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Spritening 2 #294

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Aug 26, 2023
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8 changes: 4 additions & 4 deletions _maps/RandomRuins/LavaRuins/lavaland_biodome_beach.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -224,7 +224,7 @@
/turf/open/floor/wood,
/area/ruin/powered/beach)
"fS" = (
/mob/living/simple_animal/crab{
/mob/living/basic/crab{
name = "Jonny"
},
/turf/open/misc/beach/sand,
Expand Down Expand Up @@ -560,7 +560,7 @@
/turf/closed/wall/mineral/wood/nonmetal,
/area/ruin/powered/beach)
"sA" = (
/mob/living/simple_animal/crab{
/mob/living/basic/crab{
name = "Jon"
},
/turf/open/misc/beach/sand,
Expand Down Expand Up @@ -761,7 +761,7 @@
/area/ruin/powered/beach)
"AB" = (
/obj/effect/turf_decal/sand,
/mob/living/simple_animal/crab{
/mob/living/basic/crab{
name = "James"
},
/turf/open/misc/beach/sand,
Expand Down Expand Up @@ -1270,7 +1270,7 @@
/area/ruin/powered/beach)
"SC" = (
/obj/machinery/light/directional/north,
/mob/living/simple_animal/crab{
/mob/living/basic/crab{
name = "Eddie"
},
/turf/open/misc/beach/sand,
Expand Down
2 changes: 1 addition & 1 deletion _maps/RandomRuins/SpaceRuins/abandonedzoo.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -225,7 +225,7 @@
/turf/open/floor/plating,
/area/ruin/space/has_grav/abandonedzoo)
"bJ" = (
/mob/living/simple_animal/crab{
/mob/living/basic/crab{
faction = list("carp")
},
/turf/open/floor/plating,
Expand Down
4 changes: 2 additions & 2 deletions _maps/RandomZLevels/TheBeach.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -171,7 +171,7 @@
/turf/open/misc/beach/sand,
/area/awaymission/beach)
"aB" = (
/mob/living/simple_animal/crab/kreb,
/mob/living/basic/crab/kreb,
/turf/open/misc/beach/sand,
/area/awaymission/beach)
"aC" = (
Expand Down Expand Up @@ -211,7 +211,7 @@
/turf/open/water/beach/biodome,
/area/awaymission/beach)
"aK" = (
/mob/living/simple_animal/crab,
/mob/living/basic/crab,
/turf/open/misc/beach/sand,
/area/awaymission/beach)
"aO" = (
Expand Down
2 changes: 1 addition & 1 deletion _maps/map_files/NorthStar/north_star.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -90002,7 +90002,7 @@
/turf/open/floor/iron,
/area/station/engineering/atmos)
"xVl" = (
/mob/living/simple_animal/crab,
/mob/living/basic/crab,
/obj/structure/railing{
dir = 1
},
Expand Down
2 changes: 1 addition & 1 deletion _maps/map_files/generic/CentCom.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -6216,7 +6216,7 @@
/area/centcom/central_command_areas/control)
"yl" = (
/obj/effect/turf_decal/tile/neutral/fourcorners,
/mob/living/simple_animal/crab,
/mob/living/basic/crab,
/turf/open/indestructible/dark,
/area/centcom/central_command_areas/prison/cells)
"yn" = (
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
/turf/open/floor/iron/white,
/area/station/maintenance/department/science)
"m" = (
/mob/living/simple_animal/crab{
/mob/living/basic/crab{
name = "la creatura";
desc = "ay dios mios..."
},
Expand Down
2 changes: 1 addition & 1 deletion _maps/shuttles/emergency_cruise.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -2136,7 +2136,7 @@
/turf/open/floor/iron/kitchen/diagonal,
/area/shuttle/escape)
"Of" = (
/mob/living/simple_animal/crab/coffee{
/mob/living/basic/crab/coffee{
desc = "It's Coffee, the party crab!"
},
/turf/open/floor/eighties,
Expand Down
24 changes: 13 additions & 11 deletions code/__DEFINES/DNA.dm
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@
#define DNA_UNI_IDENTITY_BLOCKS 7

/// This number needs to equal the total number of DNA blocks
#define DNA_FEATURE_BLOCKS 15
#define DNA_FEATURE_BLOCKS 16

#define DNA_MUTANT_COLOR_BLOCK 1
#define DNA_ETHEREAL_COLOR_BLOCK 2
Expand All @@ -57,6 +57,7 @@
#define DNA_MOTH_MARKINGS_BLOCK 13
#define DNA_MUSHROOM_CAPS_BLOCK 14
#define DNA_POD_HAIR_BLOCK 15
#define DNA_MUTANT_COLOR_SECONDARY 16

