Merge remote-tracking branch 'refs/remotes/upstream/master' into 2024/06/06-upstream-merge

# Conflicts:
#	Resources/Prototypes/Maps/submarine.yml
This commit is contained in:
null 2024-06-08 21:02:30 +02:00
commit 5ab73ea298
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258 changed files with 43585 additions and 35353 deletions

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@ -58,7 +58,6 @@ namespace Content.IntegrationTests.Tests
"TheHive", //DeltaV
"Hammurabi", //DeltaV
"Lighthouse", //DeltaV
"Submarine", //DeltaV
"Micro" //DeltaV
};

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@ -87,6 +87,9 @@ public sealed partial class IdCardConsoleComponent : Component
"Mail", // Nyanotrasen - Mail, see Resources/Prototypes/Nyanotrasen/Access/cargo.yml
"Mantis", // DeltaV - Psionic Mantis, see Resources/Prototypes/DeltaV/Access/epistemics.yml
"Zookeeper", // DeltaV - Add Zookeeper access
"ChiefJustice", // DeltaV - Add Chief Justice access
"Justice", // DeltaV - Add Justice access
"Prosecutor", // Delta V - Add Prosecutor access
};
[Serializable, NetSerializable]

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@ -2614,3 +2614,31 @@
id: 383
time: '2024-06-04T15:49:58.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/1286
- author: Leo, Velcroboy, and Timemaster
changes:
- message: Added The Justice Department >:)
type: Add
id: 384
time: '2024-06-07T13:22:37.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/660
- author: rosieposieeee
changes:
- message: Submarine Station has been removed from rotation.
type: Remove
id: 385
time: '2024-06-07T14:37:29.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/1307
- author: Lyndomen
changes:
- message: Burning bodies no longer ash
type: Tweak
id: 386
time: '2024-06-08T00:20:26.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/1324
- author: Colin_Tel, Space Law Rewrite Team
changes:
- message: Added a guidebook entry for Justice under "Jobs"
type: Add
id: 387
time: '2024-06-08T11:40:40.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/1327

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@ -0,0 +1,2 @@
device-frequency-prototype-name-surveillance-camera-justice = Justice Cameras

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@ -0,0 +1 @@
guide-entry-justice = Justice

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@ -1 +1,3 @@
chat-radio-justice = Justice
chat-radio-prison = Prison

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@ -0,0 +1,2 @@
department-Justice-description = Uphold justice on the station.

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@ -1,2 +1,4 @@
department-Epistemics = Epistemics
department-Logistics = Logistics
department-Justice = Justice

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@ -1,2 +1,5 @@
job-description-medical-borg = Half-human, Half-machine. Follow your laws, serve the crew, and assist the medical department.
job-description-chief-justice = Manage the justice department, act as a judge, and ensure everyone recieves fair and just treatment.
job-description-clerk = Organize trials, notarize documents, review charges, and act as a judge if needed.
job-description-prosecutor = Take statements from security and prepare cases against those accused of commiting crimes.
job-description-courier = Deliver mail and other packages from and to logistics. Avoid dogs.

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@ -1,2 +1,6 @@
job-name-medical-borg = Medical Cyborg
job-name-chief-justice = Chief Justice
job-name-clerk = Clerk
job-name-prosecutor = Prosecutor
job-name-lawyer = Attorney
job-name-courier = Courier

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@ -0,0 +1,2 @@
job-supervisors-cj = the chief justice

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@ -0,0 +1,4 @@
ent-HoSPDA = head of security pda
.desc = Smells like donuts and gunpowder residue.
ent-LawyerPDA = attorney pda
.desc = For attornies to poach dubious clients.

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@ -30,3 +30,7 @@ station-beacon-boxing-ring = Boxing
station-beacon-park = Park
station-beacon-corpsman = Corpsman
station-beacon-justice = Justice
station-beacon-chiefjustice = Chief Justice
station-beacon-prosecutor = Prosecutor

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@ -0,0 +1,3 @@
stamp-component-stamped-name-notary = NOTARY
stamp-component-stamped-name-chiefjustice = Chief Justice

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@ -75,6 +75,21 @@ loadout-group-brig-medic-neck = Corpsman neck
loadout-group-prison-guard-head = Prison Guard head
loadout-group-prison-guard-jumpsuit = Prison Guard jumpsuit
# Justice
loadout-group-chiefjustice-head = Chief Justice head
loadout-group-chiefjustice-jumpsuit = Chief Justice jumpsuit
loadout-group-chiefjustice-neck = Chief Justice neck
loadout-group-chiefjustice-outerclothing = Chief Justice outer clothing
loadout-group-chiefjustice-shoes = Chief Justice shoes
loadout-group-clerk-jumpsuit = Clerk jumpsuit
loadout-group-clerk-neck = Clerk neck
loadout-group-clerk-outerclothing = Clerk outer clothing
loadout-group-clerk-shoes = Clerk shoes
loadout-group-prosecutor-jumpsuit = Prosecutor jumpsuit
loadout-group-prosecutor-neck = Prosecutor neck
# Wildcards
loadout-group-prisoner-jumpsuit = Prisoner jumpsuit

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@ -1,3 +1,6 @@
id-card-access-level-orders = Orders
id-card-access-level-orders = Orders
id-card-access-level-mantis = Psionic Mantis
id-card-access-level-chief-justice = Chief Justice
id-card-access-level-prosecutor = Prosecutor
id-card-access-level-justice = Justice
id-card-access-level-corpsman = Corpsman

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@ -24,7 +24,8 @@ job-name-centcomoff = CentCom Official
job-name-reporter = Reporter
job-name-musician = Musician
job-name-librarian = Librarian
job-name-lawyer = Lawyer
# DeltaV - Changed Lawyer to Attorney
# job-name-lawyer = Lawyer
job-name-mime = Mime
job-name-ce = Chief Engineer
job-name-janitor = Janitor

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@ -44,4 +44,7 @@
- Musician # DeltaV - Add Musician access
- Reporter # DeltaV - Add Reporter access
- Zookeeper # DeltaV - Add Zookeeper access
- Justice # DeltaV - Add Justice dept access
- ChiefJustice # DeltaV - Add Chief Justice access
- Prosecutor # DeltaV - Add Prosecutor access
- Corpsman # DeltaV - Add Corpsman access

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@ -185,30 +185,30 @@
- id: ClothingBackpackDuffelSyndicate
prob: 0.005
orGroup: syndiemaintloot
#- id: CyberPen # DeltaV - Nuh uh
# prob: 0.005
# orGroup: syndiemaintloot
#- id: CigPackSyndicate
# prob: 0.005
# orGroup: syndiemaintloot
- id: CyberPen
prob: 0.005
orGroup: syndiemaintloot
- id: CigPackSyndicate
prob: 0.005
orGroup: syndiemaintloot
- id: ClothingBackpackDuffelSyndicatePyjamaBundle
prob: 0.005
orGroup: syndiemaintloot
#- id: ClothingBeltMilitaryWebbing
# prob: 0.005
# orGroup: syndiemaintloot
#- id: ClothingShoesBootsCombatFilled
# prob: 0.005
# orGroup: syndiemaintloot
#- id: ToolboxSyndicateFilled
# prob: 0.005
# orGroup: syndiemaintloot
#- id: BalloonSyn
# prob: 0.005
# orGroup: syndiemaintloot
#- id: WeaponSniperMosin
# prob: 0.0010
# orGroup: syndiemaintloot
- id: ClothingBeltMilitaryWebbing
prob: 0.005
orGroup: syndiemaintloot
- id: ClothingShoesBootsCombatFilled
prob: 0.005
orGroup: syndiemaintloot
- id: ToolboxSyndicateFilled
prob: 0.005
orGroup: syndiemaintloot
- id: BalloonSyn
prob: 0.005
orGroup: syndiemaintloot
- id: WeaponSniperMosin
prob: 0.0010
orGroup: syndiemaintloot
- type: entity
id: ClosetWallMaintenanceFilledRandom

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@ -16,6 +16,7 @@
ClothingNeckLawyerbadge: 2
BriefcaseBrown: 2
LuxuryPen: 2
RubberStampLawyer: 3 # DeltaV - add lawyer stamp to lawdrobe
ClothingOuterCoatOvercoat: 2 # DeltaV - add overcoat to LawDrobe
contrabandInventory:
ClothingOuterRobesJudge: 1

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@ -0,0 +1,20 @@
- type: accessLevel
id: ChiefJustice
name: id-card-access-level-cj
- type: accessLevel
id: Justice
name: id-card-access-level-justice
- type: accessLevel
id: Prosecutor
name: id-card-access-level-prosecutor
- type: accessGroup
id: Justice
tags:
- Justice
- Prosecutor
- ChiefJustice
- Lawyer

