Merge branch 'master' into upstream-merge-31045

This commit is contained in:
LetterJay
2017-10-01 01:17:52 -04:00
committed by GitHub
260 changed files with 7134 additions and 5672 deletions
+17 -29
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@@ -8,43 +8,31 @@
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_vitality, 0) //How much Vitality is stored, total
GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
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_approaches, 0) //The servants can choose to "herald" Ratvar, permanently buffing them but announcing their presence to the crew.
GLOBAL_VAR_INIT(ratvar_awakens, 0) //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
GLOBAL_VAR_INIT(ark_of_the_clockwork_justiciar, FALSE) //The Ark on the Reebe z-level
GLOBAL_VAR_INIT(clockwork_gateway_activated, FALSE) //if a gateway to the celestial derelict has ever been successfully activated
GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE) //If script scripture is available, through converting at least one crewmember
GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If script scripture is available
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"
#define SCRIPTURE_DRIVER "Driver"
#define SCRIPTURE_SCRIPT "Script"
#define SCRIPT_SERVANT_REQ 6
#define SCRIPT_CACHE_REQ 1
#define SCRIPTURE_APPLICATION "Application"
#define APPLICATION_SERVANT_REQ 9
#define APPLICATION_CACHE_REQ 3
#define APPLICATION_CV_REQ 100
#define SCRIPTURE_JUDGEMENT "Judgement"
#define JUDGEMENT_SERVANT_REQ 12
#define JUDGEMENT_CACHE_REQ 5
#define JUDGEMENT_CV_REQ 300
//general component/cooldown things
#define SLAB_PRODUCTION_TIME 450 //how long(deciseconds) slabs require to produce a single component; defaults to 45 seconds
//Various costs related to power.
#define SCRIPT_UNLOCK_THRESHOLD 50000 //Scripts will unlock if the total power reaches this amount
#define APPLICATION_UNLOCK_THRESHOLD 100000 //Applications will unlock if the total powre reaches this amount
#define SLAB_SERVANT_SLOWDOWN 150 //how much each servant above 5 slows down slab-based generation; defaults to 15 seconds per sevant
#define SLAB_SLOWDOWN_MAXIMUM 1350 //maximum slowdown from additional servants; defaults to 2 minutes 15 seconds
#define CACHE_PRODUCTION_TIME 300 //how long(deciseconds) caches require to produce a component; defaults to 30 seconds
#define ACTIVE_CACHE_SLOWDOWN 50 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 5 seconds
#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
#define MAX_COMPONENTS_BEFORE_RAND (10*LOWER_PROB_PER_COMPONENT) //the number of each component, times LOWER_PROB_PER_COMPONENT, you need to have before component generation will become random
#define ABSCOND_ABDUCTION_COST 95
//clockcult power defines
#define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully
@@ -72,11 +60,11 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
//Ark defines
#define GATEWAY_SUMMON_RATE 1 //the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 1 per tick
#define GATEWAY_REEBE_FOUND 119 //when progress is at or above this, the gateway finds reebe and begins drawing power
#define GATEWAY_REEBE_FOUND 240 //when progress is at or above this, the gateway finds reebe and begins drawing power
#define GATEWAY_RATVAR_COMING 239 //when progress is at or above this, ratvar has entered and is coming through the gateway
#define GATEWAY_RATVAR_COMING 480 //when progress is at or above this, ratvar has entered and is coming through the gateway
#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
@@ -94,6 +82,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define OCULAR_WARDEN_EXCLUSION_RANGE 3 //the range at which ocular wardens cannot be placed near other ocular wardens
#define RATVARIAN_SPEAR_DURATION 1800 //how long ratvarian spears last; defaults to 3 minutes
#define CLOCKWORK_ARMOR_COOLDOWN 1800 //The cooldown period between summoning suits of clockwork armor
#define PRISM_DELAY_DURATION 1200 //how long prolonging prisms delay the shuttle for; defaults to 2 minutes
#define RATVARIAN_SPEAR_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
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@@ -53,6 +53,9 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
// TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define TESLA_IGNORE_2 512
// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION_2 1024
//turf-only flags
#define NOJAUNT_1 1
#define UNUSED_TRANSIT_TURF_1 2
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@@ -14,6 +14,7 @@
#define HIGH_TURF_LAYER 2.03
#define ABOVE_OPEN_TURF_LAYER 2.04
#define CLOSED_TURF_LAYER 2.05
#define BULLET_HOLE_LAYER 2.06
#define ABOVE_NORMAL_TURF_LAYER 2.08
#define LATTICE_LAYER 2.2
#define DISPOSAL_PIPE_LAYER 2.3
+4 -1
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@@ -3,10 +3,11 @@ The /tg/ codebase currently requires you to have 11 z-levels of the same size di
z-level order is important, the order you put them in inside the map config.dm will determine what z level number they are assigned ingame.
Names of z-level do not matter, but order does greatly, for instances such as checking alive status of revheads on z1
current as of 2016/6/2
current as of september 17, 2017
z1 = station
z2 = centcom
z5 = mining
z6 = city of cogs
Everything else = randomized space
Last space-z level = empty
*/
@@ -17,6 +18,7 @@ Last space-z level = empty
#define MAIN_STATION "Main Station"
#define CENTCOM "CentCom"
#define CITY_OF_COGS "City of Cogs"
#define EMPTY_AREA_1 "Empty Area 1"
#define EMPTY_AREA_2 "Empty Area 2"
#define MINING "Mining Asteroid"
@@ -38,6 +40,7 @@ Last space-z level = empty
#define ZLEVEL_STATION_PRIMARY 2
#define ZLEVEL_MINING 5
#define ZLEVEL_LAVALAND 5
#define ZLEVEL_CITYOFCOGS 6
#define ZLEVEL_EMPTY_SPACE 12
#define ZLEVEL_TRANSIT 11
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@@ -62,6 +62,8 @@
#define CURSE_WASTING 4 //causes gradual damage
#define CURSE_GRASPING 8 //hands reach out from the sides of the screen, doing damage and stunning if they hit the target
#define STATUS_EFFECT_KINDLE /datum/status_effect/kindle //A knockdown reduced by 1 second for every 3 points of damage the target takes.
/////////////
// NEUTRAL //
/////////////