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Merge branch 'master-github'
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v0id-rift committed Dec 23, 2024
2 parents acbd68e + 164e68c commit f2b483d
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11 changes: 2 additions & 9 deletions Content.Server/Body/Systems/MetabolizerSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ public override void Initialize()

private void OnMapInit(Entity<MetabolizerComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval * (1+_random.NextFloat());
}

private void OnUnpaused(Entity<MetabolizerComponent> ent, ref EntityUnpausedEvent args)
Expand Down Expand Up @@ -80,15 +80,8 @@ public override void Update(float frameTime)
{
base.Update(frameTime);

var metabolizers = new ValueList<(EntityUid Uid, MetabolizerComponent Component)>(Count<MetabolizerComponent>());
var query = EntityQueryEnumerator<MetabolizerComponent>();

while (query.MoveNext(out var uid, out var comp))
{
metabolizers.Add((uid, comp));
}

foreach (var (uid, metab) in metabolizers)
while (query.MoveNext(out var uid, out var metab))
{
// Only update as frequently as it should
if (_gameTiming.CurTime < metab.NextUpdate)
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4 changes: 3 additions & 1 deletion Content.Server/Body/Systems/StomachSystem.cs
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Expand Up @@ -5,13 +5,15 @@
using Content.Shared.Chemistry.Components.SolutionManager;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.Random;

namespace Content.Server.Body.Systems
{
public sealed class StomachSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;

public const string DefaultSolutionName = "stomach";

Expand All @@ -24,7 +26,7 @@ public override void Initialize()

private void OnMapInit(Entity<StomachComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval * (1+_random.NextFloat());
}

private void OnUnpaused(Entity<StomachComponent> ent, ref EntityUnpausedEvent args)
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7 changes: 7 additions & 0 deletions Content.Server/Fluids/EntitySystems/DrainSystem.cs
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Expand Up @@ -41,6 +41,13 @@ public override void Initialize()
SubscribeLocalEvent<DrainComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<DrainComponent, AfterInteractUsingEvent>(OnInteract);
SubscribeLocalEvent<DrainComponent, DrainDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<DrainComponent, ComponentInit>(OnComponentInit);
}

private void OnComponentInit(EntityUid uid, DrainComponent component, ComponentInit args)
{
// Randomize accumulator on init to try to spread out all drain updates as much as possible.
component.Accumulator = _random.NextFloat() * component.DrainFrequency;
}