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@ -47,3 +47,6 @@
- Musician
- Reporter
- Zookeeper
- Justice
- Prosecutor

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@ -16,6 +16,17 @@
whitelist:
components:
- EncryptionKey
- type: entity
name: justice encryption key box
parent: BoxEncryptionKeyPassenger
id: BoxEncryptionKeyJustice
description: A box of spare encryption keys.
components:
- type: StorageFill
contents:
- id: EncryptionKeyJustice
amount: 4
- type: entity
name: syndicate radio implanter box

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@ -73,3 +73,17 @@
amount: 2
- id: SalvagePDA
- id: MailCarrierPDA
amount: 1
- type: entity
name: justice PDA box
parent: BoxPDA
id: BoxPDAJustice
description: A box of spare PDA microcomputers for the justice department.
components:
- type: StorageFill
contents:
- id: LawyerPDA
amount: 2
- id: ProsecutorPDA
- id: ClerkPDA

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@ -0,0 +1,21 @@
- type: entity
parent: LockerChiefJustice
id: LockerChiefJusticeFilled
suffix: Filled
components:
- type: StorageFill
contents:
- id: ClothingHeadsetAltJustice
- id: ClothingNeckCloakCJ
- id: ClothingUniformJumpsuitChiefJusticeFormal
- id: ClothingUniformJumpsuitChiefJusticeWhite
- id: PaperStationWarrant
amount: 10
- id: BoxPDAJustice
- id: BoxEncryptionKeyJustice
- id: ChiefJusticeIDCard
- id: DoorRemoteJustice
- id: Gavel
- id: RubberStampChiefJustice
- id: LunchboxCommandFilledRandom # Delta-V Lunchboxes!
prob: 0.3

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@ -0,0 +1,14 @@
- type: entity
parent: LockerClerk
id: LockerClerkFilled
suffix: Filled
components:
- type: StorageFill
contents:
- id: ClothingOuterClerkVest
- id: PaperStationWarrant
amount: 10
- id: BoxEncryptionKeyJustice
- id: ClerkIDCard
- id: RubberStampNotary

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@ -0,0 +1,5 @@
- type: deviceFrequency
id: SurveillanceCameraJustice
name: device-frequency-prototype-name-surveillance-camera-justice
frequency: 1420

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@ -42,6 +42,45 @@
sprite: DeltaV/Clothing/Ears/Headsets/syndicate_listening.rsi
- type: Clothing
sprite: DeltaV/Clothing/Ears/Headsets/syndicate_listening.rsi
- type: entity
parent: ClothingHeadset
id: ClothingHeadsetJustice
name: justice headset
description: This is used by the justice department.
components:
- type: ContainerFill
containers:
key_slots:
- EncryptionKeyJustice
- EncryptionKeyPrison
- EncryptionKeySecurity
- EncryptionKeyCommon
- type: Sprite
sprite: DeltaV/Clothing/Ears/Headsets/justice.rsi
state: icon
- type: Clothing
sprite: DeltaV/Clothing/Ears/Headsets/justice.rsi
- type: entity
parent: ClothingHeadset
id: ClothingHeadsetAltJustice
name: chief justice's headset
description: The headset used by the chief justice.
components:
- type: ContainerFill
containers:
key_slots:
- EncryptionKeyJustice
- EncryptionKeyPrison
- EncryptionKeySecurity
- EncryptionKeyCommon
- EncryptionKeyCommand
- type: Sprite
sprite: DeltaV/Clothing/Ears/Headsets/justice.rsi
state: icon_alt
- type: Clothing
sprite: DeltaV/Clothing/Ears/Headsets/justice.rsi
- type: entity
parent: ClothingHeadset
@ -75,3 +114,4 @@
sprite: Clothing/Ears/Headsets/security.rsi
- type: Clothing
sprite: Clothing/Ears/Headsets/security.rsi

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@ -192,3 +192,15 @@
sprite: DeltaV/Clothing/Head/Hats/beret_corpsman.rsi
- type: Clothing
sprite: DeltaV/Clothing/Head/Hats/beret_corpsman.rsi
- type: entity
parent: ClothingHeadBase
id: ClothingHeadHatCJToque
name: chief justice's toque
description: A standard-issue judicial hat. Wigs are old-fashioned anyway.
components:
- type: Sprite
sprite: DeltaV/Clothing/Head/Hats/cj_toque.rsi
- type: Clothing
sprite: DeltaV/Clothing/Head/Hats/cj_toque.rsi

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@ -31,3 +31,15 @@
sprite: DeltaV/Clothing/Neck/Cloaks/salvage.rsi
- type: Clothing
sprite: DeltaV/Clothing/Neck/Cloaks/salvage.rsi
- type: entity
parent: ClothingNeckBase
id: ClothingNeckCloakCJ
name: chief justice's cloak
description: A hefty cloak adorned with a modest insignia and grand fur trim.
components:
- type: Sprite
sprite: DeltaV/Clothing/Neck/Cloaks/cjcloak.rsi
- type: StealTarget
stealGroup: HeadCloak

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@ -0,0 +1,13 @@
- type: entity
parent: ClothingNeckBase
id: ClothingNeckProsecutorbadge
name: prosecutor badge
description: A badge to show that the owner is a 'legitimate' prosecutor who passed the NT bar exam required to practice law.
components:
- type: Sprite
sprite: DeltaV/Clothing/Neck/Misc/prosecutorbadge.rsi
- type: Clothing
sprite: DeltaV/Clothing/Neck/Misc/prosecutorbadge.rsi
- type: TypingIndicatorClothing
proto: lawyer

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@ -126,3 +126,17 @@
sprite: DeltaV/Clothing/OuterClothing/Coats/repcoat.rsi
- type: TemperatureProtection
coefficient: 0.1
- type: entity
parent: ClothingOuterStorageBase
id: ClothingOuterChiefJustice
name: chief justice's robes
description: Heavy black robes with magenta and gold trim. It smells old.
components:
- type: Sprite
sprite: DeltaV/Clothing/OuterClothing/Coats/cjrobe.rsi
- type: Clothing
sprite: DeltaV/Clothing/OuterClothing/Coats/cjrobe.rsi
- type: TemperatureProtection
coefficient: 0.1

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@ -37,3 +37,15 @@
Heat: 0.9
- type: ExplosionResistance
damageCoefficient: 0.9
- type: entity
parent: ClothingOuterBase
id: ClothingOuterClerkVest
name: clerk's vest
description: a silken magenta vest with a pocket to put your notary stamp.
components:
- type: Sprite
sprite: DeltaV/Clothing/OuterClothing/Vests/clerkvest.rsi
- type: Clothing
sprite: DeltaV/Clothing/OuterClothing/Vests/clerkvest.rsi

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@ -93,3 +93,37 @@
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/centcom_officer.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/centcom_officer.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpskirtChiefJustice
name: chief justice's jumpskirt
description: A fancy black jumpskirt with a lace cravat to make it even more fancy. Proper judicial attire.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/cj.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/cj.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpskirtClerk
name: clerk's dress skirt
description: A modest dress skirt for the person with the power to notarize anything.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/clerk.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/clerk.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpskirtProsecutor
name: prosecutor's dress skirt
description: A red suit and skirt with a fancy cravat. Perfect for a prosecutor.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/prosecutorred.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpskirt/prosecutorred.rsi

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@ -244,6 +244,50 @@
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/kilt.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpsuitChiefJustice
name: chief justice's jumpsuit
description: A fancy black jumpsuit with a lace cravat to make it even more fancy. Proper judicial attire.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/cj.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/cj.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpsuitChiefJusticeFormal
name: chief justice's formal jumpsuit
description: A fancy double-breasted suit with golden accoutrements. Sharp and authoritative.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/cjformal.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/cjformal.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpsuitChiefJusticeWhite
name: chief justice's white jumpsuit
description: A modest, white office shirt with hard-earned rank epaulets.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/cj_white.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/cj_white.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpsuitClerk
name: clerk's suit
description: A modest suit for the person with the power to notarize anything.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/clerk.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/clerk.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpsuitChemShirt
@ -253,4 +297,16 @@
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/chemshirtsuit.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/chemshirtsuit.rsi
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/chemshirtsuit.rsi
- type: entity
parent: ClothingUniformBase
id: ClothingUniformJumpsuitProsecutor
name: prosecutor's suit
description: A red suit with a fancy cravat. Perfect for a prosecutor.
components:
- type: Sprite
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/prosecutorred.rsi
- type: Clothing
sprite: DeltaV/Clothing/Uniforms/Jumpsuit/prosecutorred.rsi

