Initial Commit

This commit is contained in:
skull132
2014-03-11 09:03:52 +02:00
commit a8d9450c7e
3486 changed files with 415920 additions and 0 deletions
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//All credit for this goes to Uristqwerty.
/turf
var/image/obscured
var/image/dim
/turf/proc/visibilityChanged()
cameranet.updateVisibility(src)
/datum/camerachunk
var/list/obscuredTurfs = list()
var/list/visibleTurfs = list()
var/list/dimTurfs = list()
var/list/obscured = list()
var/list/dim = list()
var/list/cameras = list()
var/list/turfs = list()
var/list/seenby = list()
var/visible = 0
var/changed = 0
var/updating = 0
/mob/aiEye
var/list/visibleCameraChunks = list()
var/mob/ai = null
density = 0
/datum/camerachunk/proc/add(mob/aiEye/ai)
ai.visibleCameraChunks += src
if(ai.ai.client)
ai.ai.client.images += obscured
ai.ai.client.images += dim
visible++
seenby += ai
if(changed && !updating)
update()
/datum/camerachunk/proc/remove(mob/aiEye/ai)
ai.visibleCameraChunks -= src
if(ai.ai.client)
ai.ai.client.images -= obscured
ai.ai.client.images -= dim
seenby -= ai
if(visible > 0)
visible--
/datum/camerachunk/proc/visibilityChanged(turf/loc)
if(!(loc in visibleTurfs))
return
hasChanged()
/datum/camerachunk/proc/hasChanged()
if(visible)
if(!updating)
updating = 1
spawn(10)//Batch large changes, such as many doors opening or closing at once
update()
updating = 0
else
changed = 1
/datum/camerachunk/proc/update()
var/list/newDimTurfs = list()
var/list/newVisibleTurfs = list()
for(var/obj/machinery/camera/c in cameras)
var/lum = c.luminosity
c.luminosity = 6
for(var/turf/t in view(7, c))
if(t in turfs)
newDimTurfs += t
for(var/turf/t in view(6, c))
if(t in turfs)
newVisibleTurfs += t
c.luminosity = lum
var/list/dimAdded = newDimTurfs - dimTurfs
var/list/dimRemoved = dimTurfs - newDimTurfs
var/list/visAdded = newVisibleTurfs - visibleTurfs
var/list/visRemoved = visibleTurfs - newVisibleTurfs
visibleTurfs = newVisibleTurfs
dimTurfs = newDimTurfs
obscuredTurfs = turfs - dimTurfs
dimTurfs -= visibleTurfs
for(var/turf/t in dimRemoved)
if(t.dim)
dim -= t.dim
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images -= t.dim
if(!(t in visibleTurfs))
if(!t.obscured)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images += t.obscured
for(var/turf/t in dimAdded)
if(!(t in visibleTurfs))
if(!t.dim)
t.dim = image('icons/effects/cameravis.dmi', t, "dim", 15)
t.mouse_opacity = 0
dim += t.dim
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images += t.dim
if(t.obscured)
obscured -= t.obscured
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images -= t.obscured
for(var/turf/t in visAdded)
if(t.obscured)
obscured -= t.obscured
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images -= t.obscured
for(var/turf/t in visRemoved)
if(t in obscuredTurfs)
if(!t.obscured)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images += t.obscured
/datum/camerachunk/New(loc, x, y, z)
x &= ~0xf
y &= ~0xf
for(var/obj/machinery/camera/c in range(16, locate(x + 8, y + 8, z)))
if(c.status)
cameras += c
for(var/turf/t in range(10, locate(x + 8, y + 8, z)))
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
turfs += t
for(var/obj/machinery/camera/c in cameras)
var/lum = c.luminosity
c.luminosity = 6
for(var/turf/t in view(7, c))
if(t in turfs)
dimTurfs += t
for(var/turf/t in view(6, c))
if(t in turfs)
visibleTurfs += t
c.luminosity = lum
obscuredTurfs = turfs - dimTurfs
dimTurfs -= visibleTurfs
for(var/turf/t in obscuredTurfs)
if(!t.obscured)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
for(var/turf/t in dimTurfs)
if(!(t in visibleTurfs))
if(!t.dim)
t.dim = image('icons/effects/cameravis.dmi', t, "dim", TURF_LAYER)
dim += t.dim
var/datum/cameranet/cameranet = new()
/datum/cameranet
var/list/cameras = list()
var/list/chunks = list()
var/network = "net1"
var/ready = 0
/datum/cameranet/New()
..()
/datum/cameranet/proc/chunkGenerated(x, y, z)
var/key = "[x],[y],[z]"
return key in chunks
/datum/cameranet/proc/getCameraChunk(x, y, z)
var/key = "[x],[y],[z]"
if(!(key in chunks))
chunks[key] = new /datum/camerachunk(null, x, y, z)
return chunks[key]
/datum/cameranet/proc/visibility(mob/aiEye/ai)
var/x1 = max(0, ai.x - 16) & ~0xf
var/y1 = max(0, ai.y - 16) & ~0xf
var/x2 = min(world.maxx, ai.x + 16) & ~0xf
var/y2 = min(world.maxy, ai.y + 16) & ~0xf
var/list/visibleChunks = list()
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
visibleChunks += getCameraChunk(x, y, ai.z)
var/list/remove = ai.visibleCameraChunks - visibleChunks
var/list/add = visibleChunks - ai.visibleCameraChunks
for(var/datum/camerachunk/c in remove)
c.remove(ai)
for(var/datum/camerachunk/c in add)
c.add(ai)
/datum/cameranet/proc/updateVisibility(turf/loc)
if(!chunkGenerated(loc.x & ~0xf, loc.y & ~0xf, loc.z))
return
var/datum/camerachunk/chunk = getCameraChunk(loc.x & ~0xf, loc.y & ~0xf, loc.z)
chunk.visibilityChanged(loc)
/datum/cameranet/proc/addCamera(obj/machinery/camera/c)
var/x1 = max(0, c.x - 16) & ~0xf
var/y1 = max(0, c.y - 16) & ~0xf
var/x2 = min(world.maxx, c.x + 16) & ~0xf
var/y2 = min(world.maxy, c.y + 16) & ~0xf
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
if(chunkGenerated(x, y, c.z))
var/datum/camerachunk/chunk = getCameraChunk(x, y, c.z)
if(!(c in chunk.cameras))
chunk.cameras += c
chunk.hasChanged()
/mob/living/silicon/ai/var/mob/aiEye/eyeobj = new()
/mob/living/silicon/ai/New()
..()
eyeobj.ai = src
/mob/living/silicon/ai/verb/freelook()
set category = "AI Commands"
set name = "freelook"
current = null //cancel camera view first, it causes problems
cameraFollow = null
machine = null
if(client.eye == eyeobj)
client.eye = src
for(var/datum/camerachunk/c in eyeobj.visibleCameraChunks)
c.remove(eyeobj)
else
client.eye = eyeobj
eyeobj.loc = loc
cameranet.visibility(eyeobj)
cameraFollow = null
/mob/aiEye/Move()
. = ..()
if(.)
cameranet.visibility(src)
/client/AIMove(n, direct, var/mob/living/silicon/ai/user)
if(eye == user.eyeobj)
user.eyeobj.loc = get_step(user.eyeobj, direct)
cameranet.visibility(user.eyeobj)
else
return ..()
/*
/client/AIMoveZ(direct, var/mob/living/silicon/ai/user)
if(eye == user.eyeobj)
var/dif = 0
if(direct == UP && user.eyeobj.z > 1)
dif = -1
else if(direct == DOWN && user.eyeobj.z < 4)
dif = 1
user.eyeobj.loc = locate(user.eyeobj.x, user.eyeobj.y, user.eyeobj.z + dif)
cameranet.visibility(user.eyeobj)
else
return ..()
*/
/turf/move_camera_by_click()
if(istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = usr
if(AI.client.eye == AI.eyeobj)
return
return ..()
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
cameranet.updateVisibility(loc)
/obj/machinery/camera/New()
..()
cameranet.addCamera(src)
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/proc/getbrokeninhands()
var/icon/IL = new('icons/mob/items_lefthand.dmi')
var/list/Lstates = IL.IconStates()
var/icon/IR = new('icons/mob/items_righthand.dmi')
var/list/Rstates = IR.IconStates()
var/text
for(var/A in typesof(/obj/item))
var/obj/item/O = new A( locate(1,1,1) )
if(!O) continue
var/icon/J = new(O.icon)
var/list/istates = J.IconStates()
if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.item_state))
if(O.icon_state)
text += "[O.type] WANTS IN LEFT HAND CALLED\n\"[O.icon_state]\".\n"
if(!Rstates.Find(O.icon_state) && !Rstates.Find(O.item_state))
if(O.icon_state)
text += "[O.type] WANTS IN RIGHT HAND CALLED\n\"[O.icon_state]\".\n"
if(O.icon_state)
if(!istates.Find(O.icon_state))
text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.icon_state]\" IN \"[O.icon]\"\n"
if(O.item_state)
if(!istates.Find(O.item_state))
text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.item_state]\" IN \"[O.icon]\"\n"
text+="\n"
del(O)
if(text)
var/F = file("broken_icons.txt")
fdel(F)
F << text
world << "Completely successfully and written to [F]"
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
//UltraLight system, by Sukasa
const/ar/UL_LUMINOSITY = 0
const/ar/UL_SQUARELIGHT = 0
const/ar/UL_RGB = 1
const/ar/UL_ROUNDLIGHT = 2
const/ar/UL_I_FALLOFF_SQUARE = 0
const/ar/UL_I_FALLOFF_ROUND = 1
const/ar/UL_I_LUMINOSITY = 0
const/ar/UL_I_RGB = 1
const/ar/UL_I_LIT = 0
const/ar/UL_I_EXTINGUISHED = 1
const/ar/UL_I_ONZERO = 2
ul_LightingEnabled = 1
ul_LightingResolution = 1
ul_Steps = 7
ul_LightingModel = UL_I_RGB
ul_FalloffStyle = UL_I_FALLOFF_ROUND
ul_TopLuminosity = 0
ul_Layer = 10
ul_SuppressLightLevelChanges = 0
list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7)
proc
ul_Clamp(var/Value)
return min(max(Value, 0), ul_Steps)
atom
var/LuminosityRed = 0
var/LuminosityGreen = 0
var/LuminosityBlue = 0
var/ul_Extinguished = UL_I_ONZERO
proc
sd_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
return //No point doing all that work if it won't have any effect anyways...
if (ul_Extinguished == UL_I_EXTINGUISHED)
LuminosityRed = Red
LuminosityGreen = Green
LuminosityBlue = Blue
return
if (ul_IsLuminous())
ul_Extinguish()
LuminosityRed = Red
LuminosityGreen = Green
LuminosityBlue = Blue
ul_Extinguished = UL_I_ONZERO
if (ul_IsLuminous())
ul_Illuminate()
return
ul_Illuminate()
if (ul_Extinguished == UL_I_LIT)
return
ul_Extinguished = UL_I_LIT
ul_UpdateTopLuminosity()
luminosity = ul_Luminosity()
for(var/turf/Affected in view(ul_Luminosity(), src))
var/Falloff = src.ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
Affected.LightLevelRed += max(DeltaRed, 0)
Affected.LightLevelGreen += max(DeltaGreen, 0)
Affected.LightLevelBlue += max(DeltaBlue, 0)
Affected.MaxRed += LuminosityRed
Affected.MaxGreen += LuminosityGreen
Affected.MaxBlue += LuminosityBlue
Affected.ul_UpdateLight()
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
return
ul_Extinguish()
if (ul_Extinguished != UL_I_LIT)
return
ul_Extinguished = UL_I_EXTINGUISHED
for(var/turf/Affected in view(ul_Luminosity(), src))
var/Falloff = ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
Affected.LightLevelRed -= max(DeltaRed, 0)
Affected.LightLevelGreen -= max(DeltaGreen, 0)
Affected.LightLevelBlue -= max(DeltaBlue, 0)
Affected.MaxRed -= LuminosityRed
Affected.MaxGreen -= LuminosityGreen
Affected.MaxBlue -= LuminosityBlue
Affected.ul_UpdateLight()
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
luminosity = 0
return
ul_FalloffAmount(var/atom/ref)
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
var/x = (ref.x - src.x)
var/y = (ref.y - src.y)
if ((x*x + y*y) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
ul_FastRoot += round(sqrt(x*x+y*y))
return round(ul_LightingResolution * ul_FastRoot[x*x + y*y + 1], 1)
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
return get_dist(src, ref)
return 0
ul_SetOpacity(var/NewOpacity)
if(opacity != NewOpacity)
var/list/Blanked = ul_BlankLocal()
var/atom/T = src
while(T && !isturf(T))
T = T.loc
opacity = NewOpacity
if(T)
T:LightLevelRed = 0
T:LightLevelGreen = 0
T:LightLevelBlue = 0
ul_UnblankLocal(Blanked)
return
ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
for(var/atom/Light in ReApply)
if(Light.ul_IsLuminous())
Light.ul_Illuminate()
return
ul_BlankLocal()
var/list/Blanked = list( )
var/TurfAdjust = isturf(src) ? 1 : 0
for(var/atom/Affected in view(ul_TopLuminosity, src))
if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
Affected.ul_Extinguish()
Blanked += Affected
return Blanked
ul_UpdateTopLuminosity()
if (ul_TopLuminosity < LuminosityRed)
ul_TopLuminosity = LuminosityRed
if (ul_TopLuminosity < LuminosityGreen)
ul_TopLuminosity = LuminosityGreen
if (ul_TopLuminosity < LuminosityBlue)
ul_TopLuminosity = LuminosityBlue
return
ul_Luminosity()
return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
return (Red > 0 || Green > 0 || Blue > 0)
ul_LightLevelChanged()
//Designed for client projects to use. Called on items when the turf they are in has its light level changed
return
New()
..()
if(ul_IsLuminous())
spawn(1)
ul_Illuminate()
return
Del()
if(ul_IsLuminous())
ul_Extinguish()
..()
return
movable
Move()
ul_Extinguish()
..()
ul_Illuminate()
return
turf
var/LightLevelRed = 0
var/LightLevelGreen = 0
var/LightLevelBlue = 0
var/list/MaxRed = list( )
var/list/MaxGreen = list( )
var/list/MaxBlue = list( )
proc
ul_GetRed()
return ul_Clamp(min(LightLevelRed, max(MaxRed)))
ul_GetGreen()
return ul_Clamp(min(LightLevelGreen, max(MaxGreen)))
ul_GetBlue()
return ul_Clamp(min(LightLevelBlue, max(MaxBlue)))
ul_UpdateLight()
var/area/CurrentArea = loc
if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
return
var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
if(CurrentArea.tag != LightingTag)
var/area/NewArea = locate(LightingTag)
if(!NewArea)
NewArea = new CurrentArea.type()
NewArea.tag = LightingTag
for(var/V in CurrentArea.vars - "contents")
if(issaved(CurrentArea.vars[V]))
NewArea.vars[V] = CurrentArea.vars[V]
NewArea.tag = LightingTag
NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
NewArea.contents += src
return
ul_Recalculate()
ul_SuppressLightLevelChanges++
var/list/Lights = ul_BlankLocal()
LightLevelRed = 0
LightLevelGreen = 0
LightLevelBlue = 0
ul_UnblankLocal(Lights)
ul_SuppressLightLevelChanges--
return
area
var/ul_Overlay = null
var/ul_Lighting = 1
var/LightLevelRed = 0
var/LightLevelGreen = 0
var/LightLevelBlue = 0
proc
ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
if(!src || !src.ul_Lighting)
return
overlays -= ul_Overlay
LightLevelRed = Red
LightLevelGreen = Green
LightLevelBlue = Blue
luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
ul_Overlay = image('icons/effects/ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
overlays += ul_Overlay
return
ul_Prep()
if(!tag)
tag = "[type]"
if(ul_Lighting)
if(!findtext(tag,":UL"))
ul_Light()
//world.log << tag
return
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var/list/prob_G_list = list()
/proc/probG(var/define,var/everyother)
if(prob_G_list["[define]"])
prob_G_list["[define]"] += 1
if(prob_G_list["[define]"] == everyother)
prob_G_list["[define]"] = 0
return 1
else
(prob_G_list["[define]"]) = 0
(prob_G_list["[define]"]) = rand(1,everyother-1)
return 0
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// NOTE WELL!
// Only include this file when debugging locally
// Do not include in release versions
#define VARSICON 1
#define SDEBUG 1
/client/verb/Debug()
set category = "Debug"
set name = "Debug-Debug"
if(src.holder.rank == "Game Admin")
Debug = !Debug
world << "Debugging [Debug ? "On" : "Off"]"
else
alert("Coders only baby")
return
/turf/verb/Flow()
set category = "Debug"
//set hidden = 1
if(Debug)
for(var/turf/T in range(5))
var/obj/effect/mark/O = locate(/obj/effect/mark/, T)
if(!O)
O = new /obj/effect/mark(T)
else
O.overlays.Cut()
var/obj/move/OM = locate(/obj/move/, T)
if(OM)
if(! OM.updatecell)
O.icon_state = "x2"
else
O.icon_state = "blank"
/*
Doing this because FindTurfs() isn't even used
for(var/atom/U in OM.FindTurfs() )
var/dirn = get_dir(OM, U)
if(dirn == 1)
O.overlays += image('icons/misc/mark.dmi', OM.airdir==1?"up":"fup")
else if(dirn == 2)
O.overlays += image('icons/misc/mark.dmi', OM.airdir==2?"dn":"fdn")
else if(dirn == 4)
O.overlays += image('icons/misc/mark.dmi', OM.airdir==4?"rt":"frt")
else if(dirn == 8)
O.overlays += image('icons/misc/mark.dmi', OM.airdir==8?"lf":"flf")
*/
else
if(!(T.updatecell))
O.icon_state = "x2"
else
O.icon_state = "blank"
if(T.airN)
O.overlays += image('icons/misc/mark.dmi', T.airdir==1?"up":"fup")
if(T.airS)
O.overlays += image('icons/misc/mark.dmi', T.airdir==2?"dn":"fdn")
if(T.airW)
O.overlays += image('icons/misc/mark.dmi', T.airdir==8?"lf":"flf")
if(T.airE)
O.overlays += image('icons/misc/mark.dmi', T.airdir==4?"rt":"frt")
if(T.condN)
O.overlays += image('icons/misc/mark.dmi', T.condN == 1?"yup":"rup")
if(T.condS)
O.overlays += image('icons/misc/mark.dmi', T.condS == 1?"ydn":"rdn")
if(T.condE)
O.overlays += image('icons/misc/mark.dmi', T.condE == 1?"yrt":"rrt")
if(T.condW)
O.overlays += image('icons/misc/mark.dmi', T.condW == 1?"ylf":"rlf")
else
alert("Debugging off")
return
/turf/verb/Clear()
set category = "Debug"
//set hidden = 1
if(Debug)
for(var/obj/effect/mark/O in world)
del(O)
else
alert("Debugging off")
return
/proc/numbericon(var/tn as text,var/s = 0)
if(Debug)
var/image/I = image('icons/misc/mark.dmi', "blank")
if(lentext(tn)>8)
tn = "*"
var/len = lentext(tn)
for(var/d = 1 to lentext(tn))
var/char = copytext(tn, len-d+1, len-d+2)
if(char == " ")
continue
var/image/ID = image('icons/misc/mark.dmi', char)
ID.pixel_x = -(d-1)*4
ID.pixel_y = s
//if(d>1) I.Shift(WEST, (d-1)*8)
I.overlays += ID
return I
else
alert("Debugging off")
return
/*/turf/verb/Stats()
set category = "Debug"
for(var/turf/T in range(5))
var/obj/effect/mark/O = locate(/obj/effect/mark/, T)
if(!O)
O = new /obj/effect/mark(T)
else
O.overlays.Cut()
var/temp = round(T.temp-T0C, 0.1)
O.overlays += numbericon("[temp]C")
var/pres = round(T.tot_gas() / CELLSTANDARD * 100, 0.1)
O.overlays += numbericon("[pres]", -8)
O.mark = "[temp]/[pres]"
*/
/*
/turf/verb/Pipes()
set category = "Debug"
for(var/turf/T in range(6))
//world << "Turf [T] at ([T.x],[T.y])"
for(var/obj/machinery/M in T)
//world <<" Mach [M] with pdir=[M.p_dir]"
if(M && M.p_dir)
//world << "Accepted"
var/obj/effect/mark/O = locate(/obj/effect/mark/, T)
if(!O)
O = new /obj/effect/mark(T)
else
O.overlays.Cut()
if(istype(M, /obj/machinery/pipes))
var/obj/machinery/pipes/P = M
O.overlays += numbericon("[P.plnum] ", -20)
M = P.pl
var/obj/substance/gas/G = M.get_gas()
if(G)
var/cap = round( 100*(G.tot_gas()/ M.capmult / 6e6), 0.1)
var/temp = round(G.temperature - T0C, 0.1)
O.overlays += numbericon("[temp]C", 0)
O.overlays += numbericon("[cap]", -8)
break
*/
/turf/verb/Cables()
set category = "Debug"
if(Debug)
for(var/turf/T in range(6))
//world << "Turf [T] at ([T.x],[T.y])"
var/obj/effect/mark/O = locate(/obj/effect/mark/, T)
if(!O)
O = new /obj/effect/mark(T)
else
O.overlays.Cut()
var/marked = 0
for(var/obj/M in T)
//world <<" Mach [M] with pdir=[M.p_dir]"
if(M && istype(M, /obj/structure/cable/))
var/obj/structure/cable/C = M
//world << "Accepted"
O.overlays += numbericon("[C.netnum] " , marked)
marked -= 8
else if(M && istype(M, /obj/machinery/power/))
var/obj/machinery/power/P = M
O.overlays += numbericon("*[P.netnum] " , marked)
marked -= 8
if(!marked)
del(O)
else
alert("Debugging off")
return
/turf/verb/Solar()
set category = "Debug"
if(Debug)
for(var/turf/T in range(6))
//world << "Turf [T] at ([T.x],[T.y])"
var/obj/effect/mark/O = locate(/obj/effect/mark/, T)
if(!O)
O = new /obj/effect/mark(T)
else
O.overlays.Cut()
var/obj/machinery/power/solar/S
S = locate(/obj/machinery/power/solar, T)
if(S)
O.overlays += numbericon("[S.obscured] " , 0)
O.overlays += numbericon("[round(S.sunfrac*100,0.1)] " , -12)
else
del(O)
else
alert("Debugging off")
return
/mob/verb/Showports()
set category = "Debug"
if(Debug)
var/turf/T
var/obj/machinery/pipes/P
var/list/ndirs
for(var/obj/machinery/pipeline/PL in plines)
var/num = plines.Find(PL)
P = PL.nodes[1] // 1st node in list
ndirs = P.get_node_dirs()
T = get_step(P, ndirs[1])
var/obj/effect/mark/O = new(T)
O.overlays += numbericon("[num] * 1 ", -4)
O.overlays += numbericon("[ndirs[1]] - [ndirs[2]]",-16)
P = PL.nodes[PL.nodes.len] // last node in list
ndirs = P.get_node_dirs()
T = get_step(P, ndirs[2])
O = new(T)
O.overlays += numbericon("[num] * 2 ", -4)
O.overlays += numbericon("[ndirs[1]] - [ndirs[2]]", -16)
else
alert("Debugging off")
return
/atom/verb/delete()
set category = "Debug"
set src in view()
if(Debug)
del(src)
else
alert("Debugging off")
return
/area/verb/dark()
set category = "Debug"
if(Debug)
if(src.icon_state == "dark")
icon_state = null
else
icon_state = "dark"
else
alert("Debugging off")
return
/area/verb/power()
set category = "Debug"
if(Debug)
power_equip = !power_equip
power_environ = !power_environ
world << "Power ([src]) = [power_equip]"
power_change()
else
alert("Debugging off")
return
// *****RM
// *****
/mob/verb/ShowPlasma()
set category = "Debug"
if(Debug)
Plasma()
else
alert("Debugging off")
return
/mob/verb/Blobcount()
set category = "Debug"
if(Debug)
world << "Blob count: [blobs.len]"
else
alert("Debugging off")
return
/mob/verb/Blobkill()
set category = "Debug"
if(Debug)
blobs = list()
world << "Blob killed."
else
alert("Debugging off")
return
/mob/verb/Blobmode()
set category = "Debug"
if(Debug)
world << "Event=[ticker.event]"
world << "Time =[(ticker.event_time - world.realtime)/10]s"
else
alert("Debugging off")
return
/mob/verb/Blobnext()
set category = "Debug"
if(Debug)
ticker.event_time = world.realtime
else
alert("Debugging off")
return
/mob/verb/callshuttle()
set category = "Debug"
if(Debug)
ticker.timeleft = 300
ticker.timing = 1
else
alert("Debugging off")
return
/mob/verb/apcs()
set category = "Debug"
if(Debug)
for(var/obj/machinery/power/apc/APC in world)
world << APC.report()
else
alert("Debugging off")
return
/mob/verb/Globals()
set category = "Debug"
if(Debug)
debugobj = new()
debugobj.debuglist = list( powernets, plines, vote, config, admins, ticker, SS13_airtunnel, sun )
world << "<A href='?src=\ref[debugobj];Vars=1'>Debug</A>"
else
alert("Debugging off")
return
/*for(var/obj/O in plines)
world << "<A href='?src=\ref[O];Vars=1'>[O.name]</A>"
*/
/mob/verb/Mach()
set category = "Debug"
if(Debug)
var/n = 0
for(var/obj/machinery/M in world)
n++
if(! (M in machines) )
world << "[M] [M.type]: not in list"
world << "in world: [n]; in list:[machines.len]"
else
alert("Debugging off")
return
/*/mob/verb/air()
set category = "Debug"
Air()
/proc/Air()
var/area/A = locate(/area/airintake)
var/atot = 0
for(var/turf/T in A)
atot += T.tot_gas()
var/ptot = 0
for(var/obj/machinery/pipeline/PL in plines)
if(PL.suffix == "d")
ptot += PL.ngas.tot_gas()
var/vtot = 0
for(var/obj/machinery/atmoalter/V in machines)
if(V.suffix == "d")
vtot += V.gas.tot_gas()
var/ctot = 0
for(var/obj/machinery/connector/C in machines)
if(C.suffix == "d")
ctot += C.ngas.tot_gas()
var/tot = atot + ptot + vtot + ctot
diary << "A=[num2text(atot,10)] P=[num2text(ptot,10)] V=[num2text(vtot,10)] C=[num2text(ctot,10)] : Total=[num2text(tot,10)]"
*/
/mob/verb/Revive()
set category = "Debug"
if(Debug)
adjustFireLoss(0 - getBruteLoss())
setToxLoss(0)
adjustBruteLoss(0 - getBruteLoss())
setOxyLoss(0)
paralysis = 0
stunned = 0
weakened = 0
health = 100
if(stat > 1) stat=0
disabilities = initial(disabilities)
sdisabilities = initial(sdisabilities)
for(var/datum/organ/external/e in src)
e.brute_dam = 0.0
e.burn_dam = 0.0
e.bandaged = 0.0
e.wound_size = 0.0
e.max_damage = initial(e.max_damage)
e.broken = 0
e.destroyed = 0
e.perma_injury = 0
e.update_icon()
if(src.type == /mob/living/carbon/human)
var/mob/living/carbon/human/H = src
H.update_body()
H.UpdateDamageIcon()
else
alert("Debugging off")
return
/mob/verb/Smoke()
set category = "Debug"
if(Debug)
var/obj/effect/smoke/O = new /obj/effect/smoke( src.loc )
O.dir = pick(NORTH, SOUTH, EAST, WEST)
spawn( 0 )
O.Life()
else
alert("Debugging off")
return
/mob/verb/revent(number as num)
set category = "Debug"
set name = "Change event %"
if(!src.holder)
src << "Only administrators may use this command."
return
if(src.holder)
eventchance = number
log_admin("[src.key] set the random event chance to [eventchance]%")
message_admins("[src.key] set the random event chance to [eventchance]%")
/* Does nothing but blow up the station.