private void AddEmptyVerb(Entity<DrainComponent> entity, ref GetVerbsEvent<Verb> args)
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4 changes: 4 additions & 0 deletions Resources/Audio/_Nuclear14/attributions2
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@@ -0,0 +1,4 @@
- files: ["you_should_upgrade_for_this.ogg"]
license: "CC-BY-NC-SA-3.0"
copyright: "Taken from Bloomberg News broadcast, in turn taken from Todd Howard 'you may need to upgrade your PC for this game' green screen by Green Screen Videos by Murdoink. Not sure how to attribute this.."
source: "https://www.youtube.com/watch?v=dgzlXXCV3NQ , the video"
2 changes: 2 additions & 0 deletions Resources/Locale/en-US/_Nuclear14/N14GodHowardAS
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@@ -0,0 +1,2 @@
todd-has-risen = Todd has risen!
todd-has-risen-sender = ???
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
special-appearance-component-examine-charisma-very-low = { CAPITALIZE(SUBJECT($user)) } seems repulsive.
special-appearance-component-examine-charisma-low = { CAPITALIZE(SUBJECT($user)) } seems awkward.
special-appearance-component-examine-charisma-medium = { CAPITALIZE(SUBJECT($user)) } seems normal.
special-appearance-component-examine-charisma-high = { CAPITALIZE(SUBJECT($user)) } seem approachable.
special-appearance-component-examine-charisma-high = { CAPITALIZE(SUBJECT($user)) } seems approachable.
special-appearance-component-examine-charisma-very-high = { CAPITALIZE(SUBJECT($user)) } seems suave.
# Examine all special modifiers
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141 changes: 141 additions & 0 deletions Resources/Locale/en-US/_Nuclear14/Tiles/floors.ftl
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@@ -0,0 +1,141 @@
tiles-metal-blue = metal blue
tiles-metal-blue-solid = metal blue solid
tiles-metal-green = metal green
tiles-metal-green-solid = metal green solid
tiles-metal-grey = metal grey
tiles-metal-grey-solid = metal grey solid
tiles-metal-grey-dark = metal grey dark
tiles-metal-grey-dark-solid = metal grey dark solid
tiles-metal-purple = metal purple
tiles-metal-purple-solid = metal purple solid
tiles-metal-red = metal red
tiles-metal-red-solid = metal red solid
tiles-metal-teal = metal teal
tiles-metal-teal-solid = metal teal solid
tiles-metal-white = metal white
tiles-metal-white-solid = metal white solid
tiles-metal-yellow = metal yellow
tiles-metal-yellow-solid = metal yellow solid
tiles-metal-freezer = metal freezer
tiles-metal-tunnel = metal tunnel
tiles-metal-tunnel-rusty = rusty metal tunnel
tiles-metal-tunnel-wasteland = metal tunnel wasteland
tiles-ms13-metal-industrial = ms13 metal industrial
tiles-ms13-metal-tile = ms13 metal tile
tiles-ms13-metal-grate = ms13 metal grate
tiles-ms13-metal-solid = ms13 metal solid
tiles-wood-oak = wood oak
tiles-wood-oak-broken = broken wood oak
tiles-wood-house = wood house
tiles-wood-house-broken = broken wood house
tiles-wood-burnt-broken = burnt broken wood
tiles-wood-maple = wood maple
tiles-ms13-wood-common = ms13 wood common
tiles-ms13-wood-common-damaged = damaged ms13 wood common
tiles-ms13-wood-fancy = ms13 wood fancy
tiles-ms13-wood-fancy-damaged = damaged ms13 wood fancy
tiles-ms13-wood-mosaic = ms13 wood mosaic
tiles-ms13-wood-mosaic-damaged = damaged ms13 wood mosaic
tiles-ms13-wood-wide = ms13 wood wide
tiles-ms13-wood-wide-damaged = damaged ms13 wood wide
tiles-carpet-red = carpet red
tiles-ms13-carpet-red = ms13 carpet red
tiles-ms13-carpet-fancy-red = ms13 carpet fancy red
tiles-ms13-carpet-blue = ms13 carpet blue
tiles-ms13-carpet-fancy-blue = ms13 carpet fancy blue
tiles-ms13-carpet-green = ms13 carpet green
tiles-ms13-carpet-fancy-green = ms13 carpet fancy green
tiles-ms13-carpet-violet = ms13 carpet violet
tiles-concrete = concrete
tiles-concrete-tile = concrete tile
tiles-concrete-grey = concrete grey
tiles-concrete-hexacrete = concrete hexacrete
tiles-concrete-hexacrete-dark = dark concrete hexacrete
tiles-concrete-dark = dark concrete
tiles-concrete-road = concrete road
tiles-ms13-brick-concrete = ms13 brick concrete
tiles-ms13-brick-horizontal = ms13 brick horizontal
tiles-ms13-brick-vertical = ms13 brick vertical
tiles-ms13-concrete = ms13 concrete
tiles-ms13-concrete-industrial = ms13 concrete industrial
tiles-ms13-concrete-industrial-alt = ms13 concrete industrial alt
tiles-ms13-concrete-industrial-split = ms13 concrete industrial split
tiles-ms13-tile-concrete-small = ms13 tile concrete small
tiles-ms13-tile-fancy = ms13 tile fancy
tiles-ms13-tile-sierra = ms13 tile sierra
tiles-ms13-tile-sierra-broken = ms13 tile sierra broken
