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Patch 0 - Dorms and Crafting #8

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May 17, 2024
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f10427c
002
silencer-pl Mar 30, 2024
cc13658
Revert "002"
silencer-pl Apr 8, 2024
9e90732
Update ovpst.dmm
silencer-pl Apr 9, 2024
4f13c33
basepc/newpc additons
silencer-pl Apr 9, 2024
1fef107
civnet terminals first draft
silencer-pl Apr 10, 2024
8a62244
civnet terminal refinement, admin commands
silencer-pl Apr 15, 2024
1762656
buffer log base
silencer-pl Apr 15, 2024
e5f5478
buffer log first pass
silencer-pl Apr 15, 2024
18dd455
efolder reader
silencer-pl Apr 15, 2024
ed3e917
Update radio.dm
silencer-pl Apr 15, 2024
18d4d4d
Update buffer_log.dm
silencer-pl Apr 15, 2024
916101e
cass and aly dress icons
silencer-pl Apr 15, 2024
1987010
prep for clothing items
silencer-pl Apr 15, 2024
ce20104
enhanced looking
silencer-pl Apr 15, 2024
8826947
Update examine.dm
silencer-pl Apr 15, 2024
f073b39
modular floor rework phase 1
silencer-pl Apr 17, 2024
6091538
modular floor rework phase 2
silencer-pl Apr 17, 2024
e28b855
Update floortiles.dmi
silencer-pl Apr 17, 2024
6dd9016
modular floor interactions
silencer-pl Apr 18, 2024
3cf6477
Merge branch 'master' into dev
silencer-pl Apr 18, 2024
6bb2a65
/obj/structure/machinery/door
silencer-pl Apr 18, 2024
4f409b2
removes unused images because I forgot when syncing with CM
silencer-pl Apr 18, 2024
c19033a
Civilian Clothing - Icons
silencer-pl May 8, 2024
14c0e63
Spite touchups and edits, file inroads
silencer-pl May 8, 2024
8700c4f
clothing master sets
silencer-pl May 8, 2024
8b19bb6
Update under.dmi
silencer-pl May 8, 2024
974fd78
customizer base icons and item def
silencer-pl May 9, 2024
c550efc
customization code
silencer-pl May 9, 2024
b59cc1b
socks item slot
silencer-pl May 10, 2024
1e34433
Update crafting_finished_structures.dm
silencer-pl May 13, 2024
7cf2a1b
Update trigger_sp.dm
silencer-pl May 13, 2024
96cf8e2
seeonce_blub triggers
silencer-pl May 13, 2024
6ae08e3
Update text_blurbs.dm
silencer-pl May 13, 2024
cea4ee6
admin song blurb commnad
silencer-pl May 13, 2024
6c5896a
adds sounds to crafting, terminals
silencer-pl May 13, 2024
0039b7a
Update buffer_log.dm
silencer-pl May 14, 2024
d9d0751
briefing reader
silencer-pl May 14, 2024
ee81f41
clothing and tile vendors
silencer-pl May 14, 2024
05504d9
hat definitions
silencer-pl May 14, 2024
19d46ee
socks, the on foot kind, not the web protocol kind
silencer-pl May 14, 2024
e3ba359
jacket definitions
silencer-pl May 14, 2024
1b73f27
shoes definitions
silencer-pl May 14, 2024
7e04501
under definitions
silencer-pl May 15, 2024
1bede2c
Update under.dmi
silencer-pl May 15, 2024
ec333ca
Update sectorpatrol.dm
silencer-pl May 15, 2024
8736440
bugfix pass
silencer-pl May 15, 2024
cb4cd05
sealant shenanigans
silencer-pl May 16, 2024
dcc9680
venodr icons and tweaks
silencer-pl May 16, 2024
d98e8a9
admeme clothing definitions
silencer-pl May 16, 2024
c87559c
Mapping - Dorms D37 map level
silencer-pl May 16, 2024
4199c94
bonus feature, meal vendor
silencer-pl May 16, 2024
cafc71f
Update sectorpatrol.dm
silencer-pl May 16, 2024
f33a4e2
roundstart tweaks
silencer-pl May 16, 2024
af776d7
Outstanding additions
silencer-pl May 17, 2024
d48cb51
modular floor fixes
silencer-pl May 17, 2024
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25 changes: 16 additions & 9 deletions code/__DEFINES/equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -227,16 +227,17 @@
#define SLOT_FACE (1<<5)
#define SLOT_HEAD (1<<6)
#define SLOT_FEET (1<<7)
#define SLOT_ID (1<<8)
#define SLOT_WAIST (1<<9)
#define SLOT_BACK (1<<10)
#define SLOT_STORE (1<<11) //this is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_NO_STORE (1<<12) //this is to deny items with a w_class of 2 or 1 to fit in pockets.
#define SLOT_LEGS (1<<13)
#define SLOT_ACCESSORY (1<<14)
#define SLOT_SUIT_STORE (1<<15) //this allows items to be stored in the suit slot regardless of suit
#define SLOT_SOCKS (1<<8)
#define SLOT_ID (1<<9)
#define SLOT_WAIST (1<<10)
#define SLOT_BACK (1<<11)
#define SLOT_STORE (1<<12) //this is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_NO_STORE (1<<13) //this is to deny items with a w_class of 2 or 1 to fit in pockets.
#define SLOT_LEGS (1<<14)
#define SLOT_ACCESSORY (1<<15)
#define SLOT_SUIT_STORE (1<<16) //this allows items to be stored in the suit slot regardless of suit
/// Anything with this flag cannot be worn in suit storage, period.
#define SLOT_BLOCK_SUIT_STORE (1<<16)
#define SLOT_BLOCK_SUIT_STORE (1<<17)
//=================================================

