Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into the-fuck-am-i-doing

This commit is contained in:
Fabian
2021-03-15 14:32:50 +01:00
70 changed files with 426 additions and 184 deletions
@@ -30845,6 +30845,7 @@
/area/science)
"bvF" = (
/obj/machinery/requests_console{
announcementConsole = 1;
department = "Cargo Bay";
departmentType = 2;
pixel_x = -30
@@ -106349,10 +106349,10 @@
/obj/effect/turf_decal/tile/neutral{
dir = 8
},
/obj/structure/closet/crate/freezer/blood,
/turf/open/floor/plasteel/dark,
/area/medical/surgery)
"dyK" = (
/obj/structure/closet/crate/freezer/blood,
/obj/machinery/vending/wallmed{
name = "Emergency NanoMed";
pixel_x = 26;
@@ -106368,6 +106368,7 @@
/obj/effect/turf_decal/tile/neutral{
dir = 8
},
/obj/machinery/limbgrower,
/turf/open/floor/plasteel/dark,
/area/medical/surgery)
"dyL" = (
@@ -37478,11 +37478,10 @@
/turf/open/floor/plasteel/white,
/area/medical/medbay/central)
"bHb" = (
/obj/structure/closet/crate/freezer/surplus_limbs,
/obj/item/reagent_containers/glass/beaker/synthflesh,
/obj/machinery/newscaster/security_unit{
pixel_y = 32
},
/obj/machinery/limbgrower,
/turf/open/floor/plasteel/freezer,
/area/medical/surgery)
"bHc" = (
@@ -38110,6 +38109,8 @@
/obj/effect/turf_decal/tile/blue{
dir = 4
},
/obj/structure/closet/crate/freezer/surplus_limbs,
/obj/item/reagent_containers/glass/beaker/synthflesh,
/turf/open/floor/plasteel/white,
/area/medical/surgery)
"bIq" = (
+10 -8
View File
@@ -153,18 +153,20 @@ GLOBAL_LIST_INIT(ai_core_display_screens, list(
"Yes-Man"
))
/proc/resolve_ai_icon(input)
/proc/resolve_ai_icon(input, radial_preview = FALSE)
if(!input || !(input in GLOB.ai_core_display_screens))
return "ai"
else
if(input == "Random")
input = pick(GLOB.ai_core_display_screens - "Random")
if(input == "Portrait")
var/datum/portrait_picker/tgui = new(usr)//create the datum
tgui.ui_interact(usr)//datum has a tgui component, here we open the window
return "ai-portrait" //just take this until they decide
if(radial_preview)
return "ai-[lowertext(input)]"
if(input == "Random")
input = pick(GLOB.ai_core_display_screens - "Random")
if(input == "Portrait")
var/datum/portrait_picker/tgui = new(usr)//create the datum
tgui.ui_interact(usr)//datum has a tgui component, here we open the window
return "ai-portrait" //just take this until they decide
return "ai-[lowertext(input)]"
GLOBAL_LIST_INIT(security_depts_prefs, list(SEC_DEPT_RANDOM, SEC_DEPT_NONE, SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
//Backpacks
@@ -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
@@ -20,6 +21,7 @@
/datum/controller/subsystem/persistence/LoadServerPersistence()
. = ..()
LoadRecentModes()
LoadRecentChaos()
LoadRecentStorytellers()
LoadRecentRulesets()
LoadRecentMaps()
@@ -33,6 +35,14 @@
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
@@ -76,6 +86,15 @@
return
saved_modes = json["data"]
/datum/controller/subsystem/persistence/proc/LoadRecentChaos()
var/json_file = file("data/RecentChaos.json")
if(!fexists(json_file))
return
var/list/json = json_decode(file2text(json_file))
if(!json)
return
saved_chaos = json["data"]
/datum/controller/subsystem/persistence/proc/LoadRecentRulesets()
var/json_file = file("data/RecentRulesets.json")
if(!fexists(json_file))
@@ -105,3 +124,9 @@
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)
+1 -1
View File
@@ -153,7 +153,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
name = "Light Sensitivity"
desc = "Bright lights irritate you. Your eyes start to water, your skin feels itchy against the photon radiation, and your hair gets dry and frizzy. Maybe it's a medical condition. If only Nanotrasen was more considerate of your needs..."
value = -1
gain_text = "<span class='danger'>The safty of light feels off...</span>"
gain_text = "<span class='danger'>Bright lights seem irritating.</span>"
lose_text = "<span class='notice'>Enlightening.</span>"
medical_record_text = "Despite my warnings, the patient refuses turn on the lights, only to end up rolling down a full flight of stairs and into the cellar."