tiles-ms13-tile-black = ms13 tile black
tiles-ms13-tile-black-full = ms13 tile black full
tiles-ms13-tile-black-large = ms13 tile black large
tiles-ms13-tile-long-blue = ms13 tile long blue
tiles-ms13-tile-brown = ms13 tile brown
tiles-ms13-tile-cafe = ms13 tile cafe
tiles-ms13-tile-ceramic = ms13 tile ceramic
tiles-ms13-tile-ceramic-broken = ms13 tile ceramic broken
tiles-ms13-tile-check = ms13 tile check
tiles-ms13-tile-green = ms13 tile green
tiles-ms13-tile-green-full = ms13 tile green full
tiles-ms13-tile-grey = ms13 tile grey
tiles-ms13-tile-grey-large = ms13 tile grey large
tiles-ms13-tile-grey-long = ms13 tile grey long
tiles-ms13-tile-navy = ms13 tile navy
tiles-ms13-tile-navy-full = ms13 tile navy full
tiles-ms13-tile-navy-large = ms13 tile navy large
tiles-ms13-tile-white-large = ms13 tile white large
tiles-ms13-tile-white-full = ms13 tile white full
tiles-ms13-tile-ornate = ms13 tile ornate
tiles-road-inner-middle = road inner middle
tiles-road-outer-middle-path = road outer middle path
tiles-road-corner1 = road corner 1
tiles-road-corner2 = road corner 2
tiles-road-corner3 = road corner 3
tiles-road-corner4 = road corner 4
tiles-road-bottom = road bottom
tiles-road-left = road left
tiles-road-right = road right
tiles-road-top = road top
tiles-road-outer-turn-north = road outer turn north
tiles-road-outer-turn-south = road outer turn south
tiles-road-outer-turn-west = road outer turn west
tiles-road-outer-turn-east = road outer turn east
tiles-road-outer-corner-1 = road outer corner 1
tiles-road-outer-corner-2 = road outer corner 2
tiles-road-outer-corner-3 = road outer corner 3
tiles-road-outer-corner-4 = road outer corner 4
tiles-road-inner-turn-1 = road inner turn 1
tiles-road-inner-turn-2 = road inner turn 2
tiles-road-inner-turn-3 = road inner turn 3
tiles-road-inner-turn-4 = road inner turn 4
tiles-road-tiny-corner-horizontal-1 = road tiny corner horizontal 1
tiles-road-tiny-corner-horizontal-2 = road tiny corner horizontal 2
tiles-road-tiny-corner-horizontal-3 = road tiny corner horizontal 3
tiles-road-tiny-corner-horizontal-4 = road tiny corner horizontal 4
tiles-road-tiny-corner-vertical-1 = road tiny corner vertical 1
tiles-road-tiny-corner-vertical-2 = road tiny corner vertical 2
tiles-road-tiny-corner-vertical-3 = road tiny corner vertical 3
tiles-road-tiny-corner-vertical-4 = road tiny corner vertical 4
tiles-road-inner-middle-with-top = road inner middle with top
tiles-road-outer-turn-south-top = road outer turn south top
tiles-road-outer-turn-west-top = road outer turn west top
tiles-wasteland = wasteland
tiles-dirt = dirt
tiles-dirt-indoors = dirt indoors
tiles-rubble = rubble
tiles-rubble-indoors = rubble indoors
tiles-river-water = river water
tiles-water-deep = water deep
tiles-water-medium = water medium
tiles-water-shallow = water shallow
tiles-swampland = swampland
tiles-wasteland-swamp-bottom = wasteland swamp bottom
tiles-wasteland-swamp-top = wasteland swamp top
tiles-wasteland-swamp-right = wasteland swamp right
tiles-wasteland-swamp-left = wasteland swamp left
tiles-wasteland-swamp-top-right = wasteland swamp top right
tiles-wasteland-swamp-top-left = wasteland swamp top left
tiles-wasteland-swamp-top-right-corner = wasteland swamp top right corner
tiles-wasteland-swamp-top-left-corner = wasteland swamp top left corner
tiles-wasteland-swamp-bottom-right = wasteland swamp bottom right
tiles-wasteland-swamp-bottom-left = wasteland swamp bottom left
tiles-wasteland-swamp-bottom-right-corner = wasteland swamp bottom right corner
tiles-wasteland-swamp-bottom-left-corner = wasteland swamp bottom left corner
17 changes: 0 additions & 17 deletions Resources/Locale/en-US/_Nuclear14/guidebooks.ftl
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Expand Up @@ -4,23 +4,6 @@ guide-entry-nuclear14 = Nuclear 14
# Factions
guide-entry-factions = Factions & Roles
guide-entry-brotherhoodofsteel = Brotherhood of Steel (BOS)
guide-entry-brotherhoodmidwest = BOS Midwest Chapter
guide-entry-brotherhoodwashington = BOS Washington Chapter
guide-entry-caravancompany = Caravan Company
guide-entry-ncr = NCR
guide-entry-townsfolk = Townsfolk
guide-entry-tribes = Tribes
guide-entry-vaultdwellers = Vault Dwellers
guide-entry-wastelanders = Wastelanders
guide-entry-minorfactions = Minor Factions
guide-entry-childrenofatom = Children of Atom
guide-entry-enclave = Enclave
guide-entry-followersoftheapocalypse = Followers of the Apocalypse
guide-entry-zetan = Zetan
# Weapons and Ammo
guide-entry-weaponsammo = Weapons & Ammo
guide-entry-rangedweapons = Ranged Weapons
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