Merge branch 'master' into cute-plushie

This commit is contained in:
kiwedespars
2021-03-11 00:24:29 -08:00
65 changed files with 428 additions and 202 deletions
+1 -1
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@@ -22,7 +22,7 @@
#define COMPONENT_GLOB_BLOCK_CINEMATIC 1
// signals from globally accessible objects
/// from SSsun when the sun changes position : (azimuth)
/// from SSsun when the sun changes position : (primary_sun, suns)
#define COMSIG_SUN_MOVED "sun_moved"
//////////////////////////////////////////////////////////////////
@@ -425,6 +425,7 @@ Example config:
var/list/min_pop = Get(/datum/config_entry/keyed_list/min_pop)
var/list/max_pop = Get(/datum/config_entry/keyed_list/max_pop)
var/list/repeated_mode_adjust = Get(/datum/config_entry/number_list/repeated_mode_adjust)
var/desired_chaos_level = 9 - SSpersistence.get_recent_chaos()
for(var/T in gamemode_cache)
var/datum/game_mode/M = new T()
if(!(M.config_tag in modes))
@@ -449,6 +450,17 @@ Example config:
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(M.config_tag,recent_round+1,0)
final_weight *= max(0,((100-adjustment)/100))
if(Get(/datum/config_entry/flag/weigh_by_recent_chaos))
var/chaos_level = M.get_chaos()
var/exponent = Get(/datum/config_entry/number/chaos_exponent)
var/delta = chaos_level - desired_chaos_level
if(desired_chaos_level > 5)
delta = abs(min(delta, 0))
else if(desired_chaos_level < 5)
delta = max(delta, 0)
else
delta = abs(delta)
final_weight /= (delta + 1) ** exponent
runnable_modes[M] = final_weight
return runnable_modes
@@ -7,6 +7,13 @@
/datum/config_entry/keyed_list/probability/ValidateListEntry(key_name)
return key_name in config.modes
/datum/config_entry/keyed_list/chaos_level
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/chaos_level/ValidateListEntry(key_name)
return key_name in config.modes
/datum/config_entry/keyed_list/max_pop
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
@@ -596,3 +603,8 @@
/// Dirtyness multiplier for making turfs dirty
/datum/config_entry/number/turf_dirty_multiplier
config_entry_value = 1
/datum/config_entry/flag/weigh_by_recent_chaos
/datum/config_entry/number/chaos_exponent
config_entry_value = 1
@@ -3,6 +3,7 @@
*/
/datum/controller/subsystem/persistence
var/list/saved_modes = list(1,2,3)
var/list/saved_chaos = list(5,5,5)
var/list/saved_dynamic_rules = list(list(),list(),list())
var/list/saved_storytellers = list("foo","bar","baz")
var/list/average_dynamic_threat = 50
@@ -33,6 +34,14 @@
file_data["data"] = saved_modes
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
saved_chaos[3] = saved_chaos[2]
saved_chaos[2] = saved_chaos[1]
saved_chaos[1] = SSticker.mode.get_chaos()
json_file = file("data/RecentChaos.json")
file_data = list()
file_data["data"] = saved_chaos
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
/datum/controller/subsystem/persistence/proc/CollectStoryteller(var/datum/game_mode/dynamic/mode)
saved_storytellers.len = 3
@@ -105,3 +114,9 @@
if(!json)
return
saved_maps = json["maps"]
/datum/controller/subsystem/persistence/proc/get_recent_chaos()
var/sum = 0
for(var/n in saved_chaos)
sum += n
return sum/length(saved_chaos)
@@ -70,3 +70,8 @@ PROCESSING_SUBSYSTEM_DEF(weather)
A = W
break
return A
/datum/controller/subsystem/processing/weather/proc/get_weather_by_type(datum/weather/weather_datum_type)
for(var/V in processing)
if(istype(V,weather_datum_type))
return V
+44 -13
View File
@@ -1,32 +1,63 @@
#define OCCLUSION_DISTANCE 20
/datum/sun
var/azimuth = 0 // clockwise, top-down rotation from 0 (north) to 359
var/power_mod = 1 // how much power this sun is outputting relative to standard
/datum/sun/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == NAMEOF(src, azimuth))
SSsun.complete_movement()
/atom/proc/check_obscured(datum/sun/sun, distance = OCCLUSION_DISTANCE)
var/target_x = round(sin(sun.azimuth), 0.01)
var/target_y = round(cos(sun.azimuth), 0.01)
var/x_hit = x
var/y_hit = y
var/turf/hit
for(var/run in 1 to distance)
x_hit += target_x
y_hit += target_y
hit = locate(round(x_hit, 1), round(y_hit, 1), z)
if(hit.opacity)
return TRUE
if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
break
return FALSE
SUBSYSTEM_DEF(sun)
name = "Sun"
wait = 1 MINUTES
flags = SS_NO_TICK_CHECK
var/azimuth = 0 ///clockwise, top-down rotation from 0 (north) to 359
var/list/datum/sun/suns = list()
var/datum/sun/primary_sun
var/azimuth_mod = 1 ///multiplier against base_rotation
var/base_rotation = 6 ///base rotation in degrees per fire
/datum/controller/subsystem/sun/Initialize(start_timeofday)
azimuth = rand(0, 359)
primary_sun = new
suns += primary_sun
primary_sun.azimuth = rand(0, 359)
azimuth_mod = round(rand(50, 200)/100, 0.01) // 50% - 200% of standard rotation
if(prob(50))
azimuth_mod *= -1
return ..()
/datum/controller/subsystem/sun/fire(resumed = FALSE)
azimuth += azimuth_mod * base_rotation
azimuth = round(azimuth, 0.01)
if(azimuth >= 360)
azimuth -= 360
if(azimuth < 0)
azimuth += 360
for(var/S in suns)
var/datum/sun/sun = S
sun.azimuth += azimuth_mod * base_rotation
sun.azimuth = round(sun.azimuth, 0.01)
if(sun.azimuth >= 360)
sun.azimuth -= 360
if(sun.azimuth < 0)
sun.azimuth += 360
complete_movement()
/datum/controller/subsystem/sun/proc/complete_movement()
SEND_SIGNAL(src, COMSIG_SUN_MOVED, azimuth)
SEND_SIGNAL(src, COMSIG_SUN_MOVED, primary_sun, suns)
/datum/controller/subsystem/sun/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == NAMEOF(src, azimuth))
complete_movement()
#undef OCCLUSION_DISTANCE
+70 -14
View File
@@ -112,32 +112,87 @@
user_insert(I, user) //, mat_container_flags)
/// Proc used for when player inserts materials
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user)
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user, datum/component/remote_materials/remote = null)
set waitfor = FALSE
var/requested_amount
var/active_held = user.get_active_held_item() // differs from I when using TK
if(istype(I, /obj/item/stack) && precise_insertion)
var/atom/current_parent = parent
var/inserted = 0
//handle stacks specially
if(istype(I, /obj/item/stack))
var/atom/current_parent = remote ? remote.parent : parent //is the user using a remote materials component?