+1
View File
@@ -331,6 +331,7 @@
return
. = anchored
anchored = anchorvalue
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
// SEND_SIGNAL(src, COMSIG_MOVABLE_SET_ANCHORED, anchorvalue)
/atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
@@ -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
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -11,6 +11,7 @@
required_players = 20
required_enemies = 1
recommended_enemies = 1
chaos = 9
restricted_jobs = list("Cyborg", "AI")
+1
View File
@@ -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
View File
@@ -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\
+10 -5
View File
@@ -137,7 +137,7 @@ Class Procs:
GLOB.machines += src
if(ispath(circuit, /obj/item/circuitboard))
circuit = new circuit
circuit = new circuit(src)
circuit.apply_default_parts(src)
if(!speed_process && init_process)
@@ -361,11 +361,11 @@ Class Procs:
/obj/machinery/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
on_deconstruction()
if(component_parts && component_parts.len)
if(LAZYLEN(component_parts))
spawn_frame(disassembled)
for(var/obj/item/I in component_parts)
I.forceMove(loc)
component_parts.Cut()
LAZYCLEARLIST(component_parts)
qdel(src)
/obj/machinery/proc/spawn_frame(disassembled)
@@ -539,12 +539,17 @@ Class Procs:
/obj/machinery/Exited(atom/movable/AM, atom/newloc)
. = ..()
// if(AM == occupant)
// set_occupant(null)
if (AM == occupant)
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
if(AM == circuit && circuit.loc != src)
component_parts -= AM //TODO: make the cmp part functions use lazyX
circuit = null
/obj/machinery/proc/adjust_item_drop_location(atom/movable/AM) // Adjust item drop location to a 3x3 grid inside the tile, returns slot id from 0 to 8
var/md5 = md5(AM.name) // Oh, and it's deterministic too. A specific item will always drop from the same slot.
/obj/machinery/proc/adjust_item_drop_location(atom/movable/AM) // Adjust item drop location to a 3x3 grid inside the tile, returns slot id from 0 to 8
var/md5 = md5(AM.name) // Oh, and it's deterministic too. A specific item will always drop from the same slot.
for (var/i in 1 to 32)
. += hex2num(md5[i])
. = . % 9
+31 -23
View File
@@ -17,20 +17,16 @@
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
power_change()
if(!QDELETED(C))
qdel(circuit)
circuit = C
C.moveToNullspace()
/obj/machinery/computer/Destroy()
QDEL_NULL(circuit)
return ..()
. = ..()
/obj/machinery/computer/process()
if(stat & (NOPOWER|BROKEN))
return 0
return 1
return FALSE
return TRUE
/obj/machinery/computer/ratvar_act()
if(!clockwork)
@@ -87,25 +83,32 @@
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
else
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/machinery/computer/obj_break(damage_flag)
if(circuit && !(flags_1 & NODECONSTRUCT_1)) //no circuit, no breaking
if(!(stat & BROKEN))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
update_icon()
set_light(0)
if(!circuit) //no circuit, no breaking
return
. = ..()
if(. && !(stat & BROKEN))
stat |= BROKEN
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
set_light(0)
update_icon()
/obj/machinery/computer/emp_act(severity)
. = ..()
if (!(. & EMP_PROTECT_SELF))
if(prob(severity/1.8))
obj_break("energy")
switch(severity)
if(1)
if(prob(50))
obj_break("energy")
if(2)
if(prob(10))
obj_break("energy")
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
@@ -114,12 +117,14 @@
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
A.setDir(dir)
A.circuit = circuit
A.setAnchored(TRUE)
// Circuit removal code is handled in /obj/machinery/Exited()
circuit.forceMove(A)
A.set_anchored(TRUE)
if(stat & BROKEN)
if(user)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
else
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
new /obj/item/shard(drop_location())
new /obj/item/shard(drop_location())
A.state = 3
@@ -129,8 +134,11 @@
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
A.state = 4
A.icon_state = "4"
circuit = null
for(var/obj/C in src)
C.forceMove(loc)
qdel(src)
/obj/machinery/computer/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !(stat & (NOPOWER|BROKEN)))
return
@@ -243,13 +243,14 @@
// Check if the user can use it.
/obj/machinery/telecomms/proc/canInteract(mob/user)
var/get = user.get_active_held_item()
var/obj/item/I = get
if(I.tool_behaviour == TOOL_MULTITOOL)
return TRUE
var/obj/item/I = user.get_active_held_item()
if(!issilicon(user) && I)
if(I.tool_behaviour == TOOL_MULTITOOL)
return TRUE
if(hasSiliconAccessInArea(user))
return TRUE
return FALSE
// Check if the user is nearby and has a multitool.
/obj/machinery/telecomms/proc/canAccess(mob/user)
if((canInteract(user) && in_range(user, src)) || hasSiliconAccessInArea(user))
@@ -262,14 +263,13 @@
return null
var/obj/item/P = user.get_active_held_item()
// Is the ref not a null? and is it the actual type?
