diff --git a/code/__DEFINES/access.dm b/code/__DEFINES/access.dm index 721d56d99c76..b722f4411cef 100644 --- a/code/__DEFINES/access.dm +++ b/code/__DEFINES/access.dm @@ -43,8 +43,7 @@ most of them are tied into map-placed objects. This should be reworked in the fu #define ACCESS_MARINE_SYNTH 36 #define ACCESS_MARINE_ASO 37 -#define ACCESS_MARINE_CHAPLAIN 38 -#define ACCESS_MARINE_FIELD_DOC 39 +#define ACCESS_MARINE_FIELD_DOC 38 /// Grants access to Marine record databases #define ACCESS_MARINE_DATABASE 40 diff --git a/code/game/jobs/access.dm b/code/game/jobs/access.dm index 1b6849a6f9b5..e9eb0e562920 100644 --- a/code/game/jobs/access.dm +++ b/code/game/jobs/access.dm @@ -109,21 +109,26 @@ return list(ACCESS_ILLEGAL_PIRATE) + get_access(ACCESS_LIST_MARINE_ALL) + get_access(ACCESS_LIST_WY_ALL) + get_access(ACCESS_LIST_COLONIAL_ALL) + get_access(ACCESS_LIST_CLF_ALL) + get_access(ACCESS_LIST_UPP_ALL) if(ACCESS_LIST_MARINE_MAIN) return list( + ACCESS_MARINE_DATABASE, ACCESS_MARINE_SENIOR, ACCESS_MARINE_GENERAL, ACCESS_MARINE_COMMAND, + ACCESS_MARINE_SYNTH, + ACCESS_MARINE_ASO, + ACCESS_MARINE_SEA, ACCESS_MARINE_CMP, ACCESS_MARINE_BRIG, ACCESS_MARINE_ARMORY, ACCESS_MARINE_CMO, + ACCESS_MARINE_FIELD_DOC, ACCESS_MARINE_MEDBAY, ACCESS_MARINE_CHEMISTRY, ACCESS_MARINE_MORGUE, ACCESS_MARINE_RESEARCH, ACCESS_MARINE_CE, + ACCESS_MARINE_OT, ACCESS_MARINE_ENGINEERING, ACCESS_MARINE_MAINT, - ACCESS_MARINE_OT, ACCESS_MARINE_RO, ACCESS_MARINE_CARGO, ACCESS_MARINE_PREP, @@ -139,22 +144,16 @@ ACCESS_MARINE_DELTA, ACCESS_MARINE_PILOT, ACCESS_MARINE_DROPSHIP, - ACCESS_MARINE_SEA, ACCESS_MARINE_KITCHEN, - ACCESS_MARINE_SYNTH, - ACCESS_MARINE_ASO, - ACCESS_MARINE_CHAPLAIN, - ACCESS_MARINE_FIELD_DOC, ACCESS_PRESS, - ACCESS_MARINE_DATABASE, ) if(ACCESS_LIST_MARINE_ALL) return list( - ACCESS_MARINE_CO, - ACCESS_MARINE_DATABASE_ADMIN, ACCESS_MARINE_AI, ACCESS_MARINE_AI_TEMP, + ACCESS_MARINE_CO, + ACCESS_MARINE_DATABASE_ADMIN, ) + get_access(ACCESS_LIST_MARINE_MAIN) if(ACCESS_LIST_EMERGENCY_RESPONSE) @@ -391,10 +390,12 @@ return "[MAIN_SHIP_NAME] Chemistry" if(ACCESS_MARINE_MORGUE) return "[MAIN_SHIP_NAME] Morgue" + if(ACCESS_MARINE_ASO) + return "ASO's Office" if(ACCESS_MARINE_CE) return "CE's Office" if(ACCESS_MARINE_RO) - return "RO's Office" + return "QM's Office" if(ACCESS_MARINE_ENGINEERING) return "[MAIN_SHIP_NAME] Engineering" if(ACCESS_MARINE_OT) @@ -403,12 +404,12 @@ return "[MAIN_SHIP_NAME] General Access" if(ACCESS_MARINE_DATABASE) return "[MAIN_SHIP_NAME] Database Access" + if(ACCESS_MARINE_DATABASE_ADMIN) + return "[MAIN_SHIP_NAME] Database Admin" if(ACCESS_MARINE_SENIOR) return "[MAIN_SHIP_NAME] Senior Command" if(ACCESS_MARINE_CO) return "Commander's Quarters" - if(ACCESS_MARINE_DATABASE) - return "[MAIN_SHIP_NAME]'s Database" if(ACCESS_MARINE_COMMAND) return "[MAIN_SHIP_NAME] Command" if(ACCESS_MARINE_CREWMAN) @@ -469,6 +470,8 @@ return "AI Access" if(ACCESS_ARES_DEBUG) return "AI Debug" + if(ACCESS_PRESS) + return "[MAIN_SHIP_NAME] Press" /proc/get_region_accesses_wy(code) switch(code) diff --git a/code/game/machinery/air_alarm.dm b/code/game/machinery/air_alarm.dm index 3b917baf393c..1ee2fbc926fa 100644 --- a/code/game/machinery/air_alarm.dm +++ b/code/game/machinery/air_alarm.dm @@ -84,7 +84,7 @@ GLOBAL_LIST_INIT(aalarm_mode_descriptions, flatten_numeric_alist(alist( idle_power_usage = 80 active_power_usage = 1000 //For heating/cooling rooms. 