//slots
Expand All @@ -245,6 +246,7 @@
#define WEAR_L_EAR "wear_l_ear"
#define WEAR_R_EAR "wear_r_ear"
#define WEAR_BODY "w_uniform"
#define WEAR_SOCKS "socks"
#define WEAR_FEET "shoes"
#define WEAR_HANDS "gloves"
#define WEAR_WAIST "belt"
Expand All @@ -271,6 +273,7 @@
#define WEAR_IN_L_STORE "in_l_store"
#define WEAR_IN_R_STORE "in_r_store"
#define WEAR_IN_SHOES "in_shoes"
#define WEAR_IN_SOCKS "in_socks"

// Contained Sprites
#define WORN_LHAND "_lh"
Expand Down Expand Up @@ -322,6 +325,8 @@ GLOBAL_LIST_INIT(slot_to_contained_sprite_shorthand, list(
. = SLOT_ICLOTHING
if(WEAR_FEET)
. = SLOT_FEET
if(WEAR_SOCKS)
. = SLOT_SOCKS
if(WEAR_HANDS)
. = SLOT_HANDS
if(WEAR_WAIST)
Expand Down Expand Up @@ -356,6 +361,8 @@ GLOBAL_LIST_INIT(slot_to_contained_sprite_shorthand, list(
WEAR_HEAD,\
WEAR_FEET,\
WEAR_IN_SHOES,\
WEAR_SOCKS,\
WEAR_IN_SOCKS,\
WEAR_FACE,\
WEAR_HANDS,\
WEAR_L_EAR,\
Expand Down
15 changes: 8 additions & 7 deletions code/__DEFINES/human.dm
Original file line number Diff line number Diff line change
Expand Up @@ -116,16 +116,17 @@
#define ORDER_FOCUS_MAX_LEVEL 50

//Human Overlays Indexes used in update_icons/////////
#define BODYPARTS_LAYER 42
#define DAMAGE_LAYER 41
#define BODYPARTS_LAYER 43
#define DAMAGE_LAYER 42

#define UNDERWEAR_LAYER 40
#define UNDERSHIRT_LAYER 39
#define MUTANTRACE_LAYER 38
#define UNDERWEAR_LAYER 41
#define UNDERSHIRT_LAYER 40
#define MUTANTRACE_LAYER 39

/// For use by Hunter Flay
#define FLAY_LAYER 37
#define FLAY_LAYER 38

#define SOCKS_LAYER 37
#define SHOES_LAYER 36
#define UNIFORM_LAYER 35

Expand Down Expand Up @@ -178,7 +179,7 @@
/// If you're hit by an acid DoT
#define EFFECTS_LAYER 1

