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pushes changes so i can update my branches without errors #4

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132 changes: 110 additions & 22 deletions Content.Shared/CCVar/CCVars.cs
Original file line number Diff line number Diff line change
Expand Up @@ -106,7 +106,7 @@ public sealed class CCVars : CVars
/// Controls if the game should run station events
/// </summary>
public static readonly CVarDef<bool>
EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
EventsEnabled = CVarDef.Create("events.enabled", false, CVar.ARCHIVE | CVar.SERVERONLY);

/// <summary>
/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
Expand Down Expand Up @@ -252,7 +252,7 @@ public static readonly CVarDef<int>
/// Is map rotation enabled?
/// </summary>
public static readonly CVarDef<bool>
GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
GameMapRotation = CVarDef.Create("game.map_rotation", false, CVar.SERVERONLY);

/// <summary>
/// If roles should be restricted based on time.
Expand Down Expand Up @@ -389,24 +389,26 @@ public static readonly CVarDef<bool>
/// How many points to give to each player for loadouts.
/// </summary>
public static readonly CVarDef<int> GameLoadoutsPoints =
CVarDef.Create("game.loadouts_points", 14, CVar.REPLICATED);
CVarDef.Create("game.loadouts_points", 15, CVar.REPLICATED);


/// <summary>
/// Whether to repeat eating doafters after completion
/// </summary>
public static readonly CVarDef<bool> GameAutoEatFood =
CVarDef.Create("game.auto_eat_food", false, CVar.REPLICATED);
CVarDef.Create("game.auto_eat_food", true, CVar.REPLICATED);

/// <summary>
/// Whether to repeat drinking doafters after completion
/// </summary>
public static readonly CVarDef<bool> GameAutoEatDrinks =
CVarDef.Create("game.auto_eat_drinks", false, CVar.REPLICATED);
CVarDef.Create("game.auto_eat_drinks", true, CVar.REPLICATED);

/// <summary>
/// Whether item slots, such as power cell slots or AME fuel cell slots, should support quick swap if it is not otherwise specified in their YAML prototype.
/// </summary>
public static readonly CVarDef<bool> GamePressToSprint =
CVarDef.Create("game.press_to_sprint", false, CVar.REPLICATED);
public static readonly CVarDef<bool> AllowSlotQuickSwap =
CVarDef.Create("game.slot_quick_swap", false, CVar.REPLICATED);

Expand All @@ -423,7 +425,7 @@ public static readonly CVarDef<bool>
/// Delay between station alert level changes.
/// </summary>
public static readonly CVarDef<int> GameAlertLevelChangeDelay =
CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
CVarDef.Create("game.alert_level_change_delay", 10, CVar.SERVERONLY);

/// <summary>
/// The time in seconds that the server should wait before restarting the round.
Expand Down Expand Up @@ -551,6 +553,90 @@ public static readonly CVarDef<bool>
public static readonly CVarDef<string> DiscordAuthApiKey =
CVarDef.Create("discord.auth_api_key", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);


/*
* Suspicion
*/

public static readonly CVarDef<int> SuspicionMinPlayers =
CVarDef.Create("suspicion.min_players", 5);

public static readonly CVarDef<int> SuspicionMinTraitors =
CVarDef.Create("suspicion.min_traitors", 2);

public static readonly CVarDef<int> SuspicionPlayersPerTraitor =
CVarDef.Create("suspicion.players_per_traitor", 6);

public static readonly CVarDef<int> SuspicionStartingBalance =
CVarDef.Create("suspicion.starting_balance", 20);

public static readonly CVarDef<int> SuspicionMaxTimeSeconds =
CVarDef.Create("suspicion.max_time_seconds", 300);