if(P.tool_behaviour == TOOL_MULTITOOL)
return P
else if(isAI(user))
if(isAI(user))
var/mob/living/silicon/ai/U = user
P = U.aiMulti
else if(iscyborg(user) && in_range(user, src))
var/get = user.get_active_held_item()
var/obj/item/I = get
if(I.tool_behaviour == TOOL_MULTITOOL)
I = user.get_active_held_item()
else if(iscyborg(user) && !in_range(user, src))
return null
if(!P)
return null
else if(P.tool_behaviour == TOOL_MULTITOOL)
return P
return P
+2 -3
View File
@@ -132,7 +132,6 @@
events = new
icon_state += "-open"
add_radio()
add_cabin()
spark_system.set_up(2, 0, src)
spark_system.attach(src)
smoke_system.set_up(3, src)
@@ -153,6 +152,7 @@
/obj/mecha/LateInitialize()
. = ..()
add_airtank()
add_cabin()
/obj/mecha/get_cell()
return cell
@@ -255,9 +255,8 @@
cell = new /obj/item/stock_parts/cell/high/plus(src)
/obj/mecha/proc/add_cabin()
cabin_air = new
cabin_air = new(200)
cabin_air.set_temperature(T20C)
cabin_air.set_volume(200)
cabin_air.set_moles(/datum/gas/oxygen,O2STANDARD*cabin_air.return_volume()/(R_IDEAL_GAS_EQUATION*cabin_air.return_temperature()))
cabin_air.set_moles(/datum/gas/nitrogen,N2STANDARD*cabin_air.return_volume()/(R_IDEAL_GAS_EQUATION*cabin_air.return_temperature()))
return cabin_air
+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)
@@ -58,7 +58,6 @@
/obj/item/tank/internals/air
name = "air tank"
desc = "Mixed anyone?"
icon_state = "air"
item_state = "air"
force = 10
dog_fashion = /datum/dog_fashion/back
+2 -2
View File
@@ -80,9 +80,9 @@
SStgui.close_uis(src)
. = ..()
/// @depricated DO NOT USE
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
set_anchored(anchorvalue)
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
+108 -58
View File
@@ -16,12 +16,12 @@
//Adding canvases
/obj/structure/easel/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/canvas))
var/obj/item/canvas/C = I
user.dropItemToGround(C)
painting = C
C.forceMove(get_turf(src))
C.layer = layer+0.1
user.visible_message("<span class='notice'>[user] puts \the [C] on \the [src].</span>","<span class='notice'>You place \the [C] on \the [src].</span>")
var/obj/item/canvas/canvas = I
user.dropItemToGround(canvas)
painting = canvas
canvas.forceMove(get_turf(src))
canvas.layer = layer+0.1
user.visible_message("<span class='notice'>[user] puts \the [canvas] on \the [src].</span>","<span class='notice'>You place \the [canvas] on \the [src].</span>")
else
return ..()
@@ -40,13 +40,14 @@
desc = "Draw out your soul on this canvas!"
icon = 'icons/obj/artstuff.dmi'
icon_state = "11x11"
// flags_1 = UNPAINTABLE_1
resistance_flags = FLAMMABLE
var/width = 11
var/height = 11
var/list/grid
var/canvas_color = "#ffffff" //empty canvas color
var/used = FALSE
var/painting_name //Painting name, this is set after framing.
var/painting_name = "Untitled Artwork" //Painting name, this is set after framing.
var/finalized = FALSE //Blocks edits
var/author_ckey
var/icon_generated = FALSE
@@ -132,17 +133,19 @@
/obj/item/canvas/update_overlays()
. = ..()
if(!icon_generated)
if(used)
var/mutable_appearance/detail = mutable_appearance(icon,"[icon_state]wip")
detail.pixel_x = 1
detail.pixel_y = 1
. += detail
else
if(icon_generated)
var/mutable_appearance/detail = mutable_appearance(generated_icon)
detail.pixel_x = 1
detail.pixel_y = 1
. += detail
return
if(!used)
return
var/mutable_appearance/detail = mutable_appearance(icon, "[icon_state]wip")
detail.pixel_x = 1
detail.pixel_y = 1
. += detail
/obj/item/canvas/proc/generate_proper_overlay()
if(icon_generated)
@@ -167,8 +170,8 @@
if(!I)
return
if(istype(I, /obj/item/toy/crayon))
var/obj/item/toy/crayon/C = I
return C.paint_color
var/obj/item/toy/crayon/crayon = I
return crayon.paint_color
else if(istype(I, /obj/item/pen))
var/obj/item/pen/P = I
switch(P.colour)
@@ -184,7 +187,7 @@
/obj/item/canvas/proc/try_rename(mob/user)
var/new_name = stripped_input(user,"What do you want to name the painting?")
if(!painting_name && new_name && user.canUseTopic(src,BE_CLOSE))
if(new_name != painting_name && new_name && user.canUseTopic(src,BE_CLOSE))
painting_name = new_name
SStgui.update_uis(src)
@@ -215,12 +218,23 @@
framed_offset_x = 5
framed_offset_y = 6
/obj/item/canvas/twentyfour_twentyfour
name = "ai universal standard canvas"
desc = "Besides being very large, the AI can accept these as a display from their internal database after you've hung it up."
icon_state = "24x24"
width = 24
height = 24
pixel_x = 2
pixel_y = 1
framed_offset_x = 4
framed_offset_y = 5
/obj/item/wallframe/painting
name = "painting frame"
desc = "The perfect showcase for your favorite deathtrap memories."
icon = 'icons/obj/decals.dmi'
custom_materials = null
flags_1 = 0
custom_materials = list(/datum/material/wood = 2000)
flags_1 = NONE
icon_state = "frame-empty"
result_path = /obj/structure/sign/painting
@@ -229,8 +243,13 @@
desc = "Art or \"Art\"? You decide."