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@ -13,6 +13,45 @@
- sprite: Mobs/Silicon/chassis.rsi
state: medical_e
- type: entity
id: SpawnPointChiefJustice
parent: SpawnPointJobBase
name: chiefjustice
components:
- type: SpawnPoint
job_id: ChiefJustice
- type: Sprite
layers:
- state: green
- sprite: DeltaV/Markers/jobs.rsi
state: chiefjustice
- type: entity
id: SpawnPointClerk
parent: SpawnPointJobBase
name: clerk
components:
- type: SpawnPoint
job_id: Clerk
- type: Sprite
layers:
- state: green
- sprite: DeltaV/Markers/jobs.rsi
state: clerk
- type: entity
id: SpawnPointProsecutor
parent: SpawnPointJobBase
name: prosecutor
components:
- type: SpawnPoint
job_id: Prosecutor
- type: Sprite
layers:
- state: green
- sprite: DeltaV/Markers/jobs.rsi
state: prosecutor
- type: entity
id: SpawnPointCourier
parent: SpawnPointJobBase

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@ -93,3 +93,27 @@
components:
- type: AccessReader
access: [["Mail"]]
- type: entity
parent: DoorElectronics
id: DoorElectronicsChiefJustice
suffix: ChiefJustice, Locked
components:
- type: AccessReader
access: [["ChiefJustice"]]
- type: entity
parent: DoorElectronics
id: DoorElectronicsJustice
suffix: Justice, Locked
components:
- type: AccessReader
access: [["Justice"]]
- type: entity
parent: DoorElectronics
id: DoorElectronicsProsecutor
suffix: Prosecutor, Locked
components:
- type: AccessReader
access: [["Prosecutor"]]

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@ -0,0 +1,15 @@
- type: entity
parent: DoorRemoteDefault
id: DoorRemoteJustice
name: justice door remote
components:
- type: Sprite
layers:
- state: door_remotebase
- state: door_remotelightscolour
color: "#6b2833"
- state: door_remotescreencolour
color: "#6b2833"
- type: Access
groups:
- Justice

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@ -1,3 +1,19 @@
- type: entity
parent: EncryptionKey
id: EncryptionKeyJustice
name: justice encryption key
description: An encryption key used by the justice department.
components:
- type: EncryptionKey
channels:
- Justice
defaultChannel: Justice
- type: Sprite
layers:
- state: crypt_gray
- sprite: DeltaV/Objects/Devices/encryption_keys.rsi
state: justice_label
- type: entity
parent: EncryptionKey
id: EncryptionKeyPrison

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@ -42,6 +42,123 @@
scanningEndSound:
path: "/Audio/Items/Medical/healthscanner.ogg"
- type: entity
parent: BasePDA
id: ChiefJusticePDA
name: chief justice PDA
description: Whosoever bears this PDA is the law.
components:
- type: Sprite
sprite: DeltaV/Objects/Devices/pda.rsi
layers:
- map: [ "enum.PdaVisualLayers.Base" ]
- state: "light_overlay"
map: [ "enum.PdaVisualLayers.Flashlight" ]
shader: "unshaded"
visible: false
- state: "id_overlay"
map: [ "enum.PdaVisualLayers.IdLight" ]
shader: "unshaded"
visible: false
- type: Pda
id: ChiefJusticeIDCard
state: pda-chiefjustice
penSlot:
startingItem: LuxuryPen
priority: -1
whitelist:
tags:
- Write
- type: PdaBorderColor
borderColor: "#470823"
- type: Icon
sprite: DeltaV/Objects/Devices/pda.rsi
state: pda-chiefjustice
- type: CartridgeLoader
preinstalled:
- CrewManifestCartridge
- NotekeeperCartridge
- NewsReaderCartridge
- CrimeAssistCartridge
- type: entity
parent: BasePDA
id: ClerkPDA
name: clerk PDA
description: It has the stamp to prove it's been officially notarized!
components:
- type: Sprite
sprite: DeltaV/Objects/Devices/pda.rsi
layers:
- map: [ "enum.PdaVisualLayers.Base" ]
- state: "light_overlay"
map: [ "enum.PdaVisualLayers.Flashlight" ]
shader: "unshaded"
visible: false
- state: "id_overlay"
map: [ "enum.PdaVisualLayers.IdLight" ]
shader: "unshaded"
visible: false
- type: Pda
id: ClerkIDCard
state: pda-clerk
penSlot:
startingItem: LuxuryPen
priority: -1
whitelist:
tags:
- Write
- type: PdaBorderColor
borderColor: "#611528"
- type: Icon
sprite: DeltaV/Objects/Devices/pda.rsi
state: pda-clerk
- type: CartridgeLoader
preinstalled:
- CrewManifestCartridge
- NotekeeperCartridge
- NewsReaderCartridge
- CrimeAssistCartridge
- type: entity
parent: BasePDA
id: ProsecutorPDA
name: prosecutor PDA
description: Sharp. Looks like it could prosecute you all on its own.
components:
- type: Sprite
sprite: DeltaV/Objects/Devices/pda.rsi
layers:
- map: [ "enum.PdaVisualLayers.Base" ]
- state: "light_overlay"
map: [ "enum.PdaVisualLayers.Flashlight" ]
shader: "unshaded"
visible: false
- state: "id_overlay"
map: [ "enum.PdaVisualLayers.IdLight" ]
shader: "unshaded"
visible: false
- type: Pda
id: ProsecutorIDCard
state: pda-prosecutor
penSlot:
startingItem: LuxuryPen
priority: -1
whitelist:
tags:
- Write
- type: PdaBorderColor
borderColor: "#6f6192"
- type: Icon
sprite: DeltaV/Objects/Devices/pda.rsi
state: pda-prosecutor
- type: CartridgeLoader # DeltaV - Crime Assist
preinstalled:
- CrewManifestCartridge
- NotekeeperCartridge
- NewsReaderCartridge
- CrimeAssistCartridge
- type: entity
parent: SyndiPDA
id: SyndiListeningPostPDA

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@ -134,3 +134,29 @@
components:
- type: NavMapBeacon
defaultText: station-beacon-corpsman
#Justice
- type: entity
parent: DefaultStationBeacon
id: DefaultStationBeaconJustice
suffix: Justice
components:
- type: NavMapBeacon
defaultText: station-beacon-justice
color: "#6b2833"
- type: entity
parent: DefaultStationBeaconJustice
id: DefaultStationBeaconChiefJustice
suffix: Chief Justice
components:
- type: NavMapBeacon
defaultText: station-beacon-chiefjustice
- type: entity
parent: DefaultStationBeaconJustice
id: DefaultStationBeaconProsecutor
suffix: Prosecutor
components:
- type: NavMapBeacon
defaultText: station-beacon-prosecutor

View File

@ -1,3 +1,42 @@
- type: entity
parent: IDCardStandard
id: ChiefJusticeIDCard
name: chief justice ID card
components:
- type: PresetIdCard
job: ChiefJustice
- type: Sprite
layers:
- state: default
- sprite: DeltaV/Objects/Misc/id_cards.rsi
state: idchiefjustice
- type: entity
parent: IDCardStandard
id: ClerkIDCard
name: clerk ID card
components:
- type: PresetIdCard
job: Clerk
- type: Sprite
layers:
- state: default
- sprite: DeltaV/Objects/Misc/id_cards.rsi
state: idclerk
- type: entity
parent: IDCardStandard
id: ProsecutorIDCard
name: presecutor ID card
components:
- type: PresetIdCard
job: Prosecutor
- type: Sprite
layers:
- state: default
- sprite: DeltaV/Objects/Misc/id_cards.rsi
state: idprosecutor
- type: entity
parent: IDCardStandard
id: CourierIDCard

View File

@ -0,0 +1,25 @@
- type: entity
name: station warrant
parent: Paper
id: PaperStationWarrant
description: 'A paper warrant issued by the justice department.'
components:
- type: Sprite
sprite: Objects/Misc/bureaucracy.rsi
layers:
- state: paper
color: "#e0bc99"
- state: paper_words
map: ["enum.PaperVisualLayers.Writing"]
color: "#e0bc99"
visible: false
- state: paper_stamp-generic
map: ["enum.PaperVisualLayers.Stamp"]
visible: false
- type: PaperVisuals
headerImagePath: "/Textures/DeltaV/Interface/Paper/paper_heading_warrant.svg.200dpi.png"
headerMargin: 0.0, 0.0, 10.0, 16.0
backgroundImagePath: "/Textures/Interface/Paper/paper_background_default.svg.96dpi.png"
backgroundModulate: "#e0bc99"
backgroundPatchMargin: 16.0, 16.0, 16.0, 16.0
contentMargin: 32.0, 16.0, 32.0, 0.0

