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Merge branch 'master' into master
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HIDgamer authored Mar 30, 2024
2 parents 37a2347 + 2a371a9 commit e919285
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Showing 42 changed files with 338 additions and 141 deletions.
5 changes: 5 additions & 0 deletions code/__DEFINES/dropships.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,3 +10,8 @@
#define DROPSHIP_MIN_AUTO_DELAY 10 SECONDS
#define DROPSHIP_AUTO_RETRY_COOLDOWN 20 SECONDS
#define DROPSHIP_MEDEVAC_COOLDOWN 20 SECONDS

//Hatches states
#define SHUTTLE_DOOR_BROKEN -1
#define SHUTTLE_DOOR_UNLOCKED 0
#define SHUTTLE_DOOR_LOCKED 1
20 changes: 20 additions & 0 deletions code/datums/entities/player.dm
Original file line number Diff line number Diff line change
Expand Up @@ -469,6 +469,7 @@ BSQL_PROTECT_DATUM(/datum/entity/player)
set waitfor=0
WAIT_DB_READY
load_player_data_info(get_player_from_key(ckey))
check_discord_link()

/client/proc/load_player_data_info(datum/entity/player/player)
if(ckey != player.ckey)
Expand All @@ -482,6 +483,25 @@ BSQL_PROTECT_DATUM(/datum/entity/player)
record_login_triplet(player.ckey, address, computer_id)
player_data.sync()

/client/proc/check_discord_link()
var/datum/view_record/discord_link/current_link = locate() in DB_VIEW(/datum/view_record/discord_link, DB_COMP("player_id", DB_EQUALS, player_data.id))

if(!current_link)

if(player_data.discord_link_id != null)
player_data.discord_link_id = null
player_data.save()
player_data.sync()

return

if(player_data.discord_link_id == current_link.id)
return

player_data.discord_link_id = current_link.id
player_data.save()
player_data.sync()

/datum/entity/player/proc/check_ban(computer_id, address, is_telemetry)
. = list()

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3 changes: 2 additions & 1 deletion code/game/jobs/job/command/cic/staffofficer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
flags_startup_parameters = ROLE_ADD_TO_DEFAULT
gear_preset = /datum/equipment_preset/uscm_ship/so
gear_preset_secondary = /datum/equipment_preset/uscm_ship/so/lesser_rank
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>Your job is to monitor the Marines, man the CIC, and listen to your superior officers.</a> You are in charge of logistics and the overwatch system. You are also in line to take command after other eligible superior commissioned officers."
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>Your job is to conduct the briefing for the platoon, monitor the operation, and listen to your superior officers.</a> You are in charge of the platoon for the current operation and supported by your Company Command.<br>They will give your orders VIA the telephone in your office once they are ready.<br><b>You remember that you've stored your personal gear are located in your personal quarters.</b><br>Your job involves heavy roleplay and requires you to behave like an officer and to stay in character at all times."

job_options = list(FIRST_LT_VARIANT = "1stLt", SECOND_LT_VARIANT = "2ndLt")

Expand Down Expand Up @@ -52,6 +52,7 @@ AddTimelock(/datum/job/command/bridge, list(
/datum/job/command/bridge/ai
total_positions = 1
spawn_positions = 1
prime_priority = TRUE

/datum/job/command/bridge/ai/set_spawn_positions(count)
return spawn_positions
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3 changes: 3 additions & 0 deletions code/game/jobs/job/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,9 @@
/// If TRUE, this job will spawn w/ a cryo emergency kit during evac/red alert
var/gets_emergency_kit = TRUE

/// Whether or not linking your discord account can let you get prime priority for this role
var/prime_priority = FALSE

/datum/job/New()
. = ..()

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4 changes: 2 additions & 2 deletions code/game/jobs/job/marine/marine.dm
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
/datum/job/marine
supervisors = "the acting squad leader"
supervisors = "the acting platoon leader"
selection_class = "job_marine"
total_positions = 8
spawn_positions = 8
allow_additional = 1