/mob/verb/funbutton()
set category = "Admin"
set name = "Random Expl.(REMOVE ME)"
if(!src.holder)
src << "Only administrators may use this command."
return
for(var/turf/T in world)
if(prob(4) && T.z == 1 && istype(T,/turf/station/floor))
spawn(50+rand(0,3000))
var/obj/item/weapon/tank/plasmatank/pt = new /obj/item/weapon/tank/plasmatank( T )
pt.gas.temperature = 400+T0C
pt.ignite()
for(var/turf/P in view(3, T))
if (P.poison)
P.poison = 0
P.oldpoison = 0
P.tmppoison = 0
P.oxygen = 755985
P.oldoxy = 755985
P.tmpoxy = 755985
usr << "\blue Blowing up station ..."
world << "[usr.key] has used boom boom boom shake the room"
*/
/mob/verb/removeplasma()
set category = "Debug"
set name = "Stabilize Atmos."
if(!src.holder)
src << "Only administrators may use this command."
return
spawn(0)
for(var/turf/T in view())
T.poison = 0
T.oldpoison = 0
T.tmppoison = 0
T.oxygen = 755985
T.oldoxy = 755985
T.tmpoxy = 755985
T.co2 = 14.8176
T.oldco2 = 14.8176
T.tmpco2 = 14.8176
T.n2 = 2.844e+006
T.on2 = 2.844e+006
T.tn2 = 2.844e+006
T.tsl_gas = 0
T.osl_gas = 0
T.sl_gas = 0
T.temp = 293.15
T.otemp = 293.15
T.ttemp = 293.15
/mob/verb/fire(turf/T as turf in world)
set category = "Special Verbs"
set name = "Create Fire"
if(!src.holder)
src << "Only administrators may use this command."
return
world << "[usr.key] created fire"
spawn(0)
T.poison += 30000000
T.firelevel = T.poison
/mob/verb/co2(turf/T as turf in world)
set category = "Special Verbs"
set name = "Create CO2"
if(!src.holder)
src << "Only administrators may use this command."
return
world << "[usr.key] created CO2"
spawn(0)
T.co2 += 300000000
/mob/verb/n2o(turf/T as turf in world)
set category = "Special Verbs"
set name = "Create N2O"
if(!src.holder)
src << "Only administrators may use this command."
return
world << "[usr.key] created N2O"
spawn(0)
T.sl_gas += 30000000
/mob/verb/explosion(T as obj|mob|turf in world)
set category = "Special Verbs"
set name = "Create Explosion"
if(!src.holder)
src << "Only administrators may use this command."
return
world << "[usr.key] created an explosion"
var/obj/item/weapon/tank/plasmatank/pt = new /obj/item/weapon/tank/plasmatank( T )
playsound(pt.loc, "explosion", 100, 1,3)
playsound(pt.loc, 'sound/effects/explosionfar.ogg', 100, 1,10)
pt.gas.temperature = 500+T0C
pt.ignite()
+60
View File
@@ -0,0 +1,60 @@
/mob/living/silicon/ai/proc/lockdown()
set category = "AI Commands"
set name = "Lockdown"
if(usr.stat == 2)
usr <<"You cannot initiate lockdown because you are dead!"
return
src << "<b>Initiating lockdowns has been disabled due to system stress.</b>"
// Commented this out to disable Lockdowns -- TLE
/* world << "\red Lockdown initiated by [usr.name]!"
for(var/obj/machinery/firealarm/FA in world) //activate firealarms
spawn( 0 )
if(FA.lockdownbyai == 0)
FA.lockdownbyai = 1
FA.alarm()
for(var/obj/machinery/door/airlock/AL in world) //close airlocks
spawn( 0 )
if(AL.canAIControl() && AL.icon_state == "door0" && AL.lockdownbyai == 0)
AL.close()
AL.lockdownbyai = 1
var/obj/machinery/computer/communications/C = locate() in world
if(C)
C.post_status("alert", "lockdown")
*/
/* src.verbs -= /mob/living/silicon/ai/proc/lockdown
src.verbs += /mob/living/silicon/ai/proc/disablelockdown
usr << "\red Disable lockdown command enabled!"
winshow(usr,"rpane",1)
*/
/mob/living/silicon/ai/proc/disablelockdown()
set category = "AI Commands"
set name = "Disable Lockdown"
if(usr.stat == 2)
usr <<"You cannot disable lockdown because you are dead!"
return
world << "\red Lockdown cancelled by [usr.name]!"
for(var/obj/machinery/firealarm/FA in world) //deactivate firealarms
spawn( 0 )
if(FA.lockdownbyai == 1)
FA.lockdownbyai = 0
FA.reset()
for(var/obj/machinery/door/airlock/AL in world) //open airlocks
spawn ( 0 )
if(AL.canAIControl() && AL.lockdownbyai == 1)
AL.open()
AL.lockdownbyai = 0
/* src.verbs -= /mob/living/silicon/ai/proc/disablelockdown
src.verbs += /mob/living/silicon/ai/proc/lockdown
usr << "\red Disable lockdown command removed until lockdown initiated again!"
winshow(usr,"rpane",1)
*/
+463
View File
@@ -0,0 +1,463 @@
/obj/machinery/sec_lock//P'sure this was part of the tunnel
name = "Security Pad"
desc = "A lock, for doors. Used by security."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "sec_lock"
var/obj/item/weapon/card/id/scan = null
var/a_type = 0.0
var/obj/machinery/door/d1 = null
var/obj/machinery/door/d2 = null
anchored = 1.0
req_access = list(access_brig)
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/move/airtunnel/process()
if (!( src.deployed ))
return null
else
..()
return
/obj/move/airtunnel/connector/create()
src.current = src
src.next = new /obj/move/airtunnel( null )
src.next.master = src.master
src.next.previous = src
spawn( 0 )
src.next.create(airtunnel_start - airtunnel_stop, src.y)
return
return
/obj/move/airtunnel/connector/wall/create()
src.current = src
src.next = new /obj/move/airtunnel/wall( null )
src.next.master = src.master
src.next.previous = src
spawn( 0 )
src.next.create(airtunnel_start - airtunnel_stop, src.y)
return
return
/obj/move/airtunnel/connector/wall/process()
return
/obj/move/airtunnel/wall/create(num, y_coord)
if (((num < 7 || (num > 16 && num < 23)) && y_coord == airtunnel_bottom))
src.next = new /obj/move/airtunnel( null )
else
src.next = new /obj/move/airtunnel/wall( null )
src.next.master = src.master
src.next.previous = src
if (num > 1)
spawn( 0 )
src.next.create(num - 1, y_coord)
return
return
/obj/move/airtunnel/wall/move_right()
flick("wall-m", src)
return ..()
/obj/move/airtunnel/wall/move_left()
flick("wall-m", src)
return ..()
/obj/move/airtunnel/wall/process()
return
/obj/move/airtunnel/proc/move_left()
src.relocate(get_step(src, WEST))
if ((src.next && src.next.deployed))
return src.next.move_left()
else
return src.next
return
/obj/move/airtunnel/proc/move_right()
src.relocate(get_step(src, EAST))
if ((src.previous && src.previous.deployed))
src.previous.move_right()
return src.previous
/obj/move/airtunnel/proc/create(num, y_coord)
if (y_coord == airtunnel_bottom)
if ((num < 7 || (num > 16 && num < 23)))
src.next = new /obj/move/airtunnel( null )
else
src.next = new /obj/move/airtunnel/wall( null )
else
src.next = new /obj/move/airtunnel( null )
src.next.master = src.master
src.next.previous = src
if (num > 1)
spawn( 0 )
src.next.create(num - 1, y_coord)
return
return
/obj/machinery/at_indicator/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
if(3.0)
if (prob(25))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
else
return
/obj/machinery/at_indicator/blob_act()
if (prob(75))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
/obj/machinery/at_indicator/proc/update_icon()
if(stat & (BROKEN|NOPOWER))
icon_state = "reader_broken"
return
var/status = 0
if (SS13_airtunnel.operating == 1)
status = "r"
else
if (SS13_airtunnel.operating == 2)
status = "e"
else
if(!SS13_airtunnel.connectors)
return
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
status = 0
else
if (!( C.current.next ))
status = 2
else
status = 1
src.icon_state = text("reader[][]", (SS13_airtunnel.siphon_status == 2 ? "1" : "0"), status)
return
/obj/machinery/at_indicator/process()
if(stat & (NOPOWER|BROKEN))
src.update_icon()
return
use_power(5, ENVIRON)
src.update_icon()
return
/obj/machinery/computer/airtunnel/attack_paw(user as mob)
return src.attack_hand(user)
obj/machinery/computer/airtunnel/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/computer/airtunnel/attack_hand(var/mob/user as mob)
if(..())
return
var/dat = "<HTML><BODY><TT><B>Air Tunnel Controls</B><BR>"
user.machine = src
if (SS13_airtunnel.operating == 1)
dat += "<B>Status:</B> RETRACTING<BR>"
else
if (SS13_airtunnel.operating == 2)
dat += "<B>Status:</B> EXPANDING<BR>"
else
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
dat += "<B>Status:</B> Fully Retracted<BR>"
else
if (!( C.current.next ))
dat += "<B>Status:</B> Fully Extended<BR>"
else
dat += "<B>Status:</B> Stopped Midway<BR>"
dat += text("<A href='?src=\ref[];retract=1'>Retract</A> <A href='?src=\ref[];stop=1'>Stop</A> <A href='?src=\ref[];extend=1'>Extend</A><BR>", src, src, src)
dat += text("<BR><B>Air Level:</B> []<BR>", (SS13_airtunnel.air_stat ? "Acceptable" : "DANGEROUS"))
dat += "<B>Air System Status:</B> "
switch(SS13_airtunnel.siphon_status)
if(0.0)
dat += "Stopped "
if(1.0)
dat += "Siphoning (Siphons only) "
if(2.0)
dat += "Regulating (BOTH) "
if(3.0)
dat += "RELEASING MAX (Siphons only) "
else
dat += text("<A href='?src=\ref[];refresh=1'>(Refresh)</A><BR>", src)
dat += text("<A href='?src=\ref[];release=1'>RELEASE (Siphons only)</A> <A href='?src=\ref[];siphon=1'>Siphon (Siphons only)</A> <A href='?src=\ref[];stop_siph=1'>Stop</A> <A href='?src=\ref[];auto=1'>Regulate</A><BR>", src, src, src, src)
dat += text("<BR><BR><A href='?src=\ref[];mach_close=computer'>Close</A></TT></BODY></HTML>", user)
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/airtunnel/proc/update_icon()
if(stat & BROKEN)
icon_state = "broken"
return
if(stat & NOPOWER)
icon_state = "c_unpowered"
return
var/status = 0
if (SS13_airtunnel.operating == 1)
status = "r"
else
if (SS13_airtunnel.operating == 2)
status = "e"
else
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
status = 0
else
if (!( C.current.next ))
status = 2
else
status = 1
src.icon_state = text("console[][]", (SS13_airtunnel.siphon_status >= 2 ? "1" : "0"), status)
return
/obj/machinery/computer/airtunnel/process()
src.update_icon()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
src.updateUsrDialog()
return
/obj/machinery/computer/airtunnel/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon))))
usr.machine = src
if (href_list["retract"])
SS13_airtunnel.retract()
else if (href_list["stop"])
SS13_airtunnel.operating = 0
else if (href_list["extend"])
SS13_airtunnel.extend()
else if (href_list["release"])
SS13_airtunnel.siphon_status = 3
SS13_airtunnel.siphons()
else if (href_list["siphon"])
SS13_airtunnel.siphon_status = 1
SS13_airtunnel.siphons()
else if (href_list["stop_siph"])
SS13_airtunnel.siphon_status = 0
SS13_airtunnel.siphons()
else if (href_list["auto"])
SS13_airtunnel.siphon_status = 2
SS13_airtunnel.siphons()
else if (href_list["refresh"])
SS13_airtunnel.siphons()
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/sec_lock/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/attack_hand(var/mob/user as mob)
if(..())
return
use_power(10)
if (src.loc == user.loc)
var/dat = text("<B>Security Pad:</B><BR>\nKeycard: []<BR>\n<A href='?src=\ref[];door1=1'>Toggle Outer Door</A><BR>\n<A href='?src=\ref[];door2=1'>Toggle Inner Door</A><BR>\n<BR>\n<A href='?src=\ref[];em_cl=1'>Emergency Close</A><BR>\n<A href='?src=\ref[];em_op=1'>Emergency Open</A><BR>", (src.scan ? text("<A href='?src=\ref[];card=1'>[]</A>", src, src.scan.name) : text("<A href='?src=\ref[];card=1'>-----</A>", src)), src, src, src, src)
user << browse(dat, "window=sec_lock")
onclose(user, "sec_lock")
return
/obj/machinery/sec_lock/attackby(nothing, user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/New()
..()
spawn( 2 )
if (src.a_type == 1)
src.d2 = locate(/obj/machinery/door, locate(src.x - 2, src.y - 1, src.z))
src.d1 = locate(/obj/machinery/door, get_step(src, SOUTHWEST))
else
if (src.a_type == 2)
src.d2 = locate(/obj/machinery/door, locate(src.x - 2, src.y + 1, src.z))
src.d1 = locate(/obj/machinery/door, get_step(src, NORTHWEST))
else
src.d1 = locate(/obj/machinery/door, get_step(src, SOUTH))
src.d2 = locate(/obj/machinery/door, get_step(src, SOUTHEAST))
return
return
/obj/machinery/sec_lock/Topic(href, href_list)
if(..())
return
if ((!( src.d1 ) || !( src.d2 )))
usr << "\red Error: Cannot interface with door security!"
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon))))
usr.machine = src
if (href_list["card"])
if (src.scan)
src.scan.loc = src.loc
src.scan = null
else
var/obj/item/weapon/card/id/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
src.scan = I
if (href_list["door1"])
if (src.scan)
if (src.check_access(src.scan))
if (src.d1.density)
spawn( 0 )
src.d1.open()
return
else
spawn( 0 )
src.d1.close()
return
if (href_list["door2"])
if (src.scan)
if (src.check_access(src.scan))
if (src.d2.density)
spawn( 0 )
src.d2.open()
return
else
spawn( 0 )
src.d2.close()
return
if (href_list["em_cl"])
if (src.scan)
if (src.check_access(src.scan))
if (!( src.d1.density ))
src.d1.close()
return
sleep(1)
spawn( 0 )
if (!( src.d2.density ))
src.d2.close()
return
if (href_list["em_op"])
if (src.scan)
if (src.check_access(src.scan))
spawn( 0 )
if (src.d1.density)
src.d1.open()
return
sleep(1)
spawn( 0 )
if (src.d2.density)
src.d2.open()
return
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/datum/air_tunnel/air_tunnel1/New()
..()
for(var/obj/move/airtunnel/A in locate(/area/airtunnel1))
A.master = src
A.create()
src.connectors += A
//Foreach goto(21)
return
/datum/air_tunnel/proc/siphons()
switch(src.siphon_status)
if(0.0)
for(var/obj/machinery/atmoalter/siphs/S in locate(/area/airtunnel1))
S.t_status = 3
if(1.0)
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/S in locate(/area/airtunnel1))
S.t_status = 2
S.t_per = 1000000.0
for(var/obj/machinery/atmoalter/siphs/scrubbers/S in locate(/area/airtunnel1))
S.t_status = 3
if(2.0)
for(var/obj/machinery/atmoalter/siphs/S in locate(/area/airtunnel1))
S.t_status = 4
if(3.0)
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/S in locate(/area/airtunnel1))
S.t_status = 1
S.t_per = 1000000.0
for(var/obj/machinery/atmoalter/siphs/scrubbers/S in locate(/area/airtunnel1))
S.t_status = 3
else
return
/datum/air_tunnel/proc/stop()
src.operating = 0
return
/datum/air_tunnel/proc/extend()
if (src.operating)
return
spawn(0)
src.operating = 2
while(src.operating == 2)
var/ok = 1
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (!( A.current.next ))
src.operating = 0
return
if (!( A.move_left() ))
ok = 0
if (!( ok ))
src.operating = 0
else
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (A.current)
A.current.next.loc = get_step(A.current.loc, EAST)
A.current = A.current.next
A.current.deployed = 1
else
src.operating = 0
sleep(20)
return
/datum/air_tunnel/proc/retract()
if (src.operating)
return
spawn(0)
src.operating = 1
while(src.operating == 1)
var/ok = 1
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (A.current == A)
src.operating = 0
return
if (A.current)
A.current.loc = null
A.current.deployed = 0
A.current = A.current.previous
else
ok = 0
if (!( ok ))
src.operating = 0
else
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (!( A.current.move_right() ))
src.operating = 0
sleep(20)
return
+951
View File
@@ -0,0 +1,951 @@
/*/obj/item/assembly
name = "assembly"
icon = 'icons/obj/assemblies.dmi'
item_state = "assembly"
var/status = 0.0
throwforce = 10
w_class = 3.0
throw_speed = 4
throw_range = 10
/obj/item/assembly/a_i_a
name = "Health-Analyzer/Igniter/Armor Assembly"
desc = "A health-analyzer, igniter and armor assembly."
icon_state = "armor-igniter-analyzer"
var/obj/item/device/healthanalyzer/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/clothing/suit/armor/vest/part3 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/m_i_ptank
desc = "A very intricate igniter and proximity sensor electrical assembly mounted onto top of a plasma tank."
name = "Proximity/Igniter/Plasma Tank Assembly"
icon_state = "prox-igniter-tank0"
var/obj/item/device/prox_sensor/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/weapon/tank/plasma/part3 = null
status = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/prox_ignite
name = "Proximity/Igniter Assembly"
desc = "A proximity-activated igniter assembly."
icon_state = "prox-igniter0"
var/obj/item/device/prox_sensor/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/r_i_ptank
desc = "A very intricate igniter and signaller electrical assembly mounted onto top of a plasma tank."
name = "Radio/Igniter/Plasma Tank Assembly"
icon_state = "radio-igniter-tank"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/weapon/tank/plasma/part3 = null
status = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/anal_ignite
name = "Health-Analyzer/Igniter Assembly"
desc = "A health-analyzer igniter assembly."
icon_state = "timer-igniter0"
var/obj/item/device/healthanalyzer/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
/obj/item/assembly/time_ignite
name = "Timer/Igniter Assembly"
desc = "A timer-activated igniter assembly."
icon_state = "timer-igniter0"
var/obj/item/device/timer/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/t_i_ptank
desc = "A very intricate igniter and timer assembly mounted onto top of a plasma tank."
name = "Timer/Igniter/Plasma Tank Assembly"
icon_state = "timer-igniter-tank0"
var/obj/item/device/timer/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/weapon/tank/plasma/part3 = null
status = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_ignite
name = "Radio/Igniter Assembly"
desc = "A radio-activated igniter assembly."
icon_state = "radio-igniter"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_infra
name = "Signaller/Infrared Assembly"
desc = "An infrared-activated radio signaller"
icon_state = "infrared-radio0"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/infra/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_prox
name = "Signaller/Prox Sensor Assembly"
desc = "A proximity-activated radio signaller."
icon_state = "prox-radio0"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/prox_sensor/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_time
name = "Signaller/Timer Assembly"
desc = "A radio signaller activated by a count-down timer."
icon_state = "timer-radio0"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/timer/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
*/
/obj/item/assembly/time_ignite/premade/New()
..()
part1 = new(src)
part2 = new(src)
part1.master = src
part2.master = src
//part2.status = 0
/obj/item/assembly/time_ignite/Del()
del(part1)
del(part2)
..()
/obj/item/assembly/time_ignite/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/time_ignite/receive_signal()
if (!status)
return
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.Activate()
return
/obj/effect/decal/ash/attack_hand(mob/user as mob)
usr << "\blue The ashes slip through your fingers."
del(src)
return
/obj/item/assembly/time_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part1.master = null
src.part1 = null
src.part2.loc = T
src.part2.master = null
src.part2 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The timer is now secured!", 1)
else
user.show_message("\blue The timer is now unsecured!", 1)
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/time_ignite/c_state(n)
src.icon_state = text("timer-igniter[]", n)
return
//***********
/obj/item/assembly/anal_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part1.master = null
src.part1 = null
src.part2.loc = T
src.part2.master = null
src.part2 = null
del(src)
return
if (( istype(W, /obj/item/weapon/screwdriver) ))
src.status = !( src.status )
if (src.status)
user.show_message("\blue The analyzer is now secured!", 1)
else
user.show_message("\blue The analyzer is now unsecured!", 1)
src.part2.secured = src.status
src.add_fingerprint(user)
if(( istype(W, /obj/item/clothing/suit/armor/vest) ) && src.status)
var/obj/item/assembly/a_i_a/R = new
R.part1 = part1
R.part1.master = R
part1 = null
R.part2 = part2
R.part2.master = R
part2 = null
user.put_in_hand(R)
user.before_take_item(W)
R.part3 = W
R.part3.master = R
del(src)
/* WTF THIS SHIT? It is working? Shouldn't. --rastaf0
W.loc = R
R.part1 = W
R.part2 = W
W.layer = initial(W.layer)
if (user.client)
user.client.screen -= W
if (user.r_hand == W)
user.u_equip(W)
user.r_hand = R
else
user.u_equip(W)
user.l_hand = R
W.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part3 = src
R.layer = 20
R.loc = user
src.add_fingerprint(user)
*/
return
/* else if ((istype(W, /obj/item/device/timer) && !( src.status )))
var/obj/item/assembly/time_ignite/R = new /obj/item/assembly/time_ignite( user )
W.loc = R
R.part1 = W
W.layer = initial(W.layer)
if (user.client)
user.client.screen -= W
if (user.r_hand == W)
user.u_equip(W)
user.r_hand = R
else
user.u_equip(W)
user.l_hand = R
W.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part2 = src
R.layer = 20
R.loc = user
src.add_fingerprint(user)
*/
/obj/item/assembly/proc/c_state(n, O as obj)
return
/obj/item/assembly/a_i_a/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part1.master = null
src.part1 = null
src.part2.loc = T
src.part2.master = null
src.part2 = null
src.part3.loc = T
src.part3.master = null
src.part3 = null
del(src)
return
if (( istype(W, /obj/item/weapon/screwdriver) ))
if (!src.status && (!part1||!part2||!part3))
user << "\red You cannot finish the assembly, not all components are in place!"
