Merge branch 'master' into void-but-for-real
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,7 +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\
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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!"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "meteor"
|
||||
config_tag = "meteor"
|
||||
false_report_weight = 1
|
||||
chaos = 9
|
||||
var/meteordelay = 2000
|
||||
var/nometeors = 0
|
||||
var/rampupdelta = 5
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
required_players = 20
|
||||
required_enemies = 1
|
||||
recommended_enemies = 1
|
||||
chaos = 9
|
||||
|
||||
restricted_jobs = list("Cyborg", "AI")
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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\
|
||||
|
||||
@@ -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\
|
||||
|
||||
@@ -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)
|
||||
. = ..()
|
||||
|
||||
@@ -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 ..()
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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()!
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -50,6 +50,22 @@
|
||||
-->
|
||||
<div class="commit sansserif">
|
||||
|
||||
<h2 class="date">12 March 2021</h2>
|
||||
<h3 class="author">R3dtail updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="spellcheck">Adds Periods and moves some words around.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">10 March 2021</h2>
|
||||
<h3 class="author">Hatterhat updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">The femur breaker now actually breaks legs by applying a compound fracture.</li>
|
||||
</ul>
|
||||
<h3 class="author">Putnam3145 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">uncapped TEG power, buffing high-temp TEGs</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">09 March 2021</h2>
|
||||
<h3 class="author">LetterN updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
|
||||
@@ -28696,3 +28696,11 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
|
||||
2021-03-09:
|
||||
LetterN:
|
||||
- refactor: tg hardsync, mostly contains tgui
|
||||
2021-03-10:
|
||||
Hatterhat:
|
||||
- rscadd: The femur breaker now actually breaks legs by applying a compound fracture.
|
||||
Putnam3145:
|
||||
- balance: uncapped TEG power, buffing high-temp TEGs
|
||||
2021-03-12:
|
||||
R3dtail:
|
||||
- spellcheck: Adds Periods and moves some words around.
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "Putnam3145"
|
||||
delete-after: True
|
||||
changes:
|
||||
- balance: "uncapped TEG power, buffing high-temp TEGs"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "Hatterhat"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "The femur breaker now actually breaks legs by applying a compound fracture."
|
||||
|
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@@ -2072,6 +2072,7 @@
|
||||
#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"
|
||||
|
||||