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Merge branch 'master' into dinamic-price-for-omnisentryguns
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cuberound authored Jan 3, 2024
2 parents 87c839c + 1001950 commit d2da7ad
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2 changes: 1 addition & 1 deletion .vscode/settings.json
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Expand Up @@ -9,7 +9,7 @@
"**/.pnp.*": true
},
"editor.codeActionsOnSave": {
"source.fixAll.eslint": true
"source.fixAll.eslint": "explicit"
},
"files.eol": "\n",
"files.insertFinalNewline": true,
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2 changes: 2 additions & 0 deletions code/__DEFINES/__game.dm
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Expand Up @@ -124,6 +124,7 @@ block( \
#define CHAT_FFATTACKLOGS (1<<11)
#define CHAT_GHOSTHIVEMIND (1<<12)
#define CHAT_NICHELOGS (1<<13)
#define CHAT_LISTENINGBUG (1<<14)

//toggles_ghost
#define GHOST_HEALTH_SCAN (1<<0)
Expand Down Expand Up @@ -391,6 +392,7 @@ block( \
#define FIRE_MISSION_WEAPON_REMOVED 8
#define FIRE_MISSION_WEAPON_UNUSABLE 16
#define FIRE_MISSION_WEAPON_OUT_OF_AMMO 32
#define FIRE_MISSION_BAD_DIRECTION 64
#define FIRE_MISSION_NOT_EXECUTABLE -1

//Defines for firemission state
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2 changes: 2 additions & 0 deletions code/__DEFINES/access.dm
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Expand Up @@ -152,6 +152,8 @@ most of them are tied into map-placed objects. This should be reworked in the fu
/// Ancients only
#define ACCESS_YAUTJA_ANCIENT 392

/// Anything in a tutorial sequence that shouldn't be accessed
#define ACCESS_TUTORIAL_LOCKED 998
///Temporary, just so I can flag places I need to change
#define ACCESS_COME_BACK_TO_ME 999

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7 changes: 7 additions & 0 deletions code/__DEFINES/alerts.dm
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@@ -0,0 +1,7 @@
#define ALERT_BUCKLED "buckled"
#define ALERT_HANDCUFFED "handcuffed"
#define ALERT_LEGCUFFED "legcuffed"
#define ALERT_FLOORED "floored"
#define ALERT_INCAPACITATED "incapacitated"
#define ALERT_KNOCKEDOUT "knockedout"
#define ALERT_IMMOBILIZED "immobilized"
3 changes: 3 additions & 0 deletions code/__DEFINES/dcs/signals/atom/mob/living/signals_human.dm
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Expand Up @@ -67,3 +67,6 @@
#define COMSIG_HUMAN_SURGERY_APPLY_MODIFIERS "human_surgery_apply_modifiers"
/// From /mob/living/carbon/human/proc/get_flags_cold_protection()
#define COMSIG_HUMAN_COLD_PROTECTION_APPLY_MODIFIERS "human_cold_protection_apply_modifiers"

/// From /obj/item/proc/dig_out_shrapnel() : ()
#define COMSIG_HUMAN_SHRAPNEL_REMOVED "human_shrapnel_removed"
17 changes: 12 additions & 5 deletions code/__DEFINES/dcs/signals/atom/mob/living/signals_living.dm
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Expand Up @@ -23,18 +23,25 @@
#define COMSIG_LIVING_SPEAK "living_speak"
#define COMPONENT_OVERRIDE_SPEAK (1<<0)

#define COMSIG_LIVING_APPLY_EFFECT "living_apply_effect"
#define COMSIG_LIVING_ADJUST_EFFECT "living_adjust_effect"
#define COMSIG_LIVING_SET_EFFECT "living_set_effect"
#define COMPONENT_CANCEL_EFFECT (1<<0)

/// From /obj/structure/proc/do_climb(var/mob/living/user, mods)
#define COMSIG_LIVING_CLIMB_STRUCTURE "climb_over_structure"
/// From /mob/living/Collide(): (atom/A)
#define COMSIG_LIVING_PRE_COLLIDE "living_pre_collide"
#define COMPONENT_LIVING_COLLIDE_HANDLED (1<<0)

/// From /mob/living/proc/do_ghost() : (mob/dead/observer/ghost)
#define COMSIG_LIVING_GHOSTED "living_ghosted"

/// From /mob/living/carbon/human/attack_hand() : (mob/living/carbon/human/attacked_mob)
#define COMSIG_LIVING_ATTACKHAND_HUMAN "living_attackhand_human"