#define TOTAL_LAYERS 42
#define TOTAL_LAYERS 43
//////////////////////////////////
//Synthetic Defines
#define SYNTH_COLONY "Third Generation Colonial Synthetic"
Expand Down
5 changes: 4 additions & 1 deletion code/__DEFINES/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -351,12 +351,15 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)

//-------- SECTOR PATROL ---------//

#define JOB_UACM_BASEPC "UACM Comissioned Officer"
#define JOB_UACM_BASEPC "UACM OV-PST Test Crew Officer"
#define JOB_UACM_NEWPC "UACM Comissioned Officer"

#define JOB_UACM_RDML "UACM Read Admiral (lower half)"
#define JOB_UACM_CMISRS_LT "CMISRS Intelligence Liaison"
#define JOB_UACM_PSTENG "UACM Station Engineer"

#define JOB_UACM_CASSANDRA "OV-PST Chief of Special Operations"
#define JOB_UACM_ALYSIA "OV-PST Chief Engineer"

#define JOB_PREDATOR "Predator"
#define JOB_XENOMORPH "Xenomorph"
Expand Down
1 change: 1 addition & 0 deletions code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -321,6 +321,7 @@ GLOBAL_LIST_INIT(default_onmob_icons, list(
WEAR_BODY = 'icons/mob/humans/onmob/uniform_0.dmi',
WEAR_JACKET = 'icons/mob/humans/onmob/suit_0.dmi',
WEAR_HEAD = 'icons/mob/humans/onmob/head_0.dmi',
WEAR_SOCKS = 'icons/obj/sp_clothes/socks/onmob/socks.dmi',
WEAR_FEET = 'icons/mob/humans/onmob/feet.dmi',
WEAR_FACE = 'icons/mob/humans/onmob/mask.dmi',
WEAR_HANDCUFFED = 'icons/mob/mob.dmi',
Expand Down
2 changes: 1 addition & 1 deletion code/__DEFINES/radio.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@

//Radio channels
#define RADIO_CHANNEL_BLANK "UNSET"
#define RADIO_CHANNEL_ALMAYER "Almayer"
#define RADIO_CHANNEL_ALMAYER "OV-PST"
#define RADIO_CHANNEL_ALAMO "Alamo"
#define RADIO_CHANNEL_COMMAND "Command"
#define RADIO_CHANNEL_COLONY "Colony"
Expand Down
1 change: 1 addition & 0 deletions code/__DEFINES/strippable.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
#define STRIPPABLE_ITEM_SUIT "wear_suit"
#define STRIPPABLE_ITEM_GLOVES "gloves"
#define STRIPPABLE_ITEM_FEET "shoes"
#define STRIPPABLE_ITEM_SOCKS "socks"
#define STRIPPABLE_ITEM_SUIT_STORAGE "j_store"
#define STRIPPABLE_ITEM_ID "id"
#define STRIPPABLE_ITEM_BELT "belt"
Expand Down
1 change: 1 addition & 0 deletions code/_globalvars/bitfields.dm
Original file line number Diff line number Diff line change
Expand Up @@ -248,6 +248,7 @@ DEFINE_BITFIELD(valid_equip_slots, list(
"SLOT_FACE" = SLOT_FACE,
"SLOT_HEAD" = SLOT_HEAD,
"SLOT_FEET" = SLOT_FEET,
"SLOT_SOCKS" = SLOT_SOCKS,
"SLOT_ID" = SLOT_ID,
"SLOT_WAIST" = SLOT_WAIST,
"SLOT_BACK" = SLOT_BACK,
Expand Down
4 changes: 4 additions & 0 deletions code/_onclick/hud/human.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@
"wear_r_ear" = list("loc" = ui_datum.ui_wear_r_ear, "slot" = WEAR_R_EAR, "state" = "ears", "toggle" = 1),
"head" = list("loc" = ui_datum.ui_head, "slot" = WEAR_HEAD, "state" = "hair", "toggle" = 1),
"shoes" = list("loc" = ui_datum.ui_shoes, "slot" = WEAR_FEET, "state" = "shoes", "toggle" = 1),
"socks" = list("loc" = ui_datum.ui_socks, "slot" = WEAR_SOCKS, "state" = "socks", "toggle" = 1),
"suit storage" = list("loc" = ui_datum.ui_sstore1, "slot" = WEAR_J_STORE, "state" = "suit_storage"),
"back" = list("loc" = ui_datum.ui_back, "slot" = WEAR_BACK, "state" = "back"),
"id" = list("loc" = ui_datum.ui_id, "slot" = WEAR_ID, "state" = "id"),
Expand Down Expand Up @@ -65,6 +66,9 @@
if(WEAR_FEET in equip_slots)
equip_slots |= WEAR_IN_SHOES