1000 joules equates to about 1 degree every 2 seconds for a single tile of air. power_channel = POWER_CHANNEL_ENVIRON - req_one_access = list(ACCESS_CIVILIAN_ENGINEERING) + req_one_access = list(ACCESS_CIVILIAN_ENGINEERING, ACCESS_MARINE_ENGINEERING) var/alarm_id = null var/breach_detection = 1 // Whether to use automatic breach detection or not var/frequency = 1439 @@ -1042,7 +1042,7 @@ table tr:first-child th:first-child { border: none;} /obj/structure/machinery/alarm/server/Initialize() . = ..() - req_one_access = list(ACCESS_CIVILIAN_ENGINEERING) + req_one_access = list(ACCESS_CIVILIAN_ENGINEERING, ACCESS_MARINE_ENGINEERING) TLV["oxygen"] = list(-1.0, -1.0,-1.0,-1.0) // Partial pressure, kpa TLV["carbon dioxide"] = list(-1.0, -1.0, 5, 10) // Partial pressure, kpa TLV["phoron"] = list(-1.0, -1.0, 0.2, 0.5) // Partial pressure, kpa diff --git a/code/game/machinery/bots/cleanbot.dm b/code/game/machinery/bots/cleanbot.dm index a5bd72cc6a90..b29e3b6c8c29 100644 --- a/code/game/machinery/bots/cleanbot.dm +++ b/code/game/machinery/bots/cleanbot.dm @@ -18,7 +18,7 @@ var/obj/effect/decal/cleanable/target var/obj/effect/decal/cleanable/oldtarget var/oldloc = null - req_access = list(ACCESS_CIVILIAN_ENGINEERING) + req_access = list(ACCESS_CIVILIAN_ENGINEERING, ACCESS_MARINE_ENGINEERING) var/path[] = new() var/patrol_path[] = null var/beacon_freq = 1445 // navigation beacon frequency diff --git a/code/game/machinery/bots/floorbot.dm b/code/game/machinery/bots/floorbot.dm index c7fbb738aab0..9a5c871feb95 100644 --- a/code/game/machinery/bots/floorbot.dm +++ b/code/game/machinery/bots/floorbot.dm @@ -21,7 +21,7 @@ var/turf/target var/turf/oldtarget var/oldloc = null - req_access = list(ACCESS_CIVILIAN_ENGINEERING) + req_access = list(ACCESS_CIVILIAN_ENGINEERING, ACCESS_MARINE_ENGINEERING) var/path[] = new() var/targetdirection diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index 08c919adcfe5..0a4029e31978 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -13,7 +13,7 @@ desc = "Emergency air-tight shutter, capable of sealing off breached areas." icon = 'icons/obj/structures/doors/DoorHazard.dmi' icon_state = "door_open" - req_one_access = list(ACCESS_CIVILIAN_ENGINEERING) + req_one_access = list(ACCESS_CIVILIAN_ENGINEERING, ACCESS_MARINE_ENGINEERING) opacity = FALSE density = FALSE layer = FIREDOOR_OPEN_LAYER diff --git a/code/game/objects/items/circuitboards/airlock.dm b/code/game/objects/items/circuitboards/airlock.dm index 1a729f60c5bc..2a25c154a1d6 100644 --- a/code/game/objects/items/circuitboards/airlock.dm +++ b/code/game/objects/items/circuitboards/airlock.dm @@ -5,7 +5,7 @@ icon_state = "door_electronics" w_class = SIZE_SMALL matter = list("metal" = 50,"glass" = 50) - req_access = list(ACCESS_CIVILIAN_ENGINEERING) + req_one_access = list(ACCESS_CIVILIAN_ENGINEERING, ACCESS_MARINE_ENGINEERING) var/list/conf_access = null /// if set to 1, door would receive req_one_access instead of req_access var/one_access = 0 @@ -35,7 +35,7 @@ if (locked) t1 += "Swipe ID