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Mega update part 2 (BurgerLUA#608)
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* [UNSTABLE] mega wip update, see desc for details

tweaks weapon value calculation
PvP zones only work against NanoTrasen implants
Improves Destroy() logic so things work better
makes chunk cleaning actually work this time (for real??)
AI can now crawl out of lockers when trapped in one
the AI can swap to a better weapon mid-combat
turrets no longer have infinite target range
heat damage now deals significantly more pain damage
removes mood, the mood display just shows a general indication of your hunger + thirst
adds hanger guards to the station
improves syndicate cr20 sprites
re-adds antagonists (syndicate for now)
tweaks some rare medicine values
death boxes are 1000 credits cheaper
survivors are now named "bandits"
PvP damage multiplier reduced from 1 to 0.5.
Adds Syndicate health analyzers
tweaks value calculation of armor
adds several powerful bottles of medicine to syndicate first aid kits
increases syringe injection time
adds autosyringes (prototype medipens)
limbs have a 100% chance to be gibbed if the limb belongs to a zombie, and there is only 1 attachment point
removes large energy shields (for now)
improves the sprites of energy shields
buffs energy shields to block way more ranged damage
tweaks the damage of various weapons
fixes airlocks not using the broken icon state
vendors now have a base health of 500 instead of 1
fixes a bug where you could walk through newly created girders
the snow line is now a gradient
improves horde selection
improves bottle and beaker sprites
tweaks various map prefabs

* tweaks weapon value calculation

* adds EMPs, tweaks some lore, sets up job equipment (WIP)

* fixes up incin grenades

* adds barrier grenades

* changes movement code, adds shell grenades

* adds decoy grenade, re-adds drop pod safety now that things work again

* renames some procs, adds an engineering rifle

* new weapon, finishes engineering vendor equipment

* experimental power changes

* fixes power/lighting issues

* WIP Janitor role and maint pvp area

* adds cleaning shot, wormhole grenades

* adds cleanign bots

* janitorial map improvements and other things

* adds visual turf damage, "removes" mood, adds science vendors, fixes somes bugs

* WIP Real Syringe guns, fixes explosions, fixes mood

* improves overlay code

* adds two prefabs

* WIP zombie overhaul

* attempted pathfinding fixes, introduces new bugs, zombie types wip

* fixes guarding, fixes some mobs getting stuck

* finally fixes overlays

* works now, just bloodstains don't appear on organs

* Finally fixes all overlay issues

* adds a new city prefab

* adds nodes and spawning markers to missing city prefabs

* adds an additional city prefab; fixes up some existing prefabs

* improves some city street prefabs, adds a new city store prefab

* adds 3 new house prefabs

* tweaks turf damage icons, improves explosions, fixes projectiles

* staggered subsystems, wip combat dialogue

* Thrown objects can now bounce off walls.

* adds cover nodes

* adds mining loadout, adds wip cargo techs

* fixes directional glass windows, ai error

* remaps medical + chemistry

* adds chemistry, fixes the chunk cleaning system

* fixes AI area updating not working

* adds more weapons to vendors

* dialogue code improvements

* holy fuck javascript

* WIP character deletion

* you can now delete your character

* allows deletion of loadouts

* mostly fixes thrown item bouncing

* removes remaining thrown debug code, tweaks modifiers

* buffs unarmed damage from all sources, adds some heads, misc fixes

* replaces all sorts with tim (all hail tim)

* fixes some sorting, fixes AI updating

* fixes some AI bugs

* fixes various bugs and annoyances

* fixes various reagent bugs

* part 1 of mega slavic update changes and tweaks

* Almost finishes new slavs, fixes some AI issues

* fixes AI frustration for real this time

* jam chance is now based on weapon heat, fixes some loot issues with soulgems

* various bug fixes and optimizations

* WIP Dialogue Fixes

* changes how pain works (WIP)

* removes debug code

* overhauls weapon value calculation

* fixes value calculation for real this time

* fixes slime butchering

* fixes slime icons, fixes airlock icons, fixes medicine, fixes loot, fixes parallax

* standardizes values, fixes rarity for bullets

* fixes magazine rarities, fixes damage runtimes

* oops

* WIP Master AI code, Fixes various AI issues with nades + weapons

* wip curbs and new alleys

* layering fixes, generation fixes

* quick fix to layering

* new house prefabs, new intersection prefab

* sol base is guaranteed, fixes layering issues with looting

* adds a new city prefab

* reshuffles the city

* fixes a sound bug

* fixes areas

* adds rarities to all melee weapons, fixes npc targeting issues

* Added rarities to all guns.