View File

@ -11,3 +11,33 @@
- type: Sprite
sprite: DeltaV/Objects/Misc/stamps.rsi
state: stamp-psychologist
- type: entity
name: notary stamp
parent: RubberStampBase
id: RubberStampNotary
description: An old-fashioned seal for marking important documents, made of polished bronze.
components:
- type: Stamp
stampedName: stamp-component-stamped-name-notary
stampedColor: "#a81f3d"
stampState: "paper_stamp-notary"
- type: Sprite
sprite: DeltaV/Objects/Misc/stamps.rsi
state: stamp-notary
- type: StealTarget
stealGroup: RubberStampNotary
- type: entity
name: chief justice stamp
parent: RubberStampBase
id: RubberStampChiefJustice
components:
- type: Stamp
stampedName: stamp-component-stamped-name-chiefjustice
stampedColor: "#6b2833"
stampState: "paper_stamp-notary"
- type: Sprite
sprite: DeltaV/Objects/Misc/stamps.rsi
state: stamp-cj

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@ -0,0 +1,21 @@
- type: entity
parent: BaseItem
id: Gavel
name: gavel
description: A hardwood mallet made to keep order in the court.
components:
- type: Sprite
sprite: DeltaV/Objects/Specific/Justice/gavel.rsi
layers:
- state: icon
- type: MeleeWeapon
wideAnimationRotation: -90
damage:
types:
Blunt: 2
- type: Item
size: Small
sprite: DeltaV/Objects/Specific/Justice/gavel.rsi
- type: Tag
tags:
- Gavel

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@ -0,0 +1,19 @@
- type: entity
parent: BaseItem
id: GavelBlock
name: gavel block
description: A hardwood block that, when hit with a gavel, emits an aura of authority.
components:
- type: Sprite
sprite: DeltaV/Objects/Specific/Justice/gavelblock.rsi
layers:
- state: icon
- type: Item
size: Small
- type: Clickable
- type: EmitSoundOnInteractUsing
sound:
path: /Audio/DeltaV/Items/gavel.ogg
whitelist:
tags:
- Gavel

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@ -0,0 +1,24 @@
- type: entity
id: TrialTimer
parent: SignalTimer
name: trial timer
description: A fancy timer with a screen, designed to keep trials within their time limit.
components:
- type: SignalTimer
canEditLabel: true
- type: TextScreenVisuals
color: "#b03060"
textOffset: 1,8
timerOffset: 1,8
textLength: 5
rows: 1
- type: Sprite
drawdepth: SmallObjects
sprite: DeltaV/Objects/Specific/Justice/trialtimer.rsi
state: trialtimer
noRot: true
- type: Construction
graph: Timer
node: screen

View File

@ -17,6 +17,88 @@
containers:
board: [ DoorElectronicsMantis ]
- type: entity
parent: AirlockCommand
id: AirlockChiefJusticeLocked
suffix: Chief Justice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsChiefJustice ]
- type: entity
parent: AirlockCommandGlass
id: AirlockChiefJusticeGlassLocked
suffix: ChiefJustice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsChiefJustice ]
- type: entity
parent: AirlockJustice
id: AirlockJusticeLocked
suffix: Justice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsJustice ]
- type: entity
parent: AirlockJusticeGlass
id: AirlockJusticeGlassLocked
suffix: Justice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsJustice ]
- type: entity
parent: AirlockJustice
id: AirlockProsecutorLocked
suffix: Prosecutor, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsProsecutor ]
- type: entity
parent: AirlockJusticeGlass
id: AirlockProsecutorGlassLocked
suffix: Prosecutor, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsProsecutor ]
# Maintenance
- type: entity
parent: AirlockMaint
id: AirlockMaintChiefJusticeLocked
suffix: ChiefJustice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsChiefJustice ]
- type: entity
parent: AirlockMaint
id: AirlockMaintJusticeLocked
suffix: Justice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsJustice ]
- type: entity
parent: AirlockMaint
id: AirlockMaintProsecutorLocked
suffix: Prosecutor, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsProsecutor ]
- type: entity
parent: AirlockSecurity
id: AirlockCorpsmanLocked

View File

@ -0,0 +1,22 @@
- type: entity
parent: Airlock
id: AirlockJustice
suffix: Justice
components:
- type: Sprite
sprite: DeltaV/Structures/Doors/Airlocks/Standard/justice.rsi
- type: PaintableAirlock
department: Justice
# Glass
- type: entity
parent: AirlockGlass
id: AirlockJusticeGlass
suffix: Justice
components:
- type: Sprite
sprite: DeltaV/Structures/Doors/Airlocks/Glass/justice.rsi
- type: PaintableAirlock
department: Justice

View File

@ -24,3 +24,39 @@
- type: ContainerFill
containers:
board: [ DoorElectronicsParamedic ]
- type: entity
parent: WindoorSecure
id: WindoorSecureChiefJusticeLocked
suffix: ChiefJustice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsChiefJustice ]
- type: entity
parent: WindoorSecure
id: WindoorSecureJusticeLocked
suffix: Justice, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsJustice ]
- type: entity
parent: WindoorSecure
id: WindoorSecureProsecutorLocked
suffix: Prosecutor, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsProsecutor ]
- type: entity
parent: WindoorSecure
id: WindoorSecureLawyerLocked
suffix: Lawyer, Locked
components:
- type: ContainerFill
containers:
board: [ DoorElectronicsLawyer ]

View File

@ -0,0 +1,25 @@
- type: entity
id: LockerChiefJustice
parent: LockerBaseSecure
name: chief justice's locker
components:
- type: Appearance
- type: EntityStorageVisuals
stateBaseClosed: cj
stateDoorOpen: cj_open
stateDoorClosed: cj_door
- type: AccessReader
access: [["ChiefJustice"]]
- type: entity
id: LockerClerk
parent: LockerBaseSecure
name: clerk's locker
components:
- type: Appearance
- type: EntityStorageVisuals
stateBaseClosed: clerk
stateDoorOpen: clerk_open
stateDoorClosed: clerk_door
- type: AccessReader
access: [["Justice"]]

View File

@ -17,3 +17,25 @@
- type: Sprite
sprite: DeltaV/Structures/Wallmounts/signs.rsi
state: direction_mail
- type: entity
parent: BaseSignDirectional
id: SignDirectionalJustice
name: justice department sign
description: A direction sign, pointing out which way the Justice department is.
components:
- type: Sprite
sprite: DeltaV/Structures/Wallmounts/signs.rsi
state: direction_justice
- type: entity
parent: BaseSignDirectional
id: SignDirectionaCourt
name: court room sign
description: A direction sign, pointing out which way the court room is.
components:
- type: Sprite
sprite: DeltaV/Structures/Wallmounts/signs.rsi
state: direction_court

View File

@ -0,0 +1,4 @@
- type: guideEntry
id: Justice
name: guide-entry-justice
text: "/ServerInfo/Guidebook/DeltaV/Justice.xml"

View File

@ -0,0 +1,76 @@
# Head
- type: loadout
id: CJToque
equipment: CJToque
- type: startingGear
id: CJToque
equipment:
head: ClothingHeadHatCJToque
# Jumpsuit
- type: loadout
id: ChiefJusticeJumpsuit
equipment: ChiefJusticeJumpsuit
- type: startingGear
id: ChiefJusticeJumpsuit
equipment:
jumpsuit: ClothingUniformJumpsuitChiefJustice
- type: loadout
id: ChiefJusticeJumpskirt
equipment: ChiefJusticeJumpskirt
- type: startingGear
id: ChiefJusticeJumpskirt
equipment:
jumpsuit: ClothingUniformJumpskirtChiefJustice
- type: loadout
id: ChiefJusticeFormalJumpsuit
equipment: ChiefJusticeFormalJumpsuit
- type: startingGear
id: ChiefJusticeFormalJumpsuit
equipment:
jumpsuit: ClothingUniformJumpsuitChiefJusticeFormal
- type: loadout
id: ChiefJusticeWhiteJumpsuit
equipment: ChiefJusticeWhiteJumpsuit
- type: startingGear
id: ChiefJusticeWhiteJumpsuit
equipment:
jumpsuit: ClothingUniformJumpsuitChiefJusticeWhite
# Neck
- type: loadout
id: ChiefJusticeCloak
equipment: ChiefJusticeCloak
- type: startingGear
id: ChiefJusticeCloak
equipment:
neck: ClothingNeckCloakCJ
# Outer Clothing
- type: loadout
id: ChiefJusticeRobe
equipment: ChiefJusticeRobe
- type: startingGear
id: ChiefJusticeRobe
equipment:
outerClothing: ClothingOuterChiefJustice
# Shoes
- type: loadout
id: LeatherShoes
equipment: LeatherShoes
- type: startingGear
id: LeatherShoes
equipment:
shoes: ClothingShoesLeather

