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Im Going to Eat Drywall #1546

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6 changes: 3 additions & 3 deletions Content.Server/Ame/EntitySystems/AmeControllerSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -171,7 +171,7 @@ private AmeControllerBoundUserInterfaceState GetUiState(EntityUid uid, AmeContro
coreCount,
currentPowerSupply,
targetedPowerSupply);

//TODO: make this more fucking readable
return new AmeControllerBoundUserInterfaceState(powered,
IsMasterController(uid),
controller.Injecting,
Expand Down Expand Up @@ -280,9 +280,9 @@ public void SetInjectionAmount(EntityUid uid, int value, EntityUid? user = null,
{
if (_gameTiming.CurTime > controller.EffectCooldown)
{
_chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
_chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount} smite this bozo");
_audioSystem.PlayGlobal("/Audio/Misc/adminlarm.ogg",
Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-8f));
Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-3f));
controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration;
}
}
Expand Down
6 changes: 3 additions & 3 deletions Content.Server/Animals/Components/EggLayerComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,19 +19,19 @@ public sealed partial class EggLayerComponent : Component
/// The amount of nutrient consumed on update.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float HungerUsage = 60f;
public float HungerUsage = 55f;

/// <summary>
/// Minimum cooldown used for the automatic egg laying.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float EggLayCooldownMin = 60f;
public float EggLayCooldownMin = 10f;

/// <summary>
/// Maximum cooldown used for the automatic egg laying.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float EggLayCooldownMax = 120f;
public float EggLayCooldownMax = 30f;

/// <summary>
/// Set during component init.
Expand Down
4 changes: 2 additions & 2 deletions Content.Server/Animals/Components/UdderComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -36,13 +36,13 @@ internal sealed partial class UdderComponent : Component
/// The amount of reagent to be generated on update.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadOnly)]
public FixedPoint2 QuantityPerUpdate = 25;
public FixedPoint2 QuantityPerUpdate = 100;

/// <summary>
/// The amount of nutrient consumed on update.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float HungerUsage = 10f;
public float HungerUsage = 4f;

/// <summary>
/// How long to wait before producing.
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/Animals/Components/WoolyComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ public sealed partial class WoolyComponent : Component
/// The amount of nutrient consumed on update.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float HungerUsage = 10f;
public float HungerUsage = 3f;

/// <summary>
/// How long to wait before growing wool.
Expand Down
16 changes: 8 additions & 8 deletions Content.Server/Arcade/SpaceVillainGame/SpaceVillainGame.cs
Original file line number Diff line number Diff line change
Expand Up @@ -68,17 +68,17 @@ public SpaceVillainGame(EntityUid owner, SpaceVillainArcadeComponent arcade, Spa

PlayerChar = new()
{
HpMax = 30,
HpMax = 45,
Hp = 30,
MpMax = 10,
MpMax = 15,
Mp = 10
};

VillainChar = new()
{
HpMax = 45,
HpMax = 50,
Hp = 45,
MpMax = 20,
MpMax = 25,
Mp = 20
};
}
Expand Down Expand Up @@ -109,8 +109,8 @@ public void ExecutePlayerAction(EntityUid uid, PlayerAction action, SpaceVillain
_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
break;
case PlayerAction.Heal:
var pointAmount = _random.Next(1, 3);
var healAmount = _random.Next(6, 8);
var pointAmount = _random.Next(1, 4);
var healAmount = _random.Next(6, 12);
_latestPlayerActionMessage = Loc.GetString(
"space-villain-game-player-heal-message",
("magicPointAmount", pointAmount),
Expand All @@ -123,12 +123,12 @@ public void ExecutePlayerAction(EntityUid uid, PlayerAction action, SpaceVillain
_turtleTracker++;
break;
case PlayerAction.Recharge:
var chargeAmount = _random.Next(4, 7);
var chargeAmount = _random.Next(5, 15);
_latestPlayerActionMessage = Loc.GetString(
"space-villain-game-player-recharge-message",
("regainedPoints", chargeAmount)
);
_audioSystem.PlayPvs(arcade.PlayerChargeSound, uid, AudioParams.Default.WithVolume(-4f));
_audioSystem.PlayPvs(arcade.PlayerChargeSound, uid, AudioParams.Default.WithVolume(-2f));
PlayerChar.Mp += chargeAmount;
_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
break;
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/Armor/ArmorSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ private void GetArmorPrice(EntityUid uid, ArmorComponent component, ref PriceCal
foreach (var modifier in component.Modifiers.Coefficients)
{
var damageType = _protoManager.Index<DamageTypePrototype>(modifier.Key);
args.Price += component.PriceMultiplier * damageType.ArmorPriceCoefficient * 100 * (1 - modifier.Value);
args.Price += component.PriceMultiplier * damageType.ArmorPriceCoefficient * 100 * (1.2 - modifier.Value);
}

