_migration
name = "Carp Migration"
config_tag = "carp_migration"
typepath = /datum/round_event/carp_migration
weight = 7
repeatable_weight_decrease = 3
cost = 4
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
earliest_start = 10 MINUTES
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/communications_blackout
name = "Communications Blackout"
config_tag = "communications_blackout"
typepath = /datum/round_event/communications_blackout
cost = 4
weight = 2
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("extended" = 1, "chaos" = 1)
/datum/dynamic_ruleset/event/processor_overload
name = "Processor Overload"
config_tag = "processor_overload"
typepath = /datum/round_event/processor_overload
cost = 4
weight = 2
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("extended" = 1, "chaos" = 1)
always_max_weight = TRUE
/datum/dynamic_ruleset/event/space_dust
name = "Minor Space Dust"
config_tag = "space_dust"
typepath = /datum/round_event/space_dust
cost = 2
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
earliest_start = 0 MINUTES
property_weights = list("extended" = 1)
always_max_weight = TRUE
/datum/dynamic_ruleset/event/major_dust
name = "Major Space Dust"
config_tag = "major_dust"
typepath = /datum/round_event/meteor_wave/major_dust
cost = 4
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/electrical_storm
name = "Electrical Storm"
config_tag = "electrical_storm"
typepath = /datum/round_event/electrical_storm
cost = 1
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/heart_attack
name = "Random Heart Attack"
config_tag = "heart_attack"
typepath = /datum/round_event/heart_attack
cost = 3
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Medical Doctor","Chief Medical Officer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,101,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
property_weights = list("extended" = 1)
always_max_weight = TRUE
/datum/dynamic_ruleset/event/radiation_storm
name = "Radiation Storm"
config_tag = "radiation_storm"
typepath = /datum/round_event/radiation_storm
cost = 3
weight = 1
enemy_roles = list("Chemist","Chief Medical Officer","Geneticist","Medical Doctor","AI","Captain")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
property_weights = list("extended" = 1,"chaos" = 1)
/datum/dynamic_ruleset/event/portal_storm_syndicate
name = "Portal Storm"
config_tag = "portal_storm"
typepath = /datum/round_event/portal_storm/syndicate_shocktroop
cost = 10
weight = 1
enemy_roles = list("Head of Security","Security Officer","AI","Captain","Shaft Miner")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,101,30,30,30,30,30,30,30)
high_population_requirement = 30
earliest_start = 30 MINUTES
property_weights = list("teamwork" = 1,"chaos" = 1, "extended" = -1)
/datum/dynamic_ruleset/event/wormholes
name = "Wormholes"
config_tag = "wormhole"
typepath = /datum/round_event/wormholes
cost = 3
weight = 4
enemy_roles = list("AI","Medical Doctor","Station Engineer","Head of Personnel","Captain")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/swarmers
name = "Swarmers"
config_tag = "swarmer"
typepath = /datum/round_event/spawn_swarmer
cost = 10
weight = 1
earliest_start = 30 MINUTES
enemy_roles = list("AI","Security Officer","Head of Security","Captain","Station Engineer","Atmos Technician","Chief Engineer")
required_enemies = list(4,4,4,4,3,3,2,2,1,1)
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 5
property_weights = list("extended" = -2)
/datum/dynamic_ruleset/event/sentient_disease
name = "Sentient Disease"
config_tag = "sentient_disease"
typepath = /datum/round_event/ghost_role/sentient_disease
enemy_roles = list("Virologist","Chief Medical Officer","Captain","Chemist")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
high_population_requirement = 5
/datum/dynamic_ruleset/event/revenant
name = "Revenant"
config_tag = "revenant"
typepath = /datum/round_event/ghost_role/revenant
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,30,30,20,15,15,15,15,15)
high_population_requirement = 15
property_weights = list("story_potential" = -2, "extended" = -1)
@@ -200,13 +200,15 @@
/datum/dynamic_ruleset/latejoin/heretic_smuggler
name = "Heretic Smuggler"
antag_datum = /datum/antagonist/heretic
antag_flag = ROLE_HERETIC
antag_flag = "latejoin_heretic"
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
restricted_roles = list("AI","Cyborg")
required_candidates = 1
weight = 4
cost = 10
requirements = list(40,30,20,10,10,10,10,10,10,10)
cost = 25
requirements = list(60,60,60,55,50,50,50,50,50,50)
high_population_requirement = 50
property_weights = list("story_potential" = 1, "trust" = -1, "chaos" = 2, "extended" = -1, "valid" = 2)
repeatable = TRUE
//////////////////////////////////////////////
@@ -538,7 +538,7 @@
name = "Slaughter Demon"
config_tag = "slaughter_demon"
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer","Shaft Miner","Head of Security","Captain","Janitor","AI","Cyborg")
enemy_roles = list("Security Officer","Shaft Miner","Head of Security","Captain","Janitor","AI","Cyborg","Bartender")
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
required_candidates = 1
weight = 4
@@ -151,16 +151,18 @@
/datum/dynamic_ruleset/roundstart/heretics
name = "Heretics"
antag_flag = ROLE_HERETIC
antag_flag = "heretic"
antag_datum = /datum/antagonist/heretic
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI", "Cyborg")
required_candidates = 1
weight = 3
cost = 20
cost = 25
scaling_cost = 15
requirements = list(50,45,45,40,35,20,20,15,10,10)
requirements = list(60,60,60,55,50,50,50,50,50,50)
property_weights = list("story_potential" = 1, "trust" = -1, "chaos" = 2, "extended" = -1, "valid" = 2)
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
high_population_requirement = 50
/datum/dynamic_ruleset/roundstart/heretics/pre_execute()
@@ -22,14 +22,14 @@
var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
/**
Property weights are:
Property weights are added to the config weight of the ruleset. They are:
"story_potential" -- essentially how many different ways the antag can be played.
"trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this.
"chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended".
"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights.
"extended" -- How much the antag is conducive to a long round. Nukies and cults are bad for this; Wizard is less bad; and so on.
"conversion" -- Basically a bool. Conversion antags, well, convert. It's its own class for a good reason.
"conversion" -- Basically a bool. Conversion antags, well, convert. It's in its own class 'cause people kinda hate conversion.