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@ -0,0 +1,83 @@
# Jumpsuit
- type: loadout
id: ClerkJumpsuit
equipment: ClerkJumpsuit
- type: startingGear
id: ClerkJumpsuit
equipment:
jumpsuit: ClothingUniformJumpsuitClerk
- type: loadout
id: ClerkJumpskirt
equipment: ClerkJumpskirt
- type: startingGear
id: ClerkJumpskirt
equipment:
jumpsuit: ClothingUniformJumpskirtClerk
# Neck
- type: loadout
id: BlackTie
equipment: BlackTie
- type: startingGear
id: BlackTie
equipment:
neck: ClothingNeckTieBlack
- type: loadout
id: BlueTie
equipment: BlueTie
- type: startingGear
id: BlueTie
equipment:
neck: ClothingNeckTieBlue
- type: loadout
id: BrownTie
equipment: BrownTie
- type: startingGear
id: BrownTie
equipment:
neck: ClothingNeckTieBrown
- type: loadout
id: GreenTie
equipment: GreenTie
- type: startingGear
id: GreenTie
equipment:
neck: ClothingNeckTieGreen
- type: loadout
id: RedTie
equipment: RedTie
- type: startingGear
id: RedTie
equipment:
neck: ClothingNeckTieRed
- type: loadout
id: WhiteTie
equipment: WhiteTie
- type: startingGear
id: WhiteTie
equipment:
neck: ClothingNeckTieWhite
# Outer Clothing
- type: loadout
id: ClerkVest
equipment: ClerkVest
- type: startingGear
id: ClerkVest
equipment:
outerClothing: ClothingOuterClerkVest

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@ -0,0 +1,28 @@
# Jumpsuit
- type: loadout
id: ProsecutorJumpsuit
equipment: ProsecutorJumpsuit
- type: startingGear
id: ProsecutorJumpsuit
equipment:
jumpsuit: ClothingUniformJumpsuitProsecutor
- type: loadout
id: ProsecutorJumpskirt
equipment: ProsecutorJumpskirt
- type: startingGear
id: ProsecutorJumpskirt
equipment:
jumpsuit: ClothingUniformJumpskirtProsecutor
# Neck
- type: loadout
id: ProsecutorNeck
equipment: ProsecutorNeck
- type: startingGear
id: ProsecutorNeck
equipment:
neck: ClothingNeckProsecutorbadge

View File

@ -79,6 +79,104 @@
- BrigMedicBackpack
- BrigMedicSatchel
- BrigMedicDuffel
# Justice
## Chief Justice
- type: loadoutGroup
id: ChiefJusticeHead
name: loadout-group-chiefjustice-head
minLimit: 0
loadouts:
- CJToque
- type: loadoutGroup
id: ChiefJusticeJumpsuit
name: loadout-group-chiefjustice-jumpsuit
loadouts:
- ChiefJusticeJumpsuit
- ChiefJusticeJumpskirt
- ChiefJusticeFormalJumpsuit
- ChiefJusticeWhiteJumpsuit
- type: loadoutGroup
id: ChiefJusticeNeck
name: loadout-group-chiefjustice-neck
minLimit: 0
loadouts:
- ChiefJusticeCloak
- type: loadoutGroup
id: ChiefJusticeOuterClothing
name: loadout-group-chiefjustice-outerclothing
minLimit: 0
loadouts:
- ChiefJusticeRobe
- type: loadoutGroup
id: ChiefJusticeShoes
name: loadout-group-chiefjustice-shoes
loadouts:
- LeatherShoes
- LaceupShoes
## Clerk
- type: loadoutGroup
id: ClerkJumpsuit
name: loadout-group-clerk-jumpsuit
loadouts:
- ClerkJumpsuit
- ClerkJumpskirt
- type: loadoutGroup
id: ClerkNeck
name: loadout-group-clerk-neck
minLimit: 0
loadouts:
- BlackTie
- BlueTie
- BrownTie
- GreenTie
- RedTie
- WhiteTie
- type: loadoutGroup
id: ClerkOuterClothing
name: loadout-group-clerk-outerclothing
minLimit: 0
loadouts:
- ClerkVest
- type: loadoutGroup
id: ClerkShoes
name: loadout-group-clerk-shoes
loadouts:
- LaceupShoes
- LeatherShoes
## Prosecutor
- type: loadoutGroup
id: ProsecutorJumpsuit
name: loadout-group-prosecutor-jumpsuit
loadouts:
- ProsecutorJumpsuit
- ProsecutorJumpskirt
- LawyerJumpsuit
- LawyerJumpskirt
- LawyerJumpsuitBlue
- LawyerJumpskirtBlue
- LawyerJumpsuitPurple
- LawyerJumpskirtPurple
- LawyerJumpsuitRed
- LawyerJumpskirtRed
- LawyerJumpsuitGood
- LawyerJumpskirtGood
- type: loadoutGroup
id: ProsecutorNeck
name: loadout-group-prosecutor-jumpsuit
minLimit: 0
loadouts:
- ProsecutorNeck
- type: loadoutGroup
id: Scarfs

View File

@ -23,3 +23,33 @@
- SecurityOuterClothing
- MedicalGloves
- Trinkets
# Justice
- type: roleLoadout
id: JobChiefJustice
groups:
- ChiefJusticeHead
- ChiefJusticeJumpsuit
- ChiefJusticeNeck
- ChiefJusticeOuterClothing
- CommonBackpack
- ChiefJusticeShoes
- Trinkets
- type: roleLoadout
id: JobClerk
groups:
- ClerkJumpsuit
- ClerkNeck
- ClerkOuterClothing
- CommonBackpack
- ClerkShoes
- Trinkets
- type: roleLoadout
id: JobProsecutor
groups:
- ProsecutorJumpsuit
- ProsecutorNeck
- LawyerBackpack
- Trinkets

View File

@ -18,3 +18,12 @@
sprite:
sprite: DeltaV/Objects/Weapons/Guns/Battery/multiphase_energygun.rsi
state: base
- type: stealTargetGroup
id: RubberStampNotary
name: notary stamp
sprite:
sprite: DeltaV/Objects/Misc/stamps.rsi
state: stamp-notary

View File

@ -29,3 +29,16 @@
- type: StealCondition
stealGroup: WeaponEnergyGunMultiphase
owner: job-name-hos
- type: entity # Clerk steal objective.
noSpawn: true
parent: BaseTraitorStealObjective
id: ClerkNotaryStealObjective
components:
- type: NotJobRequirement
job: Clerk
- type: StealCondition
stealGroup: RubberStampNotary
owner: job-name-clerk

View File

@ -0,0 +1,59 @@
- type: job
id: ChiefJustice
name: job-name-chief-justice
description: job-description-chief-justice
playTimeTracker: JobChiefJustice
requirements:
- !type:RoleTimeRequirement
role: JobClerk
time: 36000 # DeltaV - 10 hours
- !type:RoleTimeRequirement
role: JobLawyer
time: 36000 # 10 hours
- !type:RoleTimeRequirement
role: JobProsecutor
time: 36000 # 10 hours
- !type:OverallPlaytimeRequirement
time: 90000 # 25 hours
- !type:WhitelistRequirement # whitelist requirement because I don't want any dingus judges
weight: 20
startingGear: CJGear
icon: "JobIconChiefJustice"
requireAdminNotify: true
supervisors: job-supervisors-captain
canBeAntag: false
access:
- Command
- ChiefJustice
- Justice
- Security
- Maintenance
- External
special:
- !type:AddImplantSpecial
implants: [ MindShieldImplant ]
- !type:AddComponentSpecial
components:
- type: CommandStaff
- !type:AddComponentSpecial
components:
- type: PsionicBonusChance #Nyano - Summary: makes it more likely to become psionic.
flatBonus: 0.025
- type: startingGear
id: CJGear
equipment:
#jumpsuit: ClothingUniformJumpsuitChiefJustice
#back: ClothingBackpackFilled # TODO- make Justice department bags
#shoes: ClothingShoesLeather
#head: ClothingHeadHatCJToque
#outerClothing: ClothingOuterChiefJustice
id: ChiefJusticePDA
ears: ClothingHeadsetAltJustice
#gloves: ClothingHandsGlovesColorWhite
# Todo - pocket1: Gavel
#innerClothingSkirt: ClothingUniformJumpskirtChiefJustice
#satchel: ClothingBackpackSatchelFilled # TODO- make Justice departmebt bags
#duffelbag: ClothingBackpackDuffelFilled

