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new brig remap x3 (#5027)
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# About the pull request

Fully remaps the brig to feel more interconnected and better use up
unused space.

Cryo Room: One room to fit all
APC Room: Central to Brig // Some APCs in different locations for ease
of use
CMP Office: Moved
Warden Office: Moved next to CMP's office - new bedroom - oversees
courtyard and can check if maint breach happens
Execution: Isolated viewing room, next to perma.
Evidence: Expanded evidence room, with printer, file storage and other
detectivey needs.
Armory: Larger in size, added sectech
Equipment room: Larger - more chargers - food machines
Medical room: tiny expansion
Cells: Two new cells
Break room: Take a break - have a donut

# Explain why it's good for the game

Makes it easier to navigate brig (in theory) adds more cells for use,
and better uses up empty space in the brig. Interconnects the brig to
feel more wholesome.


# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

:cl: LTNTS
maptweak: remapped brig to be more concise, more interconnected, and
easier to navigate. And added more cells for when needed.
qol: adds RiotTech (SecTech but for Riot Control with Rubber Bullets -
obvs Code Blue+ only)
qol: CMP's locker requires Armory access to open now
qol: suspects are now colored nardo gray in security list
/:cl:

---------

Co-authored-by: harryob <[email protected]>
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ItsVyzo and harryob committed Dec 14, 2023
1 parent c25d399 commit 7eac6c3
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Showing 6 changed files with 9,432 additions and 9,488 deletions.
2 changes: 1 addition & 1 deletion code/game/machinery/computer/security.dm
Original file line number Diff line number Diff line change
Expand Up @@ -187,7 +187,7 @@
if("Released")
background = "'background-color:#3BB9FF;'"
if("Suspect")
background = "'background-color:#1AAFFF;'"
background = "'background-color:#686A6C;'"
if("NJP")
background = "'background-color:#faa20a;'"
if("None")
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8 changes: 8 additions & 0 deletions code/game/machinery/doors/brig_system.dm
Original file line number Diff line number Diff line change
Expand Up @@ -390,6 +390,14 @@
name = "Cell 4"
id = "Cell 4"

/obj/structure/machinery/brig_cell/cell_5
name = "Cell 5"
id = "Cell 5"

/obj/structure/machinery/brig_cell/cell_6
name = "Cell 6"
id = "Cell 6"

/obj/structure/machinery/brig_cell/perma_1
name = "Perma 1"
id = "Perma 1"
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17 changes: 17 additions & 0 deletions code/game/machinery/vending/vending_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -252,6 +252,23 @@
)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/storage/donut_box = 2)

/obj/structure/machinery/vending/security/riot
name = "\improper RiotTech"
desc = "A security riot equipment vendor."
hacking_safety = TRUE
wrenchable = FALSE
products = list(
/obj/item/handcuffs/zip = 40,
/obj/item/explosive/grenade/flashbang = 20,
/obj/item/explosive/grenade/custom/teargas = 40,
/obj/item/ammo_magazine/smg/m39/rubber = 40,
/obj/item/ammo_magazine/pistol/rubber = 40,
/obj/item/ammo_magazine/pistol/mod88/rubber = 40,
/obj/item/ammo_magazine/rifle/rubber = 40,
/obj/item/ammo_magazine/rifle/m4ra/rubber = 40,
/obj/item/clothing/head/helmet/marine/MP = 8,
)

/obj/structure/machinery/vending/sea
name = "\improper SeaTech"
desc = "An equipment vendor designed to save lives"
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Original file line number Diff line number Diff line change
Expand Up @@ -180,7 +180,7 @@ GLOBAL_LIST_EMPTY(co_secure_boxes)

/obj/structure/closet/secure_closet/warrant_officer
name = "chief MP's locker"
req_access = list(ACCESS_MARINE_BRIG)
req_access = list(ACCESS_MARINE_ARMORY)
icon_state = "secure_locked_warrant"
icon_closed = "secure_unlocked_warrant"
icon_locked = "secure_locked_warrant"
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Original file line number Diff line number Diff line change
Expand Up @@ -196,6 +196,59 @@
locked = TRUE
var/id = null

/obj/structure/closet/secure_closet/brig/prisoner

/obj/structure/closet/secure_closet/brig/prisoner/Initialize()
. = ..()
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/device/radio/headset(src)

/obj/structure/closet/secure_closet/brig/prison_uni
name = "Spare Prison Uniforms"
req_one_access = list(ACCESS_MARINE_BRIG, ACCESS_CIVILIAN_BRIG)
anchored = TRUE
locked = TRUE


/obj/structure/closet/secure_closet/brig/prison_uni/Initialize()
. = ..()
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/device/radio/headset(src)
new /obj/item/device/radio/headset(src)
new /obj/item/device/radio/headset(src)
new /obj/item/device/radio/headset(src)
new /obj/item/device/radio/headset(src)

/obj/structure/closet/secure_closet/brig/restraints
name = "Spare Restraints"
req_one_access = list(ACCESS_MARINE_BRIG, ACCESS_CIVILIAN_BRIG)
anchored = TRUE
locked = TRUE


/obj/structure/closet/secure_closet/brig/restraints/Initialize()
. = ..()
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/glasses/sunglasses/blindfold(src)
new /obj/item/clothing/glasses/sunglasses/blindfold(src)
new /obj/item/clothing/glasses/sunglasses/blindfold(src)
new /obj/item/clothing/glasses/sunglasses/blindfold(src)
new /obj/item/clothing/glasses/sunglasses/blindfold(src)

/obj/structure/closet/secure_closet/brig/Initialize()
. = ..()
new /obj/item/clothing/under/color/orange(src)
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