/datum/job/marine/generate_entry_message(mob/living/carbon/human/current_human)
if(current_human.assigned_squad)
entry_message_intro = "You are a [title]!<br>You have been assigned to: <b><font size=3 color=[current_human.assigned_squad.equipment_color]>[lowertext(current_human.assigned_squad.name)] squad</font></b>.[Check_WO() ? "" : " Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room." ]"
entry_message_intro = "You are a [title]!<br>You have been assigned to the <b><font size=3 color=[current_human.assigned_squad.equipment_color]>[lowertext(current_human.assigned_squad.name)] platoon</font></b>.[Check_WO() ? "" : " Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your team's prep room." ]"
return ..()

/datum/job/marine/generate_entry_conditions(mob/living/carbon/human/current_human)
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3 changes: 2 additions & 1 deletion code/game/jobs/job/marine/squad/leader.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
flags_startup_parameters = ROLE_ADD_TO_DEFAULT|ROLE_ADD_TO_SQUAD
gear_preset = /datum/equipment_preset/uscm/leader
gear_preset_secondary = /datum/equipment_preset/uscm/leader/lesser_rank
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>You are responsible for the men and women of your squad.</a> Make sure they are on task, working together, and communicating. You are also in charge of communicating with command and letting them know about the situation first hand. Keep out of harm's way."
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>You are responsible for the men and women of your entire platoon.</a> Make sure they are on task, working together, and communicating. You are also in charge of communicating with command and letting them know about the situation first hand. Keep out of harm's way.<br><b>You remember that you've stored your personal gear and uniform are located in the dorm or locker rooms.</b>"

job_options = list(GYSGT_VARIANT = "GYSGT", SSGT_VARIANT = "SSGT")

Expand Down Expand Up @@ -53,6 +53,7 @@ AddTimelock(/datum/job/marine/leader, list(
/datum/job/marine/leader/ai
total_positions = 1
spawn_positions = 1
prime_priority = TRUE

/datum/job/marine/leader/ai/upp
title = JOB_SQUAD_LEADER_UPP
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2 changes: 1 addition & 1 deletion code/game/jobs/job/marine/squad/medic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
flags_startup_parameters = ROLE_ADD_TO_DEFAULT|ROLE_ADD_TO_SQUAD
gear_preset = /datum/equipment_preset/uscm/medic
gear_preset_secondary = /datum/equipment_preset/uscm/medic/lesser_rank
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>You tend the wounds of your squad mates</a> and make sure they are healthy and active. You may not be a fully-fledged doctor, but you stand between life and death when it matters."
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>You tend the wounds of your squad mates</a> and make sure they are healthy and active. You may not be a fully-fledged doctor, but you stand between life and death when it matters.<br><b>You remember that you've stored your personal gear and uniform are located in your medical office.</b>"

job_options = list(CPL_VARIANT = "CPL", LCPL_VARIANT = "LCPL")

Expand Down
2 changes: 1 addition & 1 deletion code/game/jobs/job/marine/squad/smartgunner.dm
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
flags_startup_parameters = ROLE_ADD_TO_DEFAULT|ROLE_ADD_TO_SQUAD
gear_preset = /datum/equipment_preset/uscm/sg
gear_preset_secondary = /datum/equipment_preset/uscm/sg/lesser_rank
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>You are the smartgunner.</a> Your task is to provide heavy weapons support."
entry_message_body = "<a href='"+WIKI_PLACEHOLDER+"'>You are a specialized automatic rifleman.</a> Your task is to provide heavy weapons support for your squad.<br><b>You remember that you've stored your personal gear and uniform are located in the dorm or locker rooms.</b>"

job_options = list(CPL_VARIANT = "CPL", LCPL_VARIANT = "LCPL")

Expand Down
2 changes: 1 addition & 1 deletion code/game/jobs/job/marine/squad/standard.dm
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@
job_options = list(PFC_VARIANT = "PFC", PVT_VARIANT = "PVT")

/datum/job/marine/standard/on_config_load()
entry_message_body = "You are a rank-and-file <a href='[CONFIG_GET(string/wikiarticleurl)]/[URL_WIKI_MARINE_QUICKSTART]'>Marine of the USCM</a>, and that is your strength. What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah!"
entry_message_body = "You are a rank-and-file <a href='[CONFIG_GET(string/wikiarticleurl)]/[URL_WIKI_MARINE_QUICKSTART]'>Soldier of your standing army</a>, and that is your strength. What you lack alone, you gain standing shoulder to shoulder with the men and women of the platoon. Ooh-rah!<br><b>You remember that you've stored your personal gear and uniform are located in the dorm or locker rooms.</b>"
return ..()