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@ -0,0 +1,38 @@
- type: job
id: Clerk
name: job-name-clerk
description: job-description-clerk
playTimeTracker: JobClerk
antagAdvantage: 2 # DeltaV - Reduced TC: Security Radio and Access
requirements:
- !type:OverallPlaytimeRequirement
time: 36000 # 10 hrs
- !type:RoleTimeRequirement
role: JobLawyer
time: 36000 # 10 hours
- !type:RoleTimeRequirement
role: JobProsecutor
time: 36000 # 10 hours
startingGear: ClerkGear
icon: "JobIconClerk"
requireAdminNotify: true
supervisors: job-supervisors-cj
canBeAntag: false
access:
- Justice
- Security
- Maintenance
- type: startingGear
id: ClerkGear
equipment:
#jumpsuit: ClothingUniformJumpsuitClerk
#back: ClothingBackpackFilled
#shoes: ClothingShoesBootsLaceup
id: ClerkPDA
ears: ClothingHeadsetJustice
#innerClothingSkirt: ClothingUniformJumpskirtClerk
#satchel: ClothingBackpackSatchelFilled
#duffelbag: ClothingBackpackDuffelFilled

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@ -0,0 +1,34 @@
- type: job
id: Prosecutor
name: job-name-prosecutor
description: job-description-prosecutor
playTimeTracker: JobProsecutor
requirements:
- !type:OverallPlaytimeRequirement
time: 36000 # 10 hrs
startingGear: ProsecutorGear
icon: "JobIconProsecutor"
supervisors: job-supervisors-cj
access:
- Prosecutor
- Justice
- Security
- Maintenance
- type: startingGear
id: ProsecutorGear
equipment:
#jumpsuit: ClothingUniformJumpsuitProsecutor
#neck: ClothingNeckProsecutorbadge
#back: ClothingBackpackLawyerFilled
shoes: ClothingShoesBootsLaceup
id: ProsecutorPDA
ears: ClothingHeadsetJustice
# TODO add copy of space law
inhand:
- BriefcaseBrownFilled
#innerClothingSkirt: ClothingUniformJumpskirtProsecutor
#satchel: ClothingBackpackSatchelFilled
#duffelbag: ClothingBackpackDuffelFilled

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@ -0,0 +1,11 @@
- type: department
id: Justice
description: department-justice-description
color: "#701442"
roles:
- ChiefJustice
- Clerk
- Prosecutor
- Lawyer

View File

@ -4,5 +4,14 @@
- type: playTimeTracker
id: JobMedicalBorg
- type: playTimeTracker
id: JobChiefJustice
- type: playTimeTracker
id: JobClerk
- type: playTimeTracker
id: JobProsecutor
- type: playTimeTracker
id: JobCourier

View File

@ -4,3 +4,24 @@
icon:
sprite: /Textures/DeltaV/Interface/Misc/job_icons.rsi
state: MedicalBorg
- type: statusIcon
parent: JobIcon
id: JobIconChiefJustice
icon:
sprite: /Textures/DeltaV/Interface/Misc/job_icons.rsi
state: ChiefJustice
- type: statusIcon
parent: JobIcon
id: JobIconClerk
icon:
sprite: /Textures/DeltaV/Interface/Misc/job_icons.rsi
state: Clerk
- type: statusIcon
parent: JobIcon
id: JobIconProsecutor
icon:
sprite: /Textures/DeltaV/Interface/Misc/job_icons.rsi
state: Prosecutor #need prosecutor

View File

@ -1,6 +1,15 @@
- type: radioChannel
id: Justice
name: chat-radio-justice
keycode: "j"
frequency: 1420
color: "#701442"
- type: radioChannel
id: Prison
name: chat-radio-prison
keycode: 'p'
frequency: 1601
color: "#FFA500"
color: "#FFA500"

View File

@ -24,6 +24,9 @@
- type: Tag
id: ForensicBeltEquip
- type: Tag
id: Gavel
- type: Tag
id: GasPipeHalf #Craftable Musket

View File

@ -50,6 +50,9 @@
name: ghost-role-information-closet-skeleton-name
description: ghost-role-information-closet-skeleton-description
rules: ghost-role-information-closet-skeleton-rules
requirements:
- !type:OverallPlaytimeRequirement
time: 172800 # DeltaV - 48 hours
raffle:
settings: default
- type: GhostTakeoverAvailable

View File

@ -62,21 +62,21 @@
damage: 400
behaviors:
- !type:GibBehavior { }
- trigger:
!type:DamageTypeTrigger
damageType: Heat
damage: 1500
behaviors:
- !type:SpawnEntitiesBehavior
spawnInContainer: true
spawn:
Ash:
min: 1
max: 1
- !type:BurnBodyBehavior { }
- !type:PlaySoundBehavior
sound:
collection: MeatLaserImpact
# - trigger: #DeltaV- We don't like round removing people for being in the same room as a plasma trapped crate.
# !type:DamageTypeTrigger
# damageType: Heat
# damage: 1500
# behaviors:
# - !type:SpawnEntitiesBehavior
# spawnInContainer: true
# spawn:
# Ash:
# min: 1
# max: 1
# - !type:BurnBodyBehavior { }
# - !type:PlaySoundBehavior
# sound:
# collection: MeatLaserImpact
- type: RadiationReceiver
- type: Stamina
- type: MobState

View File

@ -67,6 +67,7 @@
- Common
- Command
- Engineering
- Justice # Delta V- adds Justice department
- Medical
- Science
- Security

View File

@ -355,12 +355,13 @@
- type: entity
parent: IDCardStandard
id: LawyerIDCard
name: lawyer ID card
name: attorney ID card # DeltaV - Changed Lawyer to Attorney
components:
- type: Sprite
layers:
- state: default
- state: idlawyer
- sprite: DeltaV/Objects/Misc/id_cards.rsi # DeltaV - Give Lawyer ID Justice colors
state: idlawyer
- type: PresetIdCard
job: Lawyer
@ -654,6 +655,9 @@
- JobIconMartialArtist # Nyanotrasen - MartialArtist, see Resources/Prototypes/Nyanotrasen/Roles/Jobs/Wildcards/martialartist.yml
- JobIconGladiator # Nyanotrasen - Gladiator, see Resources/Prototypes/Nyanotrasen/Roles/Jobs/Wildcards/gladiator.yml
- JobIconForensicMantis # Nyanotrasen - ForensicMantis, see Resources/Prototypes/Nyanotrasen/Roles/Jobs/Epistemics/forensicmantis.yml
- JobIconClerk # Delta V - Added justice dept
- JobIconChiefJustice # Delta V - Added justice dept
- JobIconProsecutor # Delta V - Added justice dept
- JobIconVisitor
- type: ActivatableUI
key: enum.AgentIDCardUiKey.Key

View File

@ -60,6 +60,9 @@
- Service
- Theatre
- Zookeeper #Delta V: Add Zookeeper Access
- ChiefJustice #Delta V: Add Chief Justice Access
- Prosecutor #Delta V: Add Prosecutor Access
- Justice #Delta V: Add Justice Access
privilegedIdSlot:
name: id-card-console-privileged-id
ejectSound: /Audio/Machines/id_swipe.ogg

View File

@ -11,7 +11,7 @@
layoutId: AirlockService
- type: entity
parent: AirlockServiceLocked
parent: AirlockJustice # DeltaV - Lawyer is in Justice Dept
id: AirlockLawyerLocked
suffix: Lawyer, Locked
components:
@ -414,8 +414,8 @@
layoutId: AirlockService
- type: entity
parent: AirlockServiceGlassLocked
id: AirlockLawyerGlassLocked
parent: AirlockJusticeGlass
id: AirlockLawyerGlassLocked # DeltaV - Lawyer is in Justice Dept
suffix: Lawyer, Locked
components:
- type: ContainerFill