icon = 'icons/obj/decals.dmi'
icon_state = "frame-empty"
// base_icon_state = "frame"
custom_materials = list(/datum/material/wood = 2000)
buildable_sign = FALSE
var/obj/item/canvas/C
///Canvas we're currently displaying.
var/obj/item/canvas/current_canvas
///Description set when canvas is added.
var/desc_with_canvas
var/persistence_id
/obj/structure/sign/painting/Initialize(mapload, dir, building)
@@ -242,64 +261,78 @@
if(building)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -30 : 30)
pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
desc = current_canvas ? desc_with_canvas : initial(desc)
/obj/structure/sign/painting/Destroy()
. = ..()
SSpersistence.painting_frames -= src
/obj/structure/sign/painting/attackby(obj/item/I, mob/user, params)
if(!C && istype(I, /obj/item/canvas))
if(!current_canvas && istype(I, /obj/item/canvas))
frame_canvas(user,I)
else if(C && !C.painting_name && istype(I,/obj/item/pen))
else if(current_canvas && current_canvas.painting_name == initial(current_canvas.painting_name) && istype(I,/obj/item/pen))
try_rename(user)
else
return ..()
/obj/structure/sign/painting/examine(mob/user)
. = ..()
if(C)
C.ui_interact(user)
if(persistence_id)
. += "<span class='notice'>Any painting placed here will be archived at the end of the shift.</span>"
if(current_canvas)
current_canvas.ui_interact(user)
. += "<span class='notice'>Use wirecutters to remove the painting.</span>"
/obj/structure/sign/painting/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(C)
C.forceMove(drop_location())
C = null
if(current_canvas)
current_canvas.forceMove(drop_location())
current_canvas = null
to_chat(user, "<span class='notice'>You remove the painting from the frame.</span>")
update_icon()
return TRUE
/obj/structure/sign/painting/proc/frame_canvas(mob/user,obj/item/canvas/new_canvas)
if(user.transferItemToLoc(new_canvas,src))
C = new_canvas
if(!C.finalized)
C.finalize(user)
to_chat(user,"<span class='notice'>You frame [C].</span>")
current_canvas = new_canvas
if(!current_canvas.finalized)
current_canvas.finalize(user)
to_chat(user,"<span class='notice'>You frame [current_canvas].</span>")
update_icon()
/obj/structure/sign/painting/proc/try_rename(mob/user)
if(!C.painting_name)
C.try_rename(user)
if(current_canvas.painting_name == initial(current_canvas.painting_name))
current_canvas.try_rename(user)
// /obj/structure/sign/painting/update_name(updates)
// name = current_canvas ? "painting - [current_canvas.painting_name]" : initial(name)
// return ..()
// /obj/structure/sign/painting/update_desc(updates)
// desc = current_canvas ? desc_with_canvas : initial(desc)
// return ..()
/obj/structure/sign/painting/update_icon_state()
. = ..()
if(C && C.generated_icon)
icon_state = null
else
// icon_state = "[base_icon_state]-[current_canvas?.generated_icon ? "overlay" : "empty"]"
if(current_canvas?.generated_icon)
icon_state = "frame-empty"
else
icon_state = null // or "frame-empty"
return ..()
/obj/structure/sign/painting/update_overlays()
. = ..()
if(C && C.generated_icon)
var/mutable_appearance/MA = mutable_appearance(C.generated_icon)
MA.pixel_x = C.framed_offset_x
MA.pixel_y = C.framed_offset_y
. += MA
var/mutable_appearance/frame = mutable_appearance(C.icon,"[C.icon_state]frame")
frame.pixel_x = C.framed_offset_x - 1
frame.pixel_y = C.framed_offset_y - 1
. += frame
if(!current_canvas?.generated_icon)
return
var/mutable_appearance/MA = mutable_appearance(current_canvas.generated_icon)
MA.pixel_x = current_canvas.framed_offset_x
MA.pixel_y = current_canvas.framed_offset_y
. += MA
var/mutable_appearance/frame = mutable_appearance(current_canvas.icon,"[current_canvas.icon_state]frame")
frame.pixel_x = current_canvas.framed_offset_x - 1
frame.pixel_y = current_canvas.framed_offset_y - 1
. += frame
/obj/structure/sign/painting/proc/load_persistent()
if(!persistence_id)
@@ -310,6 +343,10 @@
var/title = chosen["title"]
var/author = chosen["ckey"]
var/png = "data/paintings/[persistence_id]/[chosen["md5"]].png"
if(!title)
title = "Untitled Artwork" //Should prevent NULL named art from loading as NULL, if you're still getting the admin log chances are persistence is broken
if(!title)
message_admins("<span class='notice'>Painting with NO TITLE loaded on a [persistence_id] frame in [get_area(src)]. Please delete it, it is saved in the database with no name and will create bad assets.</span>")
if(!fexists(png))
stack_trace("Persistent painting [chosen["md5"]].png was not found in [persistence_id] directory.")