/// From /obj/item/reagent_container/hypospray/attack() : (obj/item/reagent_container/hypospray/injector)
#define COMSIG_LIVING_HYPOSPRAY_INJECTED "living_hypospray_injected"

///from base of mob/living/set_buckled(): (new_buckled)
#define COMSIG_LIVING_SET_BUCKLED "living_set_buckled"
///from base of mob/living/set_body_position()
#define COMSIG_LIVING_SET_BODY_POSITION "living_set_body_position"

/// from base of /mob/living/apply_status_effect(): (datum/status_effect/new_effect)
#define COMSIG_LIVING_APPLY_EFFECT "living_apply_effect"
43 changes: 43 additions & 0 deletions code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm
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Expand Up @@ -77,6 +77,9 @@
///from base of /mob/Logout(): ()
#define COMSIG_MOB_LOGOUT "mob_logout"

/// From /mob/proc/change_real_name(): (old_name, new_name)
#define COMSIG_MOB_REAL_NAME_CHANGED "mob_real_name_changed"

//from /mob/proc/on_deafness_gain()
#define COMSIG_MOB_DEAFENED "mob_deafened"
//from /mob/proc/on_deafness_loss()
Expand All @@ -95,6 +98,9 @@
#define COMSIG_MOB_MOVE_OR_LOOK "mob_move_or_look"
#define COMPONENT_OVERRIDE_MOB_MOVE_OR_LOOK (1<<0)

///from rejuv
#define COMSIG_LIVING_POST_FULLY_HEAL "living_post_fully_heal"

///from /mob/living/emote(): ()
#define COMSIG_MOB_EMOTE "mob_emote"

Expand Down Expand Up @@ -125,5 +131,42 @@
/// From /obj/item/proc/pickup() : (obj/item/picked_up)
#define COMSIG_MOB_PICKUP_ITEM "mob_pickup_item"

/// From /obj/item/proc/attack_self() : (obj/item/used)
#define COMSIG_MOB_ITEM_ATTACK_SELF "mob_item_attack_self"

/// From /obj/item/proc/dropped() : (obj/item/dropped)
#define COMSIG_MOB_ITEM_DROPPED "mob_item_dropped"


/// From /obj/item/reagent_container/food/snacks/proc/on_Consume() : (obj/item/reagent_container/food/snacks/eaten_food)
#define COMSIG_MOB_EATEN_SNACK "mob_eaten_snack"

/// From /atom/proc/attackby() : (atom/attacked, obj/item/attacked_with)
#define COMSIG_MOB_PARENT_ATTACKBY "mob_parent_attackby"

/// From /obj/item/weapon/gun/proc/reload_into_chamber() : (obj/item/weapon/gun/empty_gun)
#define COMSIG_MOB_GUN_EMPTY "mob_gun_empty"

/// From /obj/item/weapon/gun/proc/reload() : (obj/item/weapon/gun/reloaded)
#define COMSIG_MOB_RELOADED_GUN "mob_reloaded_gun"

/// From /mob/proc/get_status_tab_items() : (list/status_list)
#define COMSIG_MOB_GET_STATUS_TAB_ITEMS "mob_get_status_tab_items"

/// From /datum/tutorial/proc/update_objective() : (new_objective)
#define COMSIG_MOB_TUTORIAL_UPDATE_OBJECTIVE "mob_tutorial_update_objective"

/// From /mob/proc/swap_hand() : ()
#define COMSIG_MOB_SWAPPED_HAND "mob_swapped_hand"

/// From /mob/proc/a_intent_change() : (new_intent)
#define COMSIG_MOB_INTENT_CHANGE "mob_intent_change"

/// From /obj/item/grab/proc/progress_passive() : (mob/living/carbon/human/grabber)
#define COMSIG_MOB_AGGRESSIVELY_GRABBED "mob_aggressively_grabbed"
#define COMSIG_MOB_AGGRESIVE_GRAB_CANCEL (1<<0)

/// Cancels all running cloaking effects on target
#define COMSIG_MOB_EFFECT_CLOAK_CANCEL "mob_effect_cloak_cancel"

#define COMSIG_MOB_END_TUTORIAL "mob_end_tutorial"
9 changes: 9 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_item.dm
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Expand Up @@ -68,3 +68,12 @@

//from /datum/authority/branch/role/proc/equip_role()
#define COMSIG_POST_SPAWN_UPDATE "post_spawn_update"