/datum/job/marine/standard/set_spawn_positions(count)
Expand Down
2 changes: 1 addition & 1 deletion code/game/jobs/job/marine/squad/tl.dm
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@
allow_additional = 1
flags_startup_parameters = ROLE_ADD_TO_DEFAULT|ROLE_ADD_TO_SQUAD
gear_preset = /datum/equipment_preset/uscm/tl
entry_message_body = "You are the <a href='"+WIKI_PLACEHOLDER+"'>Team Leader.</a>Your task is to assist the squad leader in leading the squad as well as utilize ordnance such as orbital bombardments, CAS, and mortar as well as coordinating resupply with Requisitions and CIC. If the squad leader dies, you are expected to lead in their place."
entry_message_body = "You are the <a href='"+WIKI_PLACEHOLDER+"'>Squad Leader.</a> Your task is leading the designated squad and utilize available ordnance. If the platoon leader dies, you are expected to lead in their place.<br><b>You remember that you've stored your personal gear and uniform are located in the dorm or locker rooms.</b>"

job_options = list(SGT_VARIANT = "SGT")

Expand Down
68 changes: 40 additions & 28 deletions code/game/jobs/role_authority.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,9 +18,10 @@ var/global/datum/authority/branch/role/RoleAuthority
#define RETURN_TO_LOBBY 2

#define NEVER_PRIORITY 0
#define HIGH_PRIORITY 1
#define MED_PRIORITY 2
#define LOW_PRIORITY 3
#define PRIME_PRIORITY 1
#define HIGH_PRIORITY 2
#define MED_PRIORITY 3
#define LOW_PRIORITY 4

#define SHIPSIDE_ROLE_WEIGHT 0.25

Expand Down Expand Up @@ -245,37 +246,19 @@ I hope it's easier to tell what the heck this proc is even doing, unlike previou
if(!length(roles_to_assign) || !length(unassigned_players))
return

log_debug("ASSIGNMENT: Starting prime priority assignments.")
for(var/mob/new_player/cycled_unassigned in shuffle(unassigned_players))
assign_role_to_player_by_priority(cycled_unassigned, roles_to_assign, unassigned_players, PRIME_PRIORITY)

log_debug("ASSIGNMENT: Starting regular priority assignments.")
for(var/mob/new_player/cycled_unassigned in shuffle(unassigned_players))
var/player_assigned_job = FALSE
log_debug("ASSIGNMENT: We have started assigning for [cycled_unassigned].")

for(var/priority in HIGH_PRIORITY to LOW_PRIORITY)
var/wanted_jobs_by_name = shuffle(cycled_unassigned.client?.prefs?.get_jobs_by_priority(priority))
log_debug("ASSIGNMENT: We have started cycled through priority [priority] for [cycled_unassigned].")

for(var/job_name in wanted_jobs_by_name)
log_debug("ASSIGNMENT: We are cycling through wanted jobs and are at [job_name] for [cycled_unassigned].")
if(job_name in roles_to_assign)
log_debug("ASSIGNMENT: We have found [job_name] in roles to assign for [cycled_unassigned].")
var/datum/job/actual_job = roles_to_assign[job_name]

if(assign_role(cycled_unassigned, actual_job))
log_debug("ASSIGNMENT: We have assigned [job_name] to [cycled_unassigned].")
unassigned_players -= cycled_unassigned

if(actual_job.spawn_positions != -1 && actual_job.current_positions >= actual_job.spawn_positions)
roles_to_assign -= job_name
log_debug("ASSIGNMENT: We have ran out of slots for [job_name] and it has been removed from roles to assign.")

player_assigned_job = TRUE
break

player_assigned_job = assign_role_to_player_by_priority(cycled_unassigned, roles_to_assign, unassigned_players, priority)
if(player_assigned_job)
log_debug("ASSIGNMENT: [cycled_unassigned] has been assigned a job and we are breaking.")
break

log_debug("ASSIGNMENT: [cycled_unassigned] did not get a job at priority [priority], moving to next priority level.")