*/
/datum/dynamic_storyteller/proc/start_injection_cooldowns()
@@ -39,9 +39,6 @@ Property weights are:
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
mode.midround_injection_cooldown = round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
mode.event_injection_cooldown = (round(clamp(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
/datum/dynamic_storyteller/proc/calculate_threat()
var/threat = 0
for(var/datum/antagonist/A in GLOB.antagonists)
@@ -99,10 +96,6 @@ Property weights are:
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
return round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max))
/datum/dynamic_storyteller/proc/get_event_cooldown()
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
return round(clamp(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max))
/datum/dynamic_storyteller/proc/get_latejoin_cooldown()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
return round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max))
@@ -126,8 +119,9 @@ Property weights are:
for(var/property in property_weights)
if(property in rule.property_weights) // just treat it as 0 if it's not in there
property_weight += rule.property_weights[property] * property_weights[property]
if(property_weight > 0)
drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult
if(calced_weight > 0) // negatives in the list might cause problems
drafted_rules[rule] = calced_weight
return drafted_rules
/datum/dynamic_storyteller/proc/midround_draft()
@@ -144,21 +138,24 @@ Property weights are:
for(var/property in property_weights)
if(property in rule.property_weights) // just treat it as 0 if it's not in there
property_weight += rule.property_weights[property] * property_weights[property]
if(property_weight > 0)
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
pick this particular ruleset.
Let's use a toy example: there's 60 threat level and 10 threat spent.
We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult * threat_weight
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
var/cost_difference = rule.cost-(mode.threat_level-mode.threat)
/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
pick this particular ruleset.
Let's use a toy example: there's 60 threat level and 10 threat spent.
We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,abs(cost_difference),0)))
if(cost_difference > 0)
threat_weight /= (1+(cost_difference*0.1))
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight
if(calced_weight > 0)
drafted_rules[rule] = calced_weight
return drafted_rules
/datum/dynamic_storyteller/proc/latejoin_draft(mob/living/carbon/human/newPlayer)
@@ -180,27 +177,17 @@ Property weights are:
for(var/property in property_weights)
if(property in rule.property_weights)
property_weight += rule.property_weights[property] * property_weights[property]
if(property_weight > 0)
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult * threat_weight
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))
var/cost_difference = rule.cost-(mode.threat_level-mode.threat)
threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,abs(cost_difference),0)))
if(cost_difference > 0)
threat_weight /= (1+(cost_difference*0.1))
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight
if(calced_weight > 0)
drafted_rules[rule] = calced_weight
return drafted_rules
/datum/dynamic_storyteller/proc/event_draft()
var/list/drafted_rules = list()
for(var/datum/dynamic_ruleset/event/rule in mode.events)
if(rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && (mode.threat_level + 20 - mode.threat) >= rule.cost && rule.ready())
var/property_weight = 0
for(var/property in property_weights)
if(property in rule.property_weights)
property_weight += rule.property_weights[property] * property_weights[property]
if(property_weight > 0)
drafted_rules[rule] = rule.get_weight() + property_weight * rule.weight_mult
return drafted_rules
/datum/dynamic_storyteller/chaotic
name = "Chaotic"
config_tag = "chaotic"
@@ -263,9 +250,6 @@ Property weights are:
/datum/dynamic_storyteller/random/get_midround_cooldown()
return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
/datum/dynamic_storyteller/random/get_event_cooldown()
return rand(GLOB.dynamic_event_delay_min/2, GLOB.dynamic_event_delay_max*2)
/datum/dynamic_storyteller/random/get_latejoin_cooldown()
return rand(GLOB.dynamic_latejoin_delay_min/2, GLOB.dynamic_latejoin_delay_max*2)
@@ -311,13 +295,6 @@ Property weights are:
drafted_rules[rule] = 1
return drafted_rules
/datum/dynamic_storyteller/random/event_draft()
var/list/drafted_rules = list()
for(var/datum/dynamic_ruleset/event/rule in mode.events)
if(rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && rule.ready())
drafted_rules[rule] = 1
return drafted_rules
/datum/dynamic_storyteller/story
name = "Story"
config_tag = "story"
@@ -327,12 +304,6 @@ Property weights are:
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("story_potential" = 2)
/datum/dynamic_storyteller/story/calculate_threat()
var/current_time = (world.time / SSautotransfer.targettime)*180
mode.threat_level = round((mode.initial_threat_level*(sin(current_time)/2)+0.75),0.1)
return ..()
/datum/dynamic_storyteller/classic
name = "Classic"
config_tag = "classic"
@@ -363,7 +334,7 @@ Property weights are:
/datum/dynamic_storyteller/no_antag
name = "Extended"
config_tag = "semiextended"
desc = "No standard antags. Threatening events may still spawn."
desc = "No standard antags."
curve_centre = -5
curve_width = 0.5
flags = NO_ASSASSIN | FORCE_IF_WON
@@ -375,15 +346,3 @@ Property weights are:
/datum/dynamic_storyteller/no_antag/get_injection_chance(dry_run)
return 0
/datum/dynamic_storyteller/extended
name = "Super Extended"
config_tag = "extended"
desc = "No antags. No dangerous events."
curve_centre = -20
weight = 0
curve_width = 0.5
/datum/dynamic_storyteller/extended/on_start()
..()
GLOB.dynamic_forced_extended = TRUE
+3 -2
View File
@@ -112,7 +112,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/turf/T = get_turf(loc)
ram_turf(T)
if(prob(10) && !isspaceturf(T))//randomly takes a 'hit' from ramming
if(prob(10) && !isspaceturf(T) && !istype(T, /turf/closed/mineral) && !istype(T, /turf/open/floor/plating/asteroid))//randomly takes a 'hit' from ramming
get_hit()
/obj/effect/meteor/Destroy()
@@ -136,7 +136,8 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
if(A)
ram_turf(get_turf(A))
playsound(src.loc, meteorsound, 40, 1)
get_hit()
if(!istype(A, /turf/closed/mineral) && !istype(A, /turf/open/floor/plating/asteroid))
get_hit()
/obj/effect/meteor/proc/ram_turf(turf/T)
//first bust whatever is in the turf
+1 -1
View File
@@ -551,4 +551,4 @@ Class Procs:
AM.pixel_y = -8 + (round( . / 3)*8)
/obj/machinery/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
take_damage(500, BRUTE, "melee", 1)
@@ -49,7 +49,6 @@
dat += "</b></center>"
var/datum/browser/popup = new(user, "arcade", "Space Villain 2000")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/arcade/battle/Topic(href, href_list)
@@ -178,9 +178,12 @@
table[y1][x1] += 10
if(href_list["same_board"]) //Reset the board... kinda
if(game_status != MINESWEEPER_GAME_PLAYING)
mine_sound = TRUE
game_status = MINESWEEPER_GAME_PLAYING
if(table[y1][x1] >= 10) //If revealed, become unrevealed!
