Hard upstream sync (#6951)

* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync

* sync part 1 - underscore folders in code

* controllers folder

* datums folder

* game folder

* cmon, work

* modules - admin to awaymissions

* cargo to events

* fields to lighting

* mapping > ruins

* rest of the code folder

* rest of the folders in the root directory

* DME

* fixes compiling errors. it compiles so it works

* readds map changes

* fixes dogborg module select

* fixes typo in moduleselect_alternate_icon filepath
This commit is contained in:
deathride58
2018-05-31 23:03:18 +00:00
committed by kevinz000
parent b6e608cb4c
commit 2f9e3e403d
395 changed files with 134016 additions and 26287 deletions
+13 -59
View File
@@ -1,8 +1,5 @@
// Armor, gloves, space suits - it all goes here
/datum/export/gear
// Security gear
/datum/export/gear/sec_helmet
cost = 100
unit_name = "helmet"
@@ -12,37 +9,13 @@
cost = 100
unit_name = "armor vest"
export_types = list(/obj/item/clothing/suit/armor/vest)
include_subtypes = FALSE
/datum/export/gear/riot_helmet
cost = 250
unit_name = "riot helmet"
export_types = list(/obj/item/clothing/head/helmet/riot)
/datum/export/gear/riot_armor
cost = 250
unit_name = "riot armor suit"
export_types = list(/obj/item/clothing/suit/armor/riot)
/datum/export/gear/bulletproof_armor
cost = 250
unit_name = "bulletproof armor vest"
export_types = list(/obj/item/clothing/suit/armor/bulletproof)
/datum/export/gear/reflector_armor
cost = 650
unit_name = "reflector armor vest"
export_types = list(/obj/item/clothing/suit/armor/laserproof)
/datum/export/gear/riot_shield
cost = 400
cost = 100
unit_name = "riot shield"
export_types = list(/obj/item/shield/riot)
// Masks
/datum/export/gear/mask/breath
cost = 2
unit_name = "breath mask"
@@ -55,47 +28,30 @@
include_subtypes = FALSE
// EVA gear
/datum/export/gear/space
/datum/export/gear/space/helmet
cost = 75
unit_name = "space helmet"
export_types = list(/obj/item/clothing/head/helmet/space, /obj/item/clothing/head/helmet/space/eva, /obj/item/clothing/head/helmet/space/nasavoid)
include_subtypes = FALSE
/datum/export/gear/space/helmet
cost = 500
unit_name = "space helmet"
export_types = list(/obj/item/clothing/head/helmet/space, /obj/item/clothing/head/helmet/space/eva)
/datum/export/gear/space/suit
cost = 600
cost = 150
unit_name = "space suit"
export_types = list(/obj/item/clothing/suit/space, /obj/item/clothing/suit/space/eva)
/datum/export/gear/space/voidhelmet
cost = 550
unit_name = "void helmet"
export_types = list(/obj/item/clothing/head/helmet/space/nasavoid)
/datum/export/gear/space/voidsuit
cost = 650
unit_name = "void suit"
export_types = list(/obj/item/clothing/suit/space/nasavoid)
export_types = list(/obj/item/clothing/suit/space, /obj/item/clothing/suit/space/eva, /obj/item/clothing/suit/space/nasavoid)
include_subtypes = FALSE
/datum/export/gear/space/syndiehelmet
cost = 1000
cost = 150
unit_name = "Syndicate space helmet"
export_types = list(/obj/item/clothing/head/helmet/space/syndicate)
include_subtypes = TRUE
/datum/export/gear/space/syndiesuit
cost = 1500
cost = 300
unit_name = "Syndicate space suit"
export_types = list(/obj/item/clothing/suit/space/syndicate)
include_subtypes = TRUE
// Radsuits
/datum/export/gear/radhelmet
cost = 50
unit_name = "radsuit hood"
@@ -106,7 +62,6 @@
unit_name = "radsuit"
export_types = list(/obj/item/clothing/suit/radiation)
// Biosuits
/datum/export/gear/biohood
cost = 50
unit_name = "biosuit hood"
@@ -117,13 +72,12 @@
unit_name = "biosuit"
export_types = list(/obj/item/clothing/suit/bio_suit)