return
@@ -328,17 +365,20 @@
new_canvas.finalized = TRUE
new_canvas.painting_name = title
new_canvas.author_ckey = author
C = new_canvas
new_canvas.name = "painting - [title]"
current_canvas = new_canvas
update_icon()
/obj/structure/sign/painting/proc/save_persistent()
if(!persistence_id || !C)
if(!persistence_id || !current_canvas)
return
if(sanitize_filename(persistence_id) != persistence_id)
stack_trace("Invalid persistence_id - [persistence_id]")
return
var/data = C.get_data_string()
var/md5 = md5(data)
if(!current_canvas.painting_name)
current_canvas.painting_name = "Untitled Artwork"
var/data = current_canvas.get_data_string()
var/md5 = md5(lowertext(data))
var/list/current = SSpersistence.paintings[persistence_id]
if(!current)
current = list()
@@ -347,10 +387,10 @@
return
var/png_directory = "data/paintings/[persistence_id]/"
var/png_path = png_directory + "[md5].png"
var/result = rustg_dmi_create_png(png_path,"[C.width]","[C.height]",data)
var/result = rustg_dmi_create_png(png_path,"[current_canvas.width]","[current_canvas.height]",data)
if(result)
CRASH("Error saving persistent painting: [result]")
current += list(list("title" = C.painting_name , "md5" = md5, "ckey" = C.author_ckey))
current += list(list("title" = current_canvas.painting_name , "md5" = md5, "ckey" = current_canvas.author_ckey))
SSpersistence.paintings[persistence_id] = current
/obj/item/canvas/proc/fill_grid_from_icon(icon/I)
@@ -361,12 +401,21 @@
//Presets for art gallery mapping, for paintings to be shared across stations
/obj/structure/sign/painting/library
name = "\improper Public Painting Exhibit mounting"
desc = "For art pieces hung by the public."
desc_with_canvas = "A piece of art (or \"art\"). Anyone could've hung it."
persistence_id = "library"
/obj/structure/sign/painting/library_secure
name = "\improper Curated Painting Exhibit mounting"
desc = "For masterpieces hand-picked by the curator."
desc_with_canvas = "A masterpiece hand-picked by the curator, supposedly."
persistence_id = "library_secure"
/obj/structure/sign/painting/library_private // keep your smut away from prying eyes, or non-librarians at least
name = "\improper Private Painting Exhibit mounting"
desc = "For art pieces deemed too subversive or too illegal to be shared outside of curators."
desc_with_canvas = "A painting hung away from lesser minds."
persistence_id = "library_private"
/obj/structure/sign/painting/vv_get_dropdown()
@@ -379,11 +428,11 @@
if(!check_rights(NONE))
return
var/mob/user = usr
if(!persistence_id || !C)
if(!persistence_id || !current_canvas)
to_chat(user,"<span class='warning'>This is not a persistent painting.</span>")
return
var/md5 = md5(C.get_data_string())
var/author = C.author_ckey
var/md5 = md5(lowertext(current_canvas.get_data_string()))
var/author = current_canvas.author_ckey
var/list/current = SSpersistence.paintings[persistence_id]
if(current)
for(var/list/entry in current)
@@ -392,7 +441,8 @@
var/png = "data/paintings/[persistence_id]/[md5].png"
fdel(png)
for(var/obj/structure/sign/painting/P in SSpersistence.painting_frames)
if(P.C && md5(P.C.get_data_string()) == md5)
QDEL_NULL(P.C)
if(P.current_canvas && md5(P.current_canvas.get_data_string()) == md5)
QDEL_NULL(P.current_canvas)
P.update_icon()
log_admin("[key_name(user)] has deleted a persistent painting made by [author].")
message_admins("<span class='notice'>[key_name_admin(user)] has deleted persistent painting made by [author].</span>")
+6 -6
View File
@@ -17,7 +17,7 @@
announceWhen = rand(4, 60)
supernova = new
SSsun.suns += supernova
if(prob(50))
if(prob(20))
power = rand(5,100) / 100
else
power = rand(5,5000) / 100
@@ -33,9 +33,9 @@
/datum/round_event/supernova/start()
supernova.power_mod = 0.00000002 * power
supernova.power_mod = 0.001 * power
var/explosion_size = rand(1000000000, 999999999)
var/turf/epicenter = get_turf_in_angle(supernova.azimuth, SSmapping.get_station_center(), world.maxx / 2)
var/turf/epicenter = get_turf_in_angle(supernova.azimuth, SSmapping.get_station_center(), round(world.maxx * 0.45))
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)
@@ -46,13 +46,13 @@
sucker_light.give_home_power()
/datum/round_event/supernova/tick()
var/midpoint = (endWhen-startWhen)/2
var/midpoint = round((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))
if(prob(round(supernova.power_mod / 2)) && storm_count < 4 && !SSweather.get_weather_by_type(/datum/weather/rad_storm))
SSweather.run_weather(/datum/weather/rad_storm/supernova)
storm_count++
@@ -62,6 +62,6 @@
/datum/weather/rad_storm/supernova
weather_duration_lower = 50
weather_duration_lower = 100
weather_duration_upper = 100
telegraph_duration = 100
radiation_intensity = 50
@@ -477,6 +477,10 @@
name = "Messy"
icon_state = "hair_messy"
/datum/sprite_accessory/hair/messy2
name = "Messy2"
icon_state = "hair_messy2"
/datum/sprite_accessory/hair/modern
name = "Modern"
icon_state = "hair_modern"
+1 -1
View File
@@ -200,7 +200,7 @@
if(option == "Random")
iconstates[option] = image(icon = src.icon, icon_state = "ai-random")
continue
iconstates[option] = image(icon = src.icon, icon_state = resolve_ai_icon(option))
iconstates[option] = image(icon = src.icon, icon_state = resolve_ai_icon(option, radial_preview = TRUE))
view_core()
var/ai_core_icon = show_radial_menu(src, src , iconstates, radius = 42)
@@ -23,13 +23,17 @@
if(module.cyborg_base_icon == "robot")
icon = 'icons/mob/robots.dmi'
pixel_x = initial(pixel_x)
if(stat != DEAD && !(IsUnconscious() ||IsStun() || IsKnockdown() || IsParalyzed() || low_power_mode)) //Not dead, not stunned.
