Skip to content

Commit

Permalink
Browse files Browse the repository at this point in the history
…ribs into event-shuttlepilled
  • Loading branch information
courierbravo committed Jun 16, 2024
2 parents 81508c3 + 21c3e14 commit d9e6543
Show file tree
Hide file tree
Showing 293 changed files with 14,197 additions and 10,251 deletions.
10 changes: 9 additions & 1 deletion aurorastation.dme
Original file line number Diff line number Diff line change
Expand Up @@ -42,6 +42,7 @@
#include "code\__DEFINES\byond_compat.dm"
#include "code\__DEFINES\callback.dm"
#include "code\__DEFINES\chemistry.dm"
#include "code\__DEFINES\circuitboard.dm"
#include "code\__DEFINES\color.dm"
#include "code\__DEFINES\components.dm"
#include "code\__DEFINES\construction.dm"
Expand Down Expand Up @@ -80,6 +81,7 @@
#include "code\__DEFINES\materials.dm"
#include "code\__DEFINES\math_physics.dm"
#include "code\__DEFINES\maths.dm"
#include "code\__DEFINES\matrices.dm"
#include "code\__DEFINES\MC.dm"
#include "code\__DEFINES\minimap.dm"
#include "code\__DEFINES\mining.dm"
Expand Down Expand Up @@ -157,6 +159,7 @@
#include "code\__DEFINES\dcs\signals\signals_atom\signals_atom_movable.dm"
#include "code\__DEFINES\dcs\signals\signals_atom\signals_atom_movement.dm"
#include "code\__DEFINES\dcs\signals\signals_atom\signals_atom_x_act.dm"
#include "code\__DEFINES\dcs\signals\signals_atom\signals_power_cell.dm"
#include "code\__DEFINES\dcs\signals\signals_mob\signals_mob_living.dm"
#include "code\__DEFINES\dcs\signals\signals_mob\signals_mob_main.dm"
#include "code\__DEFINES\dcs\signals\signals_object\signals_object.dm"
Expand Down Expand Up @@ -433,6 +436,8 @@
#include "code\datums\components\multitool\_multitool.dm"
#include "code\datums\components\multitool\multitool.dm"
#include "code\datums\components\multitool\circuitboards\circuitboards.dm"
#include "code\datums\components\overhead_emote\overhead_emote_datum.dm"
#include "code\datums\components\overhead_emote\overhead_emote_singleton.dm"
#include "code\datums\components\turf_click\turf_hand.dm"
#include "code\datums\elements\_element.dm"
#include "code\datums\elements\empprotection.dm"
Expand Down Expand Up @@ -686,6 +691,7 @@
#include "code\game\gamemodes\cult\runes\convert.dm"
#include "code\game\gamemodes\cult\runes\create_construct.dm"
#include "code\game\gamemodes\cult\runes\create_talisman.dm"
#include "code\game\gamemodes\cult\runes\cult_mech.dm"
#include "code\game\gamemodes\cult\runes\deafen_others.dm"
#include "code\game\gamemodes\cult\runes\emp.dm"
#include "code\game\gamemodes\cult\runes\free_cultist.dm"
Expand Down Expand Up @@ -1210,7 +1216,6 @@
#include "code\game\objects\items\weapons\traps.dm"
#include "code\game\objects\items\weapons\vaurca_items.dm"
#include "code\game\objects\items\weapons\weaponry.dm"
#include "code\game\objects\items\weapons\circuitboards\_defines.dm"
#include "code\game\objects\items\weapons\circuitboards\circuitboard.dm"
#include "code\game\objects\items\weapons\circuitboards\mecha.dm"
#include "code\game\objects\items\weapons\circuitboards\rig.dm"
Expand Down Expand Up @@ -1238,6 +1243,7 @@
#include "code\game\objects\items\weapons\circuitboards\machinery\trashcompactor.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\trolley.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\unary_atmos.dm"
#include "code\game\objects\items\weapons\circuitboards\structure\weapons_rack.dm"
#include "code\game\objects\items\weapons\grenades\anti_photon_grenade.dm"
#include "code\game\objects\items\weapons\grenades\chem_grenade.dm"
#include "code\game\objects\items\weapons\grenades\dynamite.dm"
Expand Down Expand Up @@ -1369,6 +1375,7 @@
#include "code\game\objects\structures\warp_drive.dm"
#include "code\game\objects\structures\watercloset.dm"
#include "code\game\objects\structures\weapon_rack.dm"
#include "code\game\objects\structures\weapons_rack.dm"
#include "code\game\objects\structures\windoor_assembly.dm"
#include "code\game\objects\structures\window.dm"
#include "code\game\objects\structures\barricades\_barricade.dm"
Expand Down Expand Up @@ -2092,6 +2099,7 @@
#include "code\modules\effects\map_effects\marker\airlock_helper.dm"
#include "code\modules\effects\map_effects\marker\airlock_shuttle.dm"
#include "code\modules\effects\map_effects\marker\large_tank.dm"
#include "code\modules\effects\map_effects\marker\mapmanip.dm"
#include "code\modules\effects\maze_generation\maze_generator.dm"
#include "code\modules\effects\maze_generation\maze_generator_blockwise.dm"
#include "code\modules\effects\maze_generation\maze_helper_atoms.dm"
Expand Down
Binary file modified bapi.dll
Binary file not shown.
8 changes: 4 additions & 4 deletions code/__DEFINES/access.dm
Original file line number Diff line number Diff line change
Expand Up @@ -415,10 +415,10 @@
desc = "Medical Equipment"
region = ACCESS_REGION_MEDBAY