/*
* Traitor
*/

public static readonly CVarDef<int> TraitorMinPlayers =
CVarDef.Create("traitor.min_players", 5);

public static readonly CVarDef<int> TraitorMaxTraitors =
CVarDef.Create("traitor.max_traitors", 12); // Assuming average server maxes somewhere from like 50-80 people

public static readonly CVarDef<int> TraitorPlayersPerTraitor =
CVarDef.Create("traitor.players_per_traitor", 10);

public static readonly CVarDef<int> TraitorCodewordCount =
CVarDef.Create("traitor.codeword_count", 4);

public static readonly CVarDef<int> TraitorStartingBalance =
CVarDef.Create("traitor.starting_balance", 20);

public static readonly CVarDef<int> TraitorMaxDifficulty =
CVarDef.Create("traitor.max_difficulty", 5);

public static readonly CVarDef<int> TraitorMaxPicks =
CVarDef.Create("traitor.max_picks", 20);

public static readonly CVarDef<float> TraitorStartDelay =
CVarDef.Create("traitor.start_delay", 4f * 60f);

public static readonly CVarDef<float> TraitorStartDelayVariance =
CVarDef.Create("traitor.start_delay_variance", 3f * 60f);

/*
* TraitorDeathMatch
*/

public static readonly CVarDef<int> TraitorDeathMatchStartingBalance =
CVarDef.Create("traitordm.starting_balance", 20);

/*
* Zombie
*/

public static readonly CVarDef<int> ZombieMinPlayers =
CVarDef.Create("zombie.min_players", 1000);

/*
* Pirates
*/

public static readonly CVarDef<int> PiratesMinPlayers =
CVarDef.Create("pirates.min_players", 1000);

public static readonly CVarDef<int> PiratesMaxOps =
CVarDef.Create("pirates.max_pirates", 6);

public static readonly CVarDef<int> PiratesPlayersPerOp =
CVarDef.Create("pirates.players_per_pirate", 5);

/*
* Nukeops
*/

public static readonly CVarDef<bool> NukeopsSpawnGhostRoles =
CVarDef.Create("nukeops.spawn_ghost_roles", false);
/*
* Tips
*/
Expand All @@ -559,7 +645,7 @@ public static readonly CVarDef<bool>
/// Whether tips being shown is enabled at all.
/// </summary>
public static readonly CVarDef<bool> TipsEnabled =
CVarDef.Create("tips.enabled", true);
CVarDef.Create("tips.enabled", false);

/// <summary>
/// The dataset prototype to use when selecting a random tip.
Expand Down Expand Up @@ -1517,13 +1603,13 @@ public static readonly CVarDef<int>
/// Are players allowed to return on the arrivals shuttle.
/// </summary>
public static readonly CVarDef<bool> ArrivalsReturns =
CVarDef.Create("shuttle.arrivals_returns", false, CVar.SERVERONLY);
CVarDef.Create("shuttle.arrivals_returns", true, CVar.SERVERONLY);

/// <summary>
/// Whether to automatically spawn escape shuttles.
/// </summary>
public static readonly CVarDef<bool> GridFill =
CVarDef.Create("shuttle.grid_fill", true, CVar.SERVERONLY);
CVarDef.Create("shuttle.grid_fill", false, CVar.SERVERONLY);

/*
* Emergency
Expand Down Expand Up @@ -1551,7 +1637,7 @@ public static readonly CVarDef<int>
/// The minimum time for the emergency shuttle to arrive at centcomm.
/// </summary>
public static readonly CVarDef<float> EmergencyShuttleMinTransitTime =
CVarDef.Create("shuttle.emergency_transit_time_min", 90f, CVar.SERVERONLY);
CVarDef.Create("shuttle.emergency_transit_time_min", 30f, CVar.SERVERONLY);

/// <summary>
/// The maximum time for the emergency shuttle to arrive at centcomm.
Expand All @@ -1563,7 +1649,7 @@ public static readonly CVarDef<int>
/// Whether the emergency shuttle is enabled or should the round just end.
/// </summary>
public static readonly CVarDef<bool> EmergencyShuttleEnabled =
CVarDef.Create("shuttle.emergency", true, CVar.SERVERONLY);
CVarDef.Create("shuttle.emergency", false, CVar.SERVERONLY);

/// <summary>
/// The percentage of time passed from the initial call to when the shuttle can no longer be recalled.
Expand All @@ -1576,7 +1662,7 @@ public static readonly CVarDef<int>
/// Time in minutes after round start to auto-call the shuttle. Set to zero to disable.
/// </summary>
public static readonly CVarDef<int> EmergencyShuttleAutoCallTime =
CVarDef.Create("shuttle.auto_call_time", 120, CVar.SERVERONLY);
CVarDef.Create("shuttle.auto_call_time", 0, CVar.SERVERONLY);