if(!length(roles_to_assign))
log_debug("ASSIGNMENT: No more roles to assign, breaking.")
break
Expand Down Expand Up @@ -321,10 +304,39 @@ I hope it's easier to tell what the heck this proc is even doing, unlike previou
log_debug("ASSIGNMENT: [cycled_unassigned] has opted for return to lobby alternate option.")
cycled_unassigned.ready = 0

log_debug("ASSIGNMENT: Assigning complete. Players unassigned: [length(unassigned_players)] Jobs unassigned: [length(roles_to_assign)]")
log_debug("ASSIGNMENT: Assignment complete. Players unassigned: [length(unassigned_players)] Jobs unassigned: [length(roles_to_assign)]")

return roles_to_assign

/datum/authority/branch/role/proc/assign_role_to_player_by_priority(mob/new_player/cycled_unassigned, list/roles_to_assign, list/unassigned_players, priority)
log_debug("ASSIGNMENT: We have started cycled through priority [priority] for [cycled_unassigned].")
var/wanted_jobs_by_name = shuffle(cycled_unassigned.client?.prefs?.get_jobs_by_priority(priority))
var/player_assigned_job = FALSE

for(var/job_name in wanted_jobs_by_name)
log_debug("ASSIGNMENT: We are cycling through wanted jobs and are at [job_name] for [cycled_unassigned].")
if(job_name in roles_to_assign)
log_debug("ASSIGNMENT: We have found [job_name] in roles to assign for [cycled_unassigned].")
var/datum/job/actual_job = roles_to_assign[job_name]

if(assign_role(cycled_unassigned, actual_job))
log_debug("ASSIGNMENT: We have assigned [job_name] to [cycled_unassigned].")
unassigned_players -= cycled_unassigned

if(actual_job.spawn_positions != -1 && actual_job.current_positions >= actual_job.spawn_positions)
roles_to_assign -= job_name
log_debug("ASSIGNMENT: We have ran out of slots for [job_name] and it has been removed from roles to assign.")

player_assigned_job = TRUE
break

if(player_assigned_job)
log_debug("ASSIGNMENT: [cycled_unassigned] has been assigned a job.")
return player_assigned_job

log_debug("ASSIGNMENT: [cycled_unassigned] did not get a job at priority [priority].")
return player_assigned_job

/**
* Calculate role balance weight for one person joining as that role. This weight is used
* when calculating the number of xenos both roundstart and burrowed larva they get for
Expand Down
2 changes: 1 addition & 1 deletion code/game/machinery/door_control.dm
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@
if(is_mainship_level(z)) // on the almayer
return

shuttle.control_doors("lock", "all", force=FALSE)
shuttle.control_doors("force-lock", "all", force=FALSE)

/obj/structure/machinery/door_control/proc/handle_door()
for(var/obj/structure/machinery/door/airlock/D in range(range))
Expand Down
12 changes: 6 additions & 6 deletions code/game/machinery/doors/airlock_control.dm
Original file line number Diff line number Diff line change
Expand Up @@ -123,15 +123,15 @@
radio_connection.post_signal(src, signal, range = AIRLOCK_CONTROL_RANGE, filter = RADIO_AIRLOCK)


/obj/structure/machinery/door/airlock/open(surpress_send)
/obj/structure/machinery/door/airlock/open(forced)
. = ..()
if(!surpress_send) send_status()
if(!forced)
send_status()


/obj/structure/machinery/door/airlock/close(surpress_send)
/obj/structure/machinery/door/airlock/close(forced)
. = ..()
if(!surpress_send) send_status()

if(!forced)
send_status()

/obj/structure/machinery/door/airlock/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
Expand Down
2 changes: 1 addition & 1 deletion code/game/machinery/doors/door.dm
Original file line number Diff line number Diff line change
Expand Up @@ -214,7 +214,7 @@
flick("door_deny", src)
return