#define ACCESS_FIRST_RESPONDER 67
/datum/access/first_responder
id = ACCESS_FIRST_RESPONDER
desc = "First Responder Equipment"
#define ACCESS_PARAMEDIC 67
/datum/access/paramedic
id = ACCESS_PARAMEDIC
desc = "Paramedic Equipment"
region = ACCESS_REGION_MEDBAY

// free_access_id = 68
Expand Down
13 changes: 13 additions & 0 deletions code/__DEFINES/accessories.dm
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Accesssory Slots

#define ACCESSORY_SLOT_GENERIC "decor"
#define ACCESSORY_SLOT_UTILITY "utility"
#define ACCESSORY_SLOT_UTILITY_MINOR "minor utility"
Expand All @@ -9,3 +11,14 @@
#define ACCESSORY_SLOT_ARMOR_PIN "armor pin"
#define ACCESSORY_SLOT_ARMOR_POCKETS "armor pockets"
#define ACCESSORY_SLOT_HEAD "head"

// Accessory Weight Classes

/// Doesn't increase size
#define ACCESSORY_WEIGHT_NONE 0

/// Two accessories can be attached but will only increase size by one
#define ACCESSORY_WEIGHT_HALF_UNIT 0.5

// This accessory will increase the size by one
#define ACCESSORY_WEIGHT_ONE_UNIT 1
7 changes: 7 additions & 0 deletions code/__DEFINES/circuitboard.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
/*##########################
Board types
##########################*/

#define BOARD_MACHINE "machine"
#define BOARD_COMPUTER "computer"
#define BOARD_OTHER "other"
5 changes: 5 additions & 0 deletions code/__DEFINES/dcs/signals/signals_atom/signals_power_cell.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
// Signals related to charge level of power cells
// Sent from cell.dm

/// This is fired whenever a cell's charge changes. The data attached is the integer value of the cell's charge
#define COMSIG_CELL_CHARGE "cell_charge"
2 changes: 2 additions & 0 deletions code/__DEFINES/flags.dm
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,8 @@ var/list/mimic_defines = list(
#define ATOM_FLAG_HTML_USE_INITIAL_ICON FLAG(6)
/// If a dense atom like a platform does not allow movement through it like a window pane BUT allows pickup.
#define ATOM_FLAG_ALWAYS_ALLOW_PICKUP FLAG(7)
/// A reagent container that can dispense when being attacked by another container.
#define ATOM_FLAG_DISPENSER FLAG(8)

#define ATOM_AWAITING_OVERLAY_UPDATE FLAG(10)

Expand Down
1 change: 0 additions & 1 deletion code/__DEFINES/layers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -192,7 +192,6 @@
#define DEFAULT_RENDERER_APPEARANCE_FLAGS (PLANE_MASTER | NO_CLIENT_COLOR)

/image/appearance_flags = DEFAULT_APPEARANCE_FLAGS
/mutable_appearance/appearance_flags = DEFAULT_APPEARANCE_FLAGS // Inherits /image but re docs, subject to change