/// <summary>
/// Time in minutes after the round was extended (by recalling the shuttle) to call
Expand Down Expand Up @@ -1654,6 +1740,8 @@ public static readonly CVarDef<int>
/// <summary>
/// Controls whether or not Metempsychosis preserves Names. EG: Are you actually a new person?
/// </summary>
public static readonly CVarDef<bool> BiomassEasyMode =
CVarDef.Create("biomass.easy_mode", true, CVar.SERVERONLY);
public static readonly CVarDef<bool> CloningPreserveName =
CVarDef.Create("cloning.preserve_name", true, CVar.SERVERONLY);

Expand Down Expand Up @@ -1699,10 +1787,10 @@ public static readonly CVarDef<int>
CVarDef.Create("viewport.minimum_width", 15, CVar.REPLICATED);

public static readonly CVarDef<int> ViewportMaximumWidth =
CVarDef.Create("viewport.maximum_width", 21, CVar.REPLICATED);
CVarDef.Create("viewport.maximum_width", 32, CVar.REPLICATED);

public static readonly CVarDef<int> ViewportWidth =
CVarDef.Create("viewport.width", 21, CVar.CLIENTONLY | CVar.ARCHIVE);
CVarDef.Create("viewport.width", 32, CVar.CLIENTONLY | CVar.ARCHIVE);

/*
* FOV
Expand Down Expand Up @@ -1849,7 +1937,7 @@ public static readonly CVarDef<int>
/// How long a client can go without any input before being considered AFK.
/// </summary>
public static readonly CVarDef<float> AfkTime =
CVarDef.Create("afk.time", 60f, CVar.SERVERONLY);
CVarDef.Create("afk.time", 10f, CVar.SERVERONLY);

/*
* IC
Expand All @@ -1859,7 +1947,7 @@ public static readonly CVarDef<int>
/// Restricts IC character names to alphanumeric chars.
/// </summary>
public static readonly CVarDef<bool> RestrictedNames =
CVarDef.Create("ic.restricted_names", true, CVar.SERVER | CVar.REPLICATED);
CVarDef.Create("ic.restricted_names", false, CVar.SERVER | CVar.REPLICATED);

/// <summary>
/// Allows flavor text (character descriptions)
Expand Down Expand Up @@ -1955,7 +2043,7 @@ public static readonly CVarDef<string>
/// Time that players have to wait before rules can be accepted.
/// </summary>
public static readonly CVarDef<float> RulesWaitTime =
CVarDef.Create("rules.time", 60f, CVar.SERVER | CVar.REPLICATED);
CVarDef.Create("rules.time", 120f, CVar.SERVER | CVar.REPLICATED);

/// <summary>
/// Don't show rules to localhost/loopback interface.
Expand Down Expand Up @@ -2248,7 +2336,7 @@ public static readonly CVarDef<float>
/// Whether glimmer is enabled.
/// </summary>
public static readonly CVarDef<bool> GlimmerEnabled =
CVarDef.Create("glimmer.enabled", true, CVar.REPLICATED);
CVarDef.Create("glimmer.enabled", false, CVar.REPLICATED);

/// <summary>
/// Passive glimmer drain per second.
Expand All @@ -2262,7 +2350,7 @@ public static readonly CVarDef<float>
/// Guaranteed psionics will still go through.
/// </summary>
public static readonly CVarDef<bool> PsionicRollsEnabled =
CVarDef.Create("psionics.rolls_enabled", true, CVar.SERVERONLY);
CVarDef.Create("psionics.rolls_enabled", false, CVar.SERVERONLY);

/// <summary>
/// Whether height & width sliders adjust a character's Fixture Component
Expand All @@ -2289,7 +2377,7 @@ public static readonly CVarDef<float>
/// Enables station goals
/// </summary>
public static readonly CVarDef<bool> StationGoalsEnabled =
CVarDef.Create("game.station_goals", true, CVar.SERVERONLY);
CVarDef.Create("game.station_goals", false, CVar.SERVERONLY);