View File

@ -13,6 +13,7 @@
science: Structures/Doors/Airlocks/Standard/science.rsi
security: Structures/Doors/Airlocks/Standard/security.rsi
virology: Structures/Doors/Airlocks/Standard/virology.rsi
justice: DeltaV/Structures/Doors/Airlocks/Standard/justice.rsi # Delta V - Add Justice Dept
- type: AirlockGroup
id: Glass
@ -28,6 +29,7 @@
medical: Structures/Doors/Airlocks/Glass/medical.rsi
security: Structures/Doors/Airlocks/Glass/security.rsi
virology: Structures/Doors/Airlocks/Glass/virology.rsi
justice: DeltaV/Structures/Doors/Airlocks/Glass/justice.rsi # Delta V - Add Justice Dept
- type: AirlockGroup
id: Windoor

View File

@ -80,6 +80,7 @@
- EncryptionKeySecurity
- EncryptionKeyService
- EncryptionKeyCommand
- EncryptionKeyJustice #DeltaV - Justice dept
- type: entity
parent: TelecomServer
@ -140,6 +141,7 @@
containers:
key_slots:
- EncryptionKeySecurity
- EncryptionKeyJustice #DeltaV - Justice dept
- type: entity
parent: TelecomServer

View File

@ -13,6 +13,8 @@
- Cargo
- Salvage
- Medical
# DeltaV additions
- Justice
- type: guideEntry
id: Survival

View File

@ -12,4 +12,3 @@
- Shoukou
- Tortuga
- TheHive
- Submarine

View File

@ -27,6 +27,11 @@
ChiefEngineer: [ 1, 1 ]
StationEngineer: [ 2, 3 ]
TechnicalAssistant: [ 2, 3 ]
#justice
ChiefJustice: [ 1, 1 ]
Clerk: [ 1, 1 ]
Lawyer: [ 2, 2 ]
Prosecutor: [ 1, 1 ]
#medical
Chemist: [ 2, 2 ]
ChiefMedicalOfficer: [ 1, 1 ]
@ -51,7 +56,6 @@
Clown: [ 1, 1 ]
HeadOfPersonnel: [ 1, 1 ]
Janitor: [ 2, 2 ]
Lawyer: [ 2, 2 ]
Mime: [ 1, 1 ]
Musician: [ 1, 1 ]
Reporter: [ 2, 2 ]

View File

@ -17,14 +17,13 @@
prefixCreator: 'DV'
- type: StationJobs
availableJobs:
#service
Captain: [ 1, 1 ]
#service
HeadOfPersonnel: [ 1, 1 ]
Bartender: [ 1, 2 ]
Botanist: [ 2, 3 ]
Chef: [ 1, 2 ]
Clown: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Reporter: [ 1, 1 ]
Musician: [ 1, 1 ]
Janitor: [ 1, 2 ]
@ -35,6 +34,11 @@
AtmosphericTechnician: [ 1, 2 ]
StationEngineer: [ 2, 4 ]
TechnicalAssistant: [ 3, 5 ]
#justice
ChiefJustice: [ 1, 1 ]
Clerk: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Prosecutor: [ 1, 1 ]
#medical
ChiefMedicalOfficer: [ 1, 1 ]
Chemist: [ 1, 2 ]

View File

@ -25,7 +25,6 @@
Boxer: [ 2, 3 ]
Chef: [ 2, 3 ]
Clown: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Reporter: [ 0, 1 ]
Musician: [ 1, 1 ]
Janitor: [ 1, 3 ]
@ -63,4 +62,9 @@
CargoTechnician: [ 2, 4 ]
#civilian
Passenger: [ -1, -1 ]
#justice
ChiefJustice: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Prosecutor: [ 1, 1]
Clerk: [ 1, 1 ]

View File

@ -26,6 +26,11 @@
ChiefEngineer: [ 1, 1 ]
StationEngineer: [ 6, 8 ]
TechnicalAssistant: [ 3, 5 ]
#justice
ChiefJustice: [ 1, 1 ]
Clerk: [ 1, 1 ]
Lawyer: [ 2, 2 ]
Prosecutor: [ 1, 1 ]
#medical
Chemist: [ 2, 3 ]
ChiefMedicalOfficer: [ 1, 1 ]
@ -38,7 +43,7 @@
Detective: [ 1, 1 ]
HeadOfSecurity: [ 1, 1 ]
Prisoner: [ 4, 6 ] # move back to 10, 12 when ready
PrisonGuard: [ 4, 6 ] # someday a 2:1 ratio of guard:prisoner is preferred
PrisonGuard: [ 4, 6 ] # someday a 2:1 ratio of prisoner:guard is preferred
SecurityOfficer: [ 6, 8 ]
SecurityCadet: [ 2, 3 ]
Warden: [ 1, 1 ]
@ -50,7 +55,6 @@
Clown: [ 1, 1 ]
HeadOfPersonnel: [ 1, 1 ]
Janitor: [ 2, 4 ]
Lawyer: [ 2, 2 ]
Mime: [ 1, 2 ]
Musician: [ 2, 3 ]
Reporter: [ 2, 2 ]

View File

@ -22,7 +22,6 @@
Botanist: [ 1, 1 ]
Clown: [ 1, 1 ]
Chef: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Reporter: [ 1, 1 ]
Musician: [ 1, 1 ]
Janitor: [ 1, 1 ]
@ -33,6 +32,11 @@
AtmosphericTechnician: [ 2, 2 ]
StationEngineer: [ 2, 3 ]
TechnicalAssistant: [ 2, 2 ]
#justice
ChiefJustice: [ 1, 1 ]
Clerk: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Prosecutor: [ 1, 1 ]
#medical
ChiefMedicalOfficer: [ 1, 1 ]
Chemist: [ 1, 1 ]

View File

@ -23,7 +23,6 @@
Boxer: [ 2, 2 ]
Chef: [ 2 , 2 ]
Clown: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Musician: [ 1, 1 ]
Janitor: [ 1, 2 ]
Mime: [ 1, 1 ]
@ -59,3 +58,8 @@
CargoTechnician: [ 2, 3 ]
#civilian
Passenger: [ -1, -1 ]
#justice
ChiefJustice: [ 1, 1 ]
Lawyer: [ 1, 1 ]
Clerk: [ 1, 1 ]
Prosecutor: [ 1, 1 ]

View File

@ -1,71 +0,0 @@
- type: gameMap
id: Submarine
mapName: 'Submarine'
mapPath: /Maps/submarine.yml
minPlayers: 60
stations:
Submarine:
stationProto: StandardNanotrasenStation
components:
- type: StationNameSetup
mapNameTemplate: '{0} Submarine {1}'
nameGenerator:
!type:NanotrasenNameGenerator
prefixCreator: 'DV'
- type: StationEmergencyShuttle
emergencyShuttlePath: /Maps/Shuttles/DeltaV/NTES_Propeller.yml
- type: StationJobs
availableJobs:
#civilian
Passenger: [ -1, -1 ]
Librarian: [ 1, 1 ]
#command
Captain: [ 1, 1 ]
#engineering
AtmosphericTechnician: [ 2, 4 ]
ChiefEngineer: [ 1, 1 ]
StationEngineer: [ 4, 6 ]
TechnicalAssistant: [ 1, 2 ]
#medical
Chemist: [ 2, 2 ]
ChiefMedicalOfficer: [ 1, 1 ]
MedicalDoctor: [ 4, 5 ]
MedicalIntern: [ 1, 2 ]
Paramedic: [ 2, 3 ]
Psychologist: [ 1, 2 ]
#security
Brigmedic: [ 1, 1 ]
Detective: [ 1, 1 ]
HeadOfSecurity: [ 1, 1 ]
Prisoner: [ 2, 4 ]
PrisonGuard: [ 1, 2 ]
SecurityOfficer: [ 4, 6 ]
SecurityCadet: [ 1, 2 ]
Warden: [ 1, 1 ]
#service
Bartender: [ 2, 3 ]
Botanist: [ 2, 4 ]
Boxer: [ 2, 2 ]
Chef: [ 3, 4 ]
Clown: [ 1, 1 ]
HeadOfPersonnel: [ 1, 1 ]
Janitor: [ 2, 3 ]
Lawyer: [ 2, 3 ]
MartialArtist: [ 1, 2 ]
Mime: [ 1, 1 ]
Musician: [ 2, 2 ]
Reporter: [ 1, 2 ]
ServiceWorker: [ 1, 2 ]
Zookeeper: [ 2, 2 ]
#science
MedicalBorg: [ 2, 3 ]
Chaplain: [ 1, 1 ]
ForensicMantis: [ 1, 1 ]
ResearchAssistant: [ 1, 2 ]
ResearchDirector: [ 1, 1 ]
Scientist: [ 4, 5 ]
#supply
CargoTechnician: [ 3, 5 ]
Courier: [ 1, 2 ]
SalvageSpecialist: [ 3, 5 ]
Quartermaster: [ 1, 1 ]