if(stat != DEAD && !(IsUnconscious() || IsStun() || IsParalyzed() || low_power_mode)) //Not dead, not stunned.
if(!eye_lights)
eye_lights = new()
if(lamp_intensity > 2)
if(lamp_enabled || lamp_doom)
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_l"
eye_lights.color = lamp_doom? COLOR_RED : lamp_color
eye_lights.plane = 19 //glowy eyes
else
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_e[is_servant_of_ratvar(src) ? "_r" : ""]"
eye_lights.color = COLOR_WHITE
eye_lights.plane = -1
eye_lights.icon = icon
add_overlay(eye_lights)
@@ -11,7 +11,7 @@
var/datum/boss_active_timed_battle/atb
var/point_regen_delay = 20
var/point_regen_amount = 1
sentience_type = SENTIENCE_BOSS
/mob/living/simple_animal/hostile/boss/Initialize()
. = ..()
@@ -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..."
@@ -809,22 +809,22 @@
research_icon_state = "surgery_chest"
/datum/design/surgery/healing/brute_upgrade
name = "Tend Wounds (Brute) Upgrade"
name = "Tend Wounds (Brute) Upgrade I"
surgery = /datum/surgery/healing/brute/upgraded
id = "surgery_heal_brute_upgrade"
/datum/design/surgery/healing/brute_upgrade_2
name = "Tend Wounds (Brute) Upgrade"
name = "Tend Wounds (Brute) Upgrade II"
surgery = /datum/surgery/healing/brute/upgraded/femto
id = "surgery_heal_brute_upgrade_femto"
/datum/design/surgery/healing/burn_upgrade
name = "Tend Wounds (Burn) Upgrade"
name = "Tend Wounds (Burn) Upgrade I"
surgery = /datum/surgery/healing/burn/upgraded
id = "surgery_heal_burn_upgrade"
/datum/design/surgery/healing/burn_upgrade_2
name = "Tend Wounds (Burn) Upgrade"
name = "Tend Wounds (Burn) Upgrade II"
surgery = /datum/surgery/healing/brute/upgraded/femto
id = "surgery_heal_burn_upgrade_femto"
@@ -835,16 +835,26 @@
id = "surgery_heal_combo"
/datum/design/surgery/healing/combo_upgrade
name = "Tend Wounds (Mixture) Upgrade"
name = "Tend Wounds (Mixture) Upgrade I"
surgery = /datum/surgery/healing/combo/upgraded
id = "surgery_heal_combo_upgrade"
/datum/design/surgery/healing/combo_upgrade_2
name = "Tend Wounds (Mixture) Upgrade"
name = "Tend Wounds (Mixture) Upgrade II"
desc = "A surgical procedure that repairs both bruises and burns faster than their individual counterparts. It is more effective than both the individual surgeries."
surgery = /datum/surgery/healing/combo/upgraded/femto
id = "surgery_heal_combo_upgrade_femto"
/datum/design/surgery/healing/robot_upgrade
name = "Repair Robotic Limbs Upgrade"
surgery = /datum/surgery/robot_healing/upgraded
id = "surgery_heal_robo_upgrade"
/datum/design/surgery/healing/robot_upgrade_2
name = "Repair Robotic Limbs Upgrade II"
surgery = /datum/surgery/robot_healing/upgraded/femto
id = "surgery_heal_robo_upgrade_femto"
/datum/design/surgery/surgery_toxinhealing
name = "Body Rejuvenation"
desc = "A surgical procedure that helps deal with oxygen deprecation, and treat toxic damaged. Works on corpses and alive alike without chemicals."
