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
@@ -13,19 +13,21 @@
light_color = "#C2852F"
var/wall_generation_cooldown
var/turf/closed/wall/clockwork/linkedwall //if we've got a linked wall and are producing
var/static/linked_caches = 0 //how many caches are linked to walls; affects how fast components are produced
/obj/structure/destructible/clockwork/cache/New()
..()
START_PROCESSING(SSobj, src)
clockwork_caches++
GLOB.clockwork_caches++
update_slab_info()
set_light(2, 0.7)
/obj/structure/destructible/clockwork/cache/Destroy()
clockwork_caches--
GLOB.clockwork_caches--
update_slab_info()
STOP_PROCESSING(SSobj, src)
if(linkedwall)
linked_caches--
linkedwall.linkedcache = null
linkedwall = null
return ..()
@@ -33,18 +35,20 @@
/obj/structure/destructible/clockwork/cache/process()
if(!anchored)
if(linkedwall)
linked_caches--
linkedwall.linkedcache = null
linkedwall = null
return
for(var/turf/closed/wall/clockwork/C in range(4, src))
if(!C.linkedcache && !linkedwall)
linked_caches++
C.linkedcache = src
linkedwall = C
wall_generation_cooldown = world.time + (CACHE_PRODUCTION_TIME * get_efficiency_mod(TRUE))
wall_generation_cooldown = world.time + get_production_time()
visible_message("<span class='warning'>[src] starts to whirr in the presence of [C]...</span>")
break
if(linkedwall && wall_generation_cooldown <= world.time)
wall_generation_cooldown = world.time + (CACHE_PRODUCTION_TIME * get_efficiency_mod(TRUE))
wall_generation_cooldown = world.time + get_production_time()
var/component_id = generate_cache_component(null, src)
playsound(linkedwall, 'sound/magic/clockwork/fellowship_armory.ogg', rand(15, 20), 1, -3, 1, 1)
visible_message("<span class='[get_component_span(component_id)]'>Something</span><span class='warning'> cl[pick("ank", "ink", "unk", "ang")]s around inside of [src]...</span>")
@@ -57,7 +61,7 @@
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to place [C] into it!</span>")
else
clockwork_component_cache[C.component_id]++
GLOB.clockwork_component_cache[C.component_id]++
update_slab_info()
to_chat(user, "<span class='notice'>You add [C] to [src].</span>")
user.drop_item()
@@ -69,7 +73,7 @@
to_chat(user, "<span class='warning'>[src] needs to be secured to offload your slab's components into it!</span>")
else
for(var/i in S.stored_components)
clockwork_component_cache[i] += S.stored_components[i]
GLOB.clockwork_component_cache[i] += S.stored_components[i]
S.stored_components[i] = 0
update_slab_info()
user.visible_message("<span class='notice'>[user] empties [S] into [src].</span>", "<span class='notice'>You offload your slab's components into [src].</span>")
@@ -102,9 +106,12 @@
..()
if(is_servant_of_ratvar(user) || isobserver(user))
if(linkedwall)
to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[round((CACHE_PRODUCTION_TIME * 0.1) * get_efficiency_mod(TRUE), 0.1)]</b> seconds!</span>")
to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[round(get_production_time() * 0.1, 0.1)]</b> seconds!</span>")
else
to_chat(user, "<span class='alloy'>It is unlinked! Construct a Clockwork Wall nearby to generate components!</span>")
to_chat(user, "<b>Stored components:</b>")
for(var/i in clockwork_component_cache)
to_chat(user, "<span class='[get_component_span(i)]_small'><i>[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]:</i> <b>[clockwork_component_cache[i]]</b></span>")
for(var/i in GLOB.clockwork_component_cache)
to_chat(user, "<span class='[get_component_span(i)]_small'><i>[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]:</i> <b>[GLOB.clockwork_component_cache[i]]</b></span>")
/obj/structure/destructible/clockwork/cache/proc/get_production_time()
return (CACHE_PRODUCTION_TIME + (ACTIVE_CACHE_SLOWDOWN * linked_caches)) * get_efficiency_mod(TRUE)