#define COMSIG_CAMERA_MAPNAME_ASSIGNED "camera_manager_mapname_assigned"
#define COMSIG_CAMERA_REGISTER_UI "camera_manager_register_ui"
#define COMSIG_CAMERA_UNREGISTER_UI "camera_manager_unregister_ui"
#define COMSIG_CAMERA_SET_NVG "camera_manager_set_nvg"
#define COMSIG_CAMERA_CLEAR_NVG "camera_manager_clear_nvg"
#define COMSIG_CAMERA_SET_TARGET "camera_manager_set_target"
#define COMSIG_CAMERA_SET_AREA "camera_manager_set_area"
#define COMSIG_CAMERA_CLEAR "camera_manager_clear_target"
12 changes: 12 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_obj.dm
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Expand Up @@ -30,4 +30,16 @@
/// from /obj/proc/afterbuckle()
#define COSMIG_OBJ_AFTER_BUCKLE "signal_obj_after_buckle"

/// from /obj/structure/machinery/cryopod/go_out()
#define COMSIG_CRYOPOD_GO_OUT "cryopod_go_out"

/// from /proc/vendor_successful_vend() : (obj/structure/machinery/cm_vending/vendor, list/itemspec, mob/living/carbon/human/user)
#define COMSIG_VENDOR_SUCCESSFUL_VEND "vendor_successful_vend"

/// from /obj/limb/proc/remove_all_bleeding() : (external, internal)
#define COMSIG_LIMB_STOP_BLEEDING "limb_stop_bleeding"

#define COMSIG_DROPSHIP_ADD_EQUIPMENT "dropship_add_equipment"
#define COMSIG_DROPSHIP_REMOVE_EQUIPMENT "dropship_remove_equipment"

#define COMSIG_STRUCTURE_CRATE_SQUAD_LAUNCHED "structure_crate_squad_launched"
3 changes: 0 additions & 3 deletions code/__DEFINES/dcs/signals/signals_client.dm
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Expand Up @@ -27,6 +27,3 @@

/// Called when something is removed from a client's screen : /client/proc/remove_from_screen(screen_remove)
#define COMSIG_CLIENT_SCREEN_REMOVE "client_screen_remove"

/// When a mind is transfered to another mob at /datum/mind/proc/transfer_to()
#define COMSIG_CLIENT_MIND_TRANSFER "mind_transfer"
1 change: 1 addition & 0 deletions code/__DEFINES/dcs/signals/signals_global.dm
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Expand Up @@ -70,3 +70,4 @@
#define COMSIG_GLOB_GENERATOR_SET_OVERLOADING "!generator_set_overloading"

#define COMSIG_GLOB_HIJACK_IMPACTED "!hijack_impacted"
#define COMSIG_GLOB_HIJACK_LANDED "!hijack_landed"
1 change: 1 addition & 0 deletions code/__DEFINES/layers.dm
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Expand Up @@ -230,6 +230,7 @@
///--------------- FULLSCREEN RUNECHAT BUBBLES ------------
#define LIGHTING_PLANE 100
#define EXTERIOR_LIGHTING_PLANE 101
#define NVG_PLANE 110

///Popup Chat Messages
#define RUNECHAT_PLANE 501
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1 change: 1 addition & 0 deletions code/__DEFINES/maps.dm
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Expand Up @@ -32,6 +32,7 @@ require only minor tweaks.
#define ZTRAIT_FOG "Fog"
#define ZTRAIT_LOCKDOWN "Lockdown"
#define ZTRAIT_BASIC_RT "BasicRT"
#define ZTRAIT_IN_SPACE "InSpace" // Is our ground_level considered in space or on a space station

// boolean - weather types that occur on the level
#define ZTRAIT_SNOWSTORM "weather_snowstorm"
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1 change: 0 additions & 1 deletion code/__DEFINES/misc.dm
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Expand Up @@ -124,7 +124,6 @@
#define MATERIAL_METAL "metal"
#define MATERIAL_PLASTEEL "plasteel"
#define MATERIAL_WOOD "wood plank"
#define MATERIAL_CRYSTAL "plasmagas"

// SIZES FOR ITEMS, use it for w_class

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1 change: 1 addition & 0 deletions code/__DEFINES/mob.dm
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@@ -0,0 +1 @@
#define DEFAULT_MOB_STATUS_FLAGS CANKNOCKDOWN|CANPUSH|STATUS_FLAGS_DEBILITATE
3 changes: 3 additions & 0 deletions code/__DEFINES/mobs.dm
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@@ -1,3 +1,6 @@
/// Multiplier for Stun/KD/KO/etc durations in new backend, due to old system being based on life ticks
#define GLOBAL_STATUS_MULTIPLIER 20 // each in-code unit is worth 20ds of duration