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10)
if(mine_sound)
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10)
mine_sound = FALSE
table[y1][x1] -= 10
if(table[y1][x1] > 10 && !reset_board)
safe_squares_revealed += 1
@@ -160,7 +160,6 @@
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
var/datum/browser/popup = new(user, "arcade", "The Orion Trail",400,700)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
return
-1
View File
@@ -353,7 +353,6 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
dat = list("<tt>", header.Join(), body, "<br></tt>")
var/datum/browser/popup = new(user, "id_com", src.name, 900, 620)
popup.set_content(dat.Join())
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/card/Topic(href, href_list)
-1
View File
@@ -276,7 +276,6 @@
var/datum/browser/popup = new(user, "cloning", "Cloning System Control")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/cloning/Topic(href, href_list)
+60 -30
View File
@@ -1,3 +1,15 @@
#define STATE_DEFAULT 1
#define STATE_CALLSHUTTLE 2
#define STATE_CANCELSHUTTLE 3
#define STATE_MESSAGELIST 4
#define STATE_VIEWMESSAGE 5
#define STATE_DELMESSAGE 6
#define STATE_STATUSDISPLAY 7
#define STATE_ALERT_LEVEL 8
#define STATE_CONFIRM_LEVEL 9
#define STATE_TOGGLE_EMERGENCY 10
#define STATE_PURCHASE 11
// The communications computer
/obj/machinery/computer/communications
name = "communications console"
@@ -6,6 +18,7 @@
icon_keyboard = "tech_key"
req_access = list(ACCESS_HEADS)
circuit = /obj/item/circuitboard/computer/communications
light_color = LIGHT_COLOR_BLUE
var/auth_id = "Unknown" //Who is currently logged in?
var/list/datum/comm_message/messages = list()
var/datum/comm_message/currmsg
@@ -16,22 +29,10 @@
var/ai_message_cooldown = 0
var/tmp_alertlevel = 0
var/static/security_level_cd // used to stop mass spam.
var/const/STATE_DEFAULT = 1
var/const/STATE_CALLSHUTTLE = 2
var/const/STATE_CANCELSHUTTLE = 3
var/const/STATE_MESSAGELIST = 4
var/const/STATE_VIEWMESSAGE = 5
var/const/STATE_DELMESSAGE = 6
var/const/STATE_STATUSDISPLAY = 7
var/const/STATE_ALERT_LEVEL = 8
var/const/STATE_CONFIRM_LEVEL = 9
var/const/STATE_TOGGLE_EMERGENCY = 10
var/const/STATE_PURCHASE = 11
var/stat_msg1
var/stat_msg2
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/communications/proc/checkCCcooldown()
var/obj/item/circuitboard/computer/communications/CM = circuit
@@ -46,7 +47,7 @@
/obj/machinery/computer/communications/Topic(href, href_list)
if(..())
return
if(!usr.canUseTopic(src))
if(!usr.canUseTopic(src, !issilicon(usr)))
return
if(!is_station_level(z) && !is_reserved_level(z)) //Can only use in transit and on SS13
to_chat(usr, "<span class='boldannounce'>Unable to establish a connection</span>: \black You're too far away from the station!")
@@ -132,15 +133,20 @@
if("crossserver")
if(authenticated==2)
var/dest = href_list["cross_dest"]
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
return
var/input = stripped_multiline_input(usr, "Please choose a message to transmit to allied stations. Please be aware that this process is very expensive, and abuse will lead to... termination.", "Send a message to an allied station.", "")
var/warning = dest == "all" ? "Please choose a message to transmit to allied stations." : "Please choose a message to transmit to [dest] sector station."
var/input = stripped_multiline_input(usr, "[warning] Please be aware that this process is very expensive, and abuse will lead to... termination.", "Send a message to an allied station.", "")
if(!input || !(usr in view(1,src)) || !checkCCcooldown())
return
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
send2otherserver("[station_name()]", input,"Comms_Console")
if(dest == "all")
send2otherserver("[station_name()]", input,"Comms_Console")
else
send2otherserver("[station_name()]", input,"Comms_Console", list(dest))
minor_announce(input, title = "Outgoing message to allied station")
usr.log_talk(input, LOG_SAY, tag="message to the other server")
message_admins("[ADMIN_LOOKUPFLW(usr)] has sent a message to the other server.")
@@ -156,12 +162,12 @@
var/datum/map_template/shuttle/S = locate(href_list["chosen_shuttle"]) in shuttles
if(S && istype(S))
if(SSshuttle.emergency.mode != SHUTTLE_RECALL && SSshuttle.emergency.mode != SHUTTLE_IDLE)
to_chat(usr, "It's a bit late to buy a new shuttle, don't you think?")
to_chat(usr, "<span class='alert'>It's a bit late to buy a new shuttle, don't you think?</span>")
return
if(SSshuttle.shuttle_purchased)
to_chat(usr, "A replacement shuttle has already been purchased.")
to_chat(usr, "<span class='alert'>A replacement shuttle has already been purchased.</span>")
else if(!S.prerequisites_met())
to_chat(usr, "You have not met the requirements for purchasing this shuttle.")