foreach (var modifier in component.Modifiers.FlatReduction)
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/Audio/Jukebox/JukeboxSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ public override void Update(float frameTime)
if (comp.Selecting)
{
comp.SelectAccumulator += frameTime;
if (comp.SelectAccumulator >= 0.5f)
if (comp.SelectAccumulator >= 0.4f)
{
comp.SelectAccumulator = 0f;
comp.Selecting = false;
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/Bed/Sleep/SleepingSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -232,7 +232,7 @@ private bool TryWakeCooldown(EntityUid uid, SleepingComponent? component = null)
}

/// <summary>
/// Try to wake up.
/// Try to wake up. Wait, is this in the actual game?
/// </summary>
public bool TryWaking(EntityUid uid, SleepingComponent? component = null, bool force = false, EntityUid? user = null)
{
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/Cargo/Components/CargoPalletComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ namespace Content.Server.Cargo.Components;
using Robust.Shared.Serialization.TypeSerializers.Implementations;

/// <summary>
/// Any entities intersecting when a shuttle is recalled will be sold.
/// Any entities intersecting when a shuttle is recalled will be sold. (What?)
/// </summary>

[Flags]
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -9,11 +9,15 @@ namespace Content.Server.Cargo.Components;
public sealed partial class StationBankAccountComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("balance")]
public int Balance = 2000;
public int Balance = 4000 / 1.23;
//Buffed with wacky balance so it feels random without me having to actually have to fucking code randomness
//todo: actually code in randomness so station starts with anywhere from 2k-4k :P

/// <summary>
/// How much the bank balance goes up per second, every Delay period. Rounded down when multiplied.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("increasePerSecond")]
public int IncreasePerSecond = 1;
public int IncreasePerSecond = 10+1;
// LOADS OF MONEY!
// Todo: tone it down if its too much ig
}
1 change: 1 addition & 0 deletions Content.Server/Cargo/Components/TradeStationComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,3 +8,4 @@ public sealed partial class TradeStationComponent : Component
{

}
//What is this?
1 change: 1 addition & 0 deletions Content.Server/Cargo/Systems/CargoSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -86,6 +86,7 @@ public override void Update(float frameTime)
}

[PublicAPI]
//The cargo buff is... not here.
public void UpdateBankAccount(EntityUid uid, StationBankAccountComponent component, int balanceAdded)
{
component.Balance += balanceAdded;
Expand Down
3 changes: 2 additions & 1 deletion Content.Server/Dragon/Components/DragonComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -20,8 +20,9 @@ public sealed partial class DragonComponent : Component
/// <summary>
/// When any rift is destroyed how long is the dragon weakened for
/// </summary>
/// Being weakened sucks, so I made it shorter.
[ViewVariables(VVAccess.ReadWrite), DataField("weakenedDuration")]
public float WeakenedDuration = 120f;
public float WeakenedDuration = 80f;

/// <summary>
/// Has a rift been destroyed and the dragon in a temporary weakened state?
Expand Down
4 changes: 2 additions & 2 deletions Content.Server/Dragon/Components/DragonRiftComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,13 +27,13 @@ public sealed partial class DragonRiftComponent : SharedDragonRiftComponent
/// Accumulation of the spawn timer.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("spawnAccumulator")]
public float SpawnAccumulator = 30f;
public float SpawnAccumulator = 45f;