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The armor is now secured!", 1)
else
user.show_message("\blue The armor is now unsecured!", 1)
src.add_fingerprint(user)
/obj/item/assembly/a_i_a/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
del(src.part3)
..()
return
//*****
/obj/item/assembly/rad_time/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/rad_time/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The signaler is now secured!", 1)
else
user.show_message("\blue The signaler is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_time/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_time/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
//*******************
/obj/item/assembly/rad_prox/c_state(n)
src.icon_state = "prox-radio[n]"
return
/obj/item/assembly/rad_prox/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/rad_prox/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
src.part2.sense()
return
/obj/item/assembly/rad_prox/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The proximity sensor is now secured!", 1)
else
user.show_message("\blue The proximity sensor is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_prox/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_prox/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
/obj/item/assembly/rad_prox/Move()
..()
src.part2.sense()
return
/obj/item/assembly/rad_prox/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/assembly/rad_prox/dropped()
spawn( 0 )
src.part2.sense()
return
return
//************************
/obj/item/assembly/rad_infra/c_state(n)
src.icon_state = text("infrared-radio[]", n)
return
/obj/item/assembly/rad_infra/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/rad_infra/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The infrared laser is now secured!", 1)
else
user.show_message("\blue The infrared laser is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_infra/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_infra/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
/obj/item/assembly/rad_infra/verb/rotate()
set name = "Rotate Assembly"
set category = "Object"
set src in usr
src.dir = turn(src.dir, 90)
src.part2.dir = src.dir
src.add_fingerprint(usr)
return
/obj/item/assembly/rad_infra/Move()
var/t = src.dir
..()
src.dir = t
//src.part2.first = null
del(src.part2.first)
return
/obj/item/assembly/rad_infra/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/assembly/rad_infra/attack_hand(M)
del(src.part2.first)
..()
return
/obj/item/assembly/prox_ignite/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12 && src.part1)
src.part1.sense()
return
/obj/item/assembly/prox_ignite/dropped()
spawn( 0 )
src.part1.sense()
return
return
/obj/item/assembly/prox_ignite/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/prox_ignite/c_state(n)
src.icon_state = text("prox-igniter[]", n)
return
/obj/item/assembly/prox_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The proximity sensor is now secured! The igniter now works!", 1)
else
user.show_message("\blue The proximity sensor is now unsecured! The igniter will not work.", 1)
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/prox_ignite/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/prox_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.Activate()
return
/obj/item/assembly/rad_ignite/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/rad_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The radio is now secured! The igniter now works!", 1)
else
user.show_message("\blue The radio is now unsecured! The igniter will not work.", 1)
src.part2.secured = src.status
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_ignite/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.Activate()
return
/obj/item/assembly/m_i_ptank/c_state(n)
src.icon_state = text("prox-igniter-tank[]", n)
return
/obj/item/assembly/m_i_ptank/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12 && src.part1)
src.part1.sense()
return
//*****RM
/obj/item/assembly/m_i_ptank/Bump(atom/O)
spawn(0)
//world << "miptank bumped into [O]"
if(src.part1.secured)
//world << "sending signal"
receive_signal()
else
//world << "not active"
..()
/obj/item/assembly/m_i_ptank/proc/prox_check()
if(!part1 || !part1.secured)
return
for(var/atom/A in view(1, src.loc))
if(A!=src && !istype(A, /turf/space) && !isarea(A))
//world << "[A]:[A.type] was sensed"
src.part1.sense()
break
spawn(10)
prox_check()
//*****
/obj/item/assembly/m_i_ptank/dropped()
spawn( 0 )
part1.sense()
return
return
/obj/item/assembly/m_i_ptank/examine()
..()
part3.examine()
/obj/item/assembly/m_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/m_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/prox_ignite/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part3)
else
part3.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool)&&W:welding ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/m_i_ptank/attack_self(mob/user as mob)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
src.part1.attack_self(user, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/m_i_ptank/receive_signal()
//world << "miptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
src.part1.secured = 0.0
return
/obj/item/assembly/m_i_ptank/emp_act(severity)
if(istype(part3,/obj/item/weapon/tank/plasma) && prob(100/severity))
part3.ignite()
..()
//*****RM
/obj/item/assembly/t_i_ptank/c_state(n)
src.icon_state = text("timer-igniter-tank[]", n)
return
/obj/item/assembly/t_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/t_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/t_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/time_ignite/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part3)
else
part3.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
if(src)
src.status = 0
bombers += "[key_name(user)] unwelded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/t_i_ptank/attack_self(mob/user as mob)
src.part1.attack_self(user, 1)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/t_i_ptank/receive_signal()
//world << "tiptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
return
/obj/item/assembly/t_i_ptank/emp_act(severity)
if(istype(part3,/obj/item/weapon/tank/plasma) && prob(100/severity))
part3.ignite()
..()
/obj/item/assembly/r_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/r_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/r_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/rad_ignite/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part3)
else
part3.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.secured = src.status
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/emp_act(severity)
if(istype(part3,/obj/item/weapon/tank/plasma) && prob(100/severity))
part3.ignite()
..()
/obj/item/clothing/suit/armor/a_i_a_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part4.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/a_i_a/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
R.part3 = src.part3
R.part3.master = R
R.part3.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part4)
else
part4.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
src.part4 = null
del(src)
return
if (( istype(W, /obj/item/weapon/weldingtool) && W:welding))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
// src.part3.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/attack_self(mob/user as mob)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
src.part1.attack_self(user, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/receive_signal()
//world << "riptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
return
//*****RM
+105
View File
@@ -0,0 +1,105 @@
/obj/item/device/gps
name = "GPS"
icon = 'icons/obj/device.dmi'
icon_state = "pinoff"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
w_class = 2.0
item_state = "electronic"
throw_speed = 4
throw_range = 20
m_amt = 500
var/obj/effect/ship_landing_beacon/beacon = null
var/active = 0
attack_self()
if(!active)
active = 1
work()
usr << "\blue You activate the GPS"
else
active = 0
icon_state = "pinoff"
usr << "\blue You deactivate the GPS"
proc/work()
while(active)
if(!beacon)
for(var/obj/effect/ship_landing_beacon/B in world)
if(B.name == "Beacon - SS13")
beacon = B
break
if(!beacon)
usr << "\red Unable to detect beacon signal."
active = 0
icon_state = "pinonnull"
return
if(!istype(src.loc, /turf) && !istype(src.loc, /mob))
usr << "\red Too much interference. Please hold the device in hand or place it on belt."
active = 0
icon_state = "pinonnull"
return
src.icon_state = "pinonfar"
var/atom/cur_loc = src.loc
if(cur_loc.z == beacon.z)
src.dir = get_dir(cur_loc,beacon)
else
var/list/beacon_global_loc = beacon.get_global_map_pos()
var/list/src_global_loc = cur_loc.get_global_map_pos()
if(beacon_global_loc && src_global_loc)
var/hor_dir = 0
var/ver_dir = 0
if(beacon_global_loc["x"]>src_global_loc["x"])
hor_dir = EAST
else if(beacon_global_loc["x"]<src_global_loc["x"])
hor_dir = WEST
if(beacon_global_loc["y"]>src_global_loc["y"])
ver_dir = NORTH
else if(beacon_global_loc["y"]<src_global_loc["y"])
ver_dir = SOUTH
src.dir = hor_dir|ver_dir
sleep(5)
/obj/item/weapon/storage/explorers_box
name = "SpaceFriend(tm)"
icon_state = "box"
desc = "Everything a dashing space explorer would want to have near in the grim darkness of... whatever."
/obj/item/weapon/storage/explorers_box/New()
..()
new /obj/item/device/radio/beacon(src)
new /obj/item/device/gps(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
new /obj/item/weapon/reagent_containers/food/snacks/chips(src)
new /obj/item/weapon/storage/fancy/cigarettes(src)
var/obj/item/weapon/reagent_containers/pill/P = new/obj/item/weapon/reagent_containers/pill(src)
P.reagents.add_reagent("nutriment", 500)
P.name = "Cyanide pill"
return
/obj/effect/ship_landing_beacon
icon = 'craft.dmi'
icon_state = "beacon"
name = "Beacon"
var/active = 0
proc
deploy()
if(active)
return
src.active = 1
src.anchored = 1
deactivate()
if(!active)
return
src.active = 0
src.anchored = 0
+168
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@@ -0,0 +1,168 @@
/*
/client/proc/authorize()
set name = "Authorize"
if (src.authenticating)
return
if (!config.enable_authentication)
src.authenticated = 1
return
src.authenticating = 1
spawn (rand(4, 18))
var/result = world.Export("http://byond.lljk.net/status/?key=[src.ckey]")
var/success = 0
if(lowertext(result["STATUS"]) == "200 ok")
var/content = file2text(result["CONTENT"])
var/pos = findtext(content, " ")
var/code
var/account = ""
if (!pos)
code = lowertext(content)
else
code = lowertext(copytext(content, 1, pos))
account = copytext(content, pos + 1)
if (code == "ok" && account)
src.verbs -= /client/proc/authorize
src.authenticated = account
src << "Key authorized: Hello [html_encode(account)]!"
src << "\blue[auth_motd]"
success = 1
if (!success)
src.verbs += /client/proc/authorize
src << "Failed to authenticate your key."
src << "If you have not already authorize it at http://byond.lljk.net/ - your BYOND key is [src.key]."
src << "Try again using the <b>Authorize</b> command, sometimes the server will hiccup and not correctly authorize."
src << "\blue[no_auth_motd]"
src.authenticating = 0
*/
/* The old goon auth/beta code is here
/client/proc/beta_tester_auth()
set name = "Tester?"
/*if(istester(src))
src << "\blue <B>Key accepted as beta tester</B>"
else
src << "\red<B>Key not accepted as beta tester. You may only observe the rounds. */
/client/proc/goonauth()
set name = "Goon?"
if (src.authenticating)
return
if(isgoon(src))
src.goon = goon_keylist[src.ckey]
src.verbs -= /client/proc/goonauth
src << "Key authorized: Hello [goon_keylist[src.ckey]]!"
src << "\blue[auth_motd]"
return
if (config.enable_authentication) //so that this verb isn't used when its goon only
if(src.authenticated && src.authenticated != 1)
src.goon = src.authenticated
src.verbs -= /client/proc/goonauth
src << "Key authorized: Hello [src.goon]!"
src << "\blue[auth_motd]"
else
src << "Please authorize first"
return
src.authenticating = 1
spawn (rand(4, 18))
var/result = world.Export("http://byond.lljk.net/status/?key=[src.ckey]")
var/success = 0
if(lowertext(result["STATUS"]) == "200 ok")
var/content = file2text(result["CONTENT"])
var/pos = findtext(content, " ")
var/code
var/account = ""
if (!pos)
code = lowertext(content)
else
code = lowertext(copytext(content, 1, pos))
account = copytext(content, pos + 1)
if (code == "ok" && account)
src.verbs -= /client/proc/goonauth
src.goon = account
src << "Key authorized: Hello [html_encode(account)]!"
src << "\blue[auth_motd]"
success = 1
goon_key(src.ckey, account)
if (!success)
src.verbs += /client/proc/goonauth
//src << "Failed"
src << "\blue[no_auth_motd]"
src.authenticating = 0
var/goon_keylist[0]
var/list/beta_tester_keylist
/proc/beta_tester_loadfile()
beta_tester_keylist = new/list()
var/text = file2text("config/testers.txt")
if (!text)
diary << "Failed to load config/testers.txt\n"
else
var/list/lines = dd_text2list(text, "\n")
for(var/line in lines)
if (!line)
continue
var/tester_key = copytext(line, 1, 0)
beta_tester_keylist.Add(tester_key)
/proc/goon_loadfile()
var/savefile/S=new("data/goon.goon")
S["key[0]"] >> goon_keylist
log_admin("Loading goon_keylist")
if (!length(goon_keylist))
goon_keylist=list()
log_admin("goon_keylist was empty")
/proc/goon_savefile()
var/savefile/S=new("data/goon.goon")
S["key[0]"] << goon_keylist
/proc/goon_key(key as text,account as text)
var/ckey=ckey(key)
if (!goon_keylist.Find(ckey))
goon_keylist.Add(ckey)
goon_keylist[ckey] = account
goon_savefile()
/proc/isgoon(X)
if (istype(X,/mob)) X=X:ckey
if (istype(X,/client)) X=X:ckey
if ((ckey(X) in goon_keylist)) return 1
else return 0
/proc/istester(X)
if (istype(X,/mob)) X=X:ckey
if (istype(X,/client)) X=X:ckey
if ((ckey(X) in beta_tester_keylist)) return 1
else return 0
/proc/remove_goon(key as text)
var/ckey=ckey(key)
if (key && goon_keylist.Find(ckey))
goon_keylist.Remove(ckey)
goon_savefile()
return 1
return 0
*/
+1
View File
@@ -0,0 +1 @@
mob/living/carbon/beast
+16
View File
@@ -0,0 +1,16 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
datum/bodypart
var/name = "unidentified bodypart"
var/health = 50
datum/bodypart/body
health = 100
datum/bodypart/head
health = 30
datum/bodypart/limb
datum/bodypart/tail
health = 15
+13
View File
@@ -0,0 +1,13 @@
/*
var/mob/dead/phantasm/P = new (src.loc)
for(var/obj/O in src.contents) // Where src is a mob
if(istype(O, /obj/item)) // Only remember carried items (sanity checking, mostly)
src.u_equip(O) // Unequip the item if we're wearing it
if (src.client)
src.client.screen -= O // Clear out any overlays the item added, notably in the equip windows
O.loc = src.loc // Honestly not sure if these two steps are necessary
O.dropped(src) // but they seem to occur everywhere else in the code, so we're not taking any chances.
O.layer = initial(O.layer)
O.loc = P // Add the item to the phantasm's inventory
src.Death(0)
*/
+156
View File
@@ -0,0 +1,156 @@
/*
This is a kitchen appliance to go along with the processor and the microwave. The Blender is for food items that are mixes or purees.
Currently, the end products of the blender are not compatable with the microwave but I hope to fix that eventually.
Summary of Blender Code: It's basically a large reagent container and, like any other container, reactions can occur in it. However,
unlike a normal container, if you stick certain kinds of "blendable" items (ie. many food products), it'll convert the food item from
an object (which you can pick up and eat) into a reagent (which you can pour and drink). Containers with reagents in it can be poured
directly into the blender. Other food items will be converted into reagents by the blender. When deciding whether should be made with
the blender or the processor: Processor items are solid objects and Blender results are reagents.
*/
/obj/machinery/blender
name = "Blender"
desc = "A kitchen appliance used to blend stuff."
icon = 'icons/obj/kitchen.dmi'
icon_state = "blender_e"
density = 1
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 50
flags = OPENCONTAINER //So that you can pour stuff into it.
var/processing = 0 //This turns on (1) while it is processing so you don't accidentally get multiples from the same item.
var/container = 1 //Is there a jug attached? Could have been done with a for loop but it's less code this way.
New()
var/datum/reagents/R = new/datum/reagents(100) //Its large since you only get one.
reagents = R
R.my_atom = src
src.contents += new /obj/item/weapon/reagent_containers/glass/blender_jug(src)
src.container = "/obj/item/weapon/reagent_containers/glass/blender_jug" //Loads a jug into the blender.
on_reagent_change() //When the reagents change, change the icon as well.
update_icon()
update_icon() //Changes the icon depending on how full it is and whether it has the jug attached.
if(src.container)
switch(src.reagents.total_volume)
if(0)
src.icon_state = "blender_e" //Empty
if(1 to 75)
src.icon_state = "blender_h" //Some but not full
if(76 to 100)
src.icon_state = "blender_f" //Mostly full.
else
src.icon_state = "blender_d" //No jug. Should be redundant but just in case.
return
/obj/machinery/blender/attackby(var/obj/item/O as obj, var/mob/user as mob) //Attack it with an object.
if(src.contents.len >= 10 || src.reagents.total_volume >= 80) //Too full. Max 10 items or 80 units of reagent
user << "Too many items are already in the blending chamber."
else if(istype(O, /obj/item/weapon/reagent_containers/glass/blender_jug) && src.container == 0) //Load jug.
O.reagents.trans_to(src, O.reagents.total_volume)
del(O)
src.contents += new /obj/item/weapon/reagent_containers/glass/blender_jug(src)
//user.drop_item()
//O.loc = src
src.container = 1
src.flags = OPENCONTAINER
src.update_icon()
else if(src.container == 0) //No jug to load in to.
user << "There is no container to put [O] in to!"
else
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks)) //Will only blend food items. Add others in this else clause.
user.drop_item()
O.loc = src
user << "You drop the [O] into the blender."
else if (istype(O, /obj/item/weapon/plantbag)) //Allows plant bags to empty into the blender.
for (var/obj/item/weapon/reagent_containers/food/snacks/grown/G in O.contents)
O.contents -= G
G.loc = src
if(src.contents.len >= 10 || src.reagents.total_volume >= 80) //Sanity checking so the blender doesn't overfill
user << "You fill the blender to the brim."
break
if(src.contents.len < 10 && src.reagents.total_volume < 80)
user << "You empty the plant bag into the blender."
else
user << "That probably won't blend."
return 0
/obj/machinery/blender/verb/blend() //Blend shit. Note: In the actual blending loop, make sure it can't include the jug.
set category = "Object"
set name = "Turn Blender On"
set src in oview(1) // Otherwise, it'll try to blend it too.
if (usr.stat != 0)
return
if (src.stat != 0) //NOPOWER etc
return
if(src.processing)
usr << "\red The blender is in the process of blending."
return
if(!src.container)
usr << "\red The blender doesn't have an attached container!"
return
playsound(src.loc, 'sound/machines/blender.ogg', 50, 1)
src.processing = 1
usr << "\blue You turn on the blender."
use_power(250)
for(var/obj/O in src.contents)
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/soybeans)) // Mass balance law
src.reagents.add_reagent("soymilk", O.reagents.get_reagent_amount("nutriment"))
O.reagents.del_reagent("nutriment")
else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/tomato)) // Mass balance law
src.reagents.add_reagent("ketchup", O.reagents.get_reagent_amount("nutriment"))
O.reagents.del_reagent("nutriment")
else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/corn)) // Mass balance law
src.reagents.add_reagent("cornoil", O.reagents.get_reagent_amount("nutriment"))
O.reagents.del_reagent("nutriment")
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks)) //This is intentionally not an "else if"
O.reagents.trans_to(src, O.reagents.total_volume) //Think of it as the "pulp" leftover.
del(O)
src.processing = 0
usr << "The contents of the blender have been blended."
return
/obj/machinery/blender/verb/detach() //Transfers the contents of the Blender to the Blender Jug and then ejects the jug.
set category = "Object"
set name = "Detach Blender Jug"
set src in oview(1)
if (usr.stat != 0)
return
if(src.processing)
usr << "The blender is in the process of blending."
else if(!src.container)
usr << "There is nothing to detach!"
else
for(var/obj/O in src.contents) //Searches through the contents for the jug.
if(istype(O, /obj/item/weapon/reagent_containers/glass/blender_jug))
O.loc = get_turf(src)
src.reagents.trans_to(O, src.reagents.total_volume)
O = null
src.flags = null
src.icon_state = "blender_d"
usr << "You detatch the blending jug."
src.container = 0
return
/obj/machinery/blender/verb/eject() //Ejects the non-reagent contents of the blender besides the jug.
set category = "Object"
set name = "Empty Blender Jug"
set src in oview(1)
if (usr.stat != 0)
return
if(src.processing)
usr << "The blender is in the process of blending."
else if(!src.container)
usr << "There is nothing to eject!"
else
for(var/obj/O in src.contents)
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks))
O.loc = get_turf(src)
O = null
return
+83
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/proc/carpetsplosion(turf/location as turf,range = 10)
var/obj/effect/spreader/spreadEpicentre = new /obj/effect/spreader(location,range)
var/list/turf/spreadTurfs = list()
sleep(5)
for(var/obj/effect/spreader/spread in spreadEpicentre.spreadList)
spreadTurfs += get_turf(spread)
del(spreadEpicentre)
return
//DEBUG START
/obj/carpetnade
New()
..()
carpetsplosion(loc)
//DEBUG END
/obj/effect/spreader
var/list/obj/effect/spreader/spreadList = list()
/obj/effect/spreader/Del()
for(var/obj/effect/spreader/spread in spreadList)
if(spread != src)
del(spread)
..()
/obj/effect/spreader/New(location,var/amount = 1,obj/effects/spreader/source = src) //just a copypaste job from foam
if(amount <= 0)
del(src)
return
else
..()
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!T)
continue
if(!T.Enter(src))
continue
var/obj/effect/spreader/S = locate() in T
if(S)
continue
new /obj/effect/spreader(T,amount-1,source)
source.spreadList += src
/*
/obj/effect/foam/proc/process()
if(--amount < 0)
return
while(expand) // keep trying to expand while true
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!T)
continue
if(!T.Enter(src))
continue
var/obj/effect/foam/F = locate() in T
if(F)
continue
F = new(T, metal)
F.amount = amount
if(!metal)
F.create_reagents(10)
if (reagents)
for(var/datum/reagent/R in reagents.reagent_list)
F.reagents.add_reagent(R.id,1)
sleep(15)
*/
+60
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@@ -0,0 +1,60 @@
/datum/computer/file/computer_program/airlock_control
name = "Airlock Master"
size = 16.0
id_tag = "TAG"
return_text()
if(..())
return
var/dat = "<a href='byond://?src=\ref[src];close=1'>Close</a> | "
dat += "<a href='byond://?src=\ref[src];quit=1'>Quit</a>"
/*
dat += "<br><TT>Frequency: "
dat += "<a href='?src=\ref[src];adj_freq=-10'>--</a> "
dat += "<a href='?src=\ref[src];adj_freq=-2'>-</a> "
dat += "[format_frequency(src.master.frequency)] "
dat += "<a href='?src=\ref[src];adj_freq=2'>+</a> "
dat += "<a href='?src=\ref[src];adj_freq=10'>++</a>"
dat += "</TT><br>"
*/
dat += "<br>ID:<a href='byond://?src=\ref[src];set_tag=1'>[src.id_tag]</a><br>"
dat += "<a href='byond://?src=\ref[src];send_command=cycle'>Cycle</a>"
dat += "</b></center>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["set_tag"])
var/t = input(usr, "Please enter new tag", src.id_tag, null) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
return
if (!in_range(src.master, usr))
return
src.id_tag = t
// if(href_list["adj_freq"])
// var/new_frequency = (src.master.frequency + text2num(href_list["adj_freq"]))
// src.master.set_frequency(new_frequency)
if(href_list["send_command"])
var/datum/signal/signal = new
signal.data["tag"] = id_tag
signal.data["command"] = href_list["send_command"]
peripheral_command("send signal", signal)
src.master.add_fingerprint(usr)
src.master.updateUsrDialog()
return
+136
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@@ -0,0 +1,136 @@
/datum/computer/file/computer_program/arcade
name = "Arcade 500"
size = 8.0
var/enemy_name = "Space Villian"
var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
var/player_hp = 30 //Player health/attack points
var/player_mp = 10
var/enemy_hp = 45 //Enemy health/attack points
var/enemy_mp = 20
var/gameover = 0
var/blocked = 0 //Player cannot attack/heal while set
New(obj/holding as obj)
if(holding)
src.holder = holding
if(istype(src.holder.loc,/obj/machinery/computer2))
src.master = src.holder.loc
// var/name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ")
var/name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Evil ", "the Dread King ", "the Space ", "Lord ")
var/name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon")
src.enemy_name = replacetext((name_part1 + name_part2), "the ", "")
// src.name = (name_action + name_part1 + name_part2)
/datum/computer/file/computer_program/arcade/return_text()
if(..())
return
var/dat = "<a href='byond://?src=\ref[src];close=1'>Close</a> | "
dat += "<a href='byond://?src=\ref[src];quit=1'>Quit</a>"
dat += "<center><h4>[src.enemy_name]</h4></center>"
dat += "<br><center><h3>[src.temp]</h3></center>"
dat += "<br><center>Health: [src.player_hp] | Magic: [src.player_mp] | Enemy Health: [src.enemy_hp]</center>"
if (src.gameover)
dat += "<center><b><a href='byond://?src=\ref[src];newgame=1'>New Game</a>"
else
dat += "<center><b><a href='byond://?src=\ref[src];attack=1'>Attack</a> | "
dat += "<a href='byond://?src=\ref[src];heal=1'>Heal</a> | "
dat += "<a href='byond://?src=\ref[src];charge=1'>Recharge Power</a>"
dat += "</b></center>"
return dat
/datum/computer/file/computer_program/arcade/Topic(href, href_list)
if(..())
return
if (!src.blocked)
if (href_list["attack"])
src.blocked = 1
var/attackamt = rand(2,6)
src.temp = "You attack for [attackamt] damage!"
src.master.updateUsrDialog()
sleep(10)
src.enemy_hp -= attackamt
src.arcade_action()
else if (href_list["heal"])
src.blocked = 1
var/pointamt = rand(1,3)
var/healamt = rand(6,8)
src.temp = "You use [pointamt] magic to heal for [healamt] damage!"
src.master.updateUsrDialog()
sleep(10)
src.player_mp -= pointamt
src.player_hp += healamt
src.blocked = 1
src.master.updateUsrDialog()
src.arcade_action()
else if (href_list["charge"])
src.blocked = 1
var/chargeamt = rand(4,7)
src.temp = "You regain [chargeamt] points"
src.player_mp += chargeamt
src.master.updateUsrDialog()
sleep(10)
src.arcade_action()
if (href_list["newgame"]) //Reset everything
temp = "New Round"
player_hp = 30
player_mp = 10
enemy_hp = 45
enemy_mp = 20
gameover = 0
src.master.add_fingerprint(usr)
src.master.updateUsrDialog()
return
/datum/computer/file/computer_program/arcade/proc/arcade_action()
if ((src.enemy_mp <= 0) || (src.enemy_hp <= 0))
src.gameover = 1
src.temp = "[src.enemy_name] has fallen! Rejoice!"
src.peripheral_command("vend prize")
else if ((src.enemy_mp <= 5) && (prob(70)))
var/stealamt = rand(2,3)
src.temp = "[src.enemy_name] steals [stealamt] of your power!"
src.player_mp -= stealamt
src.master.updateUsrDialog()
if (src.player_mp <= 0)
src.gameover = 1
sleep(10)
src.temp = "You have been drained! GAME OVER"
else if ((src.enemy_hp <= 10) && (src.enemy_mp > 4))
src.temp = "[src.enemy_name] heals for 4 health!"