+2 -1
View File
@@ -43,7 +43,7 @@ If you create T5+ please take a pass at gene_modder.dm [L40]. Max_values MUST fi
/obj/item/storage/part_replacer/bluespace
name = "bluespace rapid part exchange device"
desc = "A version of the RPED that allows for replacement of parts and scanning from a distance, along with higher capacity for parts. Definitely not just a BSRPED painted orange."
desc = "A version of the RPED that allows for replacement of parts and scanning from a distance, along with higher capacity for parts."
icon_state = "BS_RPED"
w_class = WEIGHT_CLASS_NORMAL
works_from_distance = TRUE
@@ -109,6 +109,7 @@ If you create T5+ please take a pass at gene_modder.dm [L40]. Max_values MUST fi
icon_state = "borgrped"
/obj/item/storage/part_replacer/bluespace/cyborg
desc = "A version of the RPED that allows for replacement of parts and scanning from a distance, along with higher capacity for parts. Definitely not just a BSRPED painted orange."
icon_state = "borg_BS_RPED"
/proc/cmp_rped_sort(obj/item/A, obj/item/B)
@@ -116,6 +116,14 @@
design_ids = list("surgery_heal_brute_upgrade","surgery_heal_burn_upgrade")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1000)
/datum/techweb_node/adv_surgery
id = "adv_surgery"
display_name = "Advanced Surgery"
description = "When simple medicine doesn't cut it."
prereq_ids = list("imp_wt_surgery")
design_ids = list("surgery_revival", "surgery_lobotomy", "surgery_heal_brute_upgrade_femto","surgery_heal_burn_upgrade_femto","surgery_heal_robo_upgrade","surgery_heal_combo", "surgery_toxinhealing", "organbox", "surgery_adv_dissection")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
/datum/techweb_node/advance_surgerytools
id = "advance_surgerytools"
display_name = "Advanced Surgery Tools"
@@ -124,20 +132,12 @@
design_ids = list("drapes", "retractor_adv", "surgicaldrill_adv", "scalpel_adv", "bonesetter", "surgical_tape")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
/datum/techweb_node/adv_surgery
id = "adv_surgery"
display_name = "Advanced Surgery"
description = "When simple medicine doesn't cut it."
prereq_ids = list("imp_wt_surgery")
design_ids = list("surgery_revival", "surgery_lobotomy", "surgery_heal_brute_upgrade_femto","surgery_heal_burn_upgrade_femto", "surgery_heal_combo", "surgery_toxinhealing", "organbox", "surgery_adv_dissection")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
/datum/techweb_node/exp_surgery
id = "exp_surgery"
display_name = "Experimental Surgery"
description = "When evolution isn't fast enough."
prereq_ids = list("adv_surgery")
design_ids = list("surgery_pacify","surgery_vein_thread","surgery_muscled_veins","surgery_nerve_splice","surgery_nerve_ground","surgery_ligament_hook","surgery_ligament_reinforcement","surgery_viral_bond", "surgery_exp_dissection", "surgery_heal_combo_upgrade")
design_ids = list("surgery_pacify","surgery_vein_thread","surgery_muscled_veins","surgery_nerve_splice","surgery_nerve_ground","surgery_ligament_hook","surgery_ligament_reinforcement","surgery_viral_bond", "surgery_exp_dissection","surgery_heal_robo_upgrade_femto","surgery_heal_combo_upgrade")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000)
/datum/techweb_node/alien_surgery
+1 -1
View File
@@ -394,7 +394,7 @@
name = "smithed katana blade"
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/melee/smith/twohand/katana
icon_state = "katana"
icon_state = "katana-s"
/obj/item/smithing/katanablade/startfinish()
-1
View File
@@ -169,7 +169,6 @@
/***************************COMBO***************************/
/datum/surgery/healing/combo
/datum/surgery/healing/combo
name = "Tend Wounds (Mixture, Basic)"
replaced_by = /datum/surgery/healing/combo/upgraded
+37 -12
View File
@@ -1,9 +1,9 @@
//Almost copypaste of tend wounds, with some changes
/datum/surgery/robot_healing
name = "Repair robotic limbs (basic)"
name = "Repair Robotic Limbs"
desc = "A surgical procedure that provides repairs and maintenance to robotic limbs. Is slightly more efficient when the patient is severely damaged."
replaced_by = /datum/surgery
steps = list(/datum/surgery_step/mechanic_open,
/datum/surgery_step/pry_off_plating,
/datum/surgery_step/cut_wires,
@@ -14,8 +14,28 @@
possible_locs = list(BODY_ZONE_CHEST)
requires_bodypart_type = 0 //You can do this on anyone, but it won't really be useful on people without augments.
ignore_clothes = TRUE
var/healing_step_type
var/antispam = FALSE
var/healing_step_type = /datum/surgery_step/robot_heal/basic
/datum/surgery/robot_healing/basic
name = "Repair Robotic Limbs (Basic)"
replaced_by = /datum/surgery/robot_healing/upgraded
healing_step_type = /datum/surgery_step/robot_heal/basic
desc = "A surgical procedure that provides basic repairs and maintenance to a patient's robotic limbs. Heals slightly more when the patient is severely injured."
/datum/surgery/robot_healing/upgraded
name = "Repair Robotic Limbs (Adv.)"
requires_tech = TRUE
replaced_by = /datum/surgery/robot_healing/upgraded/femto
healing_step_type = /datum/surgery_step/robot_heal/upgraded
desc = "A surgical procedure that provides advanced repairs and maintenance to a patient's robotic limbs. Heals more when the patient is severely injured."
/datum/surgery/robot_healing/upgraded/femto
name = "Repair Robotic Limbs (Exp.)"
requires_tech = TRUE
replaced_by = null // as good as it gets
healing_step_type = /datum/surgery_step/robot_heal/upgraded/femto
desc = "A surgical procedure that provides experimental repairs and maintenance to a patient's robotic limbs. Heals considerably more when the patient is severely injured."