#define DNA_SEQUENCE_LENGTH 4
#define DNA_MUTATION_BLOCKS 8
Expand All @@ -78,24 +79,25 @@
#define DRINKSBLOOD 11
#define SKINTONES 12
#define ANIME 13
#define MUTCOLORS_SECONDARY 14

/// Use this if you want to change the race's color without the player being able to pick their own color. AKA special color shifting
#define DYNCOLORS 14
#define AGENDER 15
#define DYNCOLORS 15
#define AGENDER 16
/// Do not draw eyes or eyeless overlay
#define NOEYESPRITES 16
#define NOEYESPRITES 17
///If we have a limb-specific overlay sprite
#define HAS_MARKINGS 17
#define HAS_MARKINGS 18
/// Do not draw blood overlay
#define NOBLOODOVERLAY 18
#define NOBLOODOVERLAY 19
///No augments, for monkeys in specific because they will turn into fucking freakazoids https://cdn.discordapp.com/attachments/326831214667235328/791313258912153640/102707682-fa7cad80-4294-11eb-8f13-8c689468aeb0.png
#define NOAUGMENTS 19
#define NOAUGMENTS 20
///will be assigned a universal vampire themed last name shared by their department. this is preferenced!
#define BLOOD_CLANS 20
#define BLOOD_CLANS 21

#define REVIVESBYHEALING 21
#define NOHUSK 22
#define NOMOUTH 23
#define REVIVESBYHEALING 22
#define NOHUSK 23
#define NOMOUTH 24

//organ slots
#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
Expand Down
1 change: 1 addition & 0 deletions code/__DEFINES/achievements.dm
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,7 @@

//Skill medal hub IDs
#define MEDAL_LEGENDARY_MINER "Legendary Miner"
#define MEDAL_LEGENDARY_FISHER "Legendary Fisher"

//Mafia medal hub IDs (wins)
#define MAFIA_MEDAL_ASSISTANT "Assistant"
Expand Down
14 changes: 13 additions & 1 deletion code/__DEFINES/aquarium.dm
Original file line number Diff line number Diff line change
Expand Up @@ -13,9 +13,20 @@
#define FISH_ALIVE "alive"
#define FISH_DEAD "dead"

#define FISH_SIZE_TINY_MAX 30
#define FISH_SIZE_SMALL_MAX 50
#define FISH_SIZE_NORMAL_MAX 90
#define FISH_SIZE_BULKY_MAX 130

#define FISH_GRIND_RESULTS_WEIGHT_DIVISOR 500
#define FISH_FILLET_NUMBER_SIZE_DIVISOR 30

#define NEW_FISH_BREEDING_TIMEOUT_MULT 2
#define NEW_FISH_LAST_FEEDING_MULT 0.5

#define MIN_AQUARIUM_TEMP T0C
#define MAX_AQUARIUM_TEMP (T0C + 100)
#define DEFAULT_AQUARIUM_TEMP 300
#define DEFAULT_AQUARIUM_TEMP (T0C + 24)

#define FISH_RARITY_BASIC 1000
#define FISH_RARITY_RARE 400
Expand All @@ -27,5 +38,6 @@
#define AQUARIUM_FLUID_SULPHWATEVER "Sulfuric Water"
#define AQUARIUM_FLUID_AIR "Air"
#define AQUARIUM_FLUID_ANADROMOUS "Adaptive to both Freshwater and Saltwater"
#define AQUARIUM_FLUID_ANY_WATER "Adaptive to all kind of water"