var/obj/item/stack/S = I
requested_amount = input(user, "How much do you want to insert?", "Inserting [S.singular_name]s") as num|null
//try to get ammount to use
var/requested_amount
if(precise_insertion)
requested_amount = input(user, "How much do you want to insert?", "Inserting [S.singular_name]s") as num|null
else
requested_amount= S.amount
if(isnull(requested_amount) || (requested_amount <= 0))
return
if(QDELETED(I) || QDELETED(user) || QDELETED(src) || parent != current_parent || user.physical_can_use_topic(current_parent) < UI_INTERACTIVE || user.get_active_held_item() != active_held)
if(QDELETED(I) || QDELETED(user) || QDELETED(src) || user.get_active_held_item() != active_held)
return
if(!user.temporarilyRemoveItemFromInventory(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
var/inserted = insert_item(I, stack_amt = requested_amount)//, breakdown_flags= mat_container_flags)
//are we still in range after the user input?
if((remote ? remote.parent : parent) != current_parent || user.physical_can_use_topic(current_parent) < UI_INTERACTIVE)
return
inserted = insert_stack(S, requested_amount)
else
if(!user.temporarilyRemoveItemFromInventory(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
inserted = insert_item(I)
qdel(I)
if(inserted)
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
qdel(I)
if(after_insert)
after_insert.Invoke(I, last_inserted_id, inserted)
else if(I == active_held)
user.put_in_active_hand(I)
if(remote && remote.after_insert)
remote.after_insert.Invoke(I, last_inserted_id, inserted)
//Inserts a number of sheets from a stack, returns the amount of sheets used.
/datum/component/material_container/proc/insert_stack(obj/item/stack/S, amt, multiplier = 1)
if(isnull(amt))
amt = S.amount
if(amt <= 0)
return FALSE
if(amt > S.amount)
amt = S.amount
var/material_amt = get_item_material_amount(S)
if(!material_amt)
return FALSE
//get max number of sheets we have room to add
var/mat_per_sheet = material_amt/S.amount
amt = min(amt, round((max_amount - total_amount) / (mat_per_sheet)))
if(!amt)
return FALSE
//add the mats and keep track of how much was added
var/starting_total = total_amount
for(var/MAT in materials)
materials[MAT] += S.mats_per_unit[MAT] * amt * multiplier
total_amount += S.mats_per_unit[MAT] * amt * multiplier
var/total_added = total_amount - starting_total
//update last_inserted_id with mat making up majority of the stack
var/primary_mat
var/max_mat_value = 0
for(var/MAT in materials)
if(S.mats_per_unit[MAT] > max_mat_value)
max_mat_value = S.mats_per_unit[MAT]
primary_mat = MAT
last_inserted_id = primary_mat
S.use(amt)
return total_added
/// Proc specifically for inserting items, returns the amount of materials entered.
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1, stack_amt)
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1)
if(QDELETED(I))
return FALSE
@@ -198,6 +253,7 @@
var/total_amount_saved = total_amount
if(mat)
materials[mat] += amt
total_amount += amt
else
for(var/i in materials)
materials[i] += amt
+5 -3
View File
@@ -15,13 +15,15 @@ handles linking back and forth.
var/category
var/allow_standalone
var/local_size = INFINITY
var/datum/callback/after_insert
/datum/component/remote_materials/Initialize(category, mapload, allow_standalone = TRUE, force_connect = FALSE)
/datum/component/remote_materials/Initialize(category, mapload, allow_standalone = TRUE, force_connect = FALSE, _after_insert)
if (!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.category = category
src.allow_standalone = allow_standalone
after_insert = _after_insert
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
@@ -67,7 +69,7 @@ handles linking back and forth.