if (WEAR_SOCKS in equip_slots)
equip_slots |= WEAR_IN_SOCKS

// Draw the various inventory equipment slots.
draw_inventory_slots(gear, ui_datum, ui_alpha, ui_color)
draw_toggle_inv(ui_datum, ui_alpha, ui_color)
Expand Down
1 change: 0 additions & 1 deletion code/_onclick/item_attack.dm
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,6 @@
if(flags_item & CAN_DIG_SHRAPNEL && ishuman(user))
dig_out_shrapnel(user)

// No comment
/atom/proc/attackby(obj/item/W, mob/living/user,list/mods)
if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, user, mods) & COMPONENT_NO_AFTERATTACK)
return TRUE
Expand Down
7 changes: 4 additions & 3 deletions code/controllers/subsystem/statpanel.dm
Original file line number Diff line number Diff line change
Expand Up @@ -22,17 +22,18 @@ SUBSYSTEM_DEF(statpanels)

/datum/controller/subsystem/statpanels/fire(resumed = FALSE)
if (!resumed)
var/wtime = world.time
num_fires++
global_data = list(
"Sector Patrol ALPHA",
"UACM Outer Veil Primary Supply Terminal, Neroid Sector",
"August 21st, 2185",
"August 24th, 2185",
"Station Time: [time2text(642000 + wtime,"hh:mm",0)]",
"---------",
// "Round Time: [ROUND_TIME]",
// "Server Time: [time2text(world.timeofday, "YYYY-MM-DD hh:mm:ss")]",
// "Round Time: [duration2text()]",
"Chapter Zero",
"Interval 001 - 'Arrivals'"
"Open Session"
)

src.currentrun = GLOB.clients.Copy()
Expand Down
5 changes: 3 additions & 2 deletions code/datums/custom_hud.dm
Original file line number Diff line number Diff line change
Expand Up @@ -57,10 +57,11 @@

//Pop-up inventory
var/ui_shoes = "WEST+1:8,1:5"
var/ui_iclothing = "WEST:6,2:7"
var/ui_socks = "WEST:6,2:7"
var/ui_iclothing = "WEST:6,3:9"//"WEST:6,2:7"
var/ui_oclothing = "WEST+1:8,2:7"
var/ui_gloves = "WEST+2:10,2:7"
var/ui_glasses = "WEST:6,3:9"
var/ui_glasses = "WEST:6,4:11"//"WEST:6,3:9"
var/ui_mask = "WEST+1:8,3:9"
var/ui_wear_l_ear = "WEST+2:10,3:9"
var/ui_wear_r_ear = "WEST+2:10,4:11"
Expand Down
1 change: 1 addition & 0 deletions code/game/gamemodes/extended/extended.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@

/datum/game_mode/announce()
to_world("<B>Sector Patrol ALPHA</B>")
show_blurb(GLOB.player_list, duration = 10 SECONDS, message = "<b>August 24th, 2185\nUACM Outer Veil PST</b>\nDorms, Deck 37.", screen_position = "CENTER,BOTTOM+1.5:16", text_alignment = "center", text_color = "#ffaef2", blurb_key = "introduction", ignore_key = FALSE, speed = 1)

/datum/game_mode/extended/get_roles_list()

Expand Down
8 changes: 8 additions & 0 deletions code/game/jobs/job/uacm/admin.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,3 +9,11 @@
/datum/job/uacm/psteng
title = JOB_UACM_PSTENG
gear_preset = /datum/equipment_preset/uacm/psteng