#define AQUARIUM_COMPANY "Aquatech Ltd."
2 changes: 2 additions & 0 deletions code/__DEFINES/colors.dm
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,8 @@
#define COLOR_ASSISTANT_OLIVE "#828163"
#define COLOR_VIBRANT_LIME "#00FF00"
#define COLOR_SERVICE_LIME "#58C800"
#define COLOR_JADE "#5EFB6E"
#define COLOR_EMERALD "#00CC66"
#define COLOR_LIME "#32CD32"
#define COLOR_DARK_LIME "#00aa00"
#define COLOR_VERY_PALE_LIME_GREEN "#DDFFD3"
Expand Down
4 changes: 3 additions & 1 deletion code/__DEFINES/dcs/signals/signals_atom/signals_atom_main.dm
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,8 @@
#define COMSIG_ATOM_INITIALIZED_ON "atom_initialized_on"
//from SSatoms InitAtom - Only if the atom was not deleted or failed initialization
#define COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE "atom_init_success"
//from SSatoms InitAtom - Only if the atom was not deleted or failed initialization and has a loc
#define COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON "atom_init_success_on"
///from base of atom/examine(): (/mob, list/examine_text)
#define COMSIG_PARENT_EXAMINE "atom_examine"
///from base of atom/get_examine_name(): (/mob, list/overrides)
Expand Down Expand Up @@ -74,7 +76,7 @@
#define COMPONENT_ALLOW_REACH (1<<0)
///for when an atom has been created through processing (atom/original_atom, list/chosen_processing_option)
#define COMSIG_ATOM_CREATEDBY_PROCESSING "atom_createdby_processing"
///when an atom is processed (mob/living/user, obj/item/I, list/atom/results)
///when an atom is processed (mob/living/user, obj/item/process_item, list/atom/results)
#define COMSIG_ATOM_PROCESSED "atom_processed"
///called when teleporting into a possibly protected turf: (channel, turf/origin, turf/destination)
#define COMSIG_ATOM_INTERCEPT_TELEPORTING "intercept_teleporting"
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@
#define COMSIG_BLOCK_RELAYMOVE (1<<0)

/// From base of atom/setDir(): (old_dir, new_dir). Called before the direction changes
#define COMSIG_ATOM_PRE_DIR_CHANGE "mob_pre_face_atom"
#define COMSIG_ATOM_PRE_DIR_CHANGE "atom_pre_face_atom"
#define COMPONENT_ATOM_BLOCK_DIR_CHANGE (1<<0)
///from base of atom/setDir(): (old_dir, new_dir). Called before the direction changes.
#define COMSIG_ATOM_DIR_CHANGE "atom_dir_change"
Expand All @@ -49,3 +49,5 @@
#define COMSIG_ATOM_PRE_PRESSURE_PUSH "atom_pre_pressure_push"
///prevents pressure movement
#define COMSIG_ATOM_BLOCKS_PRESSURE (1<<0)
///From base of /datum/move_loop/process() after attempting to move a movable: (datum/move_loop/loop, old_dir)
#define COMSIG_MOVABLE_MOVED_FROM_LOOP "movable_moved_from_loop"
15 changes: 15 additions & 0 deletions code/__DEFINES/dcs/signals/signals_fish.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,9 +5,18 @@
// Fish signals
#define COMSIG_FISH_STATUS_CHANGED "fish_status_changed"
#define COMSIG_FISH_STIRRED "fish_stirred"
///From /obj/item/fish/process: (seconds_per_tick)
#define COMSIG_FISH_LIFE "fish_life"
///From /datum/fish_trait/eat_fish: (predator)
#define COMSIG_FISH_EATEN_BY_OTHER_FISH "fish_eaten_by_other_fish"
///From /obj/item/fish/feed: (fed_reagents, fed_reagent_type)
#define COMSIG_FISH_FED "fish_on_fed"

/// Fishing challenge completed
#define COMSIG_FISHING_CHALLENGE_COMPLETED "fishing_completed"
/// Sent to the fisherman when the reward is dispensed: (reward)
#define COMSIG_MOB_FISHING_REWARD_DISPENSED "mob_fishing_reward_dispensed"

/// Called when you try to use fishing rod on anything
#define COMSIG_PRE_FISHING "pre_fishing"

Expand All @@ -17,3 +26,9 @@

/// Sent when fishing line is snapped
#define COMSIG_FISHING_LINE_SNAPPED "fishing_line_interrupted"

/// Sent when the challenge is to be interrupted: (reason)
#define COMSIG_FISHING_SOURCE_INTERRUPT_CHALLENGE "fishing_spot_interrupt_challenge"

/// Sent to the reward after it's been generated by fishing: (fishing_spot)
#define COMSIG_ATOM_FISHING_REWARD "atom_fishing_reward"
4 changes: 3 additions & 1 deletion code/__DEFINES/dcs/signals/signals_mob/signals_mob_main.dm
Original file line number Diff line number Diff line change
Expand Up @@ -38,8 +38,10 @@
#define MOVE_ARG_NEW_LOC 1
/// The arugment of move_args which dictates our movement direction
#define MOVE_ARG_DIRECTION 2
/// From base of /client/Move()
/// From base of /client/Move(): (direction, old_dir)
#define COMSIG_MOB_CLIENT_MOVED "mob_client_moved"
/// From base of /client/Move(): but sent to the client over mob
#define COMSIG_MOB_CLIENT_MOVED_CLIENT_SEND "client_moved"
/// From base of /client/proc/change_view() (mob/source, new_size)
#define COMSIG_MOB_CLIENT_CHANGE_VIEW "mob_client_change_view"
/// From base of /mob/proc/reset_perspective() : ()
Expand Down
4 changes: 4 additions & 0 deletions code/__DEFINES/dcs/signals/signals_object.dm
Original file line number Diff line number Diff line change
Expand Up @@ -103,6 +103,10 @@