// Bombsuits
/datum/export/gear/bombhelmet
cost = 100
cost = 50
unit_name = "bomb suit hood"
export_types = list(/obj/item/clothing/head/bomb_hood)
/datum/export/gear/bombsuit
cost = 300
cost = 100
unit_name = "bomb suit"
export_types = list(/obj/item/clothing/suit/bomb_suit)
export_types = list(/obj/item/clothing/suit/bomb_suit)
+10 -87
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@@ -1,6 +1,3 @@
// Large objects that don't fit in crates, but must be sellable anyway.
// Crates, boxes, lockers.
/datum/export/large/crate
cost = 500
k_elasticity = 0
@@ -29,9 +26,11 @@
export_types = list(/obj/structure/closet/crate/wooden)
exclude_types = list()
/datum/export/large/crate/coffin
cost = 250//50 wooden crates cost 2000 points, and you can make 10 coffins in seconds with those planks. Each coffin selling for 250 means you can make a net gain of 500 points for wasting your time making coffins.
unit_name = "coffin"
export_types = list(/obj/structure/closet/crate/coffin)
// Reagent dispensers.
/datum/export/large/reagent_dispenser
cost = 100 // +0-400 depending on amount of reagents left
var/contents_cost = 400
@@ -58,19 +57,18 @@
// Heavy engineering equipment. Singulo/Tesla parts mostly.
/datum/export/large/emitter
cost = 400
cost = 200
unit_name = "emitter"
export_types = list(/obj/machinery/power/emitter)
/datum/export/large/field_generator
cost = 400
cost = 200
unit_name = "field generator"
export_types = list(/obj/machinery/field/generator)
/datum/export/large/collector
cost = 600
cost = 200
unit_name = "collector"
export_types = list(/obj/machinery/power/rad_collector)
@@ -94,89 +92,14 @@
unit_name = "supermatter shard"
export_types = list(/obj/machinery/power/supermatter_crystal/shard)
// Misc
/datum/export/large/iv
cost = 300
cost = 50
unit_name = "iv drip"
export_types = list(/obj/machinery/iv_drip)
/datum/export/large/barrier
cost = 100
cost = 25
unit_name = "security barrier"
export_types = list(/obj/item/grenade/barrier, /obj/structure/barricade/security)
//Mecha
/datum/export/large/mech
export_types = list(/obj/mecha)
var/sellable
/datum/export/large/mech/applies_to(obj/O)
if(!..())
return FALSE
var/obj/mecha/ME = O
ME.wreckage = null // So the mech doesn't blow up in the cargo shuttle
if(sellable)
return TRUE
/datum/export/large/mech/sellable
export_types = list()
sellable = TRUE
/datum/export/large/mech/sellable/ripley
cost = 7500 //boards cost 2500 and takes another 1566 worth of materials (glass, metal, plaseel) to build + significant labor
unit_name = "APLU \"Ripley\""
export_types = list(/obj/mecha/working/ripley)
exclude_types = list(/obj/mecha/working/ripley/firefighter)
/datum/export/large/mech/sellable/firefighter
cost = 9000 //same as a ripley but takes 10 more plasteel and 5 less metal
unit_name = "APLU \"Firefighter\""
export_types = list(/obj/mecha/working/ripley/firefighter)
/datum/export/large/mech/sellable/odysseus
cost = 6000 // 1540 of material + 2000 price boards + labor
unit_name = "odysseus"
export_types = list(/obj/mecha/medical/odysseus)
/datum/export/large/mech/sellable/gygax
cost = 25000 // The material is worth 22631 alone. Not as big of a premium as one would expect, since R&D would have provided upgrades by then.
unit_name = "gygax"
export_types = list(/obj/mecha/combat/gygax)
exclude_types = list(/obj/mecha/combat/gygax/dark)
/datum/export/large/mech/sellable/honkmech
cost = 80000 // The bananium alone is worth around 64887 credits
unit_name = "H.O.N.K"
message = "- HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONK HONKHONKHONKHONK"
export_types = list(/obj/mecha/combat/honker)