/datum/material/plastic,
)
mat_container = parent.AddComponent(/datum/component/material_container, allowed_mats, local_size, allowed_types=/obj/item/stack)
mat_container = parent.AddComponent(/datum/component/material_container, allowed_mats, local_size, allowed_types=/obj/item/stack, _after_insert = after_insert)
/datum/component/remote_materials/proc/set_local_size(size)
local_size = size
@@ -103,7 +105,7 @@ handles linking back and forth.
return COMPONENT_NO_AFTERATTACK
else if(silo && istype(I, /obj/item/stack))
if(silo.remote_attackby(parent, user, I))
if(silo.remote_attackby(parent, user, I, src))
return COMPONENT_NO_AFTERATTACK
/datum/component/remote_materials/proc/on_hold()
+5 -4
View File
@@ -97,7 +97,7 @@
D.visible_message("<span class='warning'>[A] locks [D] into a restraining position!</span>", \
"<span class='userdanger'>[A] locks you into a restraining position!</span>")
D.apply_damage(damage, STAMINA)
D.Stun(100)
D.Stun(10)
restraining = TRUE
addtimer(VARSET_CALLBACK(src, restraining, FALSE), 50, TIMER_UNIQUE)
return TRUE
@@ -175,7 +175,7 @@
return TRUE
if(CHECK_MOBILITY(D, MOBILITY_MOVE) || !restraining)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
if(damage >= stunthreshold)
if(damage >= stunthreshold)
I = D.get_active_held_item()
D.visible_message("<span class='warning'>[A] strikes [D]'s jaw with their hand!</span>", \
"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
@@ -196,7 +196,8 @@
log_combat(A, D, "knocked out (Chokehold)(CQC)")
D.visible_message("<span class='danger'>[A] puts [D] into a chokehold!</span>", \
"<span class='userdanger'>[A] puts you into a chokehold!</span>")
D.SetSleeping(400)
if(D.silent <= 10)
D.silent = clamp(D.silent + 10, 0, 10)
restraining = FALSE
if(A.grab_state < GRAB_NECK)
A.setGrabState(GRAB_NECK)
@@ -213,7 +214,7 @@
to_chat(usr, "<span class='notice'>Slam</span>: Grab Harm. Slam opponent into the ground, knocking them down.")
to_chat(usr, "<span class='notice'>CQC Kick</span>: Harm Harm. Knocks opponent away. Knocks out stunned or knocked down opponents.")
to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a chokehold.")
to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to mute them with a chokehold.")
to_chat(usr, "<span class='notice'>Pressure</span>: Disarm Grab. Decent stamina damage.")
to_chat(usr, "<span class='notice'>Consecutive CQC</span>: Disarm Disarm Harm. Mainly offensive move, huge damage and decent stamina damage.")
@@ -22,7 +22,7 @@
target_trait = ZTRAIT_STATION
immunity_type = "rad"
var/radiation_intensity = 100
/datum/weather/rad_storm/telegraph()
@@ -24,6 +24,7 @@
traitor_name = "Bloodsucker"
antag_flag = ROLE_BLOODSUCKER
false_report_weight = 1
chaos = 4
restricted_jobs = list("AI","Cyborg")
protected_jobs = list("Chaplain", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 20
@@ -87,7 +88,7 @@
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if(istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
if(istype(bloodsucker_sunlight))
return
bloodsucker_sunlight = new ()
@@ -97,7 +98,6 @@
if(!istype(bloodsucker_sunlight))
return
if(bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
@@ -6,6 +6,7 @@
name = "traitor+brothers"
config_tag = "traitorbro"
required_players = 25
chaos = 5
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
@@ -10,6 +10,7 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
config_tag = "changeling"
antag_flag = ROLE_CHANGELING
false_report_weight = 10
chaos = 5
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster") //citadel change - adds HoP, CE, CMO, and RD to ling role blacklist
required_players = 15
@@ -2,6 +2,7 @@
name = "traitor+changeling"
config_tag = "traitorchan"
false_report_weight = 10
chaos = 6
traitors_possible = 3 //hard limit on traitors if scaling is turned off
restricted_jobs = list("AI", "Cyborg")
required_players = 25
@@ -134,6 +134,7 @@ Credit where due:
config_tag = "clockwork_cult"
antag_flag = ROLE_SERVANT_OF_RATVAR
false_report_weight = 10
chaos = 8
required_players = 24 //Fixing this directly for now since apparently config machine for forcing modes broke.
required_enemies = 3
recommended_enemies = 5
+1 -1
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@@ -1,7 +1,7 @@
/datum/game_mode/nuclear/clown_ops
name = "clown ops"
config_tag = "clownops"
chaos = 8
announce_span = "danger"
announce_text = "Clown empire forces are approaching the station in an attempt to HONK it!\n\
<span class='danger'>Operatives</span>: Secure the nuclear authentication disk and use your bananium fission explosive to HONK the station.\n\
+1
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@@ -38,6 +38,7 @@
config_tag = "cult"
antag_flag = ROLE_CULTIST
false_report_weight = 10
chaos = 8
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 30
@@ -1,6 +1,7 @@
/datum/game_mode/devil/devil_agents
name = "Devil Agents"
config_tag = "devil_agents"
chaos = 5
required_players = 25
required_enemies = 3
recommended_enemies = 8
@@ -3,6 +3,7 @@
config_tag = "devil"
antag_flag = ROLE_DEVIL
false_report_weight = 1
chaos = 3
protected_jobs = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
required_players = 0
required_enemies = 1
@@ -3,6 +3,7 @@
config_tag = "heresy"
antag_flag = ROLE_HERETIC
false_report_weight = 5
chaos = 5
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster") //citadel change - adds HoP, CE, CMO, and RD to heretic role blacklist
required_players = 15
+1
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@@ -3,6 +3,7 @@
config_tag = "secret_extended"
false_report_weight = 5
required_players = 0
chaos = 0
announce_span = "notice"
announce_text = "Just have fun and enjoy the game!"
