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LC4492 committed Jul 28, 2023
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14 changes: 0 additions & 14 deletions .github/CONTRIBUTING.md
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Expand Up @@ -167,20 +167,6 @@ Certain PRs, such as those which directly change number values (i.e. health, rec

* We understand that having something you have worked on for quite some time being denied can be frustrating. Therefore, it is recommended that you check with a maintainer before beginning to code your PR if you have any doubts that it will be accepted. This will save everyone's time and energy.

## Good Boy Points

Each GitHub account has a score known as Good Boy Points, or GBP. This is a system we use to ensure that the codebase stays maintained and that contributors fix bugs as well as add features.

The GBP gain or loss for a PR depends on the type of changes the PR makes, represented by the tags assigned to the PR by the CM-SS13 github bot or maintainers. Generally speaking, fixing bugs, updating sprites, or improving maps increases your GBP score, while adding mechanics, or rebalancing things will cost you GBP.

The GBP change of a PR is the sum of greatest positive and lowest negative values it has. For example, a PR that has tags worth +10, +4, -1, -7, will net 3 GBP (10 - 7).

Negative GBP increases the likelihood of a maintainer closing your PR. With that chance being higher the lower your GBP is. Be sure to use the proper tags in the changelog to prevent unnecessary GBP loss. Maintainers reserve the right to change tags as they deem appropriate.

There is no benefit to having a higher positive GBP score, since GBP only comes into consideration when it is negative.

You can see each tag and their GBP values [Here](https://github.com/cmss13-devs/cmss13/blob/master/.github/gbp.toml).

## Porting features/sprites/sounds/tools from other codebases

If you are porting features/tools from other codebases, you must give them credit where it's due. Typically, crediting them in your pull request and the changelog is the recommended way of doing it. Take note of what license they use though, porting stuff from AGPLv3 and GPLv3 codebases are allowed.
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4 changes: 2 additions & 2 deletions .github/PULL_REQUEST_TEMPLATE.md
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Expand Up @@ -26,8 +26,8 @@ Put screenshots and videos here with an empty line between the screenshots and t

# Changelog

<!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. -->
<!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. -->

:cl:
add: Added something
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2 changes: 1 addition & 1 deletion .github/alternate_byond_versions.txt
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Expand Up @@ -6,4 +6,4 @@
# Example:
# 500.1337: runtimestation

515.1603: lv624
515.1610: lv624
23 changes: 0 additions & 23 deletions .github/gbp.toml

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2 changes: 2 additions & 0 deletions .github/workflows/conflicts.yml
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Expand Up @@ -12,4 +12,6 @@ jobs:
- uses: eps1lon/[email protected]
with:
dirtyLabel: 'Merge Conflict'
commentOnDirty: "This pull request has conflicts, please resolve those before we can evaluate the pull request."
commentOnClean: "Conflicts have been resolved. A maintainer will review the pull request shortly."
repoToken: ${{ secrets.BOT_TOKEN_CM || secrets.GITHUB_TOKEN }}
42 changes: 0 additions & 42 deletions .github/workflows/gbp.yml

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44 changes: 0 additions & 44 deletions .github/workflows/gbp_collect.yml

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13 changes: 11 additions & 2 deletions code/__DEFINES/ARES.dm
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Expand Up @@ -43,11 +43,20 @@
#define APOLLO_ACCESS_DEBUG 5

/// Ticket statuses, both for Access and Maintenance
/// Pending assignment/rejection
#define TICKET_PENDING "pending"
/// Assigned to a WJ
#define TICKET_ASSIGNED "assigned"
#define TICKET_REJECTED "rejected"
/// Cancelled by reporter
#define TICKET_CANCELLED "cancelled"
#define TICKET_COMPLETED "complete"
/// Rejected by WJs
#define TICKET_REJECTED "rejected"
/// Completed by WJs
#define TICKET_COMPLETED "completed"

/// Checks for if buttons can be used, these may yet be removed and internalised to the UI programming
#define TICKET_OPEN "OPEN"
#define TICKET_CLOSED "CLOSED"

/// Cooldowns
#define COOLDOWN_ARES_SENSOR 60 SECONDS
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8 changes: 8 additions & 0 deletions code/__DEFINES/access.dm
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Expand Up @@ -71,3 +71,11 @@ most of them are tied into map-placed objects. This should be reworked in the fu
#define ACCESS_WY_CORPORATE_DS 202
#define ACCESS_PRESS 203
//=================================================