/datum/export/large/mech/sellable/durand
cost = 12000 // 7586 worth of material. That's less than a gygax. Players will be disappointed by the durand's comparative lack of worth but oh well. Still a large premium because this requires significant cooperation between R&D, robotics, and cargo.
unit_name = "durand"
export_types = list(/obj/mecha/combat/durand)
/datum/export/large/mech/sellable/phazon
cost = 50000 // 15767 material + anomaly core. Fuck it, if you're willing to try selling one of these you should get BIG FUCKING MONEY
unit_name = "phazon"
export_types = list(/obj/mecha/combat/phazon)
/datum/export/large/mech/sellable/syndiegygax
cost = 50000 // You somehow stole a nuke op's gygax and sold it to nanotrasen. Go you.
unit_name = "captured syndicate gygax"
export_types = list(/obj/mecha/combat/gygax/dark)
/datum/export/large/mech/sellable/syndiegygax/syndie
cost = 25000 // You somehow stole a nuke op's gygax and sold it back to the syndicate. Why would you do this?
unit_name = "gygax"
emagged = TRUE
/datum/export/large/mech/sellable/mauler
cost = 87500 // Whoa, momma.
unit_name = "captured mauler"
export_types = list(/obj/mecha/combat/marauder/mauler)
/datum/export/large/mech/sellable/mauler/syndie
cost = 43750 // Just like the mauler is worth 1.75x the telecrystals compared to the gygax, the price reflects this
unit_name = "mauler"
emagged = TRUE
+11 -19
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@@ -29,65 +29,57 @@
// Materials. Nothing but plasma is really worth selling. Better leave it all to RnD and sell some plasma instead.
// Bananium. Exporting it makes the clown cry. Priceless.
/datum/export/material/bananium
cost = 5000
cost = 1000
material_id = MAT_BANANIUM
message = "cm3 of bananium"
// Diamonds. Rare and expensive.
/datum/export/material/diamond
cost = 2500
cost = 500
material_id = MAT_DIAMOND
message = "cm3 of diamonds"
// Plasma. The oil of 26 century. The reason why you are here.
/datum/export/material/plasma
cost = 300
cost = 200
k_elasticity = 0
material_id = MAT_PLASMA
message = "cm3 of plasma"
// Uranium. Still useful for both power generation and nuclear annihilation.
/datum/export/material/uranium
cost = 400
cost = 100
material_id = MAT_URANIUM
message = "cm3 of uranium"
// Gold. Used in electronics and corrosion-resistant plating.
/datum/export/material/gold
cost = 250
cost = 125
material_id = MAT_GOLD
message = "cm3 of gold"
// Silver.
/datum/export/material/silver
cost = 100
cost = 50
material_id = MAT_SILVER
message = "cm3 of silver"
// Titanium.
/datum/export/material/titanium
cost = 250
cost = 125
material_id = MAT_TITANIUM
message = "cm3 of titanium"
// Plastitanium.
/datum/export/material/plastitanium
cost = 550
material_id = MAT_TITANIUM // code can only check for one material_id; plastitanium is half plasma, half titanium, so ((250 x 250) + (250 x 500)) / 250
cost = 325 // plasma + titanium costs
material_id = MAT_TITANIUM // code can only check for one material_id; plastitanium is half plasma, half titanium
message = "cm3 of plastitanium"
// Metal. Common building material.
/datum/export/material/metal
cost = 5
message = "cm3 of metal"
material_id = MAT_METAL
export_types = list(
/obj/item/stack/sheet/metal, /obj/item/stack/tile/plasteel,
/obj/item/stack/rods, /obj/item/stack/ore, /obj/item/coin)
// Glass. Common building material.
/datum/export/material/glass
cost = 5
message = "cm3 of glass"
material_id = MAT_GLASS
export_types = list(/obj/item/stack/sheet/glass, /obj/item/stack/ore,
+1 -1
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@@ -1,5 +1,5 @@