+8
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@@ -17,6 +17,7 @@
var/config_tag = null
var/votable = 1
var/probability = 0
var/chaos = 5 // 0-9, used for weighting round-to-round
var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report?
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/nuke_off_station = 0 //Used for tracking where the nuke hit
@@ -623,3 +624,10 @@
/// Mode specific info for ghost game_info
/datum/game_mode/proc/ghost_info()
return
/datum/game_mode/proc/get_chaos()
var/chaos_levels = CONFIG_GET(keyed_list/chaos_level)
if(config_tag in chaos_levels)
return chaos_levels[config_tag]
else
return chaos
+1
View File
@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(gangs)
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
chaos = 9
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 15
+1
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@@ -2,6 +2,7 @@
name = "meteor"
config_tag = "meteor"
false_report_weight = 1
chaos = 9
var/meteordelay = 2000
var/nometeors = 0
var/rampupdelta = 5
+1
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@@ -11,6 +11,7 @@
required_players = 20
required_enemies = 1
recommended_enemies = 1
chaos = 9
restricted_jobs = list("Cyborg", "AI")
+1
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@@ -2,6 +2,7 @@
name = "nuclear emergency"
config_tag = "nuclear"
false_report_weight = 10
chaos = 9
required_players = 28 // 30 players - 3 players to be the nuke ops = 25 players remaining
required_enemies = 2
recommended_enemies = 5
@@ -3,6 +3,7 @@
name = "overthrow"
config_tag = "overthrow"
antag_flag = ROLE_OVERTHROW
chaos = 5
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 20 // the core idea is of a swift, bloodless coup, so it shouldn't be as chaotic as revs.
@@ -12,6 +12,7 @@
config_tag = "revolution"
antag_flag = ROLE_REV
false_report_weight = 10
chaos = 8
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 20
@@ -10,6 +10,7 @@
required_enemies = 5
recommended_enemies = 8
reroll_friendly = 0
chaos = 7
traitor_name = "Nanotrasen Internal Affairs Agent"
antag_flag = ROLE_INTERNAL_AFFAIRS
+1
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@@ -17,6 +17,7 @@
recommended_enemies = 4
reroll_friendly = 1
enemy_minimum_age = 0
chaos = 2
announce_span = "danger"
announce_text = "There are Syndicate agents on the station!\n\
+1
View File
@@ -12,6 +12,7 @@
recommended_enemies = 1
enemy_minimum_age = 7
round_ends_with_antag_death = 1
chaos = 9
announce_span = "danger"
announce_text = "There is a space wizard attacking the station!\n\
<span class='danger'>Wizard</span>: Accomplish your objectives and cause mayhem on the station.\n\
+13 -1
View File
@@ -8,7 +8,19 @@
max_integrity = 200
var/obj/item/bodypart/storedpart
var/initial_icon_state
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi', "engineer" = 'icons/mob/augmentation/augments_engineer.dmi', "security" = 'icons/mob/augmentation/augments_security.dmi', "mining" = 'icons/mob/augmentation/augments_mining.dmi')
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi',
"engineer" = 'icons/mob/augmentation/augments_engineer.dmi',
"security" = 'icons/mob/augmentation/augments_security.dmi',
"mining" = 'icons/mob/augmentation/augments_mining.dmi',
"Talon" = 'icons/mob/augmentation/cosmetic_prosthetic/talon.dmi',
"Nanotrasen" = 'icons/mob/augmentation/cosmetic_prosthetic/nanotrasen.dmi',
"Hephaesthus" = 'icons/mob/augmentation/cosmetic_prosthetic/hephaestus.dmi',
"Bishop" = 'icons/mob/augmentation/cosmetic_prosthetic/bishop.dmi',
"Xion" = 'icons/mob/augmentation/cosmetic_prosthetic/xion.dmi',
"Grayson" = 'icons/mob/augmentation/cosmetic_prosthetic/grayson.dmi',
"Cybersolutions" = 'icons/mob/augmentation/cosmetic_prosthetic/cybersolutions.dmi',
"Ward" = 'icons/mob/augmentation/cosmetic_prosthetic/ward.dmi'
)
/obj/machinery/aug_manipulator/examine(mob/user)
. = ..()
+1 -1
View File
@@ -65,7 +65,7 @@
/obj/machinery/mecha_part_fabricator/Initialize(mapload)
stored_research = new
rmat = AddComponent(/datum/component/remote_materials, "mechfab", mapload && link_on_init)
rmat = AddComponent(/datum/component/remote_materials, "mechfab", mapload && link_on_init, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
RefreshParts() //Recalculating local material sizes if the fab isn't linked
return ..()
+4 -4
View File
@@ -721,24 +721,24 @@
/obj/item/disk/medical/defib_heal
name = "Defibrillator Healing Disk"
desc = "An upgrade which increases the healing power of the defibrillator"
desc = "An upgrade which increases the healing power of the defibrillator."
icon_state = "heal_disk"
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 18000, /datum/material/gold = 6000, /datum/material/silver = 6000)
/obj/item/disk/medical/defib_shock
name = "Defibrillator Anti-Shock Disk"
desc = "A safety upgrade that guarantees only the patient will get shocked"
desc = "A safety upgrade that guarantees only the patient will get shocked."
icon_state = "zap_disk"
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 18000, /datum/material/gold = 6000, /datum/material/silver = 6000)
/obj/item/disk/medical/defib_decay
name = "Defibrillator Body-Decay Extender Disk"
desc = "An upgrade allowing the defibrillator to work on more decayed bodies"
desc = "An upgrade allowing the defibrillator to work on bodies that have decayed further."