/// <summary>
/// How long it takes for a new spawn to be added.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("spawnCooldown")]
public float SpawnCooldown = 30f;
public float SpawnCooldown = 25f;

[ViewVariables(VVAccess.ReadWrite), DataField("spawn", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string SpawnPrototype = "MobCarpDragon";
Expand Down
6 changes: 3 additions & 3 deletions Content.Server/Dragon/DragonSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -36,14 +36,14 @@ public sealed partial class DragonSystem : EntitySystem
/// <summary>
/// Minimum distance between 2 rifts allowed.
/// </summary>
private const int RiftRange = 15;
private const int RiftRange = 10;

/// <summary>
/// Radius of tiles
/// </summary>
private const int RiftTileRadius = 2;
private const int RiftTileRadius = 3;

private const int RiftsAllowed = 3;
private const int RiftsAllowed = 5;

public override void Initialize()
{
Expand Down
2 changes: 1 addition & 1 deletion Content.Server/Mindshield/MindShieldSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ public void MindShieldRemovalCheck(EntityUid implanted, EntityUid implant)
if (_mindSystem.TryGetMind(implanted, out var mindId, out _) &&
_roleSystem.MindTryRemoveRole<RevolutionaryRoleComponent>(mindId))
{
_adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(implanted)} was deconverted due to being implanted with a Mindshield.");
_adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(implanted)} was deconverted due to being implanted with a Mindshield. Bozo :P");
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -114,17 +114,18 @@ public override void Update(float frameTime)
// Maybe use something similar to refreshmovespeedmodifiers, where it's stored in the component.
// Maybe it doesn't matter, and stuff should just use static drain?
if (!siliconComp.EntityType.Equals(SiliconType.Npc)) // Don't bother checking heat if it's an NPC. It's a waste of time, and it'd be delayed due to the update time.
drainRateFinalAddi += SiliconHeatEffects(silicon, siliconComp, frameTime) - 1; // This will need to be changed at some point if we allow external batteries, since the heat of the Silicon might not be applicable.
drainRateFinalAddi += SiliconHeatEffects(silicon, siliconComp, frameTime) - 0.9f; // This will need to be changed at some point if we allow external batteries, since the heat of the Silicon might not be applicable.
//Change the above back to 1 if silicons break btw

// Ensures that the drain rate is at least 10% of normal,
// and would allow at least 4 minutes of life with a max charge, to prevent cheese.
drainRate += Math.Clamp(drainRateFinalAddi, drainRate * -0.9f, batteryComp.MaxCharge / 240);
drainRate += Math.Clamp(drainRateFinalAddi, drainRate * -0.9f, batteryComp.MaxCharge / 220);

// Drain the battery.
_powerCell.TryUseCharge(silicon, frameTime * drainRate);

// Figure out the current state of the Silicon.
var chargePercent = (short) MathF.Round(batteryComp.CurrentCharge / batteryComp.MaxCharge * 10f);
var chargePercent = (short) MathF.Round(batteryComp.CurrentCharge / batteryComp.MaxCharge * 11.67f);

UpdateChargeState(silicon, chargePercent, siliconComp);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ public override void Update(float frameTime)
{
if (_mobState.IsDead(uid, mobStateComponent)
|| !_mobThreshold.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholdsComponent)
|| damageableComponent.TotalDamage < threshold / 2)
|| damageableComponent.TotalDamage < threshold / 1.9)
continue;

// Check update time
Expand All @@ -49,7 +49,7 @@ public override void Update(float frameTime)
emitBuzzOnCritComponent.LastBuzzPopupTime = _gameTiming.CurTime;
_popupSystem.PopupEntity(Loc.GetString("silicon-behavior-buzz"), uid);
Spawn("EffectSparks", Transform(uid).Coordinates);
_audio.PlayPvs(emitBuzzOnCritComponent.Sound, uid, AudioHelpers.WithVariation(0.05f, _robustRandom));
_audio.PlayPvs(emitBuzzOnCritComponent.Sound, uid, AudioHelpers.WithVariation(0.04f, _robustRandom));
}
}
}
5 changes: 5 additions & 0 deletions Readme.txt.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
Hey you stealthy bastard looking at loonders code.