/datum/export/seed
cost = 100 // Gets multiplied by potency
cost = 50 // Gets multiplied by potency
k_elasticity = 1 //price inelastic/quantity elastic, only need to export a few samples
unit_name = "new plant species sample"
export_types = list(/obj/item/seeds)
+15 -47
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@@ -1,7 +1,3 @@
//
// Sheet Exports
//
/datum/export/stack
unit_name = "sheet"
@@ -11,106 +7,87 @@
return S.amount
return 0
// Hides
// Leather, skin and other farming by-products.
/datum/export/stack/skin
unit_name = ""
// Monkey hide. Cheap.
/datum/export/stack/skin/monkey
cost = 150
cost = 50
unit_name = "monkey hide"
export_types = list(/obj/item/stack/sheet/animalhide/monkey)
// Human skin. Illegal
/datum/export/stack/skin/human
cost = 2000
cost = 100
contraband = TRUE
unit_name = "piece"
message = "of human skin"
export_types = list(/obj/item/stack/sheet/animalhide/human)
// Goliath hide. Expensive.
/datum/export/stack/skin/goliath_hide
cost = 2500
cost = 200
unit_name = "goliath hide"
export_types = list(/obj/item/stack/sheet/animalhide/goliath_hide)
// Cat hide. Just in case Runtime is catsploding again.
/datum/export/stack/skin/cat
cost = 2000
cost = 150
contraband = TRUE
unit_name = "cat hide"
export_types = list(/obj/item/stack/sheet/animalhide/cat)
// Corgi hide. You monster.
/datum/export/stack/skin/corgi
cost = 2500
cost = 200
contraband = TRUE
unit_name = "corgi hide"
export_types = list(/obj/item/stack/sheet/animalhide/corgi)
// Lizard hide. Very expensive.
/datum/export/stack/skin/lizard
cost = 5000
cost = 150
unit_name = "lizard hide"
export_types = list(/obj/item/stack/sheet/animalhide/lizard)
// Gondola hide. Mindbogglingly expensive.
/datum/export/stack/skin/gondola
cost = 10000
cost = 500
unit_name = "gondola hide"
export_types = list(/obj/item/stack/sheet/animalhide/gondola)
// Alien hide. Extremely expensive.
/datum/export/stack/skin/xeno
cost = 3000
cost = 500
unit_name = "alien hide"
export_types = list(/obj/item/stack/sheet/animalhide/xeno)
// Common materials.
// For base materials, see materials.dm
// Plasteel. Lightweight, strong and contains some plasma too.
/datum/export/stack/plasteel
cost = 305 // 2000u of plasma + 2000u of metal.
cost = 155 // 2000u of plasma + 2000u of metal.
message = "of plasteel"
export_types = list(/obj/item/stack/sheet/plasteel)
// Reinforced Glass. Common building material. 1 glass + 0.5 metal, cost is rounded up.
// 1 glass + 0.5 metal, cost is rounded up.
/datum/export/stack/rglass
cost = 8
message = "of reinforced glass"
export_types = list(/obj/item/stack/sheet/rglass)
// Bluespace Polycrystals. Uncommon.
/datum/export/stack/bscrystal
cost = 750
cost = 300
message = "of bluespace crystals"
export_types = list(/obj/item/stack/sheet/bluespace_crystal)
// Wood. Quite expensive in the grim and dark 26 century.
/datum/export/stack/wood
cost = 50
cost = 30
unit_name = "wood plank"
export_types = list(/obj/item/stack/sheet/mineral/wood)
// Cardboard. Cheap.
/datum/export/stack/cardboard
cost = 2
message = "of cardboard"
export_types = list(/obj/item/stack/sheet/cardboard)
// Sandstone. Literally dirt cheap.
/datum/export/stack/sandstone
cost = 1
unit_name = "block"
message = "of sandstone"
export_types = list(/obj/item/stack/sheet/mineral/sandstone)
// Cable.
/datum/export/stack/cable
cost = 0.2
unit_name = "cable piece"
@@ -118,23 +95,14 @@
// Weird Stuff
// Alien Alloy. Like plasteel, but better.
// Major players would pay a lot to get some, so you can get a lot of money from producing and selling those.