src.enemy_hp += 4
src.enemy_mp -= 4
else
var/attackamt = rand(3,6)
src.temp = "[src.enemy_name] attacks for [attackamt] damage!"
src.player_hp -= attackamt
if ((src.player_mp <= 0) || (src.player_hp <= 0))
src.gameover = 1
src.temp = "You have been crushed! GAME OVER"
src.blocked = 0
return
+263
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@@ -0,0 +1,263 @@
/datum/computer
var/size = 4.0
var/obj/item/weapon/disk/data/holder = null
var/datum/computer/folder/holding_folder = null
folder
name = "Folder"
size = 0.0
var/gen = 0
Del()
for(var/datum/computer/F in src.contents)
del(F)
..()
proc
add_file(datum/computer/R)
if(!holder || holder.read_only || !R)
return 0
if(istype(R,/datum/computer/folder) && (src.gen>=10))
return 0
if((holder.file_used + R.size) <= holder.file_amount)
src.contents.Add(R)
R.holder = holder
R.holding_folder = src
src.holder.file_used -= src.size
src.size += R.size
src.holder.file_used += src.size
if(istype(R,/datum/computer/folder))
R:gen = (src.gen+1)
return 1
return 0
remove_file(datum/computer/R)
if(holder && !holder.read_only || !R)
// world << "Removing file [R]. File_used: [src.holder.file_used]"
src.contents.Remove(R)
src.holder.file_used -= src.size
src.size -= R.size
src.holder.file_used += src.size
src.holder.file_used = max(src.holder.file_used, 0)
// world << "Removed file [R]. File_used: [src.holder.file_used]"
return 1
return 0
file
name = "File"
var/extension = "FILE" //Differentiate between types of files, why not
proc
copy_file_to_folder(datum/computer/folder/newfolder)
if(!newfolder || (!istype(newfolder)) || (!newfolder.holder) || (newfolder.holder.read_only))
return 0
if((newfolder.holder.file_used + src.size) <= newfolder.holder.file_amount)
var/datum/computer/file/newfile = new src.type
for(var/V in src.vars)
if (issaved(src.vars[V]) && V != "holder")
newfile.vars[V] = src.vars[V]
if(!newfolder.add_file(newfile))
del(newfile)
return 1
return 0
Del()
if(holder && holding_folder)
holding_folder.remove_file(src)
..()
/datum/computer/file/computer_program
name = "blank program"
extension = "PROG"
//var/size = 4.0
//var/obj/item/weapon/disk/data/holder = null
var/obj/machinery/computer2/master = null
var/active_icon = null
var/id_tag = null
var/list/req_access = list()
New(obj/holding as obj)
if(holding)
src.holder = holding
if(istype(src.holder.loc,/obj/machinery/computer2))
src.master = src.holder.loc
Del()
if(master)
master.processing_programs.Remove(src)
..()
proc
return_text()
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(master.stat & (NOPOWER|BROKEN))
return 1
if(!(holder in src.master.contents))
//world << "Holder [holder] not in [master] of prg:[src]"
if(master.active_program == src)
master.active_program = null
return 1
if(!src.holder.root)
src.holder.root = new /datum/computer/folder
src.holder.root.holder = src
src.holder.root.name = "root"
return 0
process()
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
master.processing_programs.Remove(src)
return 1
if(!src.holder.root)
src.holder.root = new /datum/computer/folder
src.holder.root.holder = src
src.holder.root.name = "root"
return 0
receive_command(obj/source, command, datum/signal/signal)
if((!src.holder) || (!src.master) || (!source) || (source != src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(master.stat & (NOPOWER|BROKEN))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
return 1
return 0
peripheral_command(command, datum/signal/signal)
if(master)
master.send_command(command, signal)
else
del(signal)
transfer_holder(obj/item/weapon/disk/data/newholder,datum/computer/folder/newfolder)
if((newholder.file_used + src.size) > newholder.file_amount)
return 0
if(!newholder.root)
newholder.root = new /datum/computer/folder
newholder.root.holder = newholder
newholder.root.name = "root"
if(!newfolder)
newfolder = newholder.root
if((src.holder && src.holder.read_only) || newholder.read_only)
return 0
if((src.holder) && (src.holder.root))
src.holder.root.remove_file(src)
newfolder.add_file(src)
if(istype(newholder.loc,/obj/machinery/computer2))
src.master = newholder.loc
//world << "Setting [src.holder] to [newholder]"
src.holder = newholder
return 1
//Check access per program.
allowed(mob/M)
//check if it doesn't require any access at all
if(src.check_access(null))
return 1
if(istype(M, /mob/living/silicon))
//AI can do whatever he wants
return 1
else if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
//if they are holding or wearing a card that has access, that works
if(src.check_access(H.equipped()) || src.check_access(H.wear_id))
return 1
else if(istype(M, /mob/living/carbon/monkey))
var/mob/living/carbon/monkey/george = M
//they can only hold things :(
if(george.equipped() && istype(george.equipped(), /obj/item/weapon/card/id) && src.check_access(george.equipped()))
return 1
return 0
check_access(obj/item/weapon/card/id/I)
if(!src.req_access) //no requirements
return 1
if(!istype(src.req_access, /list)) //something's very wrong
return 1
var/list/L = src.req_access
if(!L.len) //no requirements
return 1
if(!I || !istype(I, /obj/item/weapon/card/id) || !I.access) //not ID or no access
return 0
for(var/req in src.req_access)
if(!(req in I.access)) //doesn't have this access
return 0
return 1
Topic(href, href_list)
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(master.stat & (NOPOWER|BROKEN))
return 1
if(src.master.active_program != src)
return 1
if ((!usr.contents.Find(src.master) && (!in_range(src.master, usr) || !istype(src.master.loc, /turf))) && (!istype(usr, /mob/living/silicon)))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
return 1
usr.machine = src.master
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=comp2")
return 0
if (href_list["quit"])
// src.master.processing_programs.Remove(src)
if(src.master.host_program && src.master.host_program.holder && (src.master.host_program.holder in src.master.contents))
src.master.run_program(src.master.host_program)
src.master.updateUsrDialog()
return 1
else
src.master.active_program = null
src.master.updateUsrDialog()
return 1
return 0
+150
View File
@@ -0,0 +1,150 @@
//Motherboard is just used in assembly/disassembly, doesn't exist in the actual computer object.
/obj/item/weapon/motherboard
name = "Computer mainboard"
desc = "A computer motherboard."
icon = 'icons/obj/module.dmi'
icon_state = "mainboard"
item_state = "electronic"
w_class = 3
var/created_name = null //If defined, result computer will have this name.
/obj/computer2frame
density = 1
anchored = 0
name = "Computer-frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "0"
var/state = 0
var/obj/item/weapon/motherboard/mainboard = null
var/obj/item/weapon/disk/data/fixed_disk/hd = null
var/list/peripherals = list()
var/created_icon_state = "aiupload"
/obj/computer2frame/attackby(obj/item/P as obj, mob/user as mob)
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the frame into place."
src.anchored = 1
src.state = 1
if(istype(P, /obj/item/weapon/weldingtool))
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You deconstruct the frame."
new /obj/item/stack/sheet/metal( src.loc, 5 )
del(src)
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the frame."
src.anchored = 0
src.state = 0
if(istype(P, /obj/item/weapon/motherboard) && !mainboard)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "\blue You place the mainboard inside the frame."
src.icon_state = "1"
src.mainboard = P
user.drop_item()
P.loc = src
if(istype(P, /obj/item/weapon/screwdriver) && mainboard)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "\blue You screw the mainboard into place."
src.state = 2
src.icon_state = "2"
if(istype(P, /obj/item/weapon/crowbar) && mainboard)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "\blue You remove the mainboard."
src.state = 1
src.icon_state = "0"
mainboard.loc = src.loc
src.mainboard = null
if(2)
if(istype(P, /obj/item/weapon/screwdriver) && mainboard && (!peripherals.len))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the mainboard."
src.state = 1
src.icon_state = "1"
if(istype(P, /obj/item/weapon/peripheral))
if(src.peripherals.len < 3)
user.drop_item()
src.peripherals.Add(P)
P.loc = src
user << "\blue You add [P] to the frame."
else
user << "\red There is no more room for peripheral cards."
if(istype(P, /obj/item/weapon/crowbar) && src.peripherals.len)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "\blue You remove the peripheral boards."
for(var/obj/item/weapon/peripheral/W in src.peripherals)
W.loc = src.loc
src.peripherals.Remove(W)
if(istype(P, /obj/item/weapon/cable_coil))
if(P:amount >= 5)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
P:amount -= 5
if(!P:amount) del(P)
user << "\blue You add cables to the frame."
src.state = 3
src.icon_state = "3"
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "\blue You remove the cables."
src.state = 2
src.icon_state = "2"
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
A.amount = 5
if(src.hd)
src.hd.loc = src.loc
src.hd = null
if(istype(P, /obj/item/weapon/disk/data/fixed_disk) && !src.hd)
user.drop_item()
src.hd = P
P.loc = src
user << "\blue You connect the drive to the cabling."
if(istype(P, /obj/item/weapon/crowbar) && src.hd)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "\blue You remove the hard drive."
src.hd.loc = src.loc
src.hd = null
if(istype(P, /obj/item/stack/sheet/glass))
if(P:amount >= 2)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
P:use(2)
user << "\blue You put in the glass panel."
src.state = 4
src.icon_state = "4"
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "\blue You remove the glass panel."
src.state = 3
src.icon_state = "3"
new /obj/item/stack/sheet/glass( src.loc, 2 )
if(istype(P, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "\blue You connect the monitor."
var/obj/machinery/computer2/C= new /obj/machinery/computer2( src.loc )
C.setup_drive_size = 0
C.icon_state = src.created_icon_state
if(mainboard.created_name) C.name = mainboard.created_name
del(mainboard)
if(hd)
C.hd = hd
hd.loc = C
for(var/obj/item/weapon/peripheral/W in src.peripherals)
W.loc = C
W.host = C
C.peripherals.Add(W)
del(src)
+414
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@@ -0,0 +1,414 @@
/obj/machinery/computer2
name = "computer"
desc = "A computer workstation."
icon = 'icons/obj/computer.dmi'
icon_state = "aiupload"
density = 1
anchored = 1.0
req_access = list() //This doesn't determine PROGRAM req access, just the access needed to install/delete programs.
var/base_icon_state = "aiupload" //Assembly creates a new computer2 and not a child typepath, so initial doesn't work!!
var/datum/radio_frequency/radio_connection
var/obj/item/weapon/disk/data/fixed_disk/hd = null
var/datum/computer/file/computer_program/active_program
var/datum/computer/file/computer_program/host_program //active is set to this when the normal active quits, if available
var/list/processing_programs = list()
var/obj/item/weapon/card/id/authid = null //For records computers etc
var/obj/item/weapon/card/id/auxid = null //For computers that need two ids for some reason.
var/obj/item/weapon/disk/data/diskette = null
var/list/peripherals = list()
//Setup for Starting program & peripherals
var/setup_starting_program = null //If set to a program path it will start with this one active.
var/setup_starting_peripheral = null //Spawn with radio card and whatever path is here.
var/setup_drive_size = 64.0 //How big is the drive (set to 0 for no drive)
var/setup_id_tag
var/setup_has_radio = 0 //Does it spawn with a radio peripheral?
var/setup_radio_tag
var/setup_frequency = 1411
/obj/item/weapon/disk/data
var/datum/computer/folder/root = null
var/file_amount = 32.0
var/file_used = 0.0
var/portable = 1
var/title = "Data Disk"
New()
src.root = new /datum/computer/folder
src.root.holder = src
src.root.name = "root"
/obj/item/weapon/disk/data/fixed_disk
name = "Storage Drive"
icon_state = "harddisk"
title = "Storage Drive"
file_amount = 80.0
portable = 0
attack_self(mob/user as mob)
return
/obj/item/weapon/disk/data/computer2test
name = "Programme Diskette"
file_amount = 128.0
New()
..()
src.root.add_file( new /datum/computer/file/computer_program/arcade(src))
src.root.add_file( new /datum/computer/file/computer_program/med_data(src))
src.root.add_file( new /datum/computer/file/computer_program/airlock_control(src))
src.root.add_file( new /datum/computer/file/computer_program/messenger(src))
src.root.add_file( new /datum/computer/file/computer_program/progman(src))
/obj/machinery/computer2/medical
name = "Medical computer"
icon_state = "dna"
setup_has_radio = 1
setup_starting_program = /datum/computer/file/computer_program/med_data
setup_starting_peripheral = /obj/item/weapon/peripheral/printer
/obj/machinery/computer2/arcade
name = "arcade machine"
icon_state = "arcade"
desc = "An arcade machine."
setup_drive_size = 16.0
setup_starting_program = /datum/computer/file/computer_program/arcade
setup_starting_peripheral = /obj/item/weapon/peripheral/prize_vendor
/obj/machinery/computer2/New()
..()
spawn(4)
if(setup_has_radio)
var/obj/item/weapon/peripheral/radio/radio = new /obj/item/weapon/peripheral/radio(src)
radio.frequency = setup_frequency
radio.code = setup_radio_tag
if(!hd && (setup_drive_size > 0))
src.hd = new /obj/item/weapon/disk/data/fixed_disk(src)
src.hd.file_amount = src.setup_drive_size
if(ispath(src.setup_starting_program))
src.active_program = new src.setup_starting_program
src.active_program.id_tag = setup_id_tag
src.hd.file_amount = max(src.hd.file_amount, src.active_program.size)
src.active_program.transfer_holder(src.hd)
if(ispath(src.setup_starting_peripheral))
new src.setup_starting_peripheral(src)
src.base_icon_state = src.icon_state
return
/obj/machinery/computer2/attack_hand(mob/user as mob)
if(..())
return
user.machine = src
var/dat
if((src.active_program) && (src.active_program.master == src) && (src.active_program.holder in src))
dat = src.active_program.return_text()
else
dat = "<TT><b>Thinktronic BIOS V1.4</b><br><br>"
dat += "Current ID: <a href='?src=\ref[src];id=auth'>[src.authid ? "[src.authid.name]" : "----------"]</a><br>"
dat += "Auxiliary ID: <a href='?src=\ref[src];id=aux'>[src.auxid ? "[src.auxid.name]" : "----------"]</a><br><br>"
var/progdat
if((src.hd) && (src.hd.root))
for(var/datum/computer/file/computer_program/P in src.hd.root.contents)
progdat += "<tr><td>[P.name]</td><td>Size: [P.size]</td>"
progdat += "<td><a href='byond://?src=\ref[src];prog=\ref[P];function=run'>Run</a></td>"
if(P in src.processing_programs)
progdat += "<td><a href='byond://?src=\ref[src];prog=\ref[P];function=unload'>Halt</a></td>"
else
progdat += "<td><a href='byond://?src=\ref[src];prog=\ref[P];function=load'>Load</a></td>"
progdat += "<td><a href='byond://?src=\ref[src];file=\ref[P];function=delete'>Del</a></td></tr>"
continue
dat += "Disk Space: \[[src.hd.file_used]/[src.hd.file_amount]\]<br>"
dat += "<b>Programs on Fixed Disk:</b><br>"
if(!progdat)
progdat = "No programs found.<br>"
dat += "<center><table cellspacing=4>[progdat]</table></center>"
else
dat += "<b>Programs on Fixed Disk:</b><br>"
dat += "<center>No fixed disk detected.</center><br>"
dat += "<br>"
progdat = null
if((src.diskette) && (src.diskette.root))
dat += "<font size=1><a href='byond://?src=\ref[src];disk=1'>Eject</a></font><br>"
for(var/datum/computer/file/computer_program/P in src.diskette.root.contents)
progdat += "<tr><td>[P.name]</td><td>Size: [P.size]</td>"
progdat += "<td><a href='byond://?src=\ref[src];prog=\ref[P];function=run'>Run</a></td>"
if(P in src.processing_programs)
progdat += "<td><a href='byond://?src=\ref[src];prog=\ref[P];function=unload'>Halt</a></td>"
else
progdat += "<td><a href='byond://?src=\ref[src];prog=\ref[P];function=load'>Load</a></td>"
progdat += "<td><a href='byond://?src=\ref[src];file=\ref[P];function=install'>Install</a></td></tr>"
continue
dat += "Disk Space: \[[src.diskette.file_used]/[src.diskette.file_amount]\]<br>"
dat += "<b>Programs on Disk:</b><br>"
if(!progdat)
progdat = "No data found.<br>"
dat += "<center><table cellspacing=4>[progdat]</table></center>"
else
dat += "<b>Programs on Disk:</b><br>"
dat += "<center>No diskette loaded.</center><br>"
dat += "</TT>"
user << browse(dat,"window=comp2")
onclose(user,"comp2")
return
/obj/machinery/computer2/Topic(href, href_list)
if(..())
return
if(!src.active_program)
if((href_list["prog"]) && (href_list["function"]))
var/datum/computer/file/computer_program/newprog = locate(href_list["prog"])
if(newprog && istype(newprog))
switch(href_list["function"])
if("run")
src.run_program(newprog)
if("load")
src.load_program(newprog)
if("unload")
src.unload_program(newprog)
if((href_list["file"]) && (href_list["function"]))
var/datum/computer/file/newfile = locate(href_list["file"])
if(!newfile)
return
switch(href_list["function"])
if("install")
if((src.hd) && (src.hd.root) && (src.allowed(usr)))
newfile.copy_file_to_folder(src.hd.root)
if("delete")
if(src.allowed(usr))
src.delete_file(newfile)
//If there is already one loaded eject, or if not and they have one insert it.
if (href_list["id"])
switch(href_list["id"])
if("auth")
if(!isnull(src.authid))
src.authid.loc = get_turf(src)
src.authid = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
src.authid = I
if("aux")
if(!isnull(src.auxid))
src.auxid.loc = get_turf(src)
src.auxid = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
src.auxid = I
//Same but for a data disk
else if (href_list["disk"])
if(!isnull(src.diskette))
src.diskette.loc = get_turf(src)
src.diskette = null
/* else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/disk/data))
usr.drop_item()
I.loc = src
src.diskette = I
*/
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer2/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
for(var/datum/computer/file/computer_program/P in src.processing_programs)
P.process()
return
/obj/machinery/computer2/power_change()
if(stat & BROKEN)
icon_state = src.base_icon_state
src.icon_state += "b"
else if(powered())
icon_state = src.base_icon_state
stat &= ~NOPOWER
else
spawn(rand(0, 15))
icon_state = src.base_icon_state
src.icon_state += "0"
stat |= NOPOWER
/obj/machinery/computer2/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/disk/data)) //INSERT SOME DISKETTES
if ((!src.diskette) && W:portable)
user.machine = src
user.drop_item()
W.loc = src
src.diskette = W
user << "You insert [W]."
src.updateUsrDialog()
return
else if (istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/computer2frame/A = new /obj/computer2frame( src.loc )
A.created_icon_state = src.base_icon_state
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
for (var/obj/item/weapon/peripheral/C in src.peripherals)
C.loc = A
A.peripherals.Add(C)
if(src.diskette)
src.diskette.loc = src.loc
//TO-DO: move card reading to peripheral cards instead
if(src.authid)
src.authid.loc = src.loc
if(src.auxid)
src.auxid.loc = src.loc
if(src.hd)
src.hd.loc = A
A.hd = src.hd
A.mainboard = new /obj/item/weapon/motherboard(A)
A.mainboard.created_name = src.name
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
/obj/machinery/computer2/proc/send_command(command, datum/signal/signal)
for(var/obj/item/weapon/peripheral/P in src.peripherals)
P.receive_command(src, command, signal)
del(signal)
/obj/machinery/computer2/proc/receive_command(obj/source, command, datum/signal/signal)
if(source in src.contents)
for(var/datum/computer/file/computer_program/P in src.processing_programs)
P.receive_command(src, command, signal)
del(signal)
return
/obj/machinery/computer2/proc/run_program(datum/computer/file/computer_program/program,datum/computer/file/computer_program/host)
if(!program)
return 0
// src.unload_program(src.active_program)
if(src.load_program(program))
if(host && istype(host))
src.host_program = host
else
src.host_program = null
src.active_program = program
return 1
return 0
/obj/machinery/computer2/proc/load_program(datum/computer/file/computer_program/program)
if((!program) || (!program.holder))
return 0
if(!(program.holder in src))
// world << "Not in src"
program = new program.type
program.transfer_holder(src.hd)
if(program.master != src)
program.master = src
if(program in src.processing_programs)
return 1
else
src.processing_programs.Add(program)
return 1
return 0
/obj/machinery/computer2/proc/unload_program(datum/computer/file/computer_program/program)
if((!program) || (!src.hd))
return 0
if(program in src.processing_programs)
src.processing_programs.Remove(program)
return 1
return 0
/obj/machinery/computer2/proc/delete_file(datum/computer/file/file)
//world << "Deleting [file]..."
if((!file) || (!file.holder) || (file.holder.read_only))
//world << "Cannot delete :("
return 0
if(file in src.processing_programs)
src.processing_programs.Remove(file)
if(src.active_program == file)
src.active_program = null
// file.holder.root.remove_file(file)
//world << "Now calling del on [file]..."