/// <summary>
/// Chance for a station goal to be sent
Expand Down Expand Up @@ -2353,7 +2441,7 @@ public static readonly CVarDef<float>
/// ALL CONTESTS BELOW, regardless of type or setting will output 1f when false.
/// </summary>
public static readonly CVarDef<bool> DoContestsSystem =
CVarDef.Create("contests.do_contests_system", true, CVar.REPLICATED | CVar.SERVER);
CVarDef.Create("contests.do_contests_system", false, CVar.REPLICATED | CVar.SERVER);

/// <summary>
/// Contest functions normally include an optional override to bypass the clamp set by max_percentage.
Expand All @@ -2368,7 +2456,7 @@ public static readonly CVarDef<float>
CVarDef.Create("contests.do_mass_contests", true, CVar.REPLICATED | CVar.SERVER);

/// <summary>
/// Toggles all StaminaContest functions. All stamina contests output 1f when false
/// Toggles all asContest functions. All stamina contests output 1f when false
/// </summary>
public static readonly CVarDef<bool> DoStaminaContests =
CVarDef.Create("contests.do_stamina_contests", true, CVar.REPLICATED | CVar.SERVER);
Expand Down
4 changes: 3 additions & 1 deletion Resources/Prototypes/Aphrodite/SkirtFlippable.yml
Original file line number Diff line number Diff line change
Expand Up @@ -12,4 +12,6 @@
- type: entity
parent: [ClothingHeadHeadHatBaseFlipped, ClothingUniformYukonSkirtTurtle]
id: ClothingUniformYukonSkirtTurtleFlipped
name: Lewd Yukon Genetics worker uniform
name: Lewd Yukon Genetics worker uniform

#it be best to probably use this for dresses and other one piece clothing
56 changes: 56 additions & 0 deletions Resources/Prototypes/Aphrodite/ToyProduction.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,56 @@
- type: latheRecipe
id: Beaker
result: Beaker
completetime: 2
materials:
Glass: 100ra

- type: entity
id: Sexlathe
parent: BaseLathe
name: "Sexlathe" Toy lathe
description: It produces various sex toys using a built-in casting mold and other uninteresting mechanisms...
components:
- type: Sprite #sprite this
sprite: Structures/Machines/autolathe.rsi
snapCardinals: true
layers:
- state: icon
map: ["enum.LatheVisualLayers.IsRunning"]
- state: unlit
shader: unshaded
map: ["enum.PowerDeviceVisualLayers.Powered"]
- state: inserting
map: ["enum.MaterialStorageVisualLayers.Inserting"]
- state: panel
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- type: Machine
board: AutolatheMachineCircuitboard
- type: MaterialStorage
whitelist:
tags:
- Sheet
- RawMaterial
- Ingot
- type: Lathe
idleState: icon
runningState: building
staticRecipes:
- AvianDildo
- CanineDildo
- CanineDildoRed
- HorseDildo
- DragonDildo
- NormalDildo
- TentacleDildo
- DoubleDildo
- LewdFleshlightGreen
- LewdFleshlightTeal
- LewdFleshlightPink
- LewdFleshlightRed
- LewdFleshlightYellow
- type: EmagLatheRecipes
#emagStaticRecipes:
# - GrenadeFlash
#emagDynamicRecipes:
# - GrenadeFlash
17 changes: 17 additions & 0 deletions Resources/Prototypes/Aphrodite/clothing/SkirtFlippable.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
- type: entity
parent: ClothingUniformSkirt #flippable
id: ClothingUniformYukonSkirtTurtle
name: Yukon Genetics worker uniform
description: A turtle sweater with a Navy blue skirt and blue waist straps.
components:
- type: Sprite
sprite: Nyanotrasen/Clothing/Uniforms/Jumpskirt/Decorskirt.rsi
- type: Clothing
sprite: Nyanotrasen/Clothing/Uniforms/Jumpskirt/Decorskirt.rsi

#- type: entity
# parent: [ClothingHeadHeadHatBaseFlipped, ClothingUniformYukonSkirtTurtle]
# id: ClothingUniformYukonSkirtTurtleFlipped
# name: Lewd Yukon Genetics worker uniform
#
#it be best to probably use this for dresses and other one piece clothing
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