View File

@ -26,6 +26,11 @@
ChiefEngineer: [ 1, 1 ]
StationEngineer: [ 6, 8 ]
TechnicalAssistant: [ 3, 5 ]
#justice
ChiefJustice: [ 1, 1 ]
Clerk: [ 1, 1 ]
Lawyer: [ 2, 2 ]
Prosecutor: [ 1, 1 ]
#medical
Chemist: [ 2, 2 ]
ChiefMedicalOfficer: [ 1, 1 ]
@ -50,7 +55,6 @@
Clown: [ 1, 2 ]
HeadOfPersonnel: [ 1, 1 ]
Janitor: [ 2, 3 ]
Lawyer: [ 2, 2 ]
Mime: [ 1, 2 ]
Musician: [ 2, 3 ]
Reporter: [ 2, 2 ]

View File

@ -1,4 +1,4 @@
- type: palette
- type: palette
id: Departmental
name: Departmental
colors:
@ -10,6 +10,7 @@
bar: "#79150096"
epistemics: "#D381C996" # DeltaV - Epistemics Department replacing Science
logistics: "#A4610696" # DeltaV - Logistics Department replacing Cargo
justice: "#6b2833DD" #DeltaV - Added Justice Department
janitor: "#8c347f96"
chemistry: "#fa750096"
virology: "#43990996"

View File

@ -12,7 +12,7 @@
time: 14400 # 4 hours
startingGear: LawyerGear
icon: "JobIconLawyer"
supervisors: job-supervisors-hop
supervisors: job-supervisors-cj # Delta V - Change supervisor to chief justice
access:
- Service
- Lawyer
@ -23,7 +23,7 @@
equipment:
shoes: ClothingShoesBootsLaceup
id: LawyerPDA
ears: ClothingHeadsetSecurity
ears: ClothingHeadsetJustice # DeltaV - Added lawyer to justice department
# TODO add copy of space law
inhand:
- BriefcaseBrownFilled

View File

@ -24,7 +24,7 @@
- Clown
- HeadOfPersonnel
- Janitor
- Lawyer
# - Lawyer # DeltaV - Move Lawyer into Justice
- Librarian
- Mime
- Musician

View File

@ -121,8 +121,8 @@
parent: JobIcon
id: JobIconLawyer
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
state: Lawyer
sprite: /Textures/DeltaV/Interface/Misc/job_icons.rsi # DeltaV - Move Lawyer into Justice
state: Lawyer # DeltaV - Move Lawyer into Justice
- type: statusIcon
parent: JobIcon

View File

@ -1,9 +1,9 @@
- type: weightedRandom
id: Secret
weights:
Survival: 0.44
Nukeops: 0.14
Zombie: 0.03
Traitor: 0.39
Survival: 0.35
Nukeops: 0.15
Zombie: 0.07
Traitor: 0.43
#Pirates: 0.15 #ahoy me bucko

View File

@ -0,0 +1,60 @@
<Document>
# Justice
The primary goal of the [color=#a4885c]Justice[/color] department is to uphold space law and process trials in a timely manner.
<Box>
<GuideEntityEmbed Entity="BoxFolderYellow"/>
<GuideEntityEmbed Entity="BriefcaseBrown"/>
<GuideEntityEmbed Entity="PaperOffice"/>
<GuideEntityEmbed Entity="ClothingHeadHatPwig"/>
</Box>
## Roles
- The [color=#a4885c]Chief Justice[/color] should act as a judge during trials, and coordinating with Security to prepare upcoming trials or to review previous ones.
- [color=#a4885c]Attorneys[/color] should represent the defense during trials, and should be contacting prisoners in need of defense or legal assistance. They also play a role as the public defender of the crew, also performing the function of [color=#a4885c]suing[/color] on behalf of the crew when needed.
- [color=#a4885c]Prosecutors[/color] should represent (what else) the prosecution during trials, and should work with the Security department to prepare trials for court. In the case of an arrest, the Prosecutor should get a statement from the arresting officer about the matter, and is, in the case of felonies, [color=#a4885c]responsible for sentencing[/color]. If available, the prosecutor should work with [color=#a4885c]detectives[/color] to request evidence.
- [color=#a4885c]Clerks[/color] should prepare witnesses and evidence to be presented and assist trial proceedings during an ongoing trial, and otherwise should assist all clerical facets of the Justice department and all crew. They are also the de facto manager of the [color=#a4885c]courtroom timer[/color], and should ensure pending cases be addressed in order of urgency.
- Security roles, if present during a trial, should act as the bailiff and ensure the defendant is present. Security, while not required to be present during the entirety of the trial, should be present to enact the Judge's ruling once it is given. Outside of trials, the department of Security should communicate with the Justice Department to ensure current prisoners are handled as needed.
In the event of a trial being needed when [color=#a4885c]one of these roles is unavailable[/color]:
- A substitute judge should be a member of the Justice department, or less preferably a member of Command or Security.
- A substitute prosecutor should be either an attorney or clerk.
- A substitute defense should be either a prosecutor or clerk, however the defendant has the right to represent themselves if they choose.
## Trial Procedure
A criminal case should take [color=#a4885c]no longer than 25 minutes[/color] in trial, while a civil case would be [color=#a4885c]no longer than 15 minutes[/color]. The Chief Justice is in-charge of ensuring the trial is completed in a timely manner, but has [color=#a4885c]the ability to extend a trial[/color] if needed.
<Box>
<GuideEntityEmbed Entity="Gavel"/>
<GuideEntityEmbed Entity="TrialTimer"/>
</Box>
The Chief Justice also has the power to charge someone with contempt of court, [color=#FF0000]a felony[/color], if they disrupt the case.
<Box>
[color=#FFFF00]CRIMINAL TRIALS[/color]
</Box>
Criminal cases should either [color=#a4885c]have[/color] security personnel present, or [color=#a4885c]plan to have[/color] them present by the end of the trial.
- The chosen judge begins the trial once both the defense and prosecution are ready.
- The prosecution reads the charges applied to the defendant by security.
- The prosecution provides evidence/witnesses and the arguments for these charges. They have, at most, [color=#a4885c]10 minutes[/color] to present their arguments before being required to request the judge for additional time, if needed.
- The defense responds to these charges individually, [color=#a4885c]pleading guilty or not-guilty[/color]. If plead not-guilty, the defense then provides their counter-argument, along with evidence and/or witnesses to support their case. They also have [color=#a4885c]10 minutes[/color] to present their arguments before being required to request the judge for additional time, if needed.
- After both the defense and prosecution have made their cases, they are given the opportunity to [color=#a4885c]cross-examine[/color] present witnesses and evidence. This step should take no longer than [color=#a4885c]5 minutes[/color], and it is at the judge's discretion if additional time is needed.
- The judge considers both arguments and makes their ruling, which must then be notarized and stamped.
- Any present or soon-to-be-present Security personnel will then enact the ruling.
<Box>
[color=#00FF00]CIVIL TRIALS[/color]
</Box>
Civil cases do not require attorneys or prosecutors, but they may receive assistance from either both before and during the case. [color=#a4885c]Both the defendant and plaintiff must be made to summon at the court[/color], if a party [color=#a4885c]does not appear[/color] out of either refusal or negligence, or [color=#a4885c]fails to comply with a court order[/color] from a civil trial, that party may be charged with contempt of court, [color=#FF0000]a felony[/color].
A civil case involves [color=#a4885c]seeking damages[/color] from a defendant, which could be monetary, an item, or otherwise.
- The chosen judge begins the trial once both the defense and plaintiff are ready.
- The plaintiff themselves reads the complaint issued against the defendant.
- The plaintiff provides any needed evidence/witnesses and the argument for this complaint. They have [color=#a4885c]5 minutes[/color], at most, to plead their case before being required to request additional time from the judge.
- The defense responds to these charges individually, [color=#a4885c]pleading guilty or not-guilty[/color]. If plead not-guilty, the defense then provides their counter-argument, along with any evidence/witnesses they choose to present. They also have [color=#a4885c]5 minutes[/color] to plead their case before being required to request additional time from the judge.
- The defense and plaintiff are afforded the opportunity to [color=#a4885c]cross-examine[/color] witnesses and evidence. This step should take no longer than [color=#a4885c]5 minutes[/color], and it is at the judge's discretion if additional time is needed.
- The judge considers both arguments and makes their ruling, which must then be notarized and stamped.
- The ruling should then be enacted if possible by the appropriate personnel, if needed Security and Justice Department staff can ensure the ruling is fulfilled completely and in a timely manner.
</Document>

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