icon_state = "body_disk"
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 18000, /datum/material/gold = 16000, /datum/material/silver = 6000, /datum/material/titanium = 2000)
/obj/item/disk/medical/defib_speed
name = "Defibrillator Fast Charge Disk"
desc = "An upgrade to the defibrillator capacitors, which let it charge faster"
desc = "An upgrade to the defibrillator capacitors, which lets it charge faster."
icon_state = "fast_disk"
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 8000, /datum/material/gold = 26000, /datum/material/silver = 26000)
+1 -2
View File
@@ -3,9 +3,8 @@
/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_martial_melee_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
target.visible_message("<span class='danger'>[target.name] blocks your attack!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(40)
return TRUE
/obj/item/melee/chainofcommand
@@ -7,98 +7,79 @@
// Over Time, tick down toward a "Solar Flare" of UV buffeting the station. This period is harmful to vamps.
/obj/effect/sunlight
//var/amDay = FALSE
var/cancel_me = FALSE
var/amDay = FALSE
var/time_til_cycle = 0
var/nightime_duration = 900 //15 Minutes
var/nighttime_duration = 900 //15 Minutes
var/issued_XP = FALSE
/obj/effect/sunlight/Initialize()
. = ..()
INVOKE_ASYNC(src, .proc/countdown)
INVOKE_ASYNC(src, .proc/hud_tick)
/obj/effect/sunlight/proc/countdown()
set waitfor = FALSE
/obj/effect/sunlight/proc/start_countdown()
START_PROCESSING(SSweather, src) //it counts as weather right
time_til_cycle = nighttime_duration
while(!cancel_me)
time_til_cycle = nightime_duration
// Part 1: Night (all is well)
while(time_til_cycle > TIME_BLOODSUCKER_DAY_WARN)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_NIGHT - TIME_BLOODSUCKER_DAY_WARN)
warn_daylight(1,"<span class = 'danger'>Solar Flares will bombard the station with dangerous UV in [TIME_BLOODSUCKER_DAY_WARN / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>") // time2text <-- use Help On
give_home_power() // Give VANISHING ACT power to all vamps with a lair!
// Part 2: Night Ending
while(time_til_cycle > TIME_BLOODSUCKER_DAY_FINAL_WARN)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_DAY_WARN - TIME_BLOODSUCKER_DAY_FINAL_WARN)
message_admins("BLOODSUCKER NOTICE: Daylight beginning in [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds.)")
warn_daylight(2,"<span class = 'userdanger'>Solar Flares are about to bombard the station! You have [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds to find cover!</span>",\
"<span class = 'danger'>In [TIME_BLOODSUCKER_DAY_FINAL_WARN / 10], your master will be at risk of a Solar Flare. Make sure they find cover!</span>")
// (FINAL LIL WARNING)
while(time_til_cycle > 5)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_DAY_FINAL_WARN - 50)
warn_daylight(3,"<span class = 'userdanger'>Seek cover, for Sol rises!</span>")
// Part 3: Night Ending
while(time_til_cycle > 0)
sleep(10)
if(cancel_me)
return
//sleep(50)
warn_daylight(4,"<span class = 'userdanger'>Solar flares bombard the station with deadly UV light!</span><br><span class = ''>Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!</span>",\
"<span class = 'danger'>Solar flares bombard the station with UV light!</span>")
// Part 4: Day
amDay = TRUE
message_admins("BLOODSUCKER NOTICE: Daylight Beginning (Lasts for [TIME_BLOODSUCKER_DAY / 60] minutes.)")
time_til_cycle = TIME_BLOODSUCKER_DAY
sleep(10) // One second grace period.
//var/daylight_time = TIME_BLOODSUCKER_DAY
var/issued_XP = FALSE
while(time_til_cycle > 0)
/obj/effect/sunlight/process()
// Update all Bloodsucker sunlight huds
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.update_sunlight(max(0, time_til_cycle), amDay) // This pings all HUDs
time_til_cycle--
if(amDay)
if(time_til_cycle > 0 && time_til_cycle % 4 == 0)
punish_vamps()
sleep(TIME_BLOODSUCKER_BURN_INTERVAL)
if(cancel_me)
return
//daylight_time -= TIME_BLOODSUCKER_BURN_INTERVAL
// Issue Level Up!
if(!issued_XP && time_til_cycle <= 5)
issued_XP = TRUE
vamps_rank_up()
// Cycle through all vamp antags and check if they're inside a closet.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.RankUp() // Rank up! Must still be in a coffin to level!
warn_daylight(5,"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>",\
"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>")
amDay = FALSE
day_end() // Remove VANISHING ACT power from all vamps who have it! Clear Warnings (sunlight, locker protection)
nightime_duration += 100 //Each day makes the night a minute longer.
message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [nightime_duration / 60] minutes.)")