///from base of obj/item/equipped(): (mob/equipper, slot)
#define COMSIG_ITEM_EQUIPPED "item_equip"
///From base of obj/item/on_equipped() (mob/equipped, slot)
#define COMSIG_ITEM_POST_EQUIPPED "item_post_equipped"
/// This will make the on_equipped proc return FALSE.
#define COMPONENT_EQUIPPED_FAILED (1<<0)
/// A mob has just equipped an item. Called on [/mob] from base of [/obj/item/equipped()]: (/obj/item/equipped_item, slot)
#define COMSIG_MOB_EQUIPPED_ITEM "mob_equipped_item"
/// A mob has just unequipped an item.
Expand Down
21 changes: 21 additions & 0 deletions code/__DEFINES/fishing.dm
Original file line number Diff line number Diff line change
Expand Up @@ -35,18 +35,39 @@
/// Fishing hook trait that's used to make the bait more weighted, for the
/// fishing minigame itself.
#define FISHING_HOOK_WEIGHTED (1 << 1)
/**
* During the fishing minigame, it stops the bait from being pulled down by gravity,
* while also allowing the player to move it down with right-click.
*/
#define FISHING_HOOK_BIDIRECTIONAL (1 << 2)
///Prevents the user from losing the game by letting the fish get away.
#define FISHING_HOOK_NO_ESCAPE (1 << 3)
///Limits the completion loss of the minigame when the fsh is not on the bait area.
#define FISHING_HOOK_ENSNARE (1 << 4)
///Slowly damages the fish, until it dies, then it's victory.
#define FISHING_HOOK_KILL (1 << 5)

///Reduces the difficulty of the minigame
#define FISHING_LINE_CLOAKED (1 << 0)
///Required to cast a line on lava.
#define FISHING_LINE_REINFORCED (1 << 1)
/// Much like FISHING_HOOK_ENSNARE but for the reel.
#define FISHING_LINE_BOUNCY (1 << 2)

#define FISHING_SPOT_PRESET_BEACH "beach"
#define FISHING_SPOT_PRESET_LAVALAND_LAVA "lavaland lava"
#define FISHING_SPOT_PRESET_ICEMOON_PLASMA "icemoon plasma"
#define FISHING_SPOT_PRESET_CHASM "chasm"
#define FISHING_SPOT_PRESET_TOILET "toilet"

#define FISHING_MINIGAME_RULE_HEAVY_FISH "heavy"
#define FISHING_MINIGAME_RULE_LUBED_FISH "lubed"
#define FISHING_MINIGAME_RULE_WEIGHTED_BAIT "weighted"
#define FISHING_MINIGAME_RULE_LIMIT_LOSS "limit_loss"
#define FISHING_MINIGAME_RULE_BIDIRECTIONAL "bidirectional"
#define FISHING_MINIGAME_RULE_NO_ESCAPE "no_escape"
#define FISHING_MINIGAME_RULE_KILL "kill"
#define FISHING_MINIGAME_RULE_NO_EXP "no_exp"

/// The default additive value for fishing hook catch weight modifiers.
#define FISHING_DEFAULT_HOOK_BONUS_ADDITIVE 0
Expand Down
4 changes: 4 additions & 0 deletions code/__DEFINES/is_helpers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -192,6 +192,8 @@ GLOBAL_LIST_INIT(turfs_openspace, typecacheof(list(

#define isitem(A) (istype(A, /obj/item))

#define isfish(A) (istype(A, /obj/item/fish))

#define isstack(A) (istype(A, /obj/item/stack))

#define isgrenade(A) (istype(A, /obj/item/grenade))
Expand All @@ -206,6 +208,8 @@ GLOBAL_LIST_INIT(turfs_openspace, typecacheof(list(

#define isstructure(A) (istype(A, /obj/structure))

#define isaquarium(A) (istype(A, /obj/structure/aquarium))

#define ismachinery(A) (istype(A, /obj/machinery))