// Yautja Access Levels
/// Requires a visible ID chip to open
#define ACCESS_YAUTJA_SECURE 250
/// Elders+ only
#define ACCESS_YAUTJA_ELDER 251
/// Ancients only
#define ACCESS_YAUTJA_ANCIENT 252
4 changes: 4 additions & 0 deletions code/__DEFINES/atmospherics.dm
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Expand Up @@ -37,3 +37,7 @@

/// This was a define, but I changed it to a variable so it can be changed in-game.(kept the all-caps definition because... code...) -Errorage
var/MAX_EXPLOSION_RANGE = 14

/// Used in /obj/structure/pipes/vents/proc/create_gas
#define VENT_GAS_SMOKE "Smoke"
#define VENT_GAS_CN20 "CN20 Nerve Gas"
4 changes: 4 additions & 0 deletions code/__DEFINES/autofire.dm
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@@ -0,0 +1,4 @@
// Controls how many buckets should be kept, each representing a tick. Max is ten seconds, to have better perf.
#define AUTOFIRE_BUCKET_LEN (world.fps * 10)
/// Helper for getting the correct bucket
#define AUTOFIRE_BUCKET_POS(next_fire) (((round((next_fire - SSautomatedfire.head_offset) / world.tick_lag) + 1) % AUTOFIRE_BUCKET_LEN) || AUTOFIRE_BUCKET_LEN)
16 changes: 8 additions & 8 deletions code/__DEFINES/clans.dm
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Expand Up @@ -49,14 +49,14 @@
/// Scales with clan size
#define CLAN_LIMIT_SIZE 2

var/global/list/datum/rank/clan_ranks = list(
CLAN_RANK_UNBLOODED = new /datum/rank/unblooded(),
CLAN_RANK_YOUNG = new /datum/rank/young(),
CLAN_RANK_BLOODED = new /datum/rank/blooded(),
CLAN_RANK_ELITE = new /datum/rank/elite(),
CLAN_RANK_ELDER = new /datum/rank/elder(),
CLAN_RANK_LEADER = new /datum/rank/leader(),
CLAN_RANK_ADMIN = new /datum/rank/ancient()
var/global/list/datum/yautja_rank/clan_ranks = list(
CLAN_RANK_UNBLOODED = new /datum/yautja_rank/unblooded(),
CLAN_RANK_YOUNG = new /datum/yautja_rank/young(),
CLAN_RANK_BLOODED = new /datum/yautja_rank/blooded(),
CLAN_RANK_ELITE = new /datum/yautja_rank/elite(),
CLAN_RANK_ELDER = new /datum/yautja_rank/elder(),
CLAN_RANK_LEADER = new /datum/yautja_rank/leader(),
CLAN_RANK_ADMIN = new /datum/yautja_rank/ancient()
)

var/global/list/clan_ranks_ordered = list(
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15 changes: 15 additions & 0 deletions code/__DEFINES/combat.dm
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Expand Up @@ -20,3 +20,18 @@
#define DEFAULT_MESSAGE_RANGE 7

#define BAYONET_DRAW_DELAY (1 SECONDS)