to_chat(usr, "<span class='alert'>You have not met the requirements for purchasing this shuttle.</span>")
else
var/points_to_check
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
@@ -183,7 +189,7 @@
if("callshuttle")
state = STATE_DEFAULT
if(authenticated)
if(authenticated && SSshuttle.canEvac(usr))
state = STATE_CALLSHUTTLE
if("callshuttle2")
if(authenticated)
@@ -284,12 +290,12 @@
if("MessageCentCom")
if(authenticated)
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
return
var/input = stripped_input(usr, "Please choose a message to transmit to CentCom via quantum entanglement. Please be aware that this process is very expensive, and abuse will lead to... termination. Transmission does not guarantee a response.", "Send a message to CentCom.", "")
if(!input || !(usr in view(1,src)) || !checkCCcooldown())
return
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
CentCom_announce(input, usr)
to_chat(usr, "<span class='notice'>Message transmitted to Central Command.</span>")
for(var/client/X in GLOB.admins)
@@ -302,7 +308,7 @@
// OMG SYNDICATE ...LETTERHEAD
if("MessageSyndicate")
if((authenticated==2) && (obj_flags & EMAGGED))
if((authenticated) && (obj_flags & EMAGGED))
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
@@ -332,7 +338,7 @@
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
return
var/input = stripped_input(usr, "Please enter the reason for requesting the nuclear self-destruct codes. Misuse of the nuclear request system will not be tolerated under any circumstances. Transmission does not guarantee a response.", "Self Destruct Code Request.","")
var/input = stripped_input(usr, "Please enter the reason for requesting the nuclear self-destruct codes. Misuse of the nuclear request system will not be tolerated under any circumstances. Transmission does not guarantee a response.", "Self-Destruct Code Request.","")
if(!input || !(usr in view(1,src)) || !checkCCcooldown())
return
Nuke_request(input, usr)
@@ -347,7 +353,9 @@
aicurrmsg = null
aistate = STATE_DEFAULT
if("ai-callshuttle")
aistate = STATE_CALLSHUTTLE
aistate = STATE_DEFAULT
if(SSshuttle.canEvac(usr))
aistate = STATE_CALLSHUTTLE
if("ai-callshuttle2")
SSshuttle.requestEvac(usr, href_list["call"])
aistate = STATE_DEFAULT
@@ -460,9 +468,8 @@
var/datum/browser/popup = new(user, "communications", "Communications Console", 400, 500)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
if(issilicon(user) || (hasSiliconAccessInArea(user) && !in_range(user,src)))
if(issilicon(user))
var/dat2 = interact_ai(user) // give the AI a different interact proc to limit its access
if(dat2)
dat += dat2
@@ -493,9 +500,15 @@
if (authenticated==2)
dat += "<BR><BR><B>Captain Functions</B>"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=announce'>Make a Captain's Announcement</A> \]"
var/cross_servers_count = length(CONFIG_GET(keyed_list/cross_server))
if(cross_servers_count)
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=crossserver'>Send a message to [cross_servers_count == 1 ? "an " : ""]allied station[cross_servers_count > 1 ? "s" : ""]</A> \]"
var/list/cross_servers = CONFIG_GET(keyed_list/cross_server)
var/our_id = CONFIG_GET(string/cross_comms_name)
if(cross_servers.len)
for(var/server in cross_servers)
if(server == our_id)
continue
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=crossserver=all;cross_dest=[server]'>Send a message to station in [server] sector.</A> \]"
if(cross_servers.len > 2)
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=crossserver;cross_dest=all'>Send a message to all allied stations</A> \]"
if(SSmapping.config.allow_custom_shuttles)
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=purchase_menu'>Purchase Shuttle</A> \]"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=changeseclevel'>Change Alert Level</A> \]"
@@ -721,8 +734,13 @@
to_chat(user, "<span class='alert'>Intercomms recharging. Please stand by.</span>")
return
var/input = stripped_input(user, "Please choose a message to announce to the station crew.", "What?")
if(!input || !user.canUseTopic(src))
if(!input || !user.canUseTopic(src, !issilicon(usr)))
return
if(!(user.can_speak())) //No more cheating, mime/random mute guy!
input = "..."
to_chat(user, "<span class='warning'>You find yourself unable to speak.</span>")
else
input = user.treat_message(input) //Adds slurs and so on. Someone should make this use languages too.
SScommunications.make_announcement(user, is_silicon, input)
deadchat_broadcast("<span class='deadsay'><span class='name'>[user.real_name]</span> made an priority announcement from <span class='name'>[get_area_name(usr, TRUE)]</span>.</span>", user)
@@ -771,3 +789,15 @@
content = new_content
if(new_possible_answers)
possible_answers = new_possible_answers
#undef STATE_DEFAULT
#undef STATE_CALLSHUTTLE
#undef STATE_CANCELSHUTTLE
#undef STATE_MESSAGELIST
#undef STATE_VIEWMESSAGE
#undef STATE_DELMESSAGE
#undef STATE_STATUSDISPLAY
#undef STATE_ALERT_LEVEL
#undef STATE_CONFIRM_LEVEL
#undef STATE_TOGGLE_EMERGENCY
#undef STATE_PURCHASE
+6 -4
View File
@@ -217,9 +217,6 @@
// already discovered mutations
stored_research = SSresearch.science_tech
/obj/machinery/computer/scan_consolenew/examine(mob/user)
. = ..()
/obj/machinery/computer/scan_consolenew/ui_interact(mob/user, datum/tgui/ui)
// Most of ui_interact is spent setting variables for passing to the tgui
// interface.
