Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Initialize(mapload)
This commit is contained in:
@@ -3,27 +3,28 @@
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/obj/structure/statue/bone
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anchored = TRUE
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max_integrity = 120
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material_drop_type = /obj/item/stack/sheet/bone
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impressiveness = 18 // Carved from the bones of a massive creature, it's going to be a specticle to say the least
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layer = ABOVE_ALL_MOB_LAYER
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custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/bone
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/obj/structure/statue/bone/rib
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name = "collosal rib"
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desc = "It's staggering to think that something this big could have lived, let alone died."
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oreAmount = 4
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custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*4)
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icon = 'icons/obj/statuelarge.dmi'
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icon_state = "rib"
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/obj/structure/statue/bone/skull
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name = "collosal skull"
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desc = "The gaping maw of a dead, titanic monster."
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oreAmount = 12
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custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*12)
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icon = 'icons/obj/statuelarge.dmi'
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icon_state = "skull"
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/obj/structure/statue/bone/skull/half
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desc = "The gaping maw of a dead, titanic monster. This one is cracked in half."
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oreAmount = 6
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custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*6)
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icon = 'icons/obj/statuelarge.dmi'
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icon_state = "skull-half"
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@@ -34,7 +34,7 @@
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return get_step(center,SOUTH)
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if(9)
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return get_step(center,SOUTHEAST)
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/obj/effect/sliding_puzzle/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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@@ -56,7 +56,7 @@
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/obj/effect/sliding_puzzle/proc/validate()
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if(finished)
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return
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if(elements.len < 8) //Someone broke it
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qdel(src)
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@@ -86,7 +86,7 @@
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shake_camera(M, COLLAPSE_DURATION , 1)
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for(var/obj/structure/puzzle_element/E in elements)
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E.collapse()
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dispense_reward()
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/obj/effect/sliding_puzzle/proc/dispense_reward()
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@@ -103,7 +103,7 @@
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for(var/j in i to current_ordering.len)
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if(current_ordering[j] < checked_value)
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swap_tally++
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return swap_tally % 2 == 0
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//swap two tiles in same row
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@@ -113,13 +113,13 @@
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if(empty_tile_id == 1 || empty_tile_id == 2) //Can't swap with empty one so just grab some in second row
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first_tile_id = 4
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other_tile_id = 5
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var/turf/T1 = get_turf_for_id(first_tile_id)
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var/turf/T2 = get_turf_for_id(other_tile_id)
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var/obj/structure/puzzle_element/E1 = locate() in T1
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var/obj/structure/puzzle_element/E2 = locate() in T2
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E1.forceMove(T2)
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E2.forceMove(T1)
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@@ -294,7 +294,7 @@
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//Some armor so it's harder to kill someone by mistake.
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/obj/structure/puzzle_element/prison
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 50, ACID = 50)
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/obj/structure/puzzle_element/prison/relaymove(mob/user)
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return
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@@ -342,7 +342,7 @@
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for(var/atom/movable/AM in things_to_throw)
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var/throwtarget = get_edge_target_turf(T, get_dir(T, get_step_away(AM, T)))
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AM.throw_at(throwtarget, 2, 3)
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//Create puzzle itself
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cube.prisoner = prisoner
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cube.setup()
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