//Predator decloak multpliers based on the standard.
#define DECLOAK_STANDARD (10 SECONDS)
/// Forced for any unspecified reason.
#define DECLOAK_FORCED 1
/// Caused by being worn by non humans.
#define DECLOAK_SPECIES 0.75
/// Caused by fire extinguisher.
#define DECLOAK_EXTINGUISHER 1.5
/// Caused by predalien screech.
#define DECLOAK_PREDALIEN 2
/// Caused by being in a body of water.
#define DECLOAK_SUBMERGED 2
/// Caused by an EMP.
#define DECLOAK_EMP 3
46 changes: 21 additions & 25 deletions code/__DEFINES/conflict.dm
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Expand Up @@ -54,46 +54,42 @@
#define GUN_TRIGGER_SAFETY (1<<1)
#define GUN_UNUSUAL_DESIGN (1<<2)
#define GUN_SILENCED (1<<3)
#define GUN_AUTOMATIC (1<<4)
///If checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger.
#define GUN_INTERNAL_MAG (1<<5)
#define GUN_AUTO_EJECTOR (1<<6)
#define GUN_AMMO_COUNTER (1<<7)
#define GUN_BURST_ON (1<<8)
#define GUN_BURST_FIRING (1<<9)
#define GUN_FLASHLIGHT_ON (1<<10)
#define GUN_WY_RESTRICTED (1<<11)
#define GUN_SPECIALIST (1<<12)
#define GUN_WIELDED_FIRING_ONLY (1<<13)
#define GUN_HAS_FULL_AUTO (1<<14)
#define GUN_FULL_AUTO_ON (1<<15)
#define GUN_INTERNAL_MAG (1<<4)
#define GUN_AUTO_EJECTOR (1<<5)
#define GUN_AMMO_COUNTER (1<<6)
#define GUN_BURST_FIRING (1<<7)
#define GUN_FLASHLIGHT_ON (1<<8)
#define GUN_WY_RESTRICTED (1<<9)
#define GUN_SPECIALIST (1<<10)
#define GUN_WIELDED_FIRING_ONLY (1<<11)
/// removes unwielded accuracy and scatter penalties (not recoil)
#define GUN_ONE_HAND_WIELDED (1<<16)
#define GUN_ANTIQUE (1<<17)
#define GUN_ONE_HAND_WIELDED (1<<12)
#define GUN_ANTIQUE (1<<13)
/// Whether the gun has been fired by its current user (reset upon `dropped()`)
#define GUN_RECOIL_BUILDUP (1<<18)
#define GUN_RECOIL_BUILDUP (1<<14)
/// support weapon, bipod will grant IFF
#define GUN_SUPPORT_PLATFORM (1<<19)
#define GUN_BURST_ONLY (1<<20)
#define GUN_FULL_AUTO_ONLY (1<<21)
#define GUN_SUPPORT_PLATFORM (1<<15)
/// No gun description, only base desc
#define GUN_NO_DESCRIPTION (1<<22)
#define GUN_NO_DESCRIPTION (1<<16)
// NOTE: Don't add flags past 1<<23, it'll break things due to BYOND limitations. You can usually use a Component instead.

#define USES_STREAKS (1<<0)
#define DANGEROUS_TO_ONEHAND_LEVER (1<<1)
#define MOVES_WHEN_LEVERING (1<<2)

//Gun attachable related flags.
#define ATTACH_REMOVABLE 1
#define ATTACH_ACTIVATION 2
#define ATTACH_REMOVABLE (1<<0)
#define ATTACH_ACTIVATION (1<<1)
/// for attachments that fire bullets
#define ATTACH_PROJECTILE 4
#define ATTACH_RELOADABLE 8
#define ATTACH_PROJECTILE (1<<2)
#define ATTACH_RELOADABLE (1<<3)
/// is a weapon that fires stuff
#define ATTACH_WEAPON 16
#define ATTACH_WEAPON (1<<4)
/// This attachment should override ignore if it is empty
#define ATTACH_IGNORE_EMPTY (1<<5)
/// This attachment should activate if you attack() with it attached.
#define ATTACH_MELEE 32
#define ATTACH_MELEE (1<<6)

//Ammo magazine defines, for flags_magazine

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6 changes: 6 additions & 0 deletions code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm
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Expand Up @@ -110,3 +110,9 @@
#define COMSIG_MOB_STAT_SET_DEAD "mob_stat_set_dead"

#define COMSIG_GHOST_MOVED "ghost_moved"

#define COMSIG_MOB_MOUSEDOWN "mob_mousedown" //from /client/MouseDown(): (atom/object, turf/location, control, params)
#define COMSIG_MOB_MOUSEUP "mob_mouseup" //from /client/MouseUp(): (atom/object, turf/location, control, params)
#define COMSIG_MOB_MOUSEDRAG "mob_mousedrag" //from /client/MouseDrag(): (atom/src_object, atom/over_object, turf/src_location, turf/over_location, src_control, over_control, params)
#define COMSIG_MOB_CLICK_CANCELED (1<<0)
#define COMSIG_MOB_CLICK_HANDLED (1<<1)
16 changes: 16 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_item.dm
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Expand Up @@ -38,3 +38,19 @@
#define COMSIG_ITEM_ZOOM "item_zoom"
/// from /obj/item/proc/unzoom() : (mob/user)
#define COMSIG_ITEM_UNZOOM "item_unzoom"