@@ -266,6 +263,10 @@
if(!ui)
ui = new(user, src, "DnaConsole")
ui.open()
/obj/machinery/computer/scan_consolenew/ui_assets()
. = ..() || list()
. += get_asset_datum(/datum/asset/simple/genetics)
/obj/machinery/computer/scan_consolenew/ui_data(mob/user)
var/list/data = list()
@@ -357,7 +358,7 @@
return data
/obj/machinery/computer/scan_consolenew/ui_act(action, var/list/params)
/obj/machinery/computer/scan_consolenew/ui_act(action, list/params)
if(..())
return TRUE
@@ -482,6 +483,7 @@
// Resolve mutation's BYOND path from the alias
var/alias = params["alias"]
var/path = GET_MUTATION_TYPE_FROM_ALIAS(alias)
// Make sure the occupant still has this mutation
if(!(path in scanner_occupant.dna.mutation_index))
return
-1
View File
@@ -178,7 +178,6 @@
dat += "<A href='?src=[REF(src)];login=1'>{Log In}</A>"
var/datum/browser/popup = new(user, "med_rec", "Medical Records Console", 600, 400)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/med_data/Topic(href, href_list)
-1
View File
@@ -67,7 +67,6 @@
add_fingerprint(usr)
var/datum/browser/popup = new(user, "computer", title, 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/pod/process()
@@ -66,7 +66,6 @@
dat += "<HR><A href='?src=[REF(src)];lock=1'>{Log Out}</A>"
var/datum/browser/popup = new(user, "computer", "Prisoner Management Console", 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
-1
View File
@@ -250,7 +250,6 @@
dat += "<A href='?src=[REF(src)];choice=Log In'>{Log In}</A>"
var/datum/browser/popup = new(user, "secure_rec", "Security Records Console", 600, 400)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
@@ -103,7 +103,6 @@ GLOBAL_LIST_INIT(possible_uplinker_IDs, list("Alfa","Bravo","Charlie","Delta","E
var/datum/browser/popup = new(user, "computer", "Telecrystal Upload/Receive Station", 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/telecrystals/uplinker/Topic(href, href_list)
@@ -185,7 +184,6 @@ GLOBAL_LIST_INIT(possible_uplinker_IDs, list("Alfa","Bravo","Charlie","Delta","E
var/datum/browser/popup = new(user, "computer", "Team Telecrystal Management Console", 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/telecrystals/boss/Topic(href, href_list)
+1 -2
View File
@@ -76,7 +76,6 @@
var/datum/browser/popup = new(user, "cryopod_console", "Cryogenic System Control")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/cryopod/Topic(href, href_list)
@@ -308,7 +307,7 @@
var/mob/living/mob_occupant = occupant
var/list/obj/item/cryo_items = list()
investigate_log("Despawning [key_name(mob_occupant)].", INVESTIGATE_CRYOGENICS)
//Handle Borg stuff first
-14
View File
@@ -74,12 +74,6 @@
/obj/machinery/door/firedoor/Bumped(atom/movable/AM)
if(panel_open || operating || welded)
return
if(ismob(AM))
var/mob/user = AM
if(density && !welded && !operating && !(stat & NOPOWER) && (!density || allow_hand_open(user)))
add_fingerprint(user)
open()
return TRUE
return FALSE
/obj/machinery/door/firedoor/power_change()
@@ -90,14 +84,6 @@
stat |= NOPOWER
/obj/machinery/door/firedoor/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(!welded && !operating && !(stat & NOPOWER) && (!density || allow_hand_open(user)))
add_fingerprint(user)
if(density)
emergency_close_timer = world.time + 30 // prevent it from instaclosing again if in space
open()
else
close()
return TRUE
if(operating || !density)
return
@@ -260,7 +260,6 @@
/obj/machinery/doorButtons/airlock_controller/ui_interact(mob/user)
var/datum/browser/popup = new(user, "computer", name)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.set_content(returnText())
popup.open()
@@ -29,7 +29,6 @@
. = ..()
user.set_machine(src)
var/datum/browser/popup = new(user, "computer", name) // Set up the popup browser window
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.set_content(return_text())
popup.open()
+11
View File
@@ -38,3 +38,14 @@
if(stat & (BROKEN|NOPOWER))
return
drive()
/obj/machinery/mass_driver/pressure_plate
name = "pressure plated mass driver"
var/drive_delay = 10
/obj/machinery/mass_driver/pressure_plate/Crossed(atom/movable/O)
. = ..()
if(isliving(O))
var/mob/living/L = O
to_chat(L, "<span class='warning'>You feel something click beneath you!</span>")
addtimer(CALLBACK(src, .proc/drive), drive_delay)
+5 -6
View File
@@ -218,10 +218,10 @@ GLOBAL_LIST_EMPTY(allConsoles)
dat += "<b>Message Authentication</b> <br><br>"
dat += "<b>Message for [dpt]:</b> [message] <br><br>"
dat += "<div class='notice'>You may authenticate your message now by scanning your ID or your stamp</div> <br>"
dat += "<b>Validated by:</b> [msgVerified ? "<span class='good'><b>[msgVerified]</b></span>" : "<i>Not Validated</i>"] <br>"
dat += "<b>Stamped by:</b> [msgStamped ? "<span class='boldnotice'>[msgStamped]</span>" : "<i>Not Stamped</i>"] <br><br>"
dat += "<a href='?src=[REF(src)];department=[dpt]'>Send Message</a> <br><br>"
dat += "<a href='?src=[REF(src)];setScreen=0'><< Discard Message</a> <br>"
@@ -271,7 +271,6 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/datum/browser/popup = new(user, "req_console", "[department] Requests Console", 450, 440)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/requests_console/Topic(href, href_list)
@@ -279,7 +278,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
return
usr.set_machine(src)
add_fingerprint(usr)
if(href_list["write"])
dpt = ckey(reject_bad_text(href_list["write"])) //write contains the string of the receiving department's name
var/new_message = stripped_input(usr, "Write your message:", "Awaiting Input", "", MAX_MESSAGE_LEN)
@@ -358,7 +357,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
workingServer = TRUE
if(!workingServer)
screen = 7
screen = 7
say("NOTICE: No server detected! Please contact your local engineering team.")
updateUsrDialog()
return
@@ -539,7 +538,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
to_chat(user, "<span class='warning'>You are not authorized to send announcements!</span>")
updateUsrDialog()
return
if(istype(O, /obj/item/stamp))
if(screen == 9)
var/obj/item/stamp/T = O
-1
View File
@@ -132,7 +132,6 @@
var/datum/browser/popup = new(user, "slotmachine", "Slot Machine")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/slot_machine/Topic(href, href_list)
+4 -6
View File
@@ -1,12 +1,10 @@
/obj/mecha/proc/get_armour_facing(relative_dir)
switch(relative_dir)
if(0) // BACKSTAB!
if(180) // BACKSTAB!