del(file)
return 1
+164
View File
@@ -0,0 +1,164 @@
/datum/computer/file/computer_program/progman
name = "ProgManager"
size = 16.0
var/datum/computer/folder/current_folder
var/mode = 0
var/datum/computer/file/clipboard
return_text()
if(..())
return
if((!src.current_folder) || !(src.current_folder.holder in src.master))
src.current_folder = src.holder.root
var/dat = "<a href='byond://?src=\ref[src];close=1'>Close</a> | "
dat += "<a href='byond://?src=\ref[src];quit=1'>Quit</a>"
switch(mode)
if(0)
dat += " |<a href='byond://?src=\ref[src];create=folder'>Create Folder</a>"
//dat += " | <a href='byond://?src=\ref[src];create=file'>Create File</a>"
dat += " | <a href='byond://?src=\ref[src];file=\ref[src.current_folder];function=paste'>Paste</a>"
dat += " | <a href='byond://?src=\ref[src];top_folder=1'>Root</a>"
dat += " | <a href='byond://?src=\ref[src];mode=1'>Drive</a><br>"
dat += "<b>Contents of [current_folder] | Drive:\[[src.current_folder.holder.title]]</b><br>"
dat += "<b>Used: \[[src.current_folder.holder.file_used]/[src.current_folder.holder.file_amount]\]</b><hr>"
dat += "<table cellspacing=5>"
for(var/datum/computer/P in current_folder.contents)
if(P == src)
dat += "<tr><td>System</td><td>Size: [src.size]</td><td>SYSTEM</td></tr>"
continue
dat += "<tr><td><a href='byond://?src=\ref[src];file=\ref[P];function=open'>[P.name]</a></td>"
dat += "<td>Size: [P.size]</td>"
dat += "<td>[(istype(P,/datum/computer/folder)) ? "FOLDER" : "[P:extension]"]</td>"
dat += "<td><a href='byond://?src=\ref[src];file=\ref[P];function=delete'>Del</a></td>"
dat += "<td><a href='byond://?src=\ref[src];file=\ref[P];function=rename'>Rename</a></td>"
if(istype(P,/datum/computer/file))
dat += "<td><a href='byond://?src=\ref[src];file=\ref[P];function=copy'>Copy</a></td>"
dat += "</tr>"
dat += "</table>"
if(1)
dat += " | <a href='byond://?src=\ref[src];mode=0'>Main</a>"
dat += " | <a href='byond://?src=\ref[master];disk=1'>Eject</a><br>"
for(var/obj/item/weapon/disk/data/D in src.master)
if(D == current_folder.holder)
dat += "[D.name]<br>"
else
dat += "<a href='byond://?src=\ref[src];drive=\ref[D]'>[D.title]</a><br>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["create"])
if(current_folder)
var/datum/computer/F = null
switch(href_list["create"])
if("folder")
F = new /datum/computer/folder
if(!current_folder.add_file(F))
//world << "Couldn't add folder :("
del(F)
if("file")
F = new /datum/computer/file
if(!current_folder.add_file(F))
//world << "Couldn't add file :("
del(F)
if(href_list["file"] && href_list["function"])
var/datum/computer/F = locate(href_list["file"])
if(!F || !istype(F))
return
switch(href_list["function"])
if("open")
if(istype(F,/datum/computer/folder))
src.current_folder = F
else if(istype(F,/datum/computer/file/computer_program))
src.master.run_program(F,src)
src.master.updateUsrDialog()
return
if("delete")
src.master.delete_file(F)
if("copy")
if(istype(F,/datum/computer/file) && (!F.holder || (F.holder in src.master.contents)))
src.clipboard = F
if("paste")
if(istype(F,/datum/computer/folder))
if(!src.clipboard || !src.clipboard.holder || !(src.clipboard.holder in src.master.contents))
return
if(!istype(src.clipboard))
return
src.clipboard.copy_file_to_folder(F)
if("rename")
spawn(0)
var/t = input(usr, "Please enter new name", F.name, null) as text
t = copytext(sanitize(t), 1, 16)
if (!t)
return
if (!in_range(src.master, usr) || !(F.holder in src.master))
return
if(F.holder.read_only)
return
F.name = capitalize(lowertext(t))
src.master.updateUsrDialog()
return
/*
if(href_list["open"])
var/datum/computer/F = locate(href_list["open"])
if(!F || !istype(F))
return
if(istype(F,/datum/computer/folder))
src.current_folder = F
else if(istype(F,/datum/computer/file/computer_program))
src.master.run_program(F)
src.master.updateUsrDialog()
return
if(href_list["delete"])
var/datum/computer/F = locate(href_list["delete"])
if(!F || !istype(F))
return
src.master.delete_file(F)
*/
if(href_list["top_folder"])
src.current_folder = src.current_folder.holder.root
if(href_list["mode"])
var/newmode = text2num(href_list["mode"])
newmode = max(newmode,0)
src.mode = newmode
if(href_list["drive"])
var/obj/item/weapon/disk/data/D = locate(href_list["drive"])
if(D && istype(D) && D.root)
current_folder = D.root
src.mode = 0
src.master.add_fingerprint(usr)
src.master.updateUsrDialog()
return
+463
View File
@@ -0,0 +1,463 @@
/datum/computer/file/computer_program/med_data
name = "Medical Records"
size = 32.0
active_icon = "dna"
req_access = list(ACCESS_MEDICAL)
var/authenticated = null
var/rank = null
var/screen = null
var/datum/data/record/active1 = null
var/datum/data/record/active2 = null
var/a_id = null
var/temp = null
/datum/computer/file/computer_program/med_data/return_text()
if(..())
return
var/dat
if (src.temp)
dat = text("<TT>[src.temp]</TT><BR><BR><A href='?src=\ref[src];temp=1'>Clear Screen</A>")
else
dat = text("Confirm Identity: <A href='?src=\ref[];id=auth'>[]</A><HR>", master, (src.master.authid ? text("[]", src.master.authid.name) : "----------"))
if (src.authenticated)
switch(src.screen)
if(1.0)
dat += {"
<A href='?src=\ref[src];search=1'>Search Records</A>
<BR><A href='?src=\ref[src];screen=2'>List Records</A>
<BR>
<BR><A href='?src=\ref[src];screen=5'>Virus Database</A>
<BR><A href='?src=\ref[src];screen=6'>Medbot Tracking</A>
<BR>
<BR><A href='?src=\ref[src];screen=3'>Record Maintenance</A>
<BR><A href='?src=\ref[src];logout=1'>{Log Out}</A><BR>
"}
if(2.0)
dat += "<B>Record List</B>:<HR>"
for(var/datum/data/record/R in data_core.general)
dat += text("<A href='?src=\ref[];d_rec=\ref[]'>[]: []<BR>", src, R, R.fields["id"], R.fields["name"])
//Foreach goto(132)
dat += text("<HR><A href='?src=\ref[];screen=1'>Back</A>", src)
if(3.0)
dat += text("<B>Records Maintenance</B><HR>\n<A href='?src=\ref[];back=1'>Backup To Disk</A><BR>\n<A href='?src=\ref[];u_load=1'>Upload From disk</A><BR>\n<A href='?src=\ref[];del_all=1'>Delete All Records</A><BR>\n<BR>\n<A href='?src=\ref[];screen=1'>Back</A>", src, src, src, src)
if(4.0)
dat += "<CENTER><B>Medical Record</B></CENTER><BR>"
if ((istype(src.active1, /datum/data/record) && data_core.general.Find(src.active1)))
dat += text("Name: [] ID: []<BR>\nSex: <A href='?src=\ref[];field=sex'>[]</A><BR>\nAge: <A href='?src=\ref[];field=age'>[]</A><BR>\nFingerprint: <A href='?src=\ref[];field=fingerprint'>[]</A><BR>\nPhysical Status: <A href='?src=\ref[];field=p_stat'>[]</A><BR>\nMental Status: <A href='?src=\ref[];field=m_stat'>[]</A><BR>", src.active1.fields["name"], src.active1.fields["id"], src, src.active1.fields["sex"], src, src.active1.fields["age"], src, src.active1.fields["fingerprint"], src, src.active1.fields["p_stat"], src, src.active1.fields["m_stat"])
else
dat += "<B>General Record Lost!</B><BR>"
if ((istype(src.active2, /datum/data/record) && data_core.medical.Find(src.active2)))
dat += text("<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: <A href='?src=\ref[];field=b_type'>[]</A><BR>\n<BR>\nMinor Disabilities: <A href='?src=\ref[];field=mi_dis'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=mi_dis_d'>[]</A><BR>\n<BR>\nMajor Disabilities: <A href='?src=\ref[];field=ma_dis'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=ma_dis_d'>[]</A><BR>\n<BR>\nAllergies: <A href='?src=\ref[];field=alg'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=alg_d'>[]</A><BR>\n<BR>\nCurrent Diseases: <A href='?src=\ref[];field=cdi'>[]</A> (per disease info placed in log/comment section)<BR>\nDetails: <A href='?src=\ref[];field=cdi_d'>[]</A><BR>\n<BR>\nImportant Notes:<BR>\n\t<A href='?src=\ref[];field=notes'>[]</A><BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>", src, src.active2.fields["b_type"], src, src.active2.fields["mi_dis"], src, src.active2.fields["mi_dis_d"], src, src.active2.fields["ma_dis"], src, src.active2.fields["ma_dis_d"], src, src.active2.fields["alg"], src, src.active2.fields["alg_d"], src, src.active2.fields["cdi"], src, src.active2.fields["cdi_d"], src, src.active2.fields["notes"])
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
dat += text("[]<BR><A href='?src=\ref[];del_c=[]'>Delete Entry</A><BR><BR>", src.active2.fields[text("com_[]", counter)], src, counter)
counter++
dat += text("<A href='?src=\ref[];add_c=1'>Add Entry</A><BR><BR>", src)
dat += text("<A href='?src=\ref[];del_r=1'>Delete Record (Medical Only)</A><BR><BR>", src)
else
dat += "<B>Medical Record Lost!</B><BR>"
dat += text("<A href='?src=\ref[src];new=1'>New Record</A><BR><BR>")
dat += text("\n<A href='?src=\ref[];print_p=1'>Print Record</A><BR>\n<A href='?src=\ref[];screen=2'>Back</A><BR>", src, src)
if(5.0)
dat += {"<CENTER><B>Virus Database</B></CENTER>
<br><a href='?src=\ref[src];vir=gbs'>GBS</a>
<br><a href='?src=\ref[src];vir=cc'>Common Cold</a>
<br><a href='?src=\ref[src];vir=f'>Flu</A>
<br><a href='?src=\ref[src];vir=jf'>Jungle Fever</a>
<br><a href='?src=\ref[src];vir=ca'>Clowning Around</a>
<br><a href='?src=\ref[src];vir=p'>Plasmatoid</a>
<br><a href='?src=\ref[src];vir=dna'>Space Rhinovirus</a>
<br><a href='?src=\ref[src];vir=bot'>Robot Transformation</a>
<br><a href='?src=\ref[src];screen=1'>Back</a>"}
if(6.0)
dat += "<center><b>Medical Robot Monitor</b></center>"
dat += "<a href='?src=\ref[src];screen=1'>Back</a>"
dat += "<br><b>Medical Robots:</b>"
var/bdat = null
for(var/obj/machinery/bot/medbot/M in world)
var/turf/bl = get_turf(M)
bdat += "[M.name] - <b>\[[bl.x],[bl.y]\]</b> - [M.on ? "Online" : "Offline"]<br>"
if(!isnull(M.reagent_glass))
bdat += "Reservoir: \[[M.reagent_glass.reagents.total_volume]/[M.reagent_glass.reagents.maximum_volume]\]"
else
bdat += "Using Internal Synthesizer."
if(!bdat)
dat += "<br><center>None detected</center>"
else
dat += "[bdat]"
else
else
dat += text("<A href='?src=\ref[];login=1'>{Log In}</A>", src)
dat += "<br><a href='byond://?src=\ref[src];quit=1'>{Quit}</a>"
return dat
/datum/computer/file/computer_program/med_data/Topic(href, href_list)
if(..())
return
if (!( data_core.general.Find(src.active1) ))
src.active1 = null
if (!( data_core.medical.Find(src.active2) ))
src.active2 = null
if (href_list["temp"])
src.temp = null
else if (href_list["logout"])
src.authenticated = null
src.screen = null
src.active1 = null
src.active2 = null
else if (href_list["login"])
if (istype(usr, /mob/living/silicon))
src.active1 = null
src.active2 = null
src.authenticated = 1
src.rank = "AI"
src.screen = 1
else if (istype(src.master.authid, /obj/item/weapon/card/id))
src.active1 = null
src.active2 = null
if (src.check_access(src.master.authid))
src.authenticated = src.master.authid.registered_name
src.rank = src.master.authid.assignment
src.screen = 1
if (src.authenticated)
if(href_list["screen"])
src.screen = text2num(href_list["screen"])
if(src.screen < 1)
src.screen = 1
src.active1 = null
src.active2 = null
if(href_list["vir"])
switch(href_list["vir"])
if("gbs")
src.temp = {"<b>Name:</b> GBS
<BR><b>Number of stages:</b> 5
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> Spaceacillin
<BR><b>Affected Species:</b> Human
<BR>
<BR><b>Notes:</b> If left untreated death will occur.
<BR>
<BR><b>Severity:</b> Major"}
if("cc")
src.temp = {"<b>Name:</b> Common Cold
<BR><b>Number of stages:</b> 3
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> Rest
<BR><b>Affected Species:</b> Human
<BR>
<BR><b>Notes:</b> If left untreated the subject will contract the flu.
<BR>
<BR><b>Severity:</b> Minor"}
if("f")
src.temp = {"<b>Name:</b> The Flu
<BR><b>Number of stages:</b> 3
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> Rest
<BR><b>Affected Species:</b> Human
<BR>
<BR><b>Notes:</b> If left untreated the subject will feel quite unwell.
<BR>
<BR><b>Severity:</b> Medium"}
if("jf")
src.temp = {"<b>Name:</b> Jungle Fever
<BR><b>Number of stages:</b> 1
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> None
<BR><b>Affected Species:</b> Monkey
<BR>
<BR><b>Notes:</b> monkeys with this disease will bite humans, causing humans to spontaneously to mutate into a monkey.
<BR>
<BR><b>Severity:</b> Medium"}
if("ca")
src.temp = {"<b>Name:</b> Clowning Around
<BR><b>Number of stages:</b> 4
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> Spaceacillin
<BR><b>Affected Species:</b> Human
<BR>
<BR><b>Notes:</b> Subjects are affected by rampant honking and a fondness for shenanigans. They may also spontaneously phase through closed airlocks.
<BR>
<BR><b>Severity:</b> Laughable"}
if("p")
src.temp = {"<b>Name:</b> Plasmatoid
<BR><b>Number of stages:</b> 3
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> Inaprovaline
<BR><b>Affected Species:</b> Human and Monkey
<BR>
<BR><b>Notes:</b> With this disease the victim will need plasma to breathe.
<BR>
<BR><b>Severity:</b> Major"}
if("dna")
src.temp = {"<b>Name:</b> Space Rhinovirus
<BR><b>Number of stages:</b> 4
<BR><b>Spread:</b> Airborne Transmission
<BR><b>Possible Cure:</b> Spaceacillin
<BR><b>Affected Species:</b> Human
<BR>
<BR><b>Notes:</b> This disease transplants the genetic code of the intial vector into new hosts.
<BR>
<BR><b>Severity:</b> Medium"}
if("bot")
src.temp = {"<b>Name:</b> Robot Transformation
<BR><b>Number of stages:</b> 5
<BR><b>Spread:</b> Infected food
<BR><b>Possible Cure:</b> None
<BR><b>Affected Species:</b> Human
<BR>
<BR><b>Notes:</b> This disease, actually acute nanomachine infection, converts the victim into a cyborg.
<BR>
<BR><b>Severity:</b> Major"}
if (href_list["del_all"])
src.temp = text("Are you sure you wish to delete all records?<br>\n\t<A href='?src=\ref[];temp=1;del_all2=1'>Yes</A><br>\n\t<A href='?src=\ref[];temp=1'>No</A><br>", src, src)
if (href_list["del_all2"])
for(var/datum/data/record/R in data_core.medical)
del(R)
src.temp = "All records deleted."
if (href_list["field"])
var/a1 = src.active1
var/a2 = src.active2
switch(href_list["field"])
if("fingerprint")
if (istype(src.active1, /datum/data/record))
var/t1 = input("Please input fingerprint hash:", "Med. records", src.active1.fields["id"], null) as text
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
return
src.active1.fields["fingerprint"] = t1
if("sex")
if (istype(src.active1, /datum/data/record))
if (src.active1.fields["sex"] == "Male")
src.active1.fields["sex"] = "Female"
else
src.active1.fields["sex"] = "Male"
if("age")
if (istype(src.active1, /datum/data/record))
var/t1 = input("Please input age:", "Med. records", src.active1.fields["age"], null) as text
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
return
src.active1.fields["age"] = t1
if("mi_dis")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please input minor disabilities list:", "Med. records", src.active2.fields["mi_dis"], null) as text
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["mi_dis"] = t1
if("mi_dis_d")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please summarize minor dis.:", "Med. records", src.active2.fields["mi_dis_d"], null) as message
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["mi_dis_d"] = t1
if("ma_dis")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please input major diabilities list:", "Med. records", src.active2.fields["ma_dis"], null) as text
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["ma_dis"] = t1
if("ma_dis_d")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please summarize major dis.:", "Med. records", src.active2.fields["ma_dis_d"], null) as message
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["ma_dis_d"] = t1
if("alg")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please state allergies:", "Med. records", src.active2.fields["alg"], null) as text
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["alg"] = t1
if("alg_d")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please summarize allergies:", "Med. records", src.active2.fields["alg_d"], null) as message
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["alg_d"] = t1
if("cdi")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please state diseases:", "Med. records", src.active2.fields["cdi"], null) as text
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["cdi"] = t1
if("cdi_d")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please summarize diseases:", "Med. records", src.active2.fields["cdi_d"], null) as message
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["cdi_d"] = t1
if("notes")
if (istype(src.active2, /datum/data/record))
var/t1 = input("Please summarize notes:", "Med. records", src.active2.fields["notes"], null) as message
if ((!( t1 ) || !( src.authenticated ) || (!src.master) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["notes"] = t1
if("p_stat")
if (istype(src.active1, /datum/data/record))
src.temp = text("<B>Physical Condition:</B><BR>\n\t<A href='?src=\ref[];temp=1;p_stat=deceased'>*Deceased*</A><BR>\n\t<A href='?src=\ref[];temp=1;p_stat=unconscious'>*Unconscious*</A><BR>\n\t<A href='?src=\ref[];temp=1;p_stat=active'>Active</A><BR>\n\t<A href='?src=\ref[];temp=1;p_stat=unfit'>Physically Unfit</A><BR>", src, src, src, src)
if("m_stat")
if (istype(src.active1, /datum/data/record))
src.temp = text("<B>Mental Condition:</B><BR>\n\t<A href='?src=\ref[];temp=1;m_stat=insane'>*Insane*</A><BR>\n\t<A href='?src=\ref[];temp=1;m_stat=unstable'>*Unstable*</A><BR>\n\t<A href='?src=\ref[];temp=1;m_stat=watch'>*Watch*</A><BR>\n\t<A href='?src=\ref[];temp=1;m_stat=stable'>Stable</A><BR>", src, src, src, src)
if("b_type")
if (istype(src.active2, /datum/data/record))
src.temp = text("<B>Blood Type:</B><BR>\n\t<A href='?src=\ref[];temp=1;b_type=an'>A-</A> <A href='?src=\ref[];temp=1;b_type=ap'>A+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=bn'>B-</A> <A href='?src=\ref[];temp=1;b_type=bp'>B+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=abn'>AB-</A> <A href='?src=\ref[];temp=1;b_type=abp'>AB+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=on'>O-</A> <A href='?src=\ref[];temp=1;b_type=op'>O+</A><BR>", src, src, src, src, src, src, src, src)
else
if (href_list["p_stat"])
if (src.active1)
switch(href_list["p_stat"])
if("deceased")
src.active1.fields["p_stat"] = "*Deceased*"
if("unconscious")
src.active1.fields["p_stat"] = "*Unconscious*"
if("active")
src.active1.fields["p_stat"] = "Active"
if("unfit")
src.active1.fields["p_stat"] = "Physically Unfit"
if (href_list["m_stat"])
if (src.active1)
switch(href_list["m_stat"])
if("insane")
src.active1.fields["m_stat"] = "*Insane*"
if("unstable")
src.active1.fields["m_stat"] = "*Unstable*"
if("watch")
src.active1.fields["m_stat"] = "*Watch*"
if("stable")
src.active2.fields["m_stat"] = "Stable"
if (href_list["b_type"])
if (src.active2)
switch(href_list["b_type"])
if("an")
src.active2.fields["b_type"] = "A-"
if("bn")
src.active2.fields["b_type"] = "B-"
if("abn")
src.active2.fields["b_type"] = "AB-"
if("on")
src.active2.fields["b_type"] = "O-"
if("ap")
src.active2.fields["b_type"] = "A+"
if("bp")
src.active2.fields["b_type"] = "B+"
if("abp")
src.active2.fields["b_type"] = "AB+"
if("op")
src.active2.fields["b_type"] = "O+"
if (href_list["del_r"])
if (src.active2)
src.temp = "Are you sure you wish to delete the record (Medical Portion Only)?<br>\n\t<A href='?src=\ref[src];temp=1;del_r2=1'>Yes</A><br>\n\t<A href='?src=\ref[src];temp=1'>No</A><br>"
if (href_list["del_r2"])
if (src.active2)
del(src.active2)
if (href_list["d_rec"])
var/datum/data/record/R = locate(href_list["d_rec"])
var/datum/data/record/M = locate(href_list["d_rec"])
if (!( data_core.general.Find(R) ))
src.temp = "Record Not Found!"
return
for(var/datum/data/record/E in data_core.medical)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
M = E
else
//Foreach continue //goto(2540)
src.active1 = R
src.active2 = M
src.screen = 4
if (href_list["new"])
if ((istype(src.active1, /datum/data/record) && !( istype(src.active2, /datum/data/record) )))
var/datum/data/record/R = new /datum/data/record( )
R.fields["name"] = src.active1.fields["name"]
R.fields["id"] = src.active1.fields["id"]
R.name = text("Medical Record #[]", R.fields["id"])
R.fields["b_type"] = "Unknown"
R.fields["mi_dis"] = "None"
R.fields["mi_dis_d"] = "No minor disabilities have been declared."
R.fields["ma_dis"] = "None"
R.fields["ma_dis_d"] = "No major disabilities have been diagnosed."
R.fields["alg"] = "None"
R.fields["alg_d"] = "No allergies have been detected in this patient."
R.fields["cdi"] = "None"
R.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
R.fields["notes"] = "No notes."
data_core.medical += R
src.active2 = R
src.screen = 4
if (href_list["add_c"])
if (!( istype(src.active2, /datum/data/record) ))
return
var/a2 = src.active2
var/t1 = input("Add Comment:", "Med. records", null, null) as message
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!in_range(src.master, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
counter++
src.active2.fields[text("com_[]", counter)] = text("Made by [] ([]) on [], 2556<BR>[]", src.authenticated, src.rank, time2text(world.realtime, "DDD MMM DD hh:mm:ss"), t1)
if (href_list["del_c"])
if ((istype(src.active2, /datum/data/record) && src.active2.fields[text("com_[]", href_list["del_c"])]))
src.active2.fields[text("com_[]", href_list["del_c"])] = "<B>Deleted</B>"
if (href_list["search"])
var/t1 = input("Search String: (Name or ID)", "Med. records", null, null) as text
if ((!( t1 ) || usr.stat || (!src.master) || !( src.authenticated ) || usr.restrained() || ((!in_range(src.master, usr)) && (!istype(usr, /mob/living/silicon)))))
return
src.active1 = null
src.active2 = null
t1 = lowertext(t1)
for(var/datum/data/record/R in data_core.general)
if ((lowertext(R.fields["name"]) == t1 || t1 == lowertext(R.fields["id"])))
src.active1 = R
else
if (!( src.active1 ))
src.temp = text("Could not locate record [].", t1)
else
for(var/datum/data/record/E in data_core.medical)
if ((E.fields["name"] == src.active1.fields["name"] || E.fields["id"] == src.active1.fields["id"]))
src.active2 = E
else
src.screen = 4
if (href_list["print_p"])
var/info = "<CENTER><B>Medical Record</B></CENTER><BR>"
if ((istype(src.active1, /datum/data/record) && data_core.general.Find(src.active1)))
info += text("Name: [] ID: []<BR>\nSex: []<BR>\nAge: []<BR>\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", src.active1.fields["name"], src.active1.fields["id"], src.active1.fields["sex"], src.active1.fields["age"], src.active1.fields["fingerprint"], src.active1.fields["p_stat"], src.active1.fields["m_stat"])
else
info += "<B>General Record Lost!</B><BR>"
if ((istype(src.active2, /datum/data/record) && data_core.medical.Find(src.active2)))
info += text("<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: []<BR>\n<BR>\nMinor Disabilities: []<BR>\nDetails: []<BR>\n<BR>\nMajor Disabilities: []<BR>\nDetails: []<BR>\n<BR>\nAllergies: []<BR>\nDetails: []<BR>\n<BR>\nCurrent Diseases: [] (per disease info placed in log/comment section)<BR>\nDetails: []<BR>\n<BR>\nImportant Notes:<BR>\n\t[]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>", src.active2.fields["b_type"], src.active2.fields["mi_dis"], src.active2.fields["mi_dis_d"], src.active2.fields["ma_dis"], src.active2.fields["ma_dis_d"], src.active2.fields["alg"], src.active2.fields["alg_d"], src.active2.fields["cdi"], src.active2.fields["cdi_d"], src.active2.fields["notes"])
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
info += text("[]<BR>", src.active2.fields[text("com_[]", counter)])
counter++
else
info += "<B>Medical Record Lost!</B><BR>"
info += "</TT>"
var/datum/signal/signal = new
signal.data["data"] = info
signal.data["title"] = "Medical Record"
src.peripheral_command("print",signal)
src.master.add_fingerprint(usr)
src.master.updateUsrDialog()
return
+97
View File
@@ -0,0 +1,97 @@
/datum/computer/file/computer_program/messenger
name = "Messenger"
size = 8.0
var/messages = null
var/screen_name = "User"
//To-do: take screen_name from inserted id card??
//Saving log to file datum
return_text()
if(..())
return
var/dat = "<a href='byond://?src=\ref[src];close=1'>Close</a> | "
dat += "<a href='byond://?src=\ref[src];quit=1'>Quit</a><br>"
dat += "<b>SpaceMessenger V4.1.2</b><br>"
dat += "<a href='byond://?src=\ref[src];send_msg=1'>Send Message</a>"
dat += " | <a href='byond://?src=\ref[src];func_msg=clear'>Clear</a>"
dat += " | <a href='byond://?src=\ref[src];func_msg=print'>Print</a>"
dat += " | Name:<a href='byond://?src=\ref[src];set_name=1'>[src.screen_name]</a><hr>"
dat += messages
dat += "</center>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["send_msg"])
var/t = input(usr, "Please enter messenger", src.id_tag, null) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
return
if (!in_range(src.master, usr))
return
var/datum/signal/signal = new
signal.data["type"] = "message"
signal.data["data"] = t
signal.data["sender"] = src.screen_name
src.messages += "<i><b>&rarr; You:</b></i><br>[t]<br>"
peripheral_command("send signal", signal)
if(href_list["func_msg"])
switch(href_list["func_msg"])
if("clear")
src.messages = null
if("print")
var/datum/signal/signal = new
signal.data["data"] = src.messages
signal.data["title"] = "Chatlog"
peripheral_command("print", signal)
//if("save")
//TO-DO
if(href_list["set_name"])
var/t = input(usr, "Please enter screen name", src.id_tag, null) as text
t = copytext(sanitize(t), 1, 20)
if (!t)
return
if (!in_range(src.master, usr))
return
src.screen_name = t
src.master.add_fingerprint(usr)
src.master.updateUsrDialog()
return
receive_command(obj/source, command, datum/signal/signal)
if(..() || !signal)
return
if(command == "radio signal")
switch(signal.data["type"])
if("message")
var/sender = signal.data["sender"]
if(!sender)
sender = "Unknown"
src.messages += "<i><b>&larr; From [sender]:</b></i><br>[signal.data["data"]]<br>"
if(src.master.active_program == src)
playsound(src.master.loc, 'sound/machines/twobeep.ogg', 50, 1)
src.master.updateUsrDialog()
return
+209
View File
@@ -0,0 +1,209 @@
/obj/item/weapon/peripheral
name = "Peripheral card"
desc = "A computer circuit board."
icon = 'icons/obj/module.dmi'
icon_state = "id_mod"
item_state = "electronic"
w_class = 2
var/obj/machinery/computer2/host
var/id = null
New()
..()
spawn(2)
if(istype(src.loc,/obj/machinery/computer2))
host = src.loc
host.peripherals.Add(src)
// var/setup_id = "\ref[src]"
// src.id = copytext(setup_id,4,(length(setup_id)-1) )
Del()
if(host)
host.peripherals.Remove(src)
..()
proc
receive_command(obj/source, command, datum/signal/signal)
if((source != host) || !(src in host))
return 1
if(!command)
return 1
return 0
send_command(command, datum/signal/signal)
if(!command || !host)
return
src.host.receive_command(src, command, signal)
return
/obj/item/weapon/peripheral/radio
name = "Wireless card"
var/frequency = 1419
var/code = null
var/datum/radio_frequency/radio_connection
New()
..()
if(radio_controller)
initialize()
initialize()
set_frequency(frequency)
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency)
receive_command(obj/source, command, datum/signal/signal)
if(..())
return
if(!signal || !radio_connection)
return
switch(command)
if("send signal")
src.radio_connection.post_signal(src, signal)
return
receive_signal(datum/signal/signal)
if(!signal || (signal.encryption && signal.encryption != code))
return
var/datum/signal/newsignal = new
newsignal.data = signal.data
if(src.code)
newsignal.encryption = src.code
send_command("radio signal",newsignal)
return
/obj/item/weapon/peripheral/printer
name = "Printer module"
desc = "A small printer designed to fit into a computer casing."
icon_state = "card_mod"
var/printing = 0
receive_command(obj/source,command, datum/signal/signal)
if(..())
return
if(!signal)
return
if((command == "print") && !src.printing)
src.printing = 1
var/print_data = signal.data["data"]
var/print_title = signal.data["title"]
if(!print_data)
src.printing = 0
return
spawn(50)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( src.host.loc )
P.info = print_data
if(print_title)
P.name = "paper - '[print_title]'"
src.printing = 0
return
return
/obj/item/weapon/peripheral/prize_vendor
name = "Prize vending module"
desc = "An arcade prize dispenser designed to fit inside a computer casing."
icon_state = "power_mod"
var/last_vend = 0 //Delay between vends if manually activated(ie a dude is holding it and shaking stuff out)
receive_command(obj/source,command, datum/signal/signal)
if(..())
return
if(command == "vend prize")
src.vend_prize()
return
attack_self(mob/user as mob)
if( (last_vend + 400) < world.time)
user << "You shake something out of [src]!"
src.vend_prize()
src.last_vend = world.time
else
user << "\red [src] isn't ready to dispense a prize yet."
return
proc/vend_prize()
var/obj/item/prize
var/prizeselect = rand(1,4)
var/turf/prize_location = null
if(src.host)
prize_location = src.host.loc
else
prize_location = get_turf(src)
switch(prizeselect)
if(1)
prize = new /obj/item/weapon/money( prize_location )
prize.name = "space ticket"
prize.desc = "It's almost like actual currency!"
if(2)
prize = new /obj/item/device/radio/beacon( prize_location )
prize.name = "electronic blink toy game"
prize.desc = "Blink. Blink. Blink."
if(3)
prize = new /obj/item/weapon/lighter/zippo( prize_location )
prize.name = "Burno Lighter"
prize.desc = "Almost like a decent lighter!"
if(4)
prize = new /obj/item/weapon/c_tube( prize_location )
prize.name = "toy sword"
prize.icon = 'icons/obj/weapons.dmi'
prize.icon_state = "sword1"
prize.desc = "A sword made of cheap plastic."
