April sync (#360)

* Maps and things no code/icons

* helpers defines globalvars

* Onclick world.dm orphaned_procs

* subsystems

Round vote and shuttle autocall done here too

* datums

* Game folder

* Admin - chatter modules

* clothing - mining

* modular computers - zambies

* client

* mob level 1

* mob stage 2 + simple_animal

* silicons n brains

* mob stage 3 + Alien/Monkey

* human mobs

* icons updated

* some sounds

* emitter y u no commit

* update tgstation.dme

* compile fixes

* travis fixes

Also removes Fast digest mode, because reasons.

* tweaks for travis Mentors are broke again

Also fixes Sizeray guns

* oxygen loss fix for vore code.

* removes unused code

* some code updates

* bulk fixes

* further fixes

* outside things

* whoops.

* Maint bar ported

* GLOBs.
This commit is contained in:
Poojawa
2017-04-13 23:37:00 -05:00
committed by GitHub
parent cdc32c98fa
commit 7e9b96a00f
1322 changed files with 174827 additions and 23888 deletions
+19 -15
View File
@@ -5,17 +5,17 @@
#define REPLICANT_ALLOY "replicant_alloy"
#define HIEROPHANT_ANSIBLE "hierophant_ansible"
var/global/clockwork_construction_value = 0 //The total value of all structures built by the clockwork cult
var/global/clockwork_caches = 0 //How many clockwork caches exist in the world (not each individual)
var/global/clockwork_daemons = 0 //How many daemons exist in the world
var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE) //How many generals have been recently invoked
var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
var/global/list/clockwork_component_cache = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //The pool of components that caches draw from
var/global/ratvar_awakens = 0 //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
var/global/nezbere_invoked = 0 //If Nezbere has been invoked; not a boolean, for proper handling of multiple Nezberes
var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
var/global/list/all_scripture = list() //a list containing scripture instances; not used to track existing scripture
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_caches, 0) //How many clockwork caches exist in the world (not each individual)
GLOBAL_VAR_INIT(clockwork_daemons, 0) //How many daemons exist in the world
GLOBAL_LIST_INIT(clockwork_generals_invoked, list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE)) //How many generals have been recently invoked
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
GLOBAL_LIST_INIT(clockwork_component_cache, list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)) //The pool of components that caches draw from
GLOBAL_VAR_INIT(ratvar_awakens, 0) //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
GLOBAL_VAR_INIT(nezbere_invoked, 0) //If Nezbere has been invoked; not a boolean, for proper handling of multiple Nezberes
GLOBAL_VAR_INIT(clockwork_gateway_activated, FALSE) //if a gateway to the celestial derelict has ever been successfully activated
GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture
//Scripture tiers and requirements; peripherals should never be used
#define SCRIPTURE_PERIPHERAL "Peripheral"
@@ -43,7 +43,9 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
#define CACHE_PRODUCTION_TIME 900 //how long(deciseconds) caches require to produce a component; defaults to 1 minute 30 seconds
#define CACHE_PRODUCTION_TIME 600 //how long(deciseconds) caches require to produce a component; defaults to 1 minute
#define ACTIVE_CACHE_SLOWDOWN 100 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 10 seconds
#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
@@ -85,10 +87,12 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
//Objective defines
#define CLOCKCULT_GATEWAY "summon ratvar"
#define ARK_SUMMON_COST 3 //how many of each component an Ark costs to summon
#define CLOCKCULT_ESCAPE "proselytize the station"
#define ARK_CONSUME_COST 7 //how many of each component an Ark needs to consume to activate
//Objective text define
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
//misc clockcult stuff
#define MARAUDER_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health