* misc changes

* adds coins, TODO: pens

* Update burgerstation.dme

* Adds bubblegum boss music

* WIP vendor ubnlock system

* gives every single ranged weapon a unique sound

* Update CREDITS.txt

* part 1 of weapon and sound fix

* fixes sounds of some of the weapons

* makes shotgun ammo cheaper, redoes all the fire delays of guns

* pre rework tweaks

* rebalances a lot of the weapons

* fixes water being too opaque

* improves AI combat, fixes humanoid NPCS having a delay when they die

* NPCs will now release dead mobs if they're grabbing a dead mob

* Adds global 1 decisecond click cooldown, adds new track

* an item's layer is based on its value

* adds gabber (WIP)

* WIP Gabber Boss

* fixes issue with stuttery boss movement

* fixes horizontal people being too fast, final tweaks of gabber boss

* nearly finishes the gabber boss fight

* fixes typo

* The gabber boss is 99% done.

* nearly finishes the gabber boss

* rebalances levels (again)

* gabber is 99.99% done

* [unstable] WIP Lavaland loot overhaul + new items

* adds new lavaland loot, reshuffles some existing loot

* adds missing loot to gabber

* fixes misc bugs, scales back max health

* Update burgerstation.dme

* misc fixes, survivor -> bandit

* Fixes rarity in loot not working, re-lores some weapons

* fixes various AI bugs

* updated the boss

* gabber is now multiplayer friendly

* oops

* backpacks can be worn over wings

* reshuffles skills/attributes, fixes ooc bug

* Fixes loadouts and saving.

* fixes survival experience when harvesting plants

* fixes tendril loot, rebalances lavaland boss loot

* fixes unused skills in lists

* fixes tendrils, buffs AI sight, fixes AI not dying instantly

* Update tendril.dm

* gabber fix, all tendril mobs now roam a little

* fixes tendrils, fixes fire resist bar, fixes lavaland meat, optimizes ai

* WIP Slime King boss, Fixes dragging issues, fixes a load error

* fixes AI not wielding guns after throwing nades, slime king tweaks

* more slime king tweaks

* Fixes gold going into pockets before hands, tweaks vendor UI position

* fixes death() error on startup

* adds the slime king

* slime king arena is brighter, fixes potential inventory bugs

* remaps arrivals, fixes power

* fixes gun cock sounds, fixes missing area on station

* for some reason byond doesn't like this

* Finalizes the Slime King

* tweaks how click_self() works, adds bag of bombs

* attacking tweaks

* nerfs slime king

* nerfs slime king heal, fixes loadouts not saving, fixes status effects

* finally balances slime king

* fixes syndicate vault doors

* fixes medicine reagent math

* data laptops can now be saved

* typo fix, increases laptop rarity

* adds compact mode support for vendors

* fixes issue with reagent sprayers + fire

* makes looting a million times easier with inventory tweaks

* you can now mass collect items with storage devices

* fixes back slots, fixes radiation damage

* fixes some syndicate areas being destructable

* fixes bulletboxes, WIP AI Core Boss.