return facing_modifiers[BACK_ARMOUR]
if(45, 90, 270, 315)
return facing_modifiers[SIDE_ARMOUR]
if(225, 180, 135)
if(0, 45) // direct or 45 degrees off
return facing_modifiers[FRONT_ARMOUR]
return 1 //always return non-0
return facing_modifiers[SIDE_ARMOUR] //if its not a front hit or back hit then assume its from the side
/obj/mecha/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
@@ -43,7 +41,7 @@
break
if(attack_dir)
var/facing_modifier = get_armour_facing(dir2angle(attack_dir) - dir2angle(src))
var/facing_modifier = get_armour_facing(abs(dir2angle(dir) - dir2angle(attack_dir)))
booster_damage_modifier /= facing_modifier
booster_deflection_modifier *= facing_modifier
if(prob(deflect_chance * booster_deflection_modifier))
+11 -5
View File
@@ -17,11 +17,15 @@
var/countdown_colour
var/obj/effect/countdown/anomaly/countdown
/obj/effect/anomaly/Initialize(mapload, new_lifespan)
/// chance we drop a core when neutralized
var/core_drop_chance = 100
/obj/effect/anomaly/Initialize(mapload, new_lifespan, core_drop_chance = 100)
. = ..()
GLOB.poi_list |= src
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
src.core_drop_chance = core_drop_chance
if (!impact_area)
return INITIALIZE_HINT_QDEL
@@ -54,6 +58,8 @@
GLOB.poi_list.Remove(src)
STOP_PROCESSING(SSobj, src)
qdel(countdown)
if(aSignal)
QDEL_NULL(aSignal)
return ..()
/obj/effect/anomaly/proc/anomalyEffect()
@@ -70,12 +76,12 @@
/obj/effect/anomaly/proc/anomalyNeutralize()
new /obj/effect/particle_effect/smoke/bad(loc)
for(var/atom/movable/O in src)
O.forceMove(drop_location())
if(prob(core_drop_chance))
aSignal.forceMove(drop_location())
aSignal = null
qdel(src)
/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_ANALYZER) //revert if runtimed
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
@@ -285,7 +291,7 @@
S.rabid = TRUE
S.amount_grown = SLIME_EVOLUTION_THRESHOLD
S.Evolve()
offer_control(S)
offer_control(S,POLL_IGNORE_SENTIENCE_POTION)
/////////////////////
+2 -1
View File
@@ -46,4 +46,5 @@
var/turf/T = loc
if(!istype(T)) //you know this will happen somehow
CRASH("Turf decal initialized in an object/nullspace")
T.AddElement(/datum/element/decal, icon, icon_state, turn(dir, -dir2angle(T.dir)), CLEAN_GOD, color, null, null, alpha)
var/turn_dir = 180 - dir2angle(T.dir) //Turning a dir by 0 results in a roulette of random dirs.
T.AddElement(/datum/element/decal, icon, icon_state, turn_dir ? turn(dir, turn_dir) : dir, CLEAN_GOD, color, null, null, alpha)
-1
View File
@@ -242,7 +242,6 @@ RLD
var/datum/browser/popup = new(user, "rcd_access", "Access Control", 900, 500, src)
popup.set_content(t1)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/item/construction/rcd/Topic(href, href_list)
+16 -18
View File
@@ -28,39 +28,37 @@
/// triggered on wield of two handed item
/obj/item/broom/proc/on_wield(obj/item/source, mob/user)
to_chat(user, "<span class='notice'>You brace the [src] against the ground in a firm sweeping stance.</span>")
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/sweep)
RegisterSignal(user, COMSIG_MOVABLE_PRE_MOVE, .proc/sweep)
/// triggered on unwield of two handed item
/obj/item/broom/proc/on_unwield(obj/item/source, mob/user)
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
UnregisterSignal(user, COMSIG_MOVABLE_PRE_MOVE)
/obj/item/broom/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
sweep(user, A, FALSE)
sweep(user, A)
/obj/item/broom/proc/sweep(mob/user, atom/A, moving = TRUE)
var/turf/target
if (!moving)
if (isturf(A))
target = A
else
target = A.loc
else
target = user.loc
if (!isturf(target))
/obj/item/broom/proc/sweep(datum/source, atom/newLoc)
if(!ismob(source) || !isturf(newLoc) || (get_dist(source, newLoc) > 1))
return
if (locate(/obj/structure/table) in target.contents)
var/turf/target = newLoc
var/atom/movable/AM
var/sweep_dir = get_dir(source, target)
if(!sweep_dir)
return
for(var/i in target.contents)
AM = i
if(AM.density) // eh good enough heuristic check
return
var/i = 0
for(var/obj/item/garbage in target.contents)
if(!garbage.anchored)
garbage.Move(get_step(target, user.dir), user.dir)
i++
if(i >= 20)
step(garbage, sweep_dir)
if(++i > 20)
break
if(i >= 1)
if(i)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 30, TRUE, -1)
/obj/item/broom/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J) //bless you whoever fixes this copypasta
+4
View File
@@ -13,6 +13,7 @@
var/ignores_timeout = FALSE
var/response_timer_id = null
var/approval_time = 600
var/allow_unicode = FALSE
var/static/regex/standard_station_regex
@@ -48,6 +49,9 @@
if(!new_name)
return
if(!allow_unicode && (length(new_name) != length_char(new_name)))
to_chat(user, "Unicode is not allowed. Adminhelp if you want to use it so badly.")
return
log_game("[key_name(user)] has proposed to name the station as \
[new_name]")
@@ -390,7 +390,7 @@
/obj/item/circuitboard/machine/thermomachine/examine()
. = ..()
. += "<span class='notice'>It is set to layer [pipe_layer].</span>"
. += "<span class='notice'>It is set to layer [pipe_layer]. Use a Multitool on the circuit to change this.</span>"
/obj/item/circuitboard/machine/thermomachine/heater
name = "Heater (Machine Board)"
@@ -1146,3 +1146,8 @@
build_path = /obj/machinery/atmospherics/components/unary/shuttle/heater
req_components = list(/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/matter_bin = 1)
/obj/item/circuitboard/machine/explosive_compressor
name = "Explosive Compressor (Machine Board)"
build_path = /obj/machinery/research/explosive_compressor
req_components = list(/obj/item/stock_parts/matter_bin = 3)
+5 -1
View File
@@ -735,7 +735,11 @@
if(isobj(target))
if(actually_paints)
var/list/hsl = rgb2hsl(hex2num(copytext(paint_color,2,4)),hex2num(copytext(paint_color,4,6)),hex2num(copytext(paint_color,6,8)))
if(hsl[3] < 0.25 && !istype(target, /obj/structure/window) && !istype(target, /obj/effect/decal/cleanable/crayon)) //Colors too dark are rejected
var/static/whitelisted = typecacheof(list(/obj/structure/window,
/obj/effect/decal/cleanable/crayon,
/obj/machinery/door/window)
)
if(hsl[3] < 0.25 && !whitelisted[target]) //Colors too dark are rejected
to_chat(usr, "<span class='warning'>A color that dark on an object like this? Surely not...</span>")
return FALSE
+1 -4
View File
@@ -394,8 +394,6 @@
to_chat(user, "<span class='warning'>[src] are recharging!</span>")
return
user.stop_pulling() //User has hands full, and we don't care about anyone else pulling on it, their problem. CLEAR!!