#define HEALTH_THRESHOLD_DEAD -100
#define HEALTH_THRESHOLD_CRIT -50

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10 changes: 9 additions & 1 deletion code/__DEFINES/mode.dm
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Expand Up @@ -241,8 +241,16 @@ GLOBAL_LIST_INIT(whitelist_hierarchy, list(WHITELIST_NORMAL, WHITELIST_COUNCIL,

#define FACTION_LIST_MARINE list(FACTION_MARINE)
#define FACTION_LIST_HUMANOID list(FACTION_MARINE, FACTION_PMC, FACTION_WY, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_MARSHAL, FACTION_UPP, FACTION_FREELANCER, FACTION_SURVIVOR, FACTION_NEUTRAL, FACTION_COLONIST, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_YAUTJA, FACTION_ZOMBIE, FACTION_TWE)
#define FACTION_LIST_ERT list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_MARSHAL, FACTION_TWE)
#define FACTION_LIST_ERT list(FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO)
#define FACTION_LIST_WY list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_UPP list(FACTION_UPP)
#define FACTION_LIST_CLF list(FACTION_CLF)
#define FACTION_LIST_TWE list(FACTION_TWE)
#define FACTION_LIST_FREELANCER list(FACTION_FREELANCER)
#define FACTION_LIST_CONTRACTOR list(FACTION_CONTRACTOR)
#define FACTION_LIST_MERCENARY list(FACTION_MERCENARY)
#define FACTION_LIST_MARSHAL list(FACTION_MARSHAL)
#define FACTION_LIST_DUTCH list(FACTION_DUTCH)
#define FACTION_LIST_MARINE_WY list(FACTION_MARINE, FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_MARINE_UPP list(FACTION_MARINE, FACTION_UPP)
#define FACTION_LIST_MARINE_TWE list(FACTION_MARINE, FACTION_TWE)
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25 changes: 25 additions & 0 deletions code/__DEFINES/status_effects.dm
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@@ -0,0 +1,25 @@
///if it allows multiple instances of the effect
#define STATUS_EFFECT_MULTIPLE 0
///if it allows only one, preventing new instances
#define STATUS_EFFECT_UNIQUE 1
///if it allows only one, but new instances replace
#define STATUS_EFFECT_REPLACE 2
/// if it only allows one, and new instances just instead refresh the timer
#define STATUS_EFFECT_REFRESH 3

///Processing flags - used to define the speed at which the status will work
///This is fast - 0.2s between ticks (I believe!)
#define STATUS_EFFECT_FAST_PROCESS 0
///This is slower and better for more intensive status effects - 1s between ticks
#define STATUS_EFFECT_NORMAL_PROCESS 1

//Incapacitated status effect flags
/// If the incapacitated status effect will ignore a mob in restraints (handcuffs)
#define IGNORE_RESTRAINTS (1<<0)
/// If the incapacitated status effect will ignore a mob in stasis (stasis beds)
#define IGNORE_STASIS (1<<1)
/// If the incapacitated status effect will ignore a mob being agressively grabbed
#define IGNORE_GRAB (1<<2)

/// Time threshold after which we launch ending timer - this should be higher than the slowest processing rate
#define STATUS_EFFECT_TIME_THRESHOLD (2 SECONDS)
4 changes: 3 additions & 1 deletion code/__DEFINES/subsystems.dm
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Expand Up @@ -179,9 +179,11 @@
#define SS_PRIORITY_FAST_OBJECTS 105
#define SS_PRIORITY_OBJECTS 104
#define SS_PRIORITY_DECORATOR 99
#define SS_PRIORITY_EFFECTS 97
#define SS_PRIORITY_FASTEFFECTS 96
#define SS_PRIORITY_HIJACK 97
#define SS_PRIORITY_POWER 95
#define SS_PRIORITY_EFFECTS 92
#define SS_PRIORITY_OLDEFFECTS 92
#define SS_PRIORITY_MACHINERY 90
#define SS_PRIORITY_FZ_TRANSITIONS 88
#define SS_PRIORITY_ROUND_RECORDING 83
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9 changes: 9 additions & 0 deletions code/__DEFINES/surgery.dm
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,15 @@ unless the surgical tool is completely unsuited to what it's being used for.*/
///A tool that's perfect for the surgery.
#define SURGERY_TOOL_MULT_IDEAL 1