* nearly finalizes field generators

* misc tweaks for upcoming prefab

* fixes AI fleeing possibly

* map tweaks, ai fixes, water fixes

* further tweaks and bugfixes

* makes the AI core nicer

* fixes banks closing when you open an inventory

* dmm to tgm

* removes the funny red x on github
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BurgerLUA authored Mar 30, 2023
1 parent 79b9a41 commit 9f24905
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6 changes: 6 additions & 0 deletions CREDITS.txt
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@@ -1,3 +1,9 @@
Sounds/Textures ported from
/tg/station
TGMC
Yogstation
Aurorastation

PATREONS
Sancronis
Kevvy-D
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225 changes: 167 additions & 58 deletions burgerstation.dme

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4 changes: 1 addition & 3 deletions code/__defines/_config.dm
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Expand Up @@ -11,6 +11,4 @@
#define FPS_SERVER 30

//Soft limit to prevent more than any of this amount of being on a single turf at once. THIS INCLUDES EVERYTHING THAT USES move(). forcemove() is intentionally ignored.
#define TURF_CONTENT_LIMIT 100

#define ARMOR_VALUE_TO_CONSIDER 100 //The armor value of which to consider the value of weapons, bullets, and armor for.
#define TURF_CONTENT_LIMIT 100
7 changes: 6 additions & 1 deletion code/__defines/ai.dm
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@@ -1,4 +1,9 @@
#define ALERT_LEVEL_NONE 0 //No threats detected.
#define ALERT_LEVEL_NOISE 1 //We heard or saw something strange that requires further investigation. Probably not a hostile, though.
#define ALERT_LEVEL_CAUTION 2 //We heard or saw something strange that is more than likely a hostile.
#define ALERT_LEVEL_COMBAT 3 //We are currently engaged with hostiles.
#define ALERT_LEVEL_COMBAT 3 //We are currently searching for hostiles or are engaged with them.




#define QUEUE_CHUNK_AI_UPDATE(chunk) SSai.queued_ai_update_chunks[chunk] = TRUE
7 changes: 6 additions & 1 deletion code/__defines/check_tick.dm
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Expand Up @@ -14,6 +14,11 @@
var/safety_count=0; \
while(world.tick_usage > limit && (max_delays >= safety_count)) {\
safety_count++; \
sleep(TICK_LAG); \
if(limit <= 0) { \
sleep(1) \
} \
else{ \
sleep(TICK_LAG * (1 + min(FPS_SERVER,world.tick_usage/limit)*3)); \
} \
}\
}
9 changes: 9 additions & 0 deletions code/__defines/chunk.dm
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@@ -0,0 +1,9 @@
#define GET_CHUNK_X(T) (CEILING(T.x/CHUNK_SIZE,1))
#define GET_CHUNK_Y(T) (CEILING(T.y/CHUNK_SIZE,1))
#define GET_CHUNK_Z(T) (T.z)

#define CHUNK_XYZ(x,y,z) SSchunk.chunks[z][x][y]


#define CHUNK(T) SSchunk.chunks[GET_CHUNK_Z(T)][GET_CHUNK_X(T)][GET_CHUNK_Z(T)]

3 changes: 2 additions & 1 deletion code/__defines/collision.dm
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Expand Up @@ -22,4 +22,5 @@

#define FLAG_COLLISION_BULLET_ORGANIC (FLAG_COLLISION_BULLET_SOLID | FLAG_COLLISION_BULLET_LIGHT | FLAG_COLLISION_BULLET_XRAY)
#define FLAG_COLLISION_BULLET_INORGANIC (FLAG_COLLISION_BULLET_SOLID | FLAG_COLLISION_BULLET_LIGHT)
#define FLAG_COLLISION_BULLET_WINDOW FLAG_COLLISION_BULLET_SOLID
#define FLAG_COLLISION_BULLET_WINDOW FLAG_COLLISION_BULLET_SOLID
#define FLAG_COLLISION_BULLET_ENERGY_FIELD (FLAG_COLLISION_BULLET_SOLID | FLAG_COLLISION_BULLET_LIGHT | FLAG_COLLISION_BULLET_XRAY)
10 changes: 8 additions & 2 deletions code/__defines/colors.dm
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Expand Up @@ -59,11 +59,15 @@


#define COLOR_VISIBLE_GREEN "#B6FF00"
#define COLOR_VISIBLE_ORANGE "#FFBA52"



#define COLOR_BULLET "#BCA258"
#define COLOR_OLIVE_DRAB "#797659"

//Department Colors
#define COLOR_CARGO "#B57329"
#define COLOR_CARGO "#87642D"