/obj/structure/machinery/door/proc/open(forced=0)
/obj/structure/machinery/door/proc/open(forced)
if(!density)
return TRUE
if(operating || !loc)
Expand Down
78 changes: 73 additions & 5 deletions code/game/machinery/doors/multi_tile.dm
Original file line number Diff line number Diff line change
Expand Up @@ -241,10 +241,42 @@
no_panel = 1
not_weldable = 1
var/queen_pryable = TRUE
var/obj/docking_port/mobile/marine_dropship/linked_dropship

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/ex_act(severity)
return

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/attackby(obj/item/item, mob/user)
if(HAS_TRAIT(item, TRAIT_TOOL_MULTITOOL))
var/direction
switch(id)
if("starboard_door")
direction = "starboard"
if("port_door")
direction = "port"
if("aft_door")
direction = "aft"
if(!linked_dropship || !linked_dropship.door_control.door_controllers[direction])
return ..()
var/datum/door_controller/single/control = linked_dropship.door_control.door_controllers[direction]
if (control.status != SHUTTLE_DOOR_BROKEN)
return ..()
if(!skillcheck(user, SKILL_ENGINEER, SKILL_ENGINEER_ENGI))
to_chat(user, SPAN_WARNING("You don't seem to understand how to restore a remote connection to [src]."))
return
if(user.action_busy)
return

to_chat(user, SPAN_WARNING("You begin to restore the remote connection to [src]."))
if(!do_after(user, 5 SECONDS, INTERRUPT_ALL, BUSY_ICON_BUILD))
to_chat(user, SPAN_WARNING("You fail to restore a remote connection to [src]."))
return
unlock(TRUE)
close(FALSE)
control.status = SHUTTLE_DOOR_UNLOCKED
to_chat(user, SPAN_WARNING("You successfully restored the remote connection to [src]."))
return
..()

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/unlock()
if(is_reserved_level(z))
Expand All @@ -258,13 +290,32 @@
if(!queen_pryable)
return ..()

if(!locked)
return ..()

to_chat(xeno, SPAN_NOTICE("You try and force the doors open"))
if(xeno.action_busy)
return

var/direction
switch(id)
if("starboard_door")
direction = "starboard"
if("port_door")
direction = "port"
if("aft_door")
direction = "aft"
var/datum/door_controller/single/control
if(linked_dropship && linked_dropship.door_control.door_controllers[direction])
control = linked_dropship.door_control.door_controllers[direction]

if(control && control.status == SHUTTLE_DOOR_BROKEN)
to_chat(xeno, SPAN_NOTICE("The door is already disabled."))
return

to_chat(xeno, SPAN_WARNING("You try and force the doors open!"))
if(do_after(xeno, 3 SECONDS, INTERRUPT_ALL, BUSY_ICON_HOSTILE))
if(control)
control.status = SHUTTLE_DOOR_BROKEN
unlock(TRUE)
open(1)
open(TRUE)
lock(TRUE)

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/ds1
Expand All @@ -275,6 +326,23 @@
name = "\improper Normandy cargo door"
icon = 'icons/obj/structures/doors/dropship2_cargo.dmi'

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/dropshipside
width = 2

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/dropshipside/ds1
name = "\improper Alamo crew hatch"
icon = 'icons/obj/structures/doors/dropship1_side2.dmi'

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/dropshipside/ds1/midway
name = "\improper Midway crew hatch"

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/dropshipside/ds2
name = "\improper Normandy crew hatch"
icon = 'icons/obj/structures/doors/dropship2_side2.dmi'

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/dropshipside/ds2/cyclone
name = "\improper Cyclone crew hatch"

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/upp
name = "\improper Akademia Nauk cargo door"
icon = 'icons/obj/structures/doors/dropshipupp_cargo.dmi'
Expand Down Expand Up @@ -329,7 +397,7 @@
continue
INVOKE_ASYNC(atom_movable, TYPE_PROC_REF(/atom/movable, throw_atom), projected, 1, SPEED_FAST, null, FALSE)

/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/lifeboat/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override)
/obj/structure/machinery/door/airlock/multi_tile/almayer/dropshiprear/lifeboat/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
. = ..()
if(istype(port, /obj/docking_port/mobile/crashable/lifeboat))
var/obj/docking_port/mobile/crashable/lifeboat/lifeboat = port
Expand Down
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