/datum/surgery/robot_healing/New(surgery_target, surgery_location, surgery_bodypart)
..()
@@ -35,26 +55,21 @@
var/healsburn = FALSE
var/brutehealing = 0
var/burnhealing = 0
var/missinghpbonus = 0 //heals an extra point of damager per X missing damage of type (burn damage for burn healing, brute for brute). Smaller Number = More Healing!
var/missinghpbonus = 0 //heals an extra point of damage per X missing damage of type (burn damage for burn healing, brute for brute). Smaller Number = More Healing!
/datum/surgery_step/robot_heal/tool_check(mob/user, obj/item/tool)
if(implement_type == TOOL_WELDER && !tool.tool_use_check(user, 1))
return FALSE
return TRUE
/datum/surgery/robot_healing/can_start(mob/user, mob/living/carbon/target, obj/item/tool)
var/possible = FALSE
/datum/surgery/robot_healing/can_start(mob/user, mob/living/carbon/target, obj/item/tool) // hey delta? why is the check for this all the way down here
for(var/obj/item/bodypart/B in target.bodyparts)
if(B.is_robotic_limb())
possible = TRUE
break
if(!possible)
return FALSE
return TRUE
return ..()
/datum/surgery_step/robot_heal/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/woundtype
if(implement_type == TOOL_WELDER)
if(implement_type == TOOL_WELDER)
healsbrute = TRUE
healsburn = FALSE
woundtype = "dents"
@@ -133,3 +148,13 @@
brutehealing = 10
burnhealing = 10
missinghpbonus = 15
/datum/surgery_step/robot_heal/upgraded
brutehealing = 10
burnhealing = 10
missinghpbonus = 10
/datum/surgery_step/robot_heal/upgraded/femto
brutehealing = 10
burnhealing = 10
missinghpbonus = 5
+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.
+28
View File
@@ -71,6 +71,34 @@
<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>
<h2 class="date">14 March 2021</h2>
<h3 class="author">Adelphon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">messy2</li>
<li class="bugfix">papermask</li>
</ul>
<h3 class="author">Hatterhat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Robotic limb repair surgery now has tiers.</li>
<li class="rscadd">Pubby and Delta now have roundstart limb-growers relatively close to, if not in, the operating theaters. tweak: Box QM's console now can announce things.</li>
</ul>
<h3 class="author">Putnam3145 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">chaos loads now</li>
</ul>
<h3 class="author">kiwedespars updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">adds a cute new plushie</li>
</ul>
<h3 class="author">necromanceranne updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes cosmetic augments missing their foot sprites.</li>
</ul>
<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>
+16 -20
View File
@@ -28701,25 +28701,21 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- rscadd: The femur breaker now actually breaks legs by applying a compound fracture.
Putnam3145:
- balance: uncapped TEG power, buffing high-temp TEGs
2021-03-11:
2021-03-12:
R3dtail:
- spellcheck: Adds Periods and moves some words around.
2021-03-14:
Adelphon:
- rscadd: messy2
- bugfix: papermask
Hatterhat:
- rscadd: Robotic limb repair surgery now has tiers.
- rscadd: 'Pubby and Delta now have roundstart limb-growers relatively close to,
if not in, the operating theaters. tweak: Box QM''s console now can announce
things.'
Putnam3145:
- rscadd: Supernova event
- refactor: Bloodsucker day/night cycle now processes on a subsystem instead of
using while and sleep (!!)
Sneakyrat:
- 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
- bugfix: Fixes precise insertion not working for remote mat containers
- bugfix: Fixes Protolathe/mechfab insert material animations not working
- bugfix: Fixes the material insertion animation for protolathes occurring on the
circuit printer
- bugfix: Fixes the material insertion animation not actually playing when it was
started
- bugfix: Fixes the material insertion animation for iron not being made
- bugfix: Fixes the material insertion animation sometimes not picking the right
material for sheets that have multiple different materials in them
- bugfix: chaos loads now
kiwedespars:
- rscadd: adds a cute new plushie
necromanceranne:
- bugfix: Properly segments all the augment sprites so that they correctly display.
- bugfix: Properly labels the augment limb icon sprites.
- bugfix: Fixes going over the defined limit of roundstart prosthetics
- bugfix: Fixes cosmetic augments missing their foot sprites.
@@ -0,0 +1,4 @@
author: "SandPoot"
delete-after: True
changes:
- bugfix: "Fixed interacting with telecomms."
@@ -0,0 +1,7 @@
author: "LetterN"
delete-after: True
changes:
- bugfix: "Borg light icons not turning off"
- bugfix: "Double ai icon select + Fixes ai core not having icons"
- bugfix: "Missing air tank icon"
- bugfix: "Computer boards being dumb and nullspacing/qdeling itself"
@@ -0,0 +1,4 @@
author: "HeroWithYay"
delete-after: True
changes:
- bugfix: "fixed spelling error"
@@ -0,0 +1,4 @@
author: "Putnam3145"
delete-after: True
changes:
- balance: "Supernova now much lower chance to be inconsequential"
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