#define COLOR_COMMAND "#2C566E"

Expand All @@ -88,12 +92,14 @@
#define COLOR_DEATHSQUAD_BLACK "#4A3333"
#define COLOR_DEATHSQUAD_RED "#A54F3A"

#define COLOR_MINING "#793A80"

//Materials
#define COLOR_METAL "#777777"
#define COLOR_METAL_DARK "#626262"
#define COLOR_STEEL "#444444"
#define COLOR_STEEL_LIGHT "#888888"
#define COLOR_STEEL_DARK "#222222"
#define COLOR_STEEL_DARK "#333333"
#define COLOR_ALUMINIUM "#D6D6D6"
#define COLOR_ZINC "#BAC4C8"
#define COLOR_MAGNESIUM "#E9EEEB"
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9 changes: 7 additions & 2 deletions code/__defines/damage.dm
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Expand Up @@ -42,9 +42,14 @@
#define ALL_DAMAGE list(BLADE,BLUNT,PIERCE,LASER,ARCANE,HEAT,COLD,SHOCK,ACID,BOMB,BIO,RAD,HOLY,DARK,FATIGUE,PAIN,ION,SANITY,MENTAL)


//Melee Balance

#define ARMOR_MUL 2
//Damage Balance

#define ARMOR_VALUE_TO_CONSIDER 150 //The armor value of which to consider the value of weapons, bullets, and armor for.

#define ARMOR_AP_MUL 3
#define ARMOR_DAM_MUL 0.9
#define SURPLUS_MUL 0.75
#define PREMIUM_MUL 1.25
#define DU_MUL 1.5
#define HP_MUL 1.5
69 changes: 36 additions & 33 deletions code/__defines/experience.dm
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Expand Up @@ -6,53 +6,56 @@
#define ATTRIBUTE_STAT 0x1
#define ATTRIBUTE_DAMAGE 0x2
#define ATTRIBUTE_RESISTANCE 0x4

#define ATTRIBUTE_COMBAT 0x8
#define ATTRIBUTE_NO_XP_MUL 0x10
#define ATTRIBUTE_REGEN 0x8
#define ATTRIBUTE_NO_DIFFICULTY_XP_MUL 0x20


#define ATTRIBUTE_DEFAULT 15

#define ATTRIBUTE_STRENGTH "strength"
#define ATTRIBUTE_VITALITY "vitality"
#define ATTRIBUTE_FORTITUDE "fortitude"
#define ATTRIBUTE_CONSTITUTION "constitution"
//RED
#define ATTRIBUTE_STRENGTH "strength" //Damage
#define ATTRIBUTE_CONSTITUTION "constitution" //Resistance
#define ATTRIBUTE_FORTITUDE "fortitude" //Regen

#define ATTRIBUTE_VITALITY "vitality" //Maximum

//GREEN
#define ATTRIBUTE_DEXTERITY "dexterity" //Damage
#define ATTRIBUTE_RESILIENCE "resilience" // Resistance
#define ATTRIBUTE_AGILITY "agility" // Regen

#define ATTRIBUTE_ENDURANCE "endurance" // Maximum

#define ATTRIBUTE_INTELLIGENCE "intelligence"
#define ATTRIBUTE_WISDOM "wisdom"
#define ATTRIBUTE_WILLPOWER "willpower"
#define ATTRIBUTE_SOUL "soul"
//BLUE
#define ATTRIBUTE_WILLPOWER "willpower" //Damage
#define ATTRIBUTE_SOUL "soul" //Resistance
#define ATTRIBUTE_INTELLIGENCE "intelligence" //Regen

#define ATTRIBUTE_DEXTERITY "dexterity"
#define ATTRIBUTE_RESILIENCE "resilience"
#define ATTRIBUTE_ENDURANCE "endurance"
#define ATTRIBUTE_AGILITY "agility"
#define ATTRIBUTE_WISDOM "wisdom" //Maximum

//WHITE
#define ATTRIBUTE_LUCK "luck"