if(user.a_intent == INTENT_DISARM)
do_disarm(M, user)
return
@@ -447,8 +445,7 @@
if(do_after(user, isnull(defib?.disarm_shock_time)? disarm_shock_time : defib.disarm_shock_time, target = M))
M.visible_message("<span class='danger'>[user] zaps [M] with [src]!</span>", \
"<span class='userdanger'>[user] zaps [M] with [src]!</span>")
M.adjustStaminaLoss(50)
M.DefaultCombatKnockdown(100)
M.DefaultCombatKnockdown(140)
M.updatehealth() //forces health update before next life tick
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
M.emote("gasp")
+1 -1
View File
@@ -266,7 +266,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/simple/pda)
assets.send(user)
var/datum/asset/spritesheet/emoji_s = get_asset_datum(/datum/asset/spritesheet/goonchat)
var/datum/asset/spritesheet/emoji_s = get_asset_datum(/datum/asset/spritesheet/chat)
emoji_s.send(user) //Already sent by chat but no harm doing this
user.set_machine(src)
+1 -1
View File
@@ -590,7 +590,7 @@ Code:
var/static/list/emoji_icon_states
var/static/emoji_table
if(!emoji_table)
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/goonchat)
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/chat)
var/list/collate = list("<br><table>")
for(var/emoji in sortList(icon_states(icon('icons/emoji.dmi'))))
var/tag = sheet.icon_tag("emoji-[emoji]")
@@ -0,0 +1,207 @@
/obj/item/storage/portable_chem_mixer
name = "Portable Chemical Mixer"
desc = "A portable device that dispenses and mixes chemicals. All necessary reagents need to be supplied with beakers. A label indicates that a screwdriver is required to open it for refills. This device can be worn on a belt. The letters 'S&T' are imprinted on the side."
icon = 'icons/obj/chemical.dmi'
icon_state = "portablechemicalmixer_open"
w_class = WEIGHT_CLASS_HUGE
slot_flags = ITEM_SLOT_BELT
custom_price = 2000
custom_premium_price = 2000
var/obj/item/reagent_containers/beaker = null ///Creating an empty slot for a beaker that can be added to dispense into
var/amount = 30 ///The amount of reagent that is to be dispensed currently
var/list/dispensable_reagents = list() ///List in which all currently dispensable reagents go
/obj/item/storage/portable_chem_mixer/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 200
STR.max_items = 50
STR.insert_preposition = "in"
STR.can_hold = typecacheof(list(
/obj/item/reagent_containers/glass/beaker,
))
/obj/item/storage/portable_chem_mixer/Destroy()
QDEL_NULL(beaker)
return ..()
/obj/item/storage/portable_chem_mixer/ex_act(severity, target)
if(severity < 3)
..()
/obj/item/storage/portable_chem_mixer/attackby(obj/item/I, mob/user, params)
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if (I.tool_behaviour == TOOL_SCREWDRIVER)
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, !locked)
if (!locked)
update_contents()
if (locked)
replace_beaker(user)
update_icon()
I.play_tool_sound(src, 50)
return
else if (istype(I, /obj/item/reagent_containers) && !(I.item_flags & ABSTRACT) && I.is_open_container() && locked)
var/obj/item/reagent_containers/B = I
. = TRUE //no afterattack
if(!user.transferItemToLoc(B, src))
return
replace_beaker(user, B)
update_icon()
updateUsrDialog()
return
return ..()
/**
* Updates the contents of the portable chemical mixer
*
* A list of dispensable reagents is created by iterating through each source beaker in the portable chemical beaker and reading its contents
*/
/obj/item/storage/portable_chem_mixer/proc/update_contents()
dispensable_reagents.Cut()
for (var/obj/item/reagent_containers/glass/beaker/B in contents)
var/key = B.reagents.get_master_reagent_id()
if (!(key in dispensable_reagents))
dispensable_reagents[key] = list()
dispensable_reagents[key]["reagents"] = list()
dispensable_reagents[key]["reagents"] += B.reagents
return
/obj/item/storage/portable_chem_mixer/update_icon_state()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if (!locked)
icon_state = "portablechemicalmixer_open"
else if (beaker)
icon_state = "portablechemicalmixer_full"
else
icon_state = "portablechemicalmixer_empty"
/obj/item/storage/portable_chem_mixer/AltClick(mob/living/user)
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if (!locked)
return ..()
if(!can_interact(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
replace_beaker(user)
update_icon()
/**
* Replaces the beaker of the portable chemical mixer with another beaker, or simply adds the new beaker if none is in currently
*
* Checks if a valid user and a valid new beaker exist and attempts to replace the current beaker in the portable chemical mixer with the one in hand. Simply places the new beaker in if no beaker is currently loaded
* Arguments:
* * mob/living/user - The user who is trying to exchange beakers
* * obj/item/reagent_containers/new_beaker - The new beaker that the user wants to put into the device
*/
/obj/item/storage/portable_chem_mixer/proc/replace_beaker(mob/living/user, obj/item/reagent_containers/new_beaker)
if(!user)
return FALSE
if(beaker)
user.put_in_hands(beaker)
beaker = null
if(new_beaker)
beaker = new_beaker
return TRUE
/obj/item/storage/portable_chem_mixer/attack_hand(mob/user)
if (loc != user)
return ..()
if(SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED))
ui_interact(user)
return
/obj/item/storage/portable_chem_mixer/attack_self(mob/user)
if(loc == user)
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if (locked)
ui_interact(user)
return
else
to_chat(user, "<span class='notice'>The portable chemical mixer is currently open and its contents can be accessed.</span>")
return
return
/obj/item/storage/portable_chem_mixer/MouseDrop(obj/over_object)
. = ..()
if(ismob(loc))
var/mob/M = loc
if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
/obj/item/storage/portable_chem_mixer/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PortableChemMixer", name)
if(user.hallucinating())
// to not ruin the immersion by constantly changing the fake chemicals
ui.set_autoupdate(FALSE)
ui.open()
/obj/item/storage/portable_chem_mixer/ui_data(mob/user)
var/list/data = list()
data["amount"] = amount
data["isBeakerLoaded"] = beaker ? 1 : 0
data["beakerCurrentVolume"] = beaker ? beaker.reagents.total_volume : null
data["beakerMaxVolume"] = beaker ? beaker.volume : null
data["beakerTransferAmounts"] = beaker ? beaker.possible_transfer_amounts : null
var/chemicals[0]
var/is_hallucinating = user.hallucinating()
if(user.hallucinating())
is_hallucinating = TRUE
for(var/re in dispensable_reagents)
var/value = dispensable_reagents[re]
var/datum/reagent/temp = GLOB.chemical_reagents_list[re]
if(temp)
var/chemname = temp.name
var/total_volume = 0
for (var/datum/reagents/rs in value["reagents"])
total_volume += rs.total_volume
if(is_hallucinating && prob(5))
chemname = "[pick_list_replacements("hallucination.json", "chemicals")]"
chemicals.Add(list(list("title" = chemname, "id" = ckey(temp.name), "volume" = total_volume )))
data["chemicals"] = chemicals
var/beakerContents[0]
if(beaker)
for(var/datum/reagent/R in beaker.reagents.reagent_list)
beakerContents.Add(list(list("name" = R.name, "id" = ckey(R.name), "volume" = R.volume))) // list in a list because Byond merges the first list...