/*
/obj/item/weapon/peripheral/card_scanner
name = "ID scanner module"
icon_state = "card_mod"
var/obj/item/weapon/card/id/authid = null
attack_self(mob/user as mob)
if(authid)
user << "The card falls out."
src.authid.loc = get_turf(user)
src.authid = null
return
receive_command(obj/source,command, datum/signal/signal)
if(..())
return
if(!signal || (signal.data["ref_id"] != "\ref[src]") )
return
switch(command)
if("eject card")
if(src.authid)
src.authid.loc = src.host.loc
src.authid = null
if("add card access")
var/new_access = signal.data["access"]
if(!new_access)
return
return
*/
+398
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// converyor belt
// moves items/mobs/movables in set direction every ptick
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
name = "conveyor belt"
desc = "A conveyor belt."
anchored = 1
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/basedir // this is the default (forward) direction, set by the map dir
// note dir var can vary when the direction changes
var/list/affecting // the list of all items that will be moved this ptick
var/id = "" // the control ID - must match controller ID
// following two only used if a diverter is present
var/divert = 0 // if non-zero, direction to divert items
var/divdir = 0 // if diverting, will be conveyer dir needed to divert (otherwise dense)
// create a conveyor
/obj/machinery/conveyor/New()
..()
basedir = dir
setdir()
// set the dir and target turf depending on the operating direction
/obj/machinery/conveyor/proc/setdir()
if(operating == -1)
dir = turn(basedir,180)
else
dir = basedir
update()
// update the icon depending on the operating condition
/obj/machinery/conveyor/proc/update()
if(stat & BROKEN)
icon_state = "conveyor-b"
operating = 0
return
if(!operable)
operating = 0
icon_state = "conveyor[(operating != 0) && !(stat & NOPOWER)]"
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(stat & (BROKEN | NOPOWER))
return
if(!operating)
return
use_power(100)
var/movedir = dir // base movement dir
if(divert && dir==divdir) // update if diverter present
movedir = divert
affecting = loc.contents - src // moved items will be all in loc
spawn(1) // slight delay to prevent infinite propagation due to map order
var/items_moved = 0
for(var/atom/movable/A in affecting)
if(!A.anchored)
if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
if(ismob(A))
var/mob/M = A
if(M.buckled == src)
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
M.buckled = null
step(M,dir)
if(C)
M.buckled = C
else
new/obj/item/weapon/cable_coil/cut(M.loc)
else
step(M,movedir)
else
step(A,movedir)
items_moved++
if(items_moved >= 10)
break
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/grab)) // special handling if grabbing a mob
var/obj/item/weapon/grab/G = I
G.affecting.Move(src.loc)
del(G)
return
else if(istype(I, /obj/item/weapon/cable_coil)) // if cable, see if a mob is present
var/mob/M = locate() in src.loc
if(M)
if (M == user)
src.visible_message("\blue [M] ties \himself to the conveyor.")
// note don't check for lying if self-tying
else
if(M.lying)
user.visible_message("\blue [M] has been tied to the conveyor by [user].", "\blue You tie [M] to the converyor!")
else
user << "\blue [M] must be lying down to be tied to the converyor!"
return
M.buckled = src
src.add_fingerprint(user)
I:use(1)
M.lying = 1
return
// else if no mob in loc, then allow coil to be placed
else if(istype(I, /obj/item/weapon/wirecutters))
var/mob/M = locate() in src.loc
if(M && M.buckled == src)
M.buckled = null
src.add_fingerprint(user)
if (M == user)
src.visible_message("\blue [M] cuts \himself free from the conveyor.")
else
src.visible_message("\blue [M] had been cut free from the conveyor by [user].")
return
if(isrobot(user))
return
// otherwise drop and place on conveyor
user.drop_item()
if(I && I.loc) I.loc = src.loc
return
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
user.stop_pulling()
else
step(user.pulling, get_dir(user.pulling.loc, src))
user.stop_pulling()
return
// make the conveyor broken
// also propagate inoperability to any connected conveyor with the same ID
/obj/machinery/conveyor/proc/broken()
stat |= BROKEN
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, basedir)
if(C)
C.set_operable(basedir, id, 0)
C = locate() in get_step(src, turn(basedir,180))
if(C)
C.set_operable(turn(basedir,180), id, 0)
//set the operable var if ID matches, propagating in the given direction
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
if(id != match_id)
return
operable = op
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
if(C)
C.set_operable(stepdir, id, op)
/*
/obj/machinery/conveyor/verb/destroy()
set src in view()
src.broken()
*/
/obj/machinery/conveyor/power_change()
..()
update()
// converyor diverter
// extendable arm that can be switched so items on the conveyer are diverted sideways
// situate in same turf as conveyor
// only works if belts is running proper direction
//
//
/obj/machinery/diverter
icon = 'icons/obj/recycling.dmi'
icon_state = "diverter0"
name = "diverter"
desc = "A diverter arm for a conveyor belt."
anchored = 1
layer = FLY_LAYER
var/obj/machinery/conveyor/conv // the conveyor this diverter works on
var/deployed = 0 // true if diverter arm is extended
var/operating = 0 // true if arm is extending/contracting
var/divert_to // the dir that diverted items will be moved
var/divert_from // the dir items must be moving to divert
// create a diverter
// set up divert_to and divert_from directions depending on dir state
/obj/machinery/diverter/New()
..()
switch(dir)
if(NORTH)
divert_to = WEST // stuff will be moved to the west
divert_from = NORTH // if entering from the north
if(SOUTH)
divert_to = EAST
divert_from = NORTH
if(EAST)
divert_to = EAST
divert_from = SOUTH
if(WEST)
divert_to = WEST
divert_from = SOUTH
if(NORTHEAST)
divert_to = NORTH
divert_from = EAST
if(NORTHWEST)
divert_to = NORTH
divert_from = WEST
if(SOUTHEAST)
divert_to = SOUTH
divert_from = EAST
if(SOUTHWEST)
divert_to = SOUTH
divert_from = WEST
spawn(2)
// wait for map load then find the conveyor in this turf
conv = locate() in src.loc
if(conv) // divert_from dir must match possible conveyor movement
if(conv.basedir != divert_from && conv.basedir != turn(divert_from,180) )
del(src) // if no dir match, then delete self
set_divert()
update()
// update the icon state depending on whether the diverter is extended
/obj/machinery/diverter/proc/update()
icon_state = "diverter[deployed]"
// call to set the diversion vars of underlying conveyor
/obj/machinery/diverter/proc/set_divert()
if(conv)
if(deployed)
conv.divert = divert_to
conv.divdir = divert_from
else
conv.divert= 0
// *** TESTING click to toggle
/obj/machinery/diverter/Click()
toggle()
// toggle between arm deployed and not deployed, showing animation
//
/obj/machinery/diverter/proc/toggle()
if( stat & (NOPOWER|BROKEN))
return
if(operating)
return
use_power(50)
operating = 1
if(deployed)
flick("diverter10",src)
icon_state = "diverter0"
sleep(10)
deployed = 0
else
flick("diverter01",src)
icon_state = "diverter1"
sleep(10)
deployed = 1
operating = 0
update()
set_divert()
// don't allow movement into the 'backwards' direction if deployed
/obj/machinery/diverter/CanPass(atom/movable/O, var/turf/target)
var/direct = get_dir(O, target)
if(direct == divert_to) // prevent movement through body of diverter
return 0
if(!deployed)
return 1
return(direct != turn(divert_from,180))
// don't allow movement through the arm if deployed
/obj/machinery/diverter/CheckExit(atom/movable/O, var/turf/target)
var/direct = get_dir(O, target)
if(direct == turn(divert_to,180)) // prevent movement through body of diverter
return 0
if(!deployed)
return 1
return(direct != divert_from)
// the conveyor control switch
//
//
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "A conveyor control switch."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/position = 0 // 0 off, -1 reverse, 1 forward
var/last_pos = -1 // last direction setting
var/operated = 1 // true if just operated
var/id = "" // must match conveyor IDs to control them
var/list/conveyors // the list of converyors that are controlled by this switch
anchored = 1
/obj/machinery/conveyor_switch/New()
..()
update()
spawn(5) // allow map load
conveyors = list()
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
// update the icon depending on the position
/obj/machinery/conveyor_switch/proc/update()
if(position<0)
icon_state = "switch-rev"
else if(position>0)
icon_state = "switch-fwd"
else
icon_state = "switch-off"
// timed process
// if the switch changed, update the linked conveyors
/obj/machinery/conveyor_switch/process()
if(!operated)
return
operated = 0
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = position
C.setdir()
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(position == 0)
if(last_pos < 0)
position = 1
last_pos = 0
else
position = -1
last_pos = 0
else
last_pos = position
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in world)
if(S.id == src.id)
S.position = position
S.update()
+75
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@@ -0,0 +1,75 @@
/obj/machinery/disease2/diseaseanalyser
name = "Disease Analyser"
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
anchored = 1
density = 1
var/scanning = 0
var/pause = 0
var/obj/item/weapon/virusdish/dish = null
/obj/machinery/disease2/diseaseanalyser/attackby(var/obj/I as obj, var/mob/user as mob)
if(istype(I,/obj/item/weapon/virusdish))
var/mob/living/carbon/c = user
if(!dish)
dish = I
c.drop_item()
I.loc = src
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\blue [user.name] inserts the [dish.name] in the [src.name]", 3)
else
user << "There is already a dish inserted"
//else
return
/obj/machinery/disease2/diseaseanalyser/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(scanning)
scanning -= 1
if(scanning == 0)
var/r = "GNAv2 based virus lifeform"
r += "<BR>Infection rate : [dish.virus2.infectionchance * 10]"
r += "<BR>Spread form : [dish.virus2.spreadtype]"
r += "<BR>Progress Speed : [dish.virus2.stageprob * 10]"
for(var/datum/disease2/effectholder/E in dish.virus2.effects)
r += "<BR>Effect:[E.effect.name]. Strength : [E.multiplier * 8]. Verosity : [E.chance * 15]. Type : [5-E.stage]."
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src.loc)
P.info = r
dish.info = r
dish.analysed = 1
dish.loc = src.loc
dish = null
icon_state = "analyser"
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue The [src.name] prints a sheet of paper", 3)
else if(dish && !scanning && !pause)
if(dish.virus2 && dish.growth > 50)
dish.growth -= 10
scanning = 25
icon_state = "analyser_processing"
else
pause = 1
spawn(25)
dish.loc = src.loc
dish = null
for(var/mob/M in viewers(src))
M.show_message("\icon[src] \blue The [src.name] buzzes", 2)
pause = 0
return
+331
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@@ -0,0 +1,331 @@
//To simplify, all diseases have 4 stages, with effects starting at stage 2
//Stage 1 = Rest,Minor disease
//Stage 2 = Minimal effect
//Stage 3 = Medium effect
//Stage 4 = Death/Really Really really bad effect
/proc/infect_virus2(var/mob/living/carbon/M,var/datum/disease2/disease/disease,var/forced = 0)
if(prob(disease.infectionchance))
if(M.virus2)
return
else
var/score = 0
if(!forced)
if(istype(M, /mob/living/carbon/human))
if(M:gloves)
score += 5
if(istype(M:wear_suit, /obj/item/clothing/suit/space)) score += 10
if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
if(istype(M:head, /obj/item/clothing/head/helmet/space)) score += 5
if(istype(M:head, /obj/item/clothing/head/bio_hood)) score += 5
if(M.wear_mask)
score += 5
if((istype(M:wear_mask, /obj/item/clothing/mask) || istype(M:wear_mask, /obj/item/clothing/mask/surgical)) && !M.internal)
score += 5
if(M.internal)
score += 5
if(score > 15)
return
// else if(score == 20 && prob(95))
// return
else if(score == 15 && prob(75))
return
else if(score == 10 && prob(55))
return
else if(score == 5 && prob(35))
return
M.virus2 = disease.getcopy()
M.virus2.minormutate()
for(var/datum/disease2/resistance/res in M.resistances)
if(res.resistsdisease(M.virus2))
M.virus2 = null
/datum/disease2/resistance
var/list/datum/disease2/effect/resistances = list()
proc/resistsdisease(var/datum/disease2/disease/virus2)
var/list/res2 = list()
for(var/datum/disease2/effect/e in resistances)
res2 += e.type
for(var/datum/disease2/effectholder/holder in virus2)
if(!(holder.effect.type in res2))
return 0
else
res2 -= holder.effect.type
if(res2.len > 0)
return 0
else
return 1
New(var/datum/disease2/disease/virus2)
for(var/datum/disease2/effectholder/h in virus2.effects)
resistances += h.effect.type
/proc/infect_mob_random(var/mob/living/carbon/M)
if(!M.virus2)
M.virus2 = new /datum/disease2/disease
M.virus2.makerandom()
/datum/disease2/disease
var/infectionchance = 10
var/spreadtype = "Blood" // Can also be "Airborne"
var/stage = 1
var/stageprob = 2
var/dead = 0
var/clicks = 0
var/uniqueID = 0
var/list/datum/disease2/effectholder/effects = list()
proc/makerandom()
var/datum/disease2/effectholder/holder = new /datum/disease2/effectholder
holder.stage = 1
holder.getrandomeffect()
effects += holder
holder = new /datum/disease2/effectholder
holder.stage = 2
holder.getrandomeffect()
effects += holder
holder = new /datum/disease2/effectholder
holder.stage = 3
holder.getrandomeffect()
effects += holder
holder = new /datum/disease2/effectholder
holder.stage = 4
holder.getrandomeffect()
effects += holder
uniqueID = rand(0,10000)
infectionchance = rand(1,10)
spreadtype = "Airborne"
proc/minormutate()
var/datum/disease2/effectholder/holder = pick(effects)
holder.minormutate()
infectionchance = min(10,infectionchance + rand(0,1))
proc/issame(var/datum/disease2/disease/disease)
var/list/types = list()
var/list/types2 = list()
for(var/datum/disease2/effectholder/d in effects)
types += d.effect.type
var/equal = 1
for(var/datum/disease2/effectholder/d in disease.effects)
types2 += d.effect.type
for(var/type in types)
if(!(type in types2))
equal = 0
return equal
proc/activate(var/mob/living/carbon/mob)
if(dead)
mob.virus2 = null
return
if(mob.stat == 2)
return
if(mob.radiation > 50)
if(prob(1))
majormutate()
if(mob.reagents.has_reagent("spaceacillin"))
return
if(prob(stageprob) && prob(25 + (clicks/100)) && stage != 4)
stage++
clicks = 0
for(var/datum/disease2/effectholder/e in effects)
e.runeffect(mob,stage)
proc/cure_added(var/datum/disease2/resistance/res)
if(res.resistsdisease(src))
dead = 1
proc/majormutate()
var/datum/disease2/effectholder/holder = pick(effects)
holder.majormutate()
proc/getcopy()
// world << "getting copy"
var/datum/disease2/disease/disease = new /datum/disease2/disease
disease.infectionchance = infectionchance
disease.spreadtype = spreadtype
disease.stageprob = stageprob
for(var/datum/disease2/effectholder/holder in effects)
// world << "adding effects"
var/datum/disease2/effectholder/newholder = new /datum/disease2/effectholder
newholder.effect = new holder.effect.type
newholder.chance = holder.chance
newholder.cure = holder.cure
newholder.multiplier = holder.multiplier
newholder.happensonce = holder.happensonce
newholder.stage = holder.stage
disease.effects += newholder
// world << "[newholder.effect.name]"
// world << "[disease]"
return disease
/datum/disease2/effect
var/name = "Blanking effect"
var/stage = 4
var/maxm = 1
proc/activate(var/mob/living/carbon/mob,var/multiplier)
/datum/disease2/effect/gibbingtons
name = "Gibbingtons Syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.gib()
/datum/disease2/effect/radian
name = "Radian's syndrome"
stage = 4
maxm = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.radiation += (2*multiplier)
/datum/disease2/effect/toxins
name = "Hyperacid Syndrome"
stage = 3
maxm = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.adjustToxLoss(2*multiplier)
/datum/disease2/effect/scream
name = "Random screaming syndrome"
stage = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*scream")
/datum/disease2/effect/drowsness
name = "Automated sleeping syndrome"
stage = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.drowsyness += 10
/datum/disease2/effect/shakey
name = "World Shaking syndrome"
stage = 3
maxm = 3
activate(var/mob/living/carbon/mob,var/multiplier)
shake_camera(mob,5*multiplier)
/datum/disease2/effect/deaf
name = "Hard of hearing syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.ear_deaf += 20
/datum/disease2/effect/invisible
name = "Waiting Syndrome"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
return
/*
/datum/disease2/effect/telepathic
name = "Telepathy Syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.mutations |= 512
*/
/datum/disease2/effect/noface
name = "Identity Loss syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.real_name = "Unknown"
/datum/disease2/effect/monkey
name = "Monkism syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob,/mob/living/carbon/human))
var/mob/living/carbon/human/h = mob
h.monkeyize()
/datum/disease2/effect/sneeze
name = "Coldingtons Effect"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*sneeze")
/datum/disease2/effect/gunck
name = "Flemmingtons"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob << "\red Mucous runs down the back of your throat."
/datum/disease2/effect/killertoxins
name = "Toxification syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.adjustToxLoss(15)
/*
/datum/disease2/effect/hallucinations
name = "Hallucinational Syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.hallucination += 25
*/
/datum/disease2/effect/sleepy
name = "Resting syndrome"
stage = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*collapse")
/datum/disease2/effect/mind
name = "Lazy mind syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.setBrainLoss(50)
/datum/disease2/effect/suicide
name = "Suicidal syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.suiciding = 1
//instead of killing them instantly, just put them at -175 health and let 'em gasp for a while
viewers(mob) << "\red <b>[mob.name] is attempting to bite off \his tongue. It looks like \he's trying to commit suicide.</b>"
mob.oxyloss = max(175 - mob.getToxLoss() - mob.getFireLoss() - mob.getBruteLoss(), mob.getOxyLoss())
mob.updatehealth()
spawn(200) //in case they get revived by cryo chamber or something stupid like that, let them suicide again in 20 seconds
mob.suiciding = 0
/datum/disease2/effectholder
var/name = "Holder"
var/datum/disease2/effect/effect
var/chance = 0 //Chance in percentage each tick
var/cure = "" //Type of cure it requires
var/happensonce = 0
var/multiplier = 1 //The chance the effects are WORSE
var/stage = 0
proc/runeffect(var/mob/living/carbon/human/mob,var/stage)
if(happensonce > -1 && effect.stage <= stage && prob(chance))
effect.activate(mob)
if(happensonce == 1)
happensonce = -1
proc/getrandomeffect()
var/list/datum/disease2/effect/list = list()
for(var/e in (typesof(/datum/disease2/effect) - /datum/disease2/effect))
// world << "Making [e]"
var/datum/disease2/effect/f = new e
if(f.stage == src.stage)
list += f
effect = pick(list)
chance = rand(1,6)
proc/minormutate()
switch(pick(1,2,3,4,5))
if(1)
chance = rand(0,100)
if(2)
multiplier = rand(1,effect.maxm)
proc/majormutate()
getrandomeffect()
/proc/dprob(var/p)
return(prob(sqrt(p)) && prob(sqrt(p)))
@@ -0,0 +1,20 @@
/obj/machinery/disease2/biodestroyer
name = "Biohazard destroyer"
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "disposal"
var/list/accepts = list(/obj/item/clothing,/obj/item/weapon/virusdish/,/obj/item/weapon/cureimplanter,/obj/item/weapon/diseasedisk)
density = 1
anchored = 1
/obj/machinery/disease2/biodestroyer/attackby(var/obj/I as obj, var/mob/user as mob)
for(var/path in accepts)
if(I.type in typesof(path))
user.drop_item()
del(I)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
return
user.drop_item()
I.loc = src.loc
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue The [src.name] beeps", 2)
+42
View File
@@ -0,0 +1,42 @@
/obj/item/weapon/cureimplanter
name = "Hypospray injector"
icon = 'icons/obj/items.dmi'
icon_state = "implanter1"
var/datum/disease2/resistance/resistance = null
var/works = 0
var/datum/disease2/disease/virus2 = null
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/cureimplanter/attack(mob/target as mob, mob/user as mob)
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
if (target != user)
O.show_message(text("\red <B>[] is trying to inject [] with [src.name]!</B>", user, target), 1)
else
O.show_message("\red <B>[user] is trying to inject themselves with [src.name]!</B>", 1)
if(!do_mob(user, target,60)) return
for(var/mob/O in viewers(world.view, user))
if (target != user)
O.show_message(text("\red [] injects [] with [src.name]!", user, target), 1)
else
O.show_message("\red [user] injects themself with [src.name]!", 1)
var/mob/living/carbon/M = target
if(works == 0 && prob(25))
M.resistances2 += resistance
if(M.virus2)
M.virus2.cure_added(resistance)
else if(works == 1)
M.adjustToxLoss(rand(20,50))
else if(works == 2)
M.adjustToxLoss(rand(50,100))
else if(works == 3)
infect_virus2(M,virus2,1)
+154
View File
@@ -0,0 +1,154 @@
/obj/machinery/computer/curer
name = "Cure Research Machine"
icon = 'icons/obj/computer.dmi'
icon_state = "dna"
// brightnessred = 0
// brightnessgreen = 2 //Used for multicoloured lighting on BS12
// brightnessblue = 2
var/curing
var/virusing
circuit = "/obj/item/weapon/circuitboard/mining"
var/obj/item/weapon/virusdish/dish = null
/obj/machinery/computer/curer/attackby(var/obj/I as obj, var/mob/user as mob)
/*if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/curer/M = new /obj/item/weapon/circuitboard/curer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/curer/M = new /obj/item/weapon/circuitboard/curer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)*/
if(istype(I,/obj/item/weapon/virusdish))
var/mob/living/carbon/c = user
if(!dish)
dish = I
c.drop_item()
I.loc = src
//else
src.attack_hand(user)
return
/obj/machinery/computer/curer/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/curer/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/curer/attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
if(curing)
dat = "Antibody production in progress"
else if(virusing)
dat = "Virus production in progress"
else if(dish)
dat = "Virus dish inserted"
if(dish.virus2)
if(dish.growth >= 100)
dat += "<BR><A href='?src=\ref[src];antibody=1'>Begin antibody production</a>"
dat += "<BR><A href='?src=\ref[src];virus=1'>Begin virus production</a>"
else
dat += "<BR>Insufficent cells to attempt to create cure"
else
dat += "<BR>Please check dish contents"
dat += "<BR><A href='?src=\ref[src];eject=1'>Eject disk</a>"
else
dat = "Please insert dish"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/curer/process()
..()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(curing)
curing -= 1
if(curing == 0)
icon_state = "dna"
if(dish.virus2)
createcure(dish.virus2)
if(virusing)
virusing -= 1
if(virusing == 0)
icon_state = "dna"
if(dish.virus2)
createvirus(dish.virus2)
return
/obj/machinery/computer/curer/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["antibody"])
curing = 30
dish.growth -= 50
src.icon_state = "dna"
if (href_list["virus"])
virusing = 30
dish.growth -= 100
src.icon_state = "dna"
else if(href_list["eject"])
dish.loc = src.loc
dish = null
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/curer/proc/createcure(var/datum/disease2/disease/virus2)
var/obj/item/weapon/cureimplanter/implanter = new /obj/item/weapon/cureimplanter(src.loc)
implanter.resistance = new /datum/disease2/resistance(dish.virus2)
if(probG("Virus curing",3))
implanter.works = 0
else
implanter.works = rand(1,2)
state("The [src.name] Buzzes")
/obj/machinery/computer/curer/proc/createvirus(var/datum/disease2/disease/virus2)
var/obj/item/weapon/cureimplanter/implanter = new /obj/item/weapon/cureimplanter(src.loc)
implanter.name = "Viral implanter (MAJOR BIOHAZARD)"
implanter.virus2 = dish.virus2.getcopy()
implanter.works = 3
state("The [src.name] Buzzes")
/obj/machinery/computer/curer/proc/state(var/msg)
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue [msg]", 2)
+202
View File
@@ -0,0 +1,202 @@
/obj/machinery/computer/diseasesplicer
name = "Disease Splicer"
icon = 'icons/obj/computer.dmi'
icon_state = "crew"
//brightnessred = 0
// brightnessgreen = 2
// brightnessblue = 2
// broken_icon
var/datum/disease2/effectholder/memorybank = null
var/analysed = 0
var/obj/item/weapon/virusdish/dish = null
var/burning = 0
var/splicing = 0
var/scanning = 0
/obj/machinery/computer/diseasesplicer/attackby(var/obj/I as obj, var/mob/user as mob)
/*
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/diseasesplicer/M = new /obj/item/weapon/circuitboard/diseasesplicer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/diseasesplicer/M = new /obj/item/weapon/circuitboard/diseasesplicer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)*/
if(istype(I,/obj/item/weapon/virusdish))
var/mob/living/carbon/c = user
if(!dish)
dish = I
c.drop_item()
I.loc = src
if(istype(I,/obj/item/weapon/diseasedisk))
user << "You upload the contents of the disk into the buffer"
memorybank = I:effect
//else
src.attack_hand(user)
return
/obj/machinery/computer/diseasesplicer/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/diseasesplicer/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/diseasesplicer/attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
if(splicing)
dat = "Splicing in progress"
else if(scanning)
dat = "Splicing in progress"
else if(burning)
dat = "Data disk burning in progress"
else
if(dish)
dat = "Virus dish inserted"
dat += "<BR>Current DNA strand : "
if(memorybank)
dat += "<A href='?src=\ref[src];splice=1'>"
if(analysed)
dat += "[memorybank.effect.name] ([5-memorybank.effect.stage])"
else
dat += "Unknown DNA strand ([5-memorybank.effect.stage])"
dat += "</a>"
dat += "<BR><A href='?src=\ref[src];disk=1'>Burn DNA Sequence to data storage disk</a>"
else
dat += "Empty"
dat += "<BR><BR>"
if(dish)
if(dish.virus2)
if(dish.growth >= 50)
for(var/datum/disease2/effectholder/e in dish.virus2.effects)
dat += "<BR><A href='?src=\ref[src];grab=\ref[e]'> DNA strand"
if(dish.analysed)
dat += ": [e.effect.name]"
dat += " (5-[e.effect.stage])</a>"
else
dat += "<BR>Insufficent cells to attempt gene splicing"
else
dat += "<BR>No virus found in dish"
dat += "<BR><BR><A href='?src=\ref[src];eject=1'>Eject disk</a>"
else
dat += "<BR>Please insert dish"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/diseasesplicer/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(scanning)
scanning -= 1
if(!scanning)
state("The [src.name] beeps")
icon_state = "crew"
if(splicing)
splicing -= 1
if(!splicing)
state("The [src.name] pings")
icon_state = "crew"
if(burning)
burning -= 1
if(!burning)
var/obj/item/weapon/diseasedisk/d = new /obj/item/weapon/diseasedisk(src.loc)
if(analysed)
d.name = "[memorybank.effect.name] GNA disk (Stage: [5-memorybank.effect.stage])"
else
d.name = "Unknown GNA disk (Stage: [5-memorybank.effect.stage])"
d.effect = memorybank
state("The [src.name] zings")
icon_state = "crew"
return
/obj/machinery/computer/diseasesplicer/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["grab"])
memorybank = locate(href_list["grab"])
analysed = dish.analysed
del(dish)
dish = null
scanning = 30
icon_state = "crew"
else if(href_list["eject"])
dish.loc = src.loc
dish = null
else if(href_list["splice"])
for(var/datum/disease2/effectholder/e in dish.virus2.effects)
if(e.stage == memorybank.stage)
e.effect = memorybank.effect
splicing = 50
dish.virus2.spreadtype = "Blood"
icon_state = "crew"
else if(href_list["disk"])
burning = 20
icon_state = "crew"
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/diseasesplicer/proc/state(var/msg)
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue [msg]", 2)
/obj/item/weapon/diseasedisk
name = "Blank GNA disk"
icon = 'icons/obj/cloning.dmi'
icon_state = "datadisk2"
var/datum/disease2/effectholder/effect = null
var/stage = 1
/obj/item/weapon/diseasedisk/premade/New()
name = "Blank GNA disk (stage: [5-stage])"
effect = new /datum/disease2/effectholder
effect.effect = new /datum/disease2/effect/invisible
effect.stage = stage
+176
View File
@@ -0,0 +1,176 @@
/obj/machinery/disease2/incubator/
name = "Pathogenic incubator"
density = 1
anchored = 1
icon = 'icons/obj/virology.dmi'
icon_state = "incubator"
var/obj/item/weapon/virusdish/dish
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/radiation = 0
var/on = 0
var/power = 0
var/foodsupply = 0
var/toxins = 0
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
blob_act()
if (prob(25))
del(src)
meteorhit()
del(src)
return
attackby(var/obj/B as obj, var/mob/user as mob)
if(istype(B, /obj/item/weapon/reagent_containers/glass) || istype(B,/obj/item/weapon/reagent_containers/syringe))
if(src.beaker)
if(istype(beaker,/obj/item/weapon/reagent_containers/syringe))
user << "A syringe is already loaded into the machine."