#define SKILL_DEFAULT 1

//STRENGTH
#define SKILL_UNARMED "unarmed" //Completed
#define SKILL_MELEE "melee" //Completed
#define SKILL_PRAYER "prayer" //Completed
#define SKILL_BLOCK "block" //Completed
#define SKILL_ARMOR "armor"
#define SKILL_MELEE "melee" //Completed. ATTRIBUTE_STRENGTH. (Damage)
#define SKILL_PRAYER "prayer" //Completed. ATTRIBUTE_CONSTITUTION. (Resistance)
#define SKILL_BLOCK "block" //Completed. ATTRIBUTE_FORTITUDE. (Regen)
#define SKILL_ARMOR "armor" //Completed. ATTRIBUTE_FORTITUDE. (Regen)

//DEXTERITY
#define SKILL_RANGED "ranged" //Completed
#define SKILL_PRECISION "precision"
#define SKILL_SURVIVAL "survival" //Completed
#define SKILL_EVASION "evasion" //Completed
#define SKILL_PARRY "parry" //Completed
#define SKILL_RANGED "ranged" //Completed. ATTRIBUTE_DEXTERITY. (Damage)
#define SKILL_EVASION "evasion" //Completed. ATTRIBUTE_AGILITY. (Resistance)
#define SKILL_UNARMED "unarmed" //Completed. ATTRIBUTE_RESILIENCE. (Regen)
#define SKILL_SURVIVAL "survival" // ATTRIBUTE_RESILIENCE. (Regen)

//INTELLIGENCE
#define SKILL_MAGIC_DEFENSIVE "defensive" //Completed
#define SKILL_MAGIC_OFFENSIVE "offensive" //Completed
#define SKILL_MAGIC_SUMMONING "summoning" //Completed
#define SKILL_MAGIC_ENCHANTING "enchanting" //Completed.
#define SKILL_MEDICINE "medicine" //Completed

//No stat attached
#define SKILL_BOTANY "botany" //Completed
#define SKILL_MAGIC "magic" //Completed. Used and gained. ATTRIBUTE_WILLPOWER. (Damage)
#define SKILL_SUMMONING "summoning" //Completed. Used and gained. ATTRIBUTE_SOUL. (Resistance)
#define SKILL_MEDICINE "medicine" //Completed. Used and gained. ATTRIBUTE_INTELLIGENCE. (Regen)
#define SKILL_PRECISION "precision" //Completed. Used and gained. ATTRIBUTE_INTELLIGENCE. (Regen)



14 changes: 7 additions & 7 deletions code/__defines/item.dm
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Expand Up @@ -31,6 +31,13 @@
#define FLAG_CLOTHING_NOBEAST_HEAD 0x2
#define FLAG_CLOTHING_NOBEAST_WINGS 0x4

#define RARITY_BROKEN "broken"
#define RARITY_COMMON "common"
#define RARITY_UNCOMMON "uncommon"
#define RARITY_RARE "rare"
#define RARITY_MYTHICAL "mythical"
#define RARITY_LEGENDARY "legendary"

var/global/list/rarity_to_number = list(
RARITY_BROKEN = 1,
RARITY_COMMON = 2,
Expand All @@ -40,13 +47,6 @@ var/global/list/rarity_to_number = list(
RARITY_LEGENDARY = 6
)

#define RARITY_BROKEN "broken"
#define RARITY_COMMON "common"
#define RARITY_UNCOMMON "uncommon"
#define RARITY_RARE "rare"
#define RARITY_MYTHICAL "mythical"
#define RARITY_LEGENDARY "legendary"

#define SLOT_NONE (1<<0)
#define SLOT_TORSO (1<<1)
#define SLOT_TORSO_ARMOR (1<<3)
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10 changes: 10 additions & 0 deletions code/__defines/job.dm
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#define FLAG_JOB_NONE (1<<0)

#define FLAG_JOB_HEALING (1<<1) //Gain money by healing other players.

#define FLAG_JOB_KILLING (1<<2) //Gain money by killing other enemies.

#define FLAG_JOB_CLEANING (1<<3) //Gain money by cleaning messes.


#define HAS_JOB_FLAG(player,job_flag) (SSjob.all_jobs[player.job]?.job_flags & job_flag)
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