data["beakerContents"] = beakerContents
return data
/obj/item/storage/portable_chem_mixer/ui_act(action, params)
if(..())
return
switch(action)
if("amount")
var/target = text2num(params["target"])
amount = target
. = TRUE
if("dispense")
var/reagent_name = params["reagent"]
var/datum/reagent/reagent = GLOB.name2reagent[reagent_name]
var/entry = dispensable_reagents[reagent]
if(beaker)
var/datum/reagents/R = beaker.reagents
var/actual = min(amount, 1000, R.maximum_volume - R.total_volume)
// todo: add check if we have enough reagent left
for (var/datum/reagents/source in entry["reagents"])
var/to_transfer = min(source.total_volume, actual)
source.trans_to(beaker, to_transfer)
actual -= to_transfer
if (actual <= 0)
break
. = TRUE
if("remove")
var/amount = text2num(params["amount"])
beaker.reagents.remove_all(amount)
. = TRUE
if("eject")
replace_beaker(usr)
update_icon()
. = TRUE
@@ -16,9 +16,6 @@
var/on = TRUE
var/shock_cooldown = FALSE
var/ui_x = 260
var/ui_y = 137
/obj/item/electropack/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] hooks [user.p_them()]self to the electropack and spams the trigger! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
@@ -201,17 +198,7 @@
else
return ..()
/obj/item/electropack/shockcollar/ui_interact(mob/user) //note to src: use tgooey
var/dat = {"
<TT>
<B>Frequency/Code</B> for shock collar:<BR>
Frequency:
[format_frequency(src.frequency)]
<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
Code:
[src.code]
<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/electropack/ui_act(action, params)
if(action == "power") // DO. NOT.
return FALSE
return ..()
+7 -7
View File
@@ -729,10 +729,10 @@ GENETICS SCANNER
to_chat(user, "<span class='notice'>[target] is empty!</span>")
if(cached_scan_results && cached_scan_results["fusion"]) //notify the user if a fusion reaction was detected
var/fusion_power = round(cached_scan_results["fusion"], 0.01)
var/tier = fusionpower2text(fusion_power)
var/instability = round(cached_scan_results["fusion"], 0.01)
var/tier = instability2text(instability)
to_chat(user, "<span class='boldnotice'>Large amounts of free neutrons detected in the air indicate that a fusion reaction took place.</span>")
to_chat(user, "<span class='notice'>Power of the last fusion reaction: [fusion_power]\n This power indicates it was a [tier]-tier fusion reaction.</span>")
to_chat(user, "<span class='notice'>Instability of the last fusion reaction: [instability]\n This indicates it was [tier].</span>")
return
/obj/item/analyzer/proc/scan_turf(mob/user, turf/location)
@@ -783,10 +783,10 @@ GENETICS SCANNER
to_chat(user, "<span class='info'>Temperature: [round(environment.return_temperature()-T0C, 0.01)] &deg;C ([round(environment.return_temperature(), 0.01)] K)</span>")
if(cached_scan_results && cached_scan_results["fusion"]) //notify the user if a fusion reaction was detected
var/fusion_power = round(cached_scan_results["fusion"], 0.01)
var/tier = fusionpower2text(fusion_power)
var/instability = round(cached_scan_results["fusion"], 0.01)
var/tier = instability2text(instability)
to_chat(user, "<span class='boldnotice'>Large amounts of free neutrons detected in the air indicate that a fusion reaction took place.</span>")
to_chat(user, "<span class='notice'>Power of the last fusion reaction: [fusion_power]\n This power indicates it was a [tier]-tier fusion reaction.</span>")
to_chat(user, "<span class='notice'>Instability of the last fusion reaction: [instability]\n This indicates it was [tier].</span>")
/obj/item/analyzer/ranged
desc = "A hand-held scanner which uses advanced spectroscopy and infrared readings to analyze gases as a distance. Alt-Click to use the built in barometer function."
@@ -992,4 +992,4 @@ GENETICS SCANNER
#undef SCANMODE_CHEMICAL
#undef SCANMODE_WOUND
#undef SCANNER_CONDENSED
#undef SCANNER_VERBOSE
#undef SCANNER_VERBOSE
@@ -289,3 +289,9 @@
. = TRUE
update_icon()
/**
* Returns if this is ready to be detonated. Checks if both tanks are in place.
*/
/obj/item/transfer_valve/proc/ready()
return tank_one && tank_two
+5 -3
View File
@@ -26,6 +26,7 @@
wound_bonus = -110
bare_wound_bonus = 20
block_parry_data = /datum/block_parry_data/dual_esword
block_chance = 60
var/hacked = FALSE
/// Can this reflect all energy projectiles?
var/can_reflect = TRUE
@@ -38,7 +39,8 @@
var/wielded = FALSE // track wielded status on item
var/slowdown_wielded = 0
/datum/block_parry_data/dual_esword
/datum/block_parry_data/dual_esword // please run at the man going apeshit with his funny doublesword
can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST | BLOCK_DIR_WEST | BLOCK_DIR_EAST
block_damage_absorption = 2
block_damage_multiplier = 0.15
block_damage_multiplier_override = list(
@@ -50,10 +52,10 @@
block_lock_sprinting = TRUE
// no attacking while blocking
block_lock_attacking = TRUE
block_projectile_mitigation = 75
block_projectile_mitigation = 85
// more efficient vs projectiles
block_stamina_efficiency_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 4
TEXT_ATTACK_TYPE_PROJECTILE = 6
)
parry_time_windup = 0

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