else
user << "A beaker is already loaded into the machine."
return
src.beaker = B
user.drop_item()
B.loc = src
if(istype(B,/obj/item/weapon/reagent_containers/syringe))
user << "You add the syringe to the machine!"
src.updateUsrDialog()
else
user << "You add the beaker to the machine!"
src.updateUsrDialog()
else
if(istype(B,/obj/item/weapon/virusdish))
if(src.dish)
user << "A dish is already loaded into the machine."
return
src.dish = B
user.drop_item()
B.loc = src
if(istype(B,/obj/item/weapon/virusdish))
user << "You add the dish to the machine!"
src.updateUsrDialog()
Topic(href, href_list)
if(stat & BROKEN) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if(!dish) return
if (href_list["power"])
on = !on
if(on)
icon_state = "incubator_on"
else
icon_state = "incubator"
if (href_list["ejectchem"])
if(beaker)
beaker.loc = src.loc
beaker = null
if (href_list["ejectdish"])
if(dish)
dish.loc = src.loc
dish = null
if (href_list["rad"])
radiation += 10
if (href_list["flush"])
radiation = 0
toxins = 0
foodsupply = 0
src.add_fingerprint(usr)
src.updateUsrDialog()
attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.machine = src
var/dat = ""
if(!dish)
dat = "Please insert dish into the incubator.<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A>"
var/string = "Off"
if(on)
string = "On"
dat += "Power status : <A href='?src=\ref[src];power=1'>[string]</a>"
dat += "<BR>"
dat += "Food supply : [foodsupply]"
dat += "<BR>"
dat += "Radiation Levels : [radiation] RADS : <A href='?src=\ref[src];rad=1'>Radiate</a>"
dat += "<BR>"
dat += "Toxins : [toxins]"
dat += "<BR><BR>"
if(beaker)
dat += "Eject chemicals : <A href='?src=\ref[src];ejectchem=1'> Eject</a>"
dat += "<BR>"
if(dish)
dat += "Eject Virus dish : <A href='?src=\ref[src];ejectdish=1'> Eject</a>"
dat += "<BR>"
dat += "<BR><BR>"
dat += "<A href='?src=\ref[src];flush=1'>Flush system</a>"
user << browse("<TITLE>Pathogenic incubator</TITLE>incubator menu:<BR><BR>[dat]", "window=incubator;size=575x400")
onclose(user, "incubator")
return
process()
if(dish && on && dish.virus2)
use_power(50,EQUIP)
if(!powered(EQUIP))
on = 0
icon_state = "incubator"
if(foodsupply)
foodsupply -= 1
dish.growth += 1
if(dish.growth == 100)
state("The [src.name] pings")
if(radiation)
if(radiation > 50 & prob(5))
dish.virus2.majormutate()
if(dish.info)
dish.info = "OUTDATED : [dish.info]"
dish.analysed = 0
state("The [src.name] beeps")
else if(prob(5))
dish.virus2.minormutate()
radiation -= 1
if(toxins && prob(5))
dish.virus2.infectionchance -= 1
if(toxins > 50)
dish.virus2 = null
else if(!dish)
on = 0
icon_state = "incubator"
if(beaker)
if(!beaker.reagents.remove_reagent("virusfood",5))
foodsupply += 20
if(!beaker.reagents.remove_reagent("toxins",1))
toxins += 1
proc/state(var/msg)
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue [msg]", 2)
+139
View File
@@ -0,0 +1,139 @@
/obj/machinery/disease2/isolator/
name = "Pathogenic Isolator"
density = 1
anchored = 1
icon = 'icons/obj/virology.dmi'
icon_state = "isolator"
var/datum/disease2/disease/virus2 = null
var/isolating = 0
var/beaker = null
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
blob_act()
if (prob(25))
del(src)
meteorhit()
del(src)
return
attackby(var/obj/item/weapon/reagent_containers/glass/B as obj, var/mob/user as mob)
if(!istype(B,/obj/item/weapon/reagent_containers/syringe))
return
if(src.beaker)
user << "A syringe is already loaded into the machine."
return
src.beaker = B
user.drop_item()
B.loc = src
if(istype(B,/obj/item/weapon/reagent_containers/syringe))
user << "You add the syringe to the machine!"
src.updateUsrDialog()
icon_state = "isolator_in"
Topic(href, href_list)
if(stat & BROKEN) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if(!beaker) return
var/datum/reagents/R = beaker:reagents
if (href_list["isolate"])
var/datum/reagent/blood/Blood
for(var/datum/reagent/blood/B in R.reagent_list)
if(B)
Blood = B
break
if(Blood.data["virus2"])
virus2 = Blood.data["virus2"]
isolating = 40
icon_state = "isolator_processing"
src.updateUsrDialog()
return
else if (href_list["main"])
attack_hand(usr)
return
else if (href_list["eject"])
beaker:loc = src.loc
beaker = null
icon_state = "isolator"
src.updateUsrDialog()
return
attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.machine = src
var/dat = ""
if(!beaker)
dat = "Please insert sample into the isolator.<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A>"
else if(isolating)
dat = "Isolating"
else
var/datum/reagents/R = beaker:reagents
dat += "<A href='?src=\ref[src];eject=1'>Eject</A><BR><BR>"
if(!R.total_volume)
dat += "[beaker] is empty."
else
dat += "Contained reagents:<BR>"
for(var/datum/reagent/blood/G in R.reagent_list)
dat += " [G.name]: <A href='?src=\ref[src];isolate=[G.id]'>Isolate</a>"
user << browse("<TITLE>Pathogenic Isolator</TITLE>Isolator menu:<BR><BR>[dat]", "window=isolator;size=575x400")
onclose(user, "isolator")
return
process()
if(isolating > 0)
isolating -= 1
if(isolating == 0)
var/obj/item/weapon/virusdish/d = new /obj/item/weapon/virusdish(src.loc)
d.virus2 = virus2.getcopy()
virus2 = null
icon_state = "isolator_in"
/obj/item/weapon/virusdish
name = "Virus containment/growth dish"
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-b"
var/datum/disease2/disease/virus2 = null
var/growth = 0
var/info = 0
var/analysed = 0
/obj/item/weapon/virusdish/attackby(var/obj/item/weapon/W as obj,var/mob/living/carbon/user as mob)
if(istype(W,/obj/item/weapon/hand_labeler))
return
..()
if(prob(50))
user << "The dish shatters"
if(virus2.infectionchance > 0)
infect_virus2(user,virus2)
del src
/obj/item/weapon/virusdish/examine()
usr << "This is a virus containment dish"
if(src.info)
usr << "It has the following information about its contents"
usr << src.info
+30
View File
@@ -0,0 +1,30 @@
/obj/machinery/disease2/monkeycloner
name = "Monkey dispensor"
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_0"
density = 1
anchored = 1
var/cloning = 0
/obj/machinery/disease2/monkeycloner/attack_hand()
if(!cloning)
cloning = 150
icon_state = "pod_g"
/obj/machinery/disease2/monkeycloner/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(cloning)
cloning -= 1
if(!cloning)
new /mob/living/carbon/monkey(src.loc)
icon_state = "pod_0"
return
+962
View File
@@ -0,0 +1,962 @@
/proc/scram(n)
var/t = ""
var/p = null
p = 1
while(p <= n)
t = text("[][]", t, rand(1, 9))
p++
return t
/obj/machinery/computer/dna
name = "DNA operations computer"
desc = "A Computer used to advanced DNA stuff."
icon_state = "dna"
var/obj/item/weapon/card/data/scan = null
var/obj/item/weapon/card/data/modify = null
var/obj/item/weapon/card/data/modify2 = null
var/mode = null
var/temp = null
/obj/machinery/computer/dna/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/dna/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/dna/attack_hand(mob/user as mob)
if(..())
return
user.machine = src
if (istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon/ai))
var/dat = text("<I>Please Insert the cards into the slots</I><BR>\n\t\t\t\tFunction Disk: <A href='?src=\ref[];scan=1'>[]</A><BR>\n\t\t\t\tTarget Disk: <A href='?src=\ref[];modify=1'>[]</A><BR>\n\t\t\t\tAux. Data Disk: <A href='?src=\ref[];modify2=1'>[]</A><BR>\n\t\t\t\t\t(Not always used!)<BR>\n\t\t\t\t[]", src, (src.scan ? text("[]", src.scan.name) : "----------"), src, (src.modify ? text("[]", src.modify.name) : "----------"), src, (src.modify2 ? text("[]", src.modify2.name) : "----------"), (src.scan ? text("<A href='?src=\ref[];execute=1'>Execute Function</A>", src) : "No function disk inserted!"))
if (src.temp)
dat = text("[]<BR><BR><A href='?src=\ref[];clear=1'>Clear Message</A>", src.temp, src)
user << browse(dat, "window=dna_comp")
onclose(user, "dna_comp")
else
var/dat = text("<I>[]</I><BR>\n\t\t\t\t[] <A href='?src=\ref[];scan=1'>[]</A><BR>\n\t\t\t\t[] <A href='?src=\ref[];modify=1'>[]</A><BR>\n\t\t\t\t[] <A href='?src=\ref[];modify2=1'>[]</A><BR>\n\t\t\t\t\t(Not always used!)<BR>\n\t\t\t\t[]", stars("Please Insert the cards into the slots"), stars("Function Disk:"), src, (src.scan ? text("[]", src.scan.name) : "----------"), stars("Target Disk:"), src, (src.modify ? text("[]", src.modify.name) : "----------"), stars("Aux. Data Disk:"), src, (src.modify2 ? text("[]", src.modify2.name) : "----------"), (src.scan ? text("<A href='?src=\ref[];execute=1'>[]</A>", src, stars("Execute Function")) : stars("No function disk inserted!")))
if (src.temp)
dat = text("[]<BR><BR><A href='?src=\ref[];clear=1'>[]", stars(src.temp), src, stars("Clear Message</A>"))
user << browse(dat, "window=dna_comp")
onclose(user, "dna_comp")
return
/obj/machinery/computer/dna/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || ((get_dist(src, usr) <= 1 || usr.telekinesis == 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
usr.machine = src
if (href_list["modify"])
if (src.modify)
src.modify.loc = src.loc
src.modify = null
src.mode = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/data))
usr.drop_item()
I.loc = src
src.modify = I
src.mode = null
if (href_list["modify2"])
if (src.modify2)
src.modify2.loc = src.loc
src.modify2 = null
src.mode = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/data))
usr.drop_item()
I.loc = src
src.modify2 = I
src.mode = null
if (href_list["scan"])
if (src.scan)
src.scan.loc = src.loc
src.scan = null
src.mode = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/data))
usr.drop_item()
I.loc = src
src.scan = I
src.mode = null
if (href_list["clear"])
src.temp = null
if (href_list["execute"])
if ((src.scan && src.scan.function))
switch(src.scan.function)
if("data_mutate")
if (src.modify)
if (!( findtext(src.scan.data, "-", 1, null) ))
if ((src.modify.data && src.scan.data && length(src.modify.data) >= length(src.scan.data)))
src.modify.data = text("[][]", src.scan.data, (length(src.modify.data) > length(src.scan.data) ? copytext(src.modify.data, length(src.scan.data) + 1, length(src.modify.data) + 1) : null))
else
src.temp = "Disk Failure: Cannot examine data! (Null or wrong format)"
else
var/d = findtext(src.modify.data, "-", 1, null)
var/t = copytext(src.modify.data, d + 1, length(src.modify.data) + 1)
d = text2num(copytext(1, d, null))
if ((d && t && src.modify.data && src.scan.data && length(src.modify.data) >= (length(t) + d - 1) ))
src.modify.data = text("[][][]", copytext(src.modify.data, 1, d), t, (length(src.modify.data) > length(t) + d ? copytext(src.modify.data, length(t) + d, length(src.modify.data) + 1) : null))
else
src.temp = "Disk Failure: Cannot examine data! (Null or wrong format)"
else
src.temp = "Disk Failure: Cannot read target disk!"
if("dna_seq")
src.temp = "<TT>DNA Systems Help:\nHuman DNA sequences: (Compressed in *.dna format version 10.76)\n\tSpecies Identification Marker: (28 chromosomes)\n\t\t5BDFE293BA5500F9FFFD500AAFFE\n\tStructural Enzymes:\n\t\tCDE375C9A6C25A7DBDA50EC05AC6CEB63\n\t\tNote: The first id set is used for DNA clean up operations.\n\tUsed Enzymes:\n\t\t493DB249EB6D13236100A37000800AB71\n\tSpecies/Genus Classification: <I>Homo Sapien</I>\n\nMonkey DNA sequences: (Compressed in *.dna format version 10.76)\n\tSpecies Identification Marker: (16 chromosomes)\n\t\t2B6696D2B127E5A4\n\tStructural Enzymes:\n\t\tCDEAF5B90AADBC6BA8033DB0A7FD613FA\n\t\tNote: The first id set is used for DNA clean up operations.\n\tUsed Enzymes:\n\t\tC8FFFE7EC09D80AEDEDB9A5A0B4085B61\n\tSpecies/Genus Classification: Generic Monkey\n</TT>>"
if("dna_help")
src.temp = "<TT>DNA Systems Help:\nThe DNA systems consists 3 systems.\nI. DNA Scanner/Implanter - This system is slightly advanced to use. It accepts\n\t1 disk. Before you wish to run a function/program you must implant the\n\tdisk data into the temporary memory. Note that once this is done the disk can\n\tbe removed to place a data disk in.\nII. DNA computer - This is a simple yet fast computer that basically operates on data.\nIII. Restructurer - This device reorganizes the anatomical structure of the subject\n\taccording to the DNA sequences. Please note that it is illegal to perform a\n\ttransfer from one species to or from the <I>Homo sapiens</I> species but\n\thuman to human is acceptable under UNSD guidlines.\n\tNote: This machine is programmed to operate on specific preprogrammed species with\n\tspecialized anatomical blueprints hard coded into its databanks. It cannot operate\n\ton other species. (Current: Human, Monkey)\n\nData Disks:\n\tThese run on 2 (or 3) types: DNA scanner program disks and data modification\nfunctions (and disk modification functions)\n\nDisk-Copy\n\tThis erases the target disk and completely copies the data from the aux. disk.\nDisk-Erase\n\tThis erases everything on the target disk.\nData-Clear\n\tThis erases (clears) only the data.\n\nData-Trunicate\n\tThis removes data from the target disk (parameters gathered from data slot on target\n\tdisk). This fuction has 4 modes (a,b,c,default) defined by this way. (mode id)(#)\n\ta - This cuts # data from the end. (ex a1 on ABCD = ABC)\n\tb - This cuts # data from the beginning. (ex b1 on ABCD = BCD)\n\tc - This limits the data from the end. (ex c1 on ABCD = A)\n\tdefault - This limits the data from the end. (ex 1 on ABCD = D)\nData-Add\n\tThis adds thedata on the aux. disk to the data on the target disk.\nData-Sramble\n\tThis scrambles the data on the target disk. The length is equal to\n\tthe length of the original data.\nData-Input\n\tThis lets you input data into the data slot of any data disk.\n\tNote: This doesn't work only on storage.\nData-Mutate\n\tThis basically inserts text. You follow this format:\n\tpos-text (or just text for automatic pos 1)\n\tie 2-IVE on FOUR yields FIVE\n</TT>"
if("data_add")
if (src.modify)
if (src.modify2)
if ((src.modify.data && src.modify2.data))
src.modify.data += src.modify2.data
src.temp = text("Done!<BR>New Data:<BR>[]", src.modify.data)
else
src.temp = "Cannot read data! (may be null)"
else
src.temp = "Disk Failure: Cannot read aux. data disk!"
else
src.temp = "Disk Failure: Cannot read target disk!"
if("data_scramble")
if (src.modify)
if (length(text("[]", src.modify.data)) >= 1)
src.modify.data = scram(length(text("[]", src.modify.data)))
src.temp = text("Data scrambled: []", src.modify.data)
else
src.temp = "No data to scramble"
else
src.temp = "Disk Failure: Cannot read target disk!"
if("data_input")
if (src.modify)
var/dat = input(usr, ">", text("[]", src.name), null) as text
var/s = src.scan
var/m = src.modify
if ((usr.stat || usr.restrained() || src.modify != m || src.scan != s))
return
if (((get_dist(src, usr) <= 1 || usr.telekinesis == 1) && istype(src.loc, /turf)))
src.modify.data = dat
else
src.temp = "Disk Failure: Cannot read target disk!"
if("disk_copy")
if (src.modify)
if (src.modify2)
src.modify.function = src.modify2.function
src.modify.data = src.modify2.data
src.modify.special = src.modify2.special
src.temp = "All disk data/programs copied."
else
src.temp = "Disk Failure: Cannot read aux. data disk!"
else
src.temp = "Disk Failure: Cannot read target disk!"
if("disk_dis")
if (src.modify)
src.temp = text("Function: [][]<BR>Data: []", src.modify.function, (src.modify.special ? text("-[]", src.modify.special) : null), src.modify.data)
else
src.temp = "Disk Failure: Cannot read target disk!"
if("disk_erase")
if (src.modify)
src.modify.data = null
src.modify.function = "storage"
src.modify.special = null
src.temp = "All Disk contents deleted."
else
src.temp = "Disk Failure: Cannot read target disk!"
if("data_clear")
if (src.modify)
src.modify.data = null
src.temp = "Disk data cleared."
else
src.temp = "Disk Failure: Cannot read target disk!"
if("data_trun")
if (src.modify)
if ((src.modify.data && src.scan.data))
var/l1 = length(src.modify.data)
var/l2 = max(round(text2num(src.scan.data)), 1)
switch(copytext(src.modify.data, 1, 2))
if("a")
if (l1 > l2)
src.modify.data = copytext(src.modify.data, 1, (l1 - l2) + 1)
else
src.modify.data = ""
src.temp = text("Done!<BR>New Data:<BR>[]", src.modify.data)
if("b")
if (l1 > l2)
src.modify.data = copytext(src.modify.data, l2, l1 + 1)
else
src.modify.data = ""
src.temp = text("Done!<BR>New Data:<BR>[]", src.modify.data)
if("c")
if (l1 >= l2)
src.modify.data = copytext(src.modify.data, l1 - l2, l1 + 1)
src.temp = text("Done!<BR>New Data:<BR>[]", src.modify.data)
else
if (l1 >= l2)
src.modify.data = copytext(src.modify.data, 1, l2 + 1)
src.temp = text("Done!<BR>New Data:<BR>[]", src.modify.data)
else
src.temp = "Cannot read data! (may be null and note that function data slot is used instead of aux disk!!)"
else
src.temp = "Disk Failure: Cannot read target disk!"
else
else
src.temp = "System Failure: Cannot read disk function!"