If your a fed from WD kindly fuck off, we aren't getting involved in drama unless you pull us in.

Cheers
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9 changes: 9 additions & 0 deletions Resources/Locale/en-US/alert-levels/alert-levels.ftl
Original file line number Diff line number Diff line change
Expand Up @@ -38,3 +38,12 @@ alert-level-delta-instructions = Crewmembers are advised to listen to heads of s
alert-level-epsilon = Epsilon
alert-level-epsilon-announcement = The Epsilon alert level is now in effect. Consider all contracts terminated.
alert-level-epsilon-instructions = Crewmembers are advised to make their way to an accessible location for efficient termination.

alert-level-test = Test
alert-level-test-announcement = Err, what the hell? How did you fucking find this? This isnt supposed to happen! I'm not happy! Perpare to die!!!!!
alert-level-test-instructions = you're fucked, you know that?

alert-level-varso = Varso
alert-level-varso-announcement = Warning, your station is about to become a new front for the war with Varso. Security is to arm and command may choose to arm crew members. Prepare for an all out assault on the station. Arrest anyone suspicious. Glory to NT.
alert-leve-varso-instructions = Prepare for battle.

20 changes: 20 additions & 0 deletions Resources/Prototypes/AlertLevels/alert_levels.yml
Original file line number Diff line number Diff line change
Expand Up @@ -69,3 +69,23 @@
emergencyLightColor: DarkViolet
forceEnableEmergencyLights: true
shuttleTime: 1200
test:
announcement: alert-level-test-announcement
selectable: false
sound: /Audio/Announcements/war.ogg
disableSelection: true
color: Black
emergencyLightColor: Black
forceEnableEmergencyLights: true
shuttleTime: 1
varso:
announcement: alert-level-varso-announcement
selectable: false
sound: /Audio/Announcements/war.ogg
disableSelection: true
color: Red
emergencyLightColor: DarkRed
forceEnableEmergencyLights: true
shuttleTime: 1500


8 changes: 4 additions & 4 deletions Resources/Prototypes/Recipes/Construction/structures.yml
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@
startNode: start
targetNode: woodWall
category: construction-category-structures
description: Keeps the air in and the greytide out.
description: A basic building block for a colony, or thats what NT tells us anyway!
icon:
sprite: Structures/Walls/wood.rsi
state: full
Expand All @@ -131,7 +131,7 @@
startNode: start
targetNode: uraniumWall
category: construction-category-structures
description: Keeps the air in and the greytide out.
description: Keeps the air in and the greytide out, with radiation!
icon:
sprite: Structures/Walls/uranium.rsi
state: full
Expand Down Expand Up @@ -765,7 +765,7 @@
startNode: start
targetNode: FirelockEdge
category: construction-category-structures
description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished!
description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get :3d!
icon:
sprite: Structures/Doors/edge_door_hazard.rsi
state: closed
Expand All @@ -782,7 +782,7 @@
startNode: start
targetNode: Shutters
category: construction-category-structures
description: This is a shutter - connect it to a button to open and close it.
description: This is a shutter - connect it to a button to open and close it. meow
icon:
sprite: Structures/Doors/Shutters/shutters.rsi
state: closed
Expand Down
2 changes: 1 addition & 1 deletion Resources/Prototypes/Recipes/Construction/tools.yml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
startNode: start
targetNode: torch
category: construction-category-tools
description: A torch fashioned from some wood.
description: A torch fashioned from some wood. Helpful for colonists trying to find the way back home.
icon: { sprite: Objects/Misc/torch.rsi, state: icon }
objectType: Item

Expand Down
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