/atom/proc/hud_layerise()
plane = HUD_PLANE
Expand Down
27 changes: 27 additions & 0 deletions code/__DEFINES/matrices.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,27 @@
/// Helper macro for creating a matrix at the given offsets.
/// Works at compile time.
#define TRANSLATE_MATRIX(offset_x, offset_y) matrix(1, 0, (offset_x), 0, 1, (offset_y))
/// The color matrix of an image which colors haven't been altered. Does nothing.
#define COLOR_MATRIX_IDENTITY list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
/// Color inversion
#define COLOR_MATRIX_INVERT list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0,0,0,1, 1,1,1,0)
///Sepiatone
#define COLOR_MATRIX_SEPIATONE list(0.393,0.349,0.272,0, 0.769,0.686,0.534,0, 0.189,0.168,0.131,0, 0,0,0,1, 0,0,0,0)
///Grayscale
#define COLOR_MATRIX_GRAYSCALE list(0.33,0.33,0.33,0, 0.59,0.59,0.59,0, 0.11,0.11,0.11,0, 0,0,0,1, 0,0,0,0)
///Polaroid colors
#define COLOR_MATRIX_POLAROID list(1.438,-0.062,-0.062,0, -0.122,1.378,-0.122,0, -0.016,-0.016,1.483,0, 0,0,0,1, 0,0,0,0)
/// Converts reds to blue, green to red and blue to green.
#define COLOR_MATRIX_BRG list(0,0,1,0, 0,1,0,0, 1,0,0,0, 0,0,0,1, 0,0,0,0)
/// Black & White
#define COLOR_MATRIX_BLACK_WHITE list(1.5,1.5,1.5,0, 1.5,1.5,1.5,0, 1.5,1.5,1.5,0, 0,0,0,1, -1,-1,-1,0)
/**
* Adds/subtracts overall lightness
* 0 is identity, 1 makes everything white, -1 makes everything black
*/
#define COLOR_MATRIX_LIGHTNESS(power) list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, power,power,power,0)
/**
* Changes distance colors have from rgb(127,127,127) grey
* 1 is identity. 0 makes everything grey >1 blows out colors and greys
*/
#define COLOR_MATRIX_CONTRAST(val) list(val,0,0,0, 0,val,0,0, 0,0,val,0, 0,0,0,1, (1-val)*0.5,(1-val)*0.5,(1-val)*0.5,0)
22 changes: 19 additions & 3 deletions code/__DEFINES/prefs.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,22 @@
#define EQUIP_PREVIEW_LOADOUT 1
#define EQUIP_PREVIEW_JOB 2
#define EQUIP_PREVIEW_ALL (EQUIP_PREVIEW_LOADOUT|EQUIP_PREVIEW_JOB)
// Character Preview Bitflags

/// Will show loadout items
#define EQUIP_PREVIEW_LOADOUT BITFLAG(0)

/// Will show job items, specific item bitflags will determine if those ones are shown or not
#define EQUIP_PREVIEW_JOB BITFLAG(1)

/// Will show job hat if true, will hide if this is false or EQUIP_PREVIEW_JOB is false
#define EQUIP_PREVIEW_JOB_HAT BITFLAG(2)

/// Will show job uniform if true, will hide if this is false or EQUIP_PREVIEW_JOB is false
#define EQUIP_PREVIEW_JOB_UNIFORM BITFLAG(3)

/// Will show job suit if true, will hide if this is false or EQUIP_PREVIEW_JOB is false
#define EQUIP_PREVIEW_JOB_SUIT BITFLAG(4)

/// The default EQUIP_PREVIEW bitflag, with this, all character creation items are shown
#define EQUIP_PREVIEW_ALL (EQUIP_PREVIEW_LOADOUT|EQUIP_PREVIEW_JOB|EQUIP_PREVIEW_JOB_HAT|EQUIP_PREVIEW_JOB_UNIFORM|EQUIP_PREVIEW_JOB_SUIT)

/// External organ. Is a prosthesis with a robo-limb manufacturer.
#define ORGAN_PREF_CYBORG "cyborg"
Expand Down
5 changes: 5 additions & 0 deletions code/__DEFINES/traits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -176,6 +176,11 @@
/// Traits given by psionics.
#define TRAIT_SOURCE_PSIONICS "psionics"

/// Traits given by augments
#define TRAIT_SOURCE_AUGMENT "augment"

/// This trait makes Check_Shoegrip return TRUE. Used for magboot-like behaviour.
#define TRAIT_SHOE_GRIP "shoe_grip"

// DISABILITY TRAITS

Expand Down
16 changes: 16 additions & 0 deletions code/__HELPERS/lists.dm
Original file line number Diff line number Diff line change
Expand Up @@ -295,6 +295,22 @@
return L[i+1]
return L[1]

/// Returns the value after the current value in a key-value pair associated list. If this is the last element, or the element isn't present in the list, it'll return the first value in the list
/proc/next_in_assoc_list(element, list/our_list)
// this is the index we'll use to get the key at the end of the function, which is used to get the value
var/index = 1

// loop through to the list to find where exactly our value element is in the list
for(var/i in 1 to length(our_list))
if(our_list[our_list[i]] == element)
// we've found our value, now we need to check if it's at the end of the list
// if not, we can select our index + 1
// First element in the list if we're at the end of it, next one otherwise
index = ((i == length(our_list)) ? 1 : i + 1)
break

return our_list[our_list[index]]

/*
* Sorting
*/
Expand Down
Loading

0 comments on commit d9e6543

Please sign in to comment.