/obj/effect/sunlight/proc/hud_tick()
set waitfor = FALSE
while(!cancel_me)
// Update all Bloodsucker sunlight huds
issued_XP = FALSE
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.update_sunlight(max(0, time_til_cycle), amDay) // This pings all HUDs
sleep(10)
time_til_cycle --
if(!istype(bloodsuckerdatum))
continue
// Reset Warnings
bloodsuckerdatum.warn_sun_locker = FALSE
bloodsuckerdatum.warn_sun_burn = FALSE
// Remove Dawn Powers
for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/bloodsucker/gohome))
bloodsuckerdatum.powers -= P
P.Remove(M.current)
nighttime_duration += 100 //Each day makes the night a minute longer.
time_til_cycle = nighttime_duration
message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [nighttime_duration / 60] minutes.)")
else
switch(time_til_cycle)
if(TIME_BLOODSUCKER_DAY_WARN)
//sleep(TIME_BLOODSUCKER_NIGHT - TIME_BLOODSUCKER_DAY_WARN)
warn_daylight(1,"<span class = 'danger'>Solar Flares will bombard the station with dangerous UV in [TIME_BLOODSUCKER_DAY_WARN / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>") // time2text <-- use Help On
give_home_power() // Give VANISHING ACT power to all vamps with a lair!
if(TIME_BLOODSUCKER_DAY_FINAL_WARN)
message_admins("BLOODSUCKER NOTICE: Daylight beginning in [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds.)")
warn_daylight(2,"<span class = 'userdanger'>Solar Flares are about to bombard the station! You have [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds to find cover!</span>",\
"<span class = 'danger'>In [TIME_BLOODSUCKER_DAY_FINAL_WARN / 10], your master will be at risk of a Solar Flare. Make sure they find cover!</span>")
if(5)
warn_daylight(3,"<span class = 'userdanger'>Seek cover, for Sol rises!</span>")
if(0)
warn_daylight(4,"<span class = 'userdanger'>Solar flares bombard the station with deadly UV light!</span><br><span class = ''>Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!</span>",\
"<span class = 'danger'>Solar flares bombard the station with UV light!</span>")
amDay = TRUE
message_admins("BLOODSUCKER NOTICE: Daylight Beginning (Lasts for [TIME_BLOODSUCKER_DAY / 60] minutes.)")
time_til_cycle = TIME_BLOODSUCKER_DAY
/obj/effect/sunlight/proc/warn_daylight(danger_level =0, vampwarn = "", vassalwarn = "")
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
@@ -162,32 +143,6 @@
M.current.updatehealth()
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_2)
/obj/effect/sunlight/proc/day_end()
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(bloodsuckerdatum))
continue
// Reset Warnings
bloodsuckerdatum.warn_sun_locker = FALSE
bloodsuckerdatum.warn_sun_burn = FALSE
// Remove Dawn Powers
for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/bloodsucker/gohome))
bloodsuckerdatum.powers -= P
P.Remove(M.current)
/obj/effect/sunlight/proc/vamps_rank_up()
set waitfor = FALSE
// Cycle through all vamp antags and check if they're inside a closet.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.RankUp() // Rank up! Must still be in a coffin to level!
/obj/effect/sunlight/proc/give_home_power()
// It's late...! Give the "Vanishing Act" gohome power to bloodsuckers.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
+1 -1
View File
@@ -1626,7 +1626,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
for(var/modified_limb in modified_limbs)
if(modified_limbs[modified_limb][1] == LOADOUT_LIMB_PROSTHETIC && modified_limb != limb_type)
number_of_prosthetics += 1
if(number_of_prosthetics > MAXIMUM_LOADOUT_PROSTHETICS)
if(number_of_prosthetics == MAXIMUM_LOADOUT_PROSTHETICS)
to_chat(user, "<span class='danger'>You can only have up to two prosthetic limbs!</span>")
else
//save the actual prosthetic data
+67
View File
@@ -0,0 +1,67 @@
/datum/round_event_control/supernova
name = "Supernova"
typepath = /datum/round_event/supernova
weight = 10
max_occurrences = 2
min_players = 2
/datum/round_event/supernova
announceWhen = 40
startWhen = 1
endWhen = 300
var/power = 1
var/datum/sun/supernova
var/storm_count = 0
/datum/round_event/supernova/setup()
announceWhen = rand(4, 60)
supernova = new
SSsun.suns += supernova
if(prob(50))
power = rand(5,100) / 100
else
power = rand(5,5000) / 100
supernova.azimuth = rand(0, 359)
supernova.power_mod = 0
/datum/round_event/supernova/announce()
var/message = "Our tachyon-doppler array has detected a supernova in your vicinity. Peak flux from the supernova estimated to be [round(power,0.1)] times current solar flux. [power > 4 ? "Short burts of radiation may be possible, so please prepare accordingly." : ""]"
if(prob(power * 25))
priority_announce(message)
else
print_command_report(message)
/datum/round_event/supernova/start()
supernova.power_mod = 0.00000002 * power
var/explosion_size = rand(1000000000, 999999999)
var/turf/epicenter = get_turf_in_angle(supernova.azimuth, SSmapping.get_station_center(), world.maxx / 2)
for(var/array in GLOB.doppler_arrays)
var/obj/machinery/doppler_array/A = array
A.sense_explosion(epicenter, explosion_size/2, explosion_size, 0, 107000000 / power, explosion_size/2, explosion_size, 0)
if(power > 1 && SSticker.mode.bloodsucker_sunlight?.time_til_cycle > 90)
var/obj/effect/sunlight/sucker_light = SSticker.mode.bloodsucker_sunlight
sucker_light.time_til_cycle = 90
sucker_light.warn_daylight(1,"<span class = 'danger'>A supernova will bombard the station with dangerous UV in [90 / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>")
sucker_light.give_home_power()
/datum/round_event/supernova/tick()
var/midpoint = (endWhen-startWhen)/2
switch(activeFor)
if(startWhen to midpoint)
supernova.power_mod = min(supernova.power_mod*1.2, power)
if(endWhen-10 to endWhen)
supernova.power_mod /= 4
if(prob(round(supernova.power_mod / 2)) && storm_count < 3 && !SSweather.get_weather_by_type(/datum/weather/rad_storm))
SSweather.run_weather(/datum/weather/rad_storm/supernova)
storm_count++
/datum/round_event/supernova/end()
SSsun.suns -= supernova
qdel(supernova)
/datum/weather/rad_storm/supernova
weather_duration_lower = 50
weather_duration_lower = 100
telegraph_duration = 100
radiation_intensity = 50
+1 -1
View File
@@ -4,7 +4,7 @@
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 3
total_positions = 2
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#74b5e0"
+2 -2
View File
@@ -47,7 +47,7 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
return ..()
/obj/machinery/ore_silo/proc/remote_attackby(obj/machinery/M, mob/user, obj/item/stack/I)
/obj/machinery/ore_silo/proc/remote_attackby(obj/machinery/M, mob/user, obj/item/stack/I, remote = null)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
// stolen from /datum/component/material_container/proc/OnAttackBy
if(user.a_intent != INTENT_HELP)
@@ -63,7 +63,7 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
return
// assumes unlimited space...