//Signals for automatic fire at component
#define COMSIG_AUTOMATIC_SHOOTER_START_SHOOTING_AT "start_shooting_at"
#define COMSIG_AUTOMATIC_SHOOTER_STOP_SHOOTING_AT "stop_shooting_at"
#define COMSIG_AUTOMATIC_SHOOTER_SHOOT "shoot"

//Signals for gun auto fire component
#define COMSIG_GET_BURST_FIRE "get_burst_fire"
#define BURST_FIRING (1<<0)

#define COMSIG_GUN_FIRE "gun_fire"
#define COMSIG_GUN_STOP_FIRE "gun_stop_fire"
#define COMSIG_GUN_FIRE_MODE_TOGGLE "gun_fire_mode_toggle"
#define COMSIG_GUN_AUTOFIREDELAY_MODIFIED "gun_autofiredelay_modified"
#define COMSIG_GUN_BURST_SHOTS_TO_FIRE_MODIFIED "gun_burst_shots_to_fire_modified"
#define COMSIG_GUN_BURST_SHOT_DELAY_MODIFIED "gun_burst_shot_delay_modified"
3 changes: 3 additions & 0 deletions code/__DEFINES/dcs/signals/signals_global.dm
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Expand Up @@ -56,3 +56,6 @@

/// From /datum/game_mode/colonialmarines/proc/check_ground_humans()
#define COMSIG_GLOB_GROUNDSIDE_FORSAKEN_HANDLING "!groundside_forsaken_handling"

/// From
#define COMSIG_GLOB_YAUTJA_ARMORY_OPENED "yautja_armory_opened"
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Expand Up @@ -6,3 +6,7 @@
#define JOE_EMOTE_CATEGORY_WARNING "Warning"
#define JOE_EMOTE_CATEGORY_QUESTION "Question"
#define JOE_EMOTE_CATEGORY_NOTICE "Notice"

#define YAUTJA_EMOTE_CATEGORY_FAKESOUND "Fake Sound"
#define YAUTJA_EMOTE_CATEGORY_VOICE "Voice Synthesizer"
#define YAUTJA_EMOTE_CATEGORY_SPECIES "Yautja"
1 change: 0 additions & 1 deletion code/__DEFINES/equipment.dm
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Expand Up @@ -82,7 +82,6 @@
#define NOTABLEMERGE (1<<13)
/// Has heat source but isn't 'on fire' and thus can be stored
#define IGNITING_ITEM (1<<14)

//==========================================================================================


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8 changes: 8 additions & 0 deletions code/__DEFINES/guns.dm
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Expand Up @@ -37,3 +37,11 @@
#define REVOLVER_TIP_COLOR_INCENDIARY AMMO_BAND_COLOR_INCENDIARY
#define REVOLVER_TIP_COLOR_PENETRATING AMMO_BAND_COLOR_PENETRATING
#define REVOLVER_TIP_COLOR_TOXIN AMMO_BAND_COLOR_TOXIN

#define GUN_FIREMODE_SEMIAUTO "semi-auto fire mode"
#define GUN_FIREMODE_BURSTFIRE "burst-fire mode"
#define GUN_FIREMODE_AUTOMATIC "automatic fire mode"

//autofire component fire callback return flags
#define AUTOFIRE_CONTINUE (1<<0)
#define AUTOFIRE_SUCCESS (1<<1)
11 changes: 11 additions & 0 deletions code/__DEFINES/job.dm
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Expand Up @@ -230,6 +230,17 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST

#define CMB_GRUNT_LIST list(JOB_CMB, JOB_CMB_TL)

//-------- FORECON --------//

#define JOB_FORECON_CO "Reconnaissance Commander"
#define JOB_FORECON_SL "Reconnaissance Squad Leader"
#define JOB_FORECON_SYN "Reconnaissance Synthetic"
#define JOB_FORECON_SNIPER "Reconnaissance Sniper"
#define JOB_FORECON_MARKSMAN "Reconnaissance Marksman"
#define JOB_FORECON_SUPPORT "Reconnaissance Support Technician"
#define JOB_FORECON_RIFLEMAN "Reconnaissance Rifleman"
#define JOB_FORECON_SMARTGUNNER "Reconnaissance Smartgunner"

//-------- UPP --------//
#define JOB_UPP "UPP Private"
#define JOB_UPP_CONSCRIPT "UPP Conscript"
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