/datum/job/uacm/Cassandra
title = JOB_UACM_CASSANDRA
gear_preset = /datum/equipment_preset/uacm/Cassandra

/datum/job/uacm/Alysia
title = JOB_UACM_ALYSIA
gear_preset = /datum/equipment_preset/uacm/Alysia
8 changes: 4 additions & 4 deletions code/game/jobs/job/uacm/intermission.dm
Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
/datum/job/uacm/basepc
title = JOB_UACM_BASEPC
total_positions = 10
spawn_positions = 10
total_positions = -1
spawn_positions = -1
flags_startup_parameters = ROLE_ADD_TO_DEFAULT
gear_preset = /datum/equipment_preset/uacm/basepc
entry_message_intro = "You are an UACM Comissioned Officer, currently assigned to the 2nd Logistics Division, under RDML Thomas Boulette."
entry_message_body = "You have spent the last two weeks travelling on various UACM spaceships or waiting on UACM transfer stations to get to the Outer Veil Primary Supply Terminal, where you will be stationed for the duration of your assignment."
entry_message_end = "For the last leg of your journey, you are rather last minute loaded onto a transit shuttle headed for the PST that was picking up cargo intended for the station. The officer operating the shuttle seemed somewhat surprised by your presence but nonetheless seemed happy to help. After about 20 minutes of flight, the shuttle abruptly stops and your pilot looks in frustration at her pilot console."
entry_message_body = "Sometime in the last few days you have arrived at the headquarters of your new assignment - the Outer Veil Primary Supply Terminal, a massive, sprawling logistics station. "
entry_message_end = "Whether you arrived days or minutes ago, the official version is that due to an unspecified security issue, the station is under strict lockdown. Regardless of your involvement with the issues on the station, like the other members of the Test Crews that have arrived on station, you are currently under lockdown in what is supposed to be your future dorm."
/obj/effect/landmark/start/basepc
name = JOB_UACM_BASEPC
icon_state = "so_spawn"
Expand Down
5 changes: 3 additions & 2 deletions code/game/machinery/doors/multi_tile_sp.dm
Original file line number Diff line number Diff line change
Expand Up @@ -27,9 +27,10 @@
name = "elevator door"
desc = "A heavy looking metal door with an equally heavy looking glass panel that lets you peek inside."
desc_lore = "Since time immemorial, people have taken great effort not to fall out of elevators in transit. These doors are one such method. Simple, yet effective. Spaceship freight elevators have not changed the game - people still hate falling down elevator shafts."
req_access = list()
req_access = list(ACCESS_SP_ADMIN)
icon = 'icons/obj/structures/doors/4x1_elevator_access.dmi'
icon_state = "door_closed"
icon_state = "door_locked"
locked = TRUE
width = 4
openspeed = 22
opacity = FALSE
Expand Down
7 changes: 4 additions & 3 deletions code/game/machinery/vending/cm_vending.dm
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,8 @@
var/gloves_type = /obj/item/clothing/gloves/marine
var/headset_type = /obj/item/device/radio/headset/almayer/marine

var/vend_delay = 0 //delaying vending of an item (for drinks machines animation, for example). Make sure to synchronize this with animation duration
var/vend_delay = 0 //delaying vending of an item (for drinks machines animation, for example). Make sure to synchronize this with animation duration. As a side note, this being set also enables using animations _vend for icon_state animation.
var/deny_delay = 0 //As above, but for denials. Since animations don't have to take the same time. As above, affixes _deny
var/vend_sound //use with caution. Potential spam

/// X Offset to vend to
Expand Down Expand Up @@ -825,10 +826,10 @@ GLOBAL_LIST_EMPTY(vending_products)

/obj/structure/machinery/cm_vending/proc/vend_fail()
stat |= IN_USE
if(vend_delay)
if(deny_delay)
overlays.Cut()
icon_state = "[initial(icon_state)]_deny"
sleep(1.5 SECONDS)
sleep(deny_delay)
icon_state = initial(icon_state)
stat &= ~IN_USE
update_icon()
Expand Down
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