///The (no) chance of failure for surgery because the correct tools/conditions are used or skill compensates
#define SURGERY_FAILURE_IMPOSSIBLE 0
///The chance of failure for surgery because the the tool/ground is SURGERY_TOOL_MULT_BAD_SUBSTITUTE/SURGERY_SURFACE_MULT_UNSUITED and skill can't compensate enough
#define SURGERY_FAILURE_UNLIKELY 5
///The chance of failure for surgery because the the tool/ground is SURGERY_TOOL_MULT_AWFUL/SURGERY_SURFACE_MULT_AWFUL and skill can't compensate enough
#define SURGERY_FAILURE_POSSIBLE 25
///The chance of failure for surgery because the the tool and ground is some combination worse than awful and skill can't compensate enough
#define SURGERY_FAILURE_LIKELY 50

//When initiating surgeries, these define their order when listed in initiation selector or 'you can't use this tool for anything, but could x, y, or z' messages.
///Appears first in lists. Ex. larva surgery, opening incision. Immediately life-threatening or initiation surgeries.
#define SURGERY_PRIORITY_MAXIMUM 5
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7 changes: 7 additions & 0 deletions code/__DEFINES/traits.dm
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Expand Up @@ -221,6 +221,8 @@
#define TRAIT_HARDCORE "t_hardcore"
/// If the mob is able to use the vulture rifle or spotting scope
#define TRAIT_VULTURE_USER "t_vulture_user"
/// If the mob is currently loading a tutorial
#define TRAIT_IN_TUTORIAL "t_IN_TUTORIAL"
/// If the mob is cloaked in any form
#define TRAIT_CLOAKED "t_cloaked"

Expand Down Expand Up @@ -297,6 +299,7 @@ GLOBAL_LIST_INIT(mob_traits, list(
TRAIT_REAGENT_SCANNER,
TRAIT_ABILITY_BURROWED,
TRAIT_VULTURE_USER,
TRAIT_IN_TUTORIAL,
))

/*
Expand Down Expand Up @@ -403,6 +406,8 @@ GLOBAL_LIST(trait_name_map)
#define TRAIT_SOURCE_JOB "t_s_job"
///Status trait forced by staff
#define TRAIT_SOURCE_ADMIN "t_s_admin"
/// Status trait coming from a tutorial
#define TRAIT_SOURCE_TUTORIAL "t_s_tutorials"
///Status trait coming from equipment
#define TRAIT_SOURCE_EQUIPMENT(slot) "t_s_equipment_[slot]"
///Status trait coming from skill
Expand All @@ -415,6 +420,8 @@ GLOBAL_LIST(trait_name_map)
#define TRAIT_SOURCE_XENO_ACTION_CHARGE "t_s_xeno_action_charge"
///Status trait coming from a xeno nest
#define XENO_NEST_TRAIT "xeno_nest"
///Status trait from a generic throw by xeno abilities
#define XENO_THROW_TRAIT "xeno_throw_trait"
//-- structure traits --
///Status trait coming from being flipped or unflipped.
#define TRAIT_SOURCE_FLIP_TABLE "t_s_flip_table"
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6 changes: 6 additions & 0 deletions code/__DEFINES/tutorial.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
#define TUTORIAL_ATOM_FROM_TRACKING(path, varname) var##path/##varname = tracking_atoms[##path]

#define TUTORIAL_CATEGORY_BASE "Base" // Shouldn't be used outside of base types
#define TUTORIAL_CATEGORY_SS13 "Space Station 13"
#define TUTORIAL_CATEGORY_MARINE "Marine"
#define TUTORIAL_CATEGORY_XENO "Xenomorph"
7 changes: 0 additions & 7 deletions code/__DEFINES/xeno.dm
Original file line number Diff line number Diff line change
Expand Up @@ -250,11 +250,6 @@
#define XENO_PLASMA_TIER_8 800 * XENO_UNIVERSAL_PLASMAMULT
#define XENO_PLASMA_TIER_10 1000 * XENO_UNIVERSAL_PLASMAMULT

// Resource stockpile bands
#define XENO_CRYSTAL_LOW 50
#define XENO_CRYSTAL_MEDIUM 100
#define XENO_CRYSTAL_HIGH 150

// Plasma gain bands
#define XENO_PLASMA_GAIN_TIER_1 1
#define XENO_PLASMA_GAIN_TIER_2 1.5
Expand Down Expand Up @@ -580,9 +575,7 @@
#define XENO_STRUCTURE_CORE "hive core"
#define XENO_STRUCTURE_CLUSTER "hive cluster"
#define XENO_STRUCTURE_PYLON "hive pylon"
#define XENO_STRUCTURE_POOL "spawn pool"
#define XENO_STRUCTURE_EGGMORPH "egg morpher"
#define XENO_STRUCTURE_EVOPOD "evolution pod"
#define XENO_STRUCTURE_RECOVERY "recovery node"
#define XENO_STRUCTURE_NEST "thick resin nest"

Expand Down
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