// Just don't forget to fire all your production staff before the end of month.
/datum/export/stack/abductor
cost = 5000
cost = 1000
message = "of alien alloy"
export_types = list(/obj/item/stack/sheet/mineral/abductor)
// Adamantine. Does not occur naurally.
/datum/export/stack/adamantine
unit_name = "bar"
cost = 7500
cost = 500
message = "of adamantine"
export_types = list(/obj/item/stack/sheet/mineral/adamantine)
// Mythril. Does not occur naurally.
/datum/export/stack/mythril
cost = 15000
message = "of mythril"
export_types = list(/obj/item/stack/sheet/mineral/mythril)
+3 -10
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@@ -1,5 +1,3 @@
// Various tools and handheld engineering devices.
/datum/export/toolbox
cost = 4
unit_name = "toolbox"
@@ -34,7 +32,6 @@
export_types = list(/obj/item/wirecutters)
// Welding tools
/datum/export/weldingtool
cost = 5
unit_name = "welding tool"
@@ -52,7 +49,6 @@
export_types = list(/obj/item/weldingtool/largetank, /obj/item/weldingtool/hugetank)
// Fire extinguishers
/datum/export/extinguisher
cost = 15
unit_name = "fire extinguisher"
@@ -65,7 +61,6 @@
export_types = list(/obj/item/extinguisher/mini)
// Flashlights
/datum/export/flashlight
cost = 5
unit_name = "flashlight"
@@ -83,7 +78,6 @@
export_types = list(/obj/item/flashlight/seclite)
// Analyzers and Scanners
/datum/export/analyzer
cost = 5
unit_name = "analyzer"
@@ -102,18 +96,17 @@
exclude_types = list(/obj/item/radio/mech)
// High-tech tools.
/datum/export/rcd
cost = 100 // 15 metal -> 75 credits, +25 credits for production
cost = 100
unit_name = "rapid construction device"
export_types = list(/obj/item/construction/rcd)
/datum/export/rcd_ammo
cost = 60 // 6 metal, 4 glass -> 50 credits, +10 credits
cost = 60
unit_name = "compressed matter cardridge"
export_types = list(/obj/item/rcd_ammo)
/datum/export/rpd
cost = 350 // 37.5 metal, 18.75 glass -> 281.25 credits, + some
cost = 100
unit_name = "rapid piping device"
export_types = list(/obj/item/pipe_dispenser)
+10 -11
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@@ -11,18 +11,18 @@
include_subtypes = TRUE
/datum/export/weapon/knife
cost = 750
cost = 100
unit_name = "combat knife"
export_types = list(/obj/item/kitchen/knife/combat)
/datum/export/weapon/taser
cost = 250
cost = 200
unit_name = "advanced taser"
export_types = list(/obj/item/gun/energy/e_gun/advtaser)
/datum/export/weapon/laser
cost = 250
cost = 200
unit_name = "laser gun"
export_types = list(/obj/item/gun/energy/laser)
@@ -32,35 +32,34 @@
export_types = list(/obj/item/gun/energy/disabler)
/datum/export/weapon/energy_gun
cost = 900
cost = 300
unit_name = "energy gun"
export_types = list(/obj/item/gun/energy/e_gun)
/datum/export/weapon/wt550
cost = 1400
cost = 300
unit_name = "WT-550 automatic rifle"
export_types = list(/obj/item/gun/ballistic/automatic/wt550)
/datum/export/weapon/shotgun
cost = 350
cost = 300
unit_name = "combat shotgun"
export_types = list(/obj/item/gun/ballistic/shotgun/automatic/combat)
/datum/export/weapon/flashbang
cost = 15
cost = 5
unit_name = "flashbang grenade"
export_types = list(/obj/item/grenade/flashbang)
/datum/export/weapon/teargas
cost = 15
cost = 5
unit_name = "tear gas grenade"
export_types = list(/obj/item/grenade/chem_grenade/teargas)
/datum/export/weapon/flash
cost = 10
cost = 5
unit_name = "handheld flash"
export_types = list(/obj/item/assembly/flash)
include_subtypes = TRUE
@@ -97,7 +96,7 @@
cost = 40000
unit_name = "Blood Contract"
export_types = list(/obj/item/blood_contract)
//Artifacts of lavaland
/datum/export/weapon/immortality_talisman