var/amount = I.amount
materials.user_insert(I, user)
materials.user_insert(I, user, remote)
silo_log(M, "deposited", amount, "sheets", item_mats)
return TRUE
+3 -1
View File
@@ -334,7 +334,9 @@
I.moveToNullspace()
else
I.forceMove(newloc)
I.dropped(src, silent)
on_item_dropped(I)
if(I.dropped(src) == ITEM_RELOCATED_BY_DROPPED)
return FALSE
return TRUE
//This is a SAFE proc. Use this instead of equip_to_slot()!
+23 -37
View File
@@ -1,5 +1,4 @@
#define SOLAR_GEN_RATE 1500
#define OCCLUSION_DISTANCE 20
/obj/machinery/power/solar
name = "solar panel"
@@ -14,8 +13,8 @@
integrity_failure = 0.33
var/id
var/obscured = FALSE
var/sunfrac = 0 //[0-1] measure of obscuration -- multipllier against power generation
var/list/obscured = list()
var/total_flux = 0 // multipllier against power generation -- measured by obscuration of all suns
var/azimuth_current = 0 //[0-360) degrees, which direction are we facing?
var/azimuth_target = 0 //same but what way we're going to face next time we turn
var/obj/machinery/power/solar_control/control
@@ -133,40 +132,28 @@
///trace towards sun to see if we're in shadow
/obj/machinery/power/solar/proc/occlusion_setup()
obscured = TRUE
var/distance = OCCLUSION_DISTANCE
var/target_x = round(sin(SSsun.azimuth), 0.01)
var/target_y = round(cos(SSsun.azimuth), 0.01)
var/x_hit = x
var/y_hit = y
var/turf/hit
for(var/run in 1 to distance)
x_hit += target_x
y_hit += target_y
hit = locate(round(x_hit, 1), round(y_hit, 1), z)
if(hit.opacity)
return
if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
break
obscured = FALSE
obscured = list()
for(var/S in SSsun.suns)
if(check_obscured(S))
obscured |= S
///calculates the fraction of the sunlight that the panel receives
/obj/machinery/power/solar/proc/update_solar_exposure()
needs_to_update_solar_exposure = FALSE
sunfrac = 0
if(obscured)
return 0
var/sun_azimuth = SSsun.azimuth
if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
. = 1
else
//dot product of sun and panel -- Lambert's Cosine Law
. = cos(azimuth_current - sun_azimuth)
. = clamp(round(., 0.01), 0, 1)
sunfrac = .
total_flux = 0
for(var/S in SSsun.suns)
if(S in obscured)
continue
var/datum/sun/sun = S
var/sun_azimuth = sun.azimuth
var/cur_pow = 0
if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
cur_pow = sun.power_mod
else
//dot product of sun and panel -- Lambert's Cosine Law
cur_pow = cos(azimuth_current - sun_azimuth) * sun.power_mod
cur_pow = clamp(round(cur_pow, 0.01), 0, 1)
total_flux += cur_pow
/obj/machinery/power/solar/process()
if(stat & BROKEN)
@@ -177,10 +164,10 @@
update_turn()
if(needs_to_update_solar_exposure)
update_solar_exposure()
if(sunfrac <= 0)
if(total_flux <= 0)
return
var/sgen = SOLAR_GEN_RATE * sunfrac * efficiency
var/sgen = SOLAR_GEN_RATE * total_flux * efficiency
add_avail(sgen)
if(control)
control.gen += sgen
@@ -385,7 +372,7 @@
track = mode
if(mode == SOLAR_TRACK_AUTO)
if(connected_tracker)
connected_tracker.sun_update(SSsun, SSsun.azimuth)
connected_tracker.sun_update(SSsun, SSsun.primary_sun, SSsun.suns)
else
track = SOLAR_TRACK_OFF
return TRUE
@@ -483,4 +470,3 @@ Congratulations, you should have a working solar array. If you are having troubl
"}
#undef SOLAR_GEN_RATE
#undef OCCLUSION_DISTANCE
+3 -3
View File
@@ -41,10 +41,10 @@
control = null
///Tell the controller to turn the solar panels
/obj/machinery/power/tracker/proc/sun_update(datum/source, azimuth)
setDir(angle2dir(azimuth))
/obj/machinery/power/tracker/proc/sun_update(datum/source, datum/sun/primary_sun, list/datum/sun/suns)
setDir(angle2dir(primary_sun.azimuth))
if(control && control.track == SOLAR_TRACK_AUTO)
control.set_panels(azimuth)
control.set_panels(primary_sun.azimuth)
/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
if(!S)
@@ -88,9 +88,9 @@
mix_message = "The mixture boils off a yellow, smelly vapor..."//Sulfur burns off, leaving the camphor
/datum/chemical_reaction/anaphroplus
name = "pentacamphor"
name = "hexacamphor"
id = /datum/reagent/drug/anaphrodisiacplus
results = list(/datum/reagent/drug/anaphrodisiacplus = 1)
required_reagents = list(/datum/reagent/drug/aphrodisiac = 5, /datum/reagent/acetone = 1)
required_temp = 300
required_reagents = list(/datum/reagent/drug/anaphrodisiac = 6, /datum/reagent/acetone = 1)
required_temp = 400
mix_message = "The mixture thickens and heats up slighty..."