#define isvehicle(A) (istype(A, /obj/vehicle))
Expand Down
4 changes: 3 additions & 1 deletion code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -650,7 +650,9 @@ GLOBAL_LIST_INIT(human_heights_to_offsets, list(
/// Total number of layers for mob overlays
/// KEEP THIS UP-TO-DATE OR SHIT WILL BREAK
/// Also consider updating layers_to_offset
#define TOTAL_LAYERS 33
#define TOTAL_LAYERS 34
/// Mutant race multiparts - Lbelly
#define ACCESSORIES_LAYER 34
/// Mutations layer - Tk headglows, cold resistance glow, etc
#define MUTATIONS_LAYER 33
/// Mutantrace features (tail when looking south) that must appear behind the body parts
Expand Down
12 changes: 12 additions & 0 deletions code/__DEFINES/movement.dm
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,18 @@ GLOBAL_VAR_INIT(glide_size_multiplier, 1.0)
#define MOVEMENT_LOOP_IGNORE_GLIDE (1<<2)
///Should we not update our movables dir on move?
#define MOVEMENT_LOOP_NO_DIR_UPDATE (1<<3)
///Is the loop moving the movable outside its control, like it's an external force? e.g. footsteps won't play if enabled.
#define MOVEMENT_LOOP_OUTSIDE_CONTROL (1<<4)

/**
* Returns a bitfield containing flags both present in `flags` arg and the `processing_move_loop_flags` move_packet variable.
* Has no use outside of procs called within the movement proc chain.
*/
#define CHECK_MOVE_LOOP_FLAGS(movable, flags) (movable.move_packet ? (movable.move_packet.processing_move_loop_flags & (flags)) : NONE)
///Should we consider the loop to be dragging movables rather than making them walk? e.g. footsteps won't play if enabled
#define MOVEMENT_LOOP_DRAGGING (1<<4)
///Added to the move packet `processing_move_loop_flags` so we know when a loop is behind movement even in absence of other flags
#define MOVED_BY_MOVEMENT_LOOP (1<<5)

//Index defines for movement bucket data packets
#define MOVEMENT_BUCKET_TIME 1
Expand Down
17 changes: 14 additions & 3 deletions code/__DEFINES/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -24,13 +24,24 @@
#define SKILL_EXP_LIST list(SKILL_EXP_NONE, SKILL_EXP_NOVICE, SKILL_EXP_APPRENTICE, SKILL_EXP_JOURNEYMAN, SKILL_EXP_EXPERT, SKILL_EXP_MASTER, SKILL_EXP_LEGENDARY)

//Skill modifier types
#define SKILL_SPEED_MODIFIER "skill_speed_modifier"//ideally added/subtracted in speed calculations to make you do stuff faster
#define SKILL_PROBS_MODIFIER "skill_probability_modifier"//ideally added/subtracted where beneficial in prob(x) calls
#define SKILL_RANDS_MODIFIER "skill_randomness_modifier"//ideally added/subtracted where beneficial in rand(x,y) calls
///ideally added/subtracted in speed calculations to make you do stuff faster
#define SKILL_SPEED_MODIFIER "skill_speed_modifier"
///ideally added/subtracted where beneficial in prob(x) calls
#define SKILL_PROBS_MODIFIER "skill_probability_modifier"
///ideally added/subtracted where beneficial in rand(x,y) calls
#define SKILL_RANDS_MODIFIER "skill_randomness_modifier"
///ideally for addittive operations
#define SKILL_VALUE_MODIFIER "skill_value_modifier"

// Gets the reference for the skill type that was given
#define GetSkillRef(A) (SSskills.all_skills[A])

//number defines
#define CLEAN_SKILL_BEAUTY_ADJUSTMENT -15//It's a denominator so no 0. Higher number = less cleaning xp per cleanable. Negative value means cleanables with negative beauty give xp.
#define CLEAN_SKILL_GENERIC_WASH_XP 1.5//Value. Higher number = more XP when cleaning non-cleanables (walls/floors/lips)
///The multiplier of the extra experience given by the fishing minigame based on difficulty. At the default difficulty of 15, the bonus will be of 21%.
#define FISHING_SKILL_DIFFIULTY_EXP_MULT 0.015
///How much exp one would gain per spent playing the fishing minigame at minimum difficulty.
#define FISHING_SKILL_EXP_PER_SECOND (SKILL_EXP_LEGENDARY / (22 MINUTES))
///The maximum amount of experience one can get per fishing minigame. I appreciate the effort though.
#define FISHING_SKILL_EXP_CAP_PER_GAME (SKILL_EXP_LEGENDARY / 5)
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