@@ -30,7 +30,7 @@
stored_research = new
host_research = SSresearch.science_tech
update_research()
materials = AddComponent(/datum/component/remote_materials, "lathe", mapload)
materials = AddComponent(/datum/component/remote_materials, "lathe", mapload, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
RefreshParts()
/obj/machinery/rnd/production/Destroy()
@@ -22,3 +22,6 @@
/obj/machinery/rnd/production/circuit_imprinter/disconnect_console()
linked_console.linked_imprinter = null
..()
/obj/machinery/rnd/production/circuit_imprinter/AfterMaterialInsert() //doesnt use have an animation like lathes do
return
+6 -6
View File
@@ -94,13 +94,13 @@
..()
/obj/machinery/rnd/proc/AfterMaterialInsert(item_inserted, id_inserted, amount_inserted)
var/stack_name
var/mat_name
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
stack_name = "bluespace"
mat_name = "bluespace"
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else
var/obj/item/stack/S = item_inserted
stack_name = S.name
var/datum/material/M = id_inserted
mat_name = M.name
use_power(min(1000, (amount_inserted / 100)))
add_overlay("protolathe_[stack_name]")
addtimer(CALLBACK(src, /atom/proc/cut_overlay, "protolathe_[stack_name]"), 10)
add_overlay("protolathe_[mat_name]")
addtimer(CALLBACK(src, /atom/proc/cut_overlay, "protolathe_[mat_name]"), 10)
+13
View File
@@ -72,6 +72,14 @@ ALERT_DELTA Destruction of the station is imminent. All crew are instructed to o
## Uncomment to not send a roundstart intercept report. Gamemodes may override this.
#NO_INTERCEPT_REPORT
## Comment to disable weighting modes by how chaotic recent mode rolls were.
WEIGH_BY_RECENT_CHAOS
## The weight adjustment will be proportional to this power relative to the "ideal" weight range.
## e.g. if we have a weight range of 0-5, and an exponent of 1, 6 will be weighted 1/2, 7 1/3 etc.
## if exponent is 2, it'll be 1/4, 1/9 etc.
CHAOS_EXPONENT 1
## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.
@@ -154,6 +162,11 @@ FORCE_ANTAG_COUNT CLOCKWORK_CULT
#FORCE_ANTAG_COUNT WIZARD
#FORCE_ANTAG_COUNT MONKEY
## A config for how much each game mode's chaos level is.
## All of them have reasonable defaults, but this can be used to adjust them.
## 0-9, where 0 is lowest chaos (should only be extended) and 9 is highest (wizard? nukies?)
#CHAOS_LEVEL EXTENDED 0
## Uncomment these for overrides of the minimum / maximum number of players in a round type.
## If you set any of these occasionally check to see if you still need them as the modes
## will still be actively rebalanced around the SUGGESTED populations, not your overrides.
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@@ -50,6 +50,30 @@
-->
<div class="commit sansserif">
<h2 class="date">11 March 2021</h2>
<h3 class="author">Putnam3145 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Supernova event</li>
<li class="refactor">Bloodsucker day/night cycle now processes on a subsystem instead of using while and sleep (!!)</li>
<li class="rscadd">A chaos-weighting system for secret</li>
</ul>
<h3 class="author">Sneakyrat updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes precise insertion ui(when it asks you how many sheets you want to put in the mat container) so you can actually choose how much to put in and it will still work if your stack is bigger than the remaining space</li>
<li class="bugfix">Fixes precise insertion not working for remote mat containers</li>
<li class="bugfix">Fixes Protolathe/mechfab insert material animations not working</li>
<li class="bugfix">Fixes the material insertion animation for protolathes occurring on the circuit printer</li>
<li class="bugfix">Fixes the material insertion animation not actually playing when it was started</li>
<li class="bugfix">Fixes the material insertion animation for iron not being made</li>
<li class="bugfix">Fixes the material insertion animation sometimes not picking the right material for sheets that have multiple different materials in them</li>
</ul>
<h3 class="author">necromanceranne updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Properly segments all the augment sprites so that they correctly display.</li>
<li class="bugfix">Properly labels the augment limb icon sprites.</li>
<li class="bugfix">Fixes going over the defined limit of roundstart prosthetics</li>
</ul>
<h2 class="date">10 March 2021</h2>
<h3 class="author">Hatterhat updated:</h3>
<ul class="changes bgimages16">
@@ -0,0 +1,4 @@
author: "R3dtail"
delete-after: True
changes:
- spellcheck: "Adds Periods and moves some words around."
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@@ -2069,6 +2069,7 @@
#include "code\modules\events\spontaneous_appendicitis.dm"
#include "code\modules\events\stray_cargo.dm"
#include "code\modules\events\supermatter_surge.dm"
#include "code\modules\events\supernova.dm"
#include "code\modules\events\travelling_trader.dm"
#include "code\modules\events\vent_clog.dm"
#include "code\modules\events\wisdomcow.dm"