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/dna/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
del(src)
return
if(2.0)
if (prob(50))
//SN src = null
del(src)
return
else
return
/obj/machinery/dna_scanner/allow_drop()
return 0
/obj/machinery/dna_scanner/relaymove(mob/user as mob)
if (user.stat)
return
src.go_out()
return
/obj/machinery/dna_scanner/verb/eject()
set src in oview(1)
if (usr.stat != 0)
return
src.go_out()
add_fingerprint(usr)
return
/obj/machinery/dna_scanner/verb/move_inside()
set src in oview(1)
if (usr.stat != 0)
return
if (src.occupant)
usr << "\blue <B>The scanner is already occupied!</B>"
return
if (usr.abiotic())
usr << "\blue <B>Subject cannot have abiotic items on.</B>"
return
usr.stop_pulling()
usr.client.perspective = EYE_PERSPECTIVE
usr.client.eye = src
usr.loc = src
src.occupant = usr
src.icon_state = "scanner_1"
for(var/obj/O in src)
//O = null
del(O)
//Foreach goto(124)
src.add_fingerprint(usr)
return
/obj/machinery/dna_scanner/attackby(obj/item/weapon/grab/G as obj, user as mob)
if ((!( istype(G, /obj/item/weapon/grab) ) || !( ismob(G.affecting) )))
return
if (src.occupant)
user << "\blue <B>The scanner is already occupied!</B>"
return
if (G.affecting.abiotic())
user << "\blue <B>Subject cannot have abiotic items on.</B>"
return
var/mob/M = G.affecting
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
src.occupant = M
src.icon_state = "scanner_1"
for(var/obj/O in src)
O.loc = src.loc
//Foreach goto(154)
src.add_fingerprint(user)
//G = null
del(G)
return
/obj/machinery/dna_scanner/proc/go_out()
if ((!( src.occupant ) || src.locked))
return
for(var/obj/O in src)
O.loc = src.loc
//Foreach goto(30)
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
src.icon_state = "scanner_0"
return
/obj/machinery/dna_scanner/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(35)
//SN src = null
del(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(108)
//SN src = null
del(src)
return
if(3.0)
if (prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(181)
//SN src = null
del(src)
return
else
return
/obj/machinery/dna_scanner/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
/obj/machinery/scan_console/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
del(src)
return
if(2.0)
if (prob(50))
//SN src = null
del(src)
return
else
return
/obj/machinery/scan_console/blob_act()
if(prob(75))
del(src)
/obj/machinery/scan_console/power_change()
if(stat & BROKEN)
icon_state = "broken"
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
stat |= NOPOWER
/obj/machinery/scan_console/New()
..()
spawn( 5 )
src.connected = locate(/obj/machinery/dna_scanner, get_step(src, WEST))
return
return
/obj/machinery/scan_console/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
var/mob/M
if (!( src.status ))
return
if (!( src.func ))
src.temp = "No function loaded into memory core!"
src.status = null
if ((src.connected && src.connected.occupant))
M = src.connected.occupant
if (src.status == "load")
src.prog_p1 = null
src.prog_p2 = null
src.prog_p3 = null
src.prog_p4 = null
switch(src.func)
if("dna_trun")
if (src.data)
src.prog_p1 = copytext(src.data, 1, 2)
src.prog_p2 = text2num(src.data)
src.prog_p3 = src.special
src.status = "dna_trun"
src.temp = "Executing trunication function on occupant."
else
src.temp = "No data implanted in core memory."
src.status = null
if("dna_scan")
if (src.special)
if (src.scan)
if (istype(M, /mob))
switch(src.special)
if("UI")
src.temp = text("Scan Complete:<BR>Data downloaded to disk!<BR>Unique Identifier: []", M.primary.uni_identity)
src.scan.data = M.primary.uni_identity
if("SE")
src.temp = text("Scan Complete:<BR>Data downloaded to disk!<BR>Structural Enzymes: []", M.primary.struc_enzyme)
src.scan.data = M.primary.struc_enzyme
if("UE")
src.temp = text("Scan Complete:<BR>Data downloaded to disk!<BR>Used Enzynmes: []", M.primary.use_enzyme)
src.scan.data = M.primary.use_enzyme
if("SI")
src.temp = text("Scan Complete:<BR>Data downloaded to disk!<BR>Species Identifier: []", M.primary.spec_identity)
src.scan.data = M.primary.spec_identity
else
else
src.temp = "No occupant to scan!"
else
src.temp = "Error: No disk to upload data to."
else
src.temp = "Error: Function program errors."
src.status = null
if("dna_replace")
if ((src.data && src.special))
src.prog_p1 = src.special
src.prog_p2 = src.data
src.status = "dna_replace"
src.temp = "Executing repalcement function on occupant."
else
src.temp = "Error: No DNA data loaded into core or function program errors."
src.status = null
if("dna_add")
if ((src.data && src.special))
src.prog_p1 = src.special
src.prog_p2 = src.data
src.status = "dna_add"
src.temp = "Executing addition function on occupant."
else
src.temp = "Error: No DNA data loaded into core or function program errors."
src.status = null
else
src.temp = "Cannot execute program!"
src.status = null
else
if (src.status == "dna_trun")
if (istype(M, /mob))
var/t = null
switch(src.prog_p3)
if("UI")
t = M.primary.uni_identity
if("SE")
t = M.primary.struc_enzyme
if("UE")
t = M.primary.use_enzyme
if("SI")
t = M.primary.spec_identity
else
if (!( src.prog_p4 ))
switch(src.prog_p1)
if("a")
src.prog_p4 = length(t)
if("b")
src.prog_p4 = 1
else
else
if (src.prog_p1 == "a")
src.prog_p4--
else
if (src.prog_p1 == "b")
src.prog_p4--
switch(src.prog_p1)
if("a")
if (src.prog_p4 <= 0)
src.temp = "Trunication complete"
src.status = null
else
t = copytext(t, 1, length(t))
src.temp = text("Trunicating []'s DNA sequence...<BR>[]<BR>Status: [] units left.<BR><BR><A href='?src=\ref[];abort=1'>Emergency Abort</A>", M.name, t, src.prog_p4, src)
if("b")
if (src.prog_p4 <= 0)
src.temp = "Trunication complete"
src.status = null
else
t = copytext(t, 2, length(t) + 1)
src.temp = text("Trunicating []'s DNA sequence...<BR>[]<BR>Status: [] units left.<BR><BR><A href='?src=\ref[];abort=1'>Emergency Abort</A>", M.name, t, src.prog_p4, src)
if("c")
if (length(t) <= src.prog_p2)
src.temp = "Limitation complete"
src.status = null
else
t = copytext(t, 1, length(t))
src.temp = text("Limiting []'s DNA sequence...<BR>[]<BR>Status: [] units converting to [] units.<BR><BR><A href='?src=\ref[];abort=1'>Emergency Abort</A>", M.name, t, length(t), src.prog_p2, src)
else
if (length(t) <= src.prog_p2)
src.temp = "Limitation complete"
src.status = null
else
t = copytext(t, 2, length(t) + 1)
src.temp = text("Limiting []'s DNA sequence...<BR>[]<BR>Status: [] units converting to [] units.<BR><BR><A href='?src=\ref[];abort=1'>Emergency Abort</A>", M.name, t, length(t), src.prog_p2, src)
switch(src.prog_p3)
if("UI")
M.primary.uni_identity = t
if("SE")
M.primary.struc_enzyme = t
if("UE")
M.primary.use_enzyme = t
if("SI")
M.primary.spec_identity = t
else
else
src.temp = "Process terminated due to lack of occupant in DNA chamber."
src.status = null
else
if (src.status == "dna_replace")
if (istype(M, /mob))
var/t = null
switch(src.prog_p1)
if("UI")
t = M.primary.uni_identity
if("SE")
t = M.primary.struc_enzyme
if("UE")
t = M.primary.use_enzyme
if("SI")
t = M.primary.spec_identity
else
if (!( src.prog_p4 ))
src.prog_p4 = 1
else
src.prog_p4++
if ((src.prog_p4 > length(t) || src.prog_p4 > length(src.prog_p2)))
src.temp = "Replacement complete"
src.status = null
else
t = text("[][][]", copytext(t, 1, src.prog_p4), copytext(src.prog_p2, src.prog_p4, src.prog_p4 + 1), (src.prog_p4 < length(t) ? copytext(t, src.prog_p4 + 1, length(t) + 1) : null))
src.temp = text("Replacing []'s DNA sequence...<BR>[]<BR>Target: []<BR>Status: At position []<BR><BR><A href='?src=\ref[];abort=1'>Emergency Abort</A>", M.name, t, src.prog_p2, src.prog_p4, src)
switch(src.prog_p1)
if("UI")
M.primary.uni_identity = t
if("SE")
M.primary.struc_enzyme = t
if("UE")
M.primary.use_enzyme = t
if("SI")
M.primary.spec_identity = t
else
else
src.temp = "Process terminated due to lack of occupant in DNA chamber."
src.status = null
else
if (src.status == "dna_add")
if (istype(M, /mob))
var/t = null
switch(src.prog_p1)
if("UI")
t = M.primary.uni_identity
if("SE")
t = M.primary.struc_enzyme
if("UE")
t = M.primary.use_enzyme
if("SI")
t = M.primary.spec_identity
else
if (!( src.prog_p4 ))
src.prog_p4 = 1
else
src.prog_p4++
if (src.prog_p4 > length(src.prog_p2))
src.temp = "Addition complete"
src.status = null
else
t = text("[][]", t, copytext(src.prog_p2, src.prog_p4, src.prog_p4 + 1))
src.temp = text("Adding to []'s DNA sequence...<BR>[]<BR>Adding: []<BR>Position: []<BR><BR><A href='?src=\ref[];abort=1'>Emergency Abort</A>", M.name, t, src.prog_p2, src.prog_p4, src)
switch(src.prog_p1)
if("UI")
M.primary.uni_identity = t
if("SE")
M.primary.struc_enzyme = t
if("UE")
M.primary.use_enzyme = t
if("SI")
M.primary.spec_identity = t
else
else
src.temp = "Process terminated due to lack of occupant in DNA chamber."
src.status = null
else
src.status = null
src.temp = "Unknown system error."
src.updateDialog()
return
/obj/machinery/scan_console/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/scan_console/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/scan_console/attack_hand(user as mob)
if(..())
return
var/dat
if (src.temp)
dat = text("[]<BR><BR><A href='?src=\ref[];clear=1'>Clear Message</A>", src.temp, src)
else
if (src.connected)
var/mob/occupant = src.connected.occupant
dat = "<font color='blue'><B>Occupant Statistics:</B></FONT><BR>"
if (occupant)
var/t1
switch(occupant.stat)
if(0)
t1 = "Conscious"
if(1)
t1 = "Unconscious"
else
t1 = "*dead*"
dat += text("[]\tHealth %: [] ([])</FONT><BR><BR>", (occupant.health > 50 ? "<font color='blue'>" : "<font color='red'>"), occupant.health, t1)
else
dat += "The scanner is empty.<BR>"
if (!( src.connected.locked ))
dat += text("<A href='?src=\ref[];locked=1'>Lock (Unlocked)</A><BR>", src)
else
dat += text("<A href='?src=\ref[];locked=1'>Unlock (Locked)</A><BR>", src)
dat += text("Disk: <A href='?src=\ref[];scan=1'>[]</A><BR>\n[]<BR>\n[]<BR>", src,
(src.scan ? text("[]", src.scan.name) : "----------"),
(src.scan ? text("<A href='?src=\ref[];u_dat=1'>Upload Data</A>", src) : "No disk to upload"),
((src.data || src.func || src.special) ? text("<A href='?src=\ref[];c_dat=1'>Clear Data</A><BR><A href='?src=\ref[];e_dat=1'>Execute Data</A><BR>Function Type: [][]<BR>Data: []", src, src, src.func, (src.special ? text("-[]", src.special) : null), src.data) : "No data uploaded"))
dat += text("<BR><BR><A href='?src=\ref[];mach_close=scanner'>Close</A>", user)
user << browse(dat, "window=scanner;size=400x500")
onclose(user, "scanner")
return
/obj/machinery/scan_console/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (get_dist(src, usr) <= 1 || usr.telekinesis == 1) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon/ai)))
usr.machine = src
if (href_list["locked"])
if ((src.connected && src.connected.occupant))
src.connected.locked = !( src.connected.locked )
if (href_list["scan"])
if (src.scan)
src.scan.loc = src.loc
src.scan = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/data))
usr.drop_item()
I.loc = src
src.scan = I
if (href_list["u_dat"])
if ((src.scan && !( src.status )))
if ((src.scan.function && src.scan.function != "storage"))
src.func = src.scan.function
src.special = src.scan.special
if (src.scan.data)
src.data = src.scan.data
else
src.temp = "No disk found or core data access lock out!"
if (href_list["c_dat"])
if (!src.status)
src.func = null
src.data = null
src.special = null
else
src.temp = "No disk found or core data access lock out!"
if (href_list["clear"])
src.temp = null
if (href_list["abort"])
src.status = null
if (href_list["e_dat"])
if (!( src.status ))
src.status = "load"
src.temp = "Loading..."
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/restruct/allow_drop()
return 0
/obj/machinery/restruct/verb/eject()
set src in oview(1)
if (usr.stat != 0)
return
src.go_out()
add_fingerprint(usr)
return
/obj/machinery/restruct/verb/operate()
set src in oview(1)
src.add_fingerprint(usr)
if ((src.occupant && src.occupant.primary))
switch(src.occupant.primary.spec_identity)
if("5BDFE293BA5500F9FFFD500AAFFE")
if (!istype(src.occupant, /mob/living/carbon/human))
for(var/obj/O in src.occupant)
del(O)
var/mob/living/carbon/human/O = new /mob/living/carbon/human( src )
if(ticker.killer == src.occupant)
O.memory = src.occupant.memory
ticker.killer = O
var/mob/M = src.occupant
O.start = 1
O.primary = M.primary
M.primary = null
var/t1 = hex2num(copytext(O.primary.uni_identity, 25, 28))
if (t1 < 125)
O.gender = MALE
else
O.gender = FEMALE
M << "Genetic Transversal Complete!"
if (M.client)
M << "Transferring..."
M.client.mob = O
O << "Neural Sequencing Complete!"
O.loc = src
src.occupant = O
//M = null
del(M)
src.occupant = O
src.occupant << "Done!"
if("2B6696D2B127E5A4")
if (!istype(src.occupant, /mob/living/carbon/monkey))
for(var/obj/O in src.occupant)
del(O)
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey(src)
if(ticker.killer == src.occupant)
O.memory = src.occupant.memory
ticker.killer = O
var/mob/M = src.occupant
O.start = 1
O.primary = M.primary
M.primary = null
M << "Genetic Transversal Complete!"
if (M.client)
M << "Transferring..."
M.client.mob = O
O << "Neural Sequencing Complete!"
O.loc = src
O << "Genetic Transversal Complete!"
src.occupant = O
del(M)
O.name = text("monkey ([])", copytext(md5(src.occupant.primary.uni_identity), 2, 6))
src.occupant << "Done!"
else
if (istype(src.occupant, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src.occupant
var/speak = (length(H.primary.struc_enzyme) >= 25 ? hex2num(copytext(H.primary.struc_enzyme, 22, 25)) : 9999)
var/ears = (length(H.primary.struc_enzyme) >= 10 ? hex2num(copytext(H.primary.struc_enzyme, 7, 10)) : 9999)
var/vision = (length(H.primary.struc_enzyme) >= 16 ? hex2num(copytext(H.primary.struc_enzyme, 13, 16)) : 1)
var/mental1 = (length(H.primary.struc_enzyme) >= 31 ? hex2num(copytext(H.primary.struc_enzyme, 28, 31)) : 1)
var/mental2 = (length(H.primary.struc_enzyme) >= 28 ? hex2num(copytext(H.primary.struc_enzyme, 25, 28)) : 1)
var/speak2 = (length(H.primary.struc_enzyme) >= 22 ? hex2num(copytext(H.primary.struc_enzyme, 19, 22)) : 1)
H.sdisabilities = 0
H.disabilities = 0
if (speak < 3776)
H.disabilities = H.disabilities | 4
else
if (speak > 3776)
H.sdisabilities = H.sdisabilities | 2
if (speak2 < 2640)
H.disabilities = H.disabilities | 16
if (ears > 3226)
H.sdisabilities = H.sdisabilities | 4
if (vision < 1447)
H.sdisabilities = H.sdisabilities | 1
else
if (vision > 1447)
H.disabilities = H.disabilities | 1
if (mental1 < 1742)
H.disabilities = H.disabilities | 2
if (mental2 < 1452)
H.disabilities = H.disabilities | 8
var/t1 = null
if (length(H.primary.uni_identity) >= 20)
t1 = copytext(H.primary.uni_identity, 19, 21)
if (hex2num(t1) > 127)
H.gender = FEMALE
else
H.gender = MALE
else
H.gender = NEUTER
if (length(H.primary.uni_identity) >= 18)
t1 = copytext(H.primary.uni_identity, 17, 19)
H.ns_tone = hex2num(t1)
H.ns_tone = -H.ns_tone + 35
else
H.ns_tone = 1
H.ns_tone = -H.ns_tone + 35
if (length(H.primary.uni_identity) >= 16)
t1 = copytext(H.primary.uni_identity, 15, 17)
H.b_eyes = hex2num(t1)
else
H.b_eyes = 255
if (length(H.primary.uni_identity) >= 14)
t1 = copytext(H.primary.uni_identity, 13, 15)
H.g_eyes = hex2num(t1)
else
H.g_eyes = 255
if (length(H.primary.uni_identity) >= 12)
t1 = copytext(H.primary.uni_identity, 11, 13)
H.r_eyes = hex2num(t1)
else
H.r_eyes = 255
if (length(H.primary.uni_identity) >= 10)
t1 = copytext(H.primary.uni_identity, 9, 11)
H.nb_hair = hex2num(t1)
else
H.nb_hair = 255
if (length(H.primary.uni_identity) >= 8)
t1 = copytext(H.primary.uni_identity, 7, 9)
H.ng_hair = hex2num(t1)
else
H.ng_hair = 255
if (length(H.primary.uni_identity) >= 6)
t1 = copytext(H.primary.uni_identity, 5, 7)
H.nr_hair = hex2num(t1)
else
H.nr_hair = 255
H.r_hair = H.nr_hair
H.g_hair = H.ng_hair
H.b_hair = H.nb_hair
H.s_tone = H.ns_tone
H.update_face()
H.update_body()
if (reg_dna[H.primary.uni_identity])
H.real_name = reg_dna[H.primary.uni_identity]
else
var/i
while (!i)
var/randomname
if (src.gender == MALE)
randomname = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
else
randomname = capitalize(pick(first_names_female) + " " + capitalize(pick(last_names)))
if (findname(randomname))
continue
else
H.real_name = randomname
i++
reg_dna[H.primary.uni_identity] = H.real_name
H << text("\red <B>Your name is now [].</B>", H.real_name)
return
/obj/machinery/restruct/verb/move_inside()
set src in oview(1)
if (usr.stat != 0)
return
if (src.occupant)
usr << "\blue <B>The scanner is already occupied!</B>"
return
if (usr.abiotic())
usr << "\blue <B>Subject cannot have abiotic items on.</B>"
return
usr.stop_pulling()
usr.client.perspective = EYE_PERSPECTIVE
usr.client.eye = src
usr.loc = src
src.occupant = usr
src.icon_state = "restruct_1"
for(var/obj/O in src)
//O = null
del(O)
//Foreach goto(124)
src.add_fingerprint(usr)
return
/obj/machinery/restruct/relaymove(mob/user as mob)
if (user.stat)
return
src.go_out()
return
/obj/machinery/restruct/attackby(obj/item/weapon/grab/G as obj, user as mob)
if(..())
return
if ((!( istype(G, /obj/item/weapon/grab) ) || !( ismob(G.affecting) )))
return
if (src.occupant)
user << "\blue <B>The machine is already occupied!</B>"
return
if (G.affecting.abiotic())
user << "\blue <B>Subject cannot have abiotic items on.</B>"
return
var/mob/M = G.affecting
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
src.occupant = M
src.icon_state = "restruct_1"
for(var/obj/O in src)
O.loc = src.loc
//Foreach goto(154)
src.add_fingerprint(user)
//G = null
del(G)
return
/obj/machinery/restruct/proc/go_out()
if ((!( src.occupant ) || src.locked))
return
for(var/obj/O in src)
O.loc = src.loc
//Foreach goto(30)
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
src.icon_state = "restruct_0"
return
/obj/machinery/restruct/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
if(3.0)
if (prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
else
return
/obj/machinery/restruct/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
+101
View File
@@ -0,0 +1,101 @@
/* NOTES:
This system could be expanded to migrate all of our current mutations to. Maybe.
*/
/* /datum/mutations :
*
* A /datum representation of "hidden" mutations.
*
*/
/datum/mutations
var/list/requirements = list() // list of randomly-genned requirements
var/required = 1 // the number of requirements to generate
var/list/races = list("Human") // list of races the mutation effect
proc/get_mutation(var/mob/living/carbon/M) // Called when check_mutation() is successful
..()
proc/check_mutation(var/mob/living/carbon/M) // Called in dna.dm, when a target's SE is modified
if(! ("all" in races)) // "all" means it affects everyone!
if(istype(M, /mob/living/carbon/human))
if(! ("Human" in races))
return
if(istype(M, /mob/living/carbon/monkey))
if(! ("monkey" in races))
return
// TODO: add more races maybe??
var/passes = 0
for(var/datum/mutationreq/require in requirements)
var/se_block[] = getblockbuffer(M.dna.struc_enzymes, require.block, 3) // focus onto the block
if(se_block.len == 3) // we want to make sure there are exactly 3 entries
if(se_block[require.subblock] == require.reqID)
passes++
if(passes == required) // all requirements met
get_mutation(M)
Lasereyes
/*
Lets you shoot laser beams through your eyes. Fancy!
*/
required = 2
get_mutation(var/mob/living/carbon/M)
M << "\blue You feel a searing heat inside your eyes!"
M.mutations.Add(LASER)
Healing
/*
Lets you heal other people, and yourself. But it doesn't let you heal dead people.
*/
required = 2
get_mutation(var/mob/living/carbon/M)
M << "\blue You feel a pleasant warmth pulse throughout your body..."
M.mutations.Add(HEAL)
/* /datum/mutationreq :
*
* A /datum representation of a requirement in order for a mutation to happen.
*
*/
/datum/mutationreq
var/block // The block to read
var/subblock // The sub-block to read
var/reqID // The required hexadecimal identifier to be equal to the sub-block being read.
/*
HEY: If you want to be able to get superpowers easily just uncomment this shit.
mob/verb/checkmuts()
for(var/datum/mutations/mut in global_mutations)
for(var/datum/mutationreq/R in mut.requirements)
src << "Block: [R.block]"
src << "Sub-Block: [R.subblock]"
src << "Required ID: [R.reqID]"
src << ""
mob/verb/editSE(t as text)
src:dna:struc_enzymes = t
domutcheck(src)
*/
+162
View File
@@ -0,0 +1,162 @@
// Currently only used to control /obj/machinery/inlet/filter
// todo: expand to vent control as well?
/obj/machinery/filter_control/New()
..()
spawn(5) //wait for world
for(var/obj/machinery/inlet/filter/F in machines)
if(F.control == src.control)
F.f_mask = src.f_mask
desc = "A remote control for a filter: [control]"
/obj/machinery/filter_control/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/filter_control/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/filter_control/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/detective_scanner))
return ..()
if(istype(W, /obj/item/weapon/screwdriver))
src.add_fingerprint(user)
user.show_message(text("\red Now [] the panel...", (src.locked) ? "unscrewing" : "reattaching"), 1)
sleep(30)
src.locked =! src.locked
src.updateicon()
return
if(istype(W, /obj/item/weapon/wirecutters) && !src.locked)
stat ^= BROKEN
src.add_fingerprint(user)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] has []activated []!", user, (stat&BROKEN) ? "de" : "re", src), 1)
src.updateicon()
return
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
emagged++
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] has shorted out the []'s access system with an electromagnetic card!", user, src), 1)
src.updateicon()
return src.attack_hand(user)
return src.attack_hand(user)
/obj/machinery/filter_control/process()
if(!(stat & NOPOWER))
use_power(5,ENVIRON)
AutoUpdateAI(src)
src.updateUsrDialog()
src.updateicon()
/obj/machinery/filter_control/attack_hand(mob/user as mob)
if(stat & NOPOWER)
user << browse(null, "window=filter_control")
user.machine = null
return
if(user.stat || user.lying)
return
if ((get_dist(src, user) > 1 || !istype(src.loc, /turf)) && !istype(user, /mob/living/silicon/ai))
return 0
var/list/gases = list("O2", "N2", "Plasma", "CO2", "N2O")
var/dat
user.machine = src
var/IGoodConnection = 0
var/IBadConnection = 0
for(var/obj/machinery/inlet/filter/F in machines)
if((F.control == src.control) && !(F.stat && (NOPOWER|BROKEN)))
IGoodConnection++
else if(F.control == src.control)
IBadConnection++
var/ITotalConnections = IGoodConnection+IBadConnection
if(ITotalConnections && !(stat & BROKEN)) //ugly
dat += "Connection status: Inlets:[ITotalConnections]/[IGoodConnection]<BR>\n Control ID: [control]<BR><BR>\n"
else
dat += "<font color=red>No Connections Detected!</font><BR>\n Control ID: [control]<BR>\n"
if(!stat & BROKEN)
for (var/i = 1; i <= gases.len; i++)
dat += "[gases[i]]: <A HREF='?src=\ref[src];tg=[1 << (i - 1)]'>[(src.f_mask & 1 << (i - 1)) ? "Siphoning" : "Passing"]</A><BR>\n"
else
dat += "<big><font color='red'>Warning! Severe Internal Memory Corruption!</big><BR>\n<BR>\nConsult a qualified station technician immediately!</font><BR>\n"
dat += "<BR>\n<small>Error codes: 0x0000001E 0x0000007B</small><BR>\n"
dat += "<BR>\n<A href='?src=\ref[src];close=1'>Close</A><BR>\n"
user << browse(dat, "window=filter_control;size=300x225")
onclose(user, "filter_control")
/obj/machinery/filter_control/Topic(href, href_list)
if (href_list["close"])
usr << browse(null, "window=filter_control;")
usr.machine = null
return //Who cares if we're dead or whatever let us close the fucking window
if(..())
return
if ((((get_dist(src, usr) <= 1 || usr.telekinesis == 1) || istype(usr, /mob/living/silicon/ai)) && istype(src.loc, /turf)))
usr.machine = src
if (src.allowed(usr) || src.emagged && !(stat & BROKEN))
if (href_list["tg"]) //someone modified the html so I added a check here
// toggle gas
src.f_mask ^= text2num(href_list["tg"])
for(var/obj/machinery/inlet/filter/FI in machines)
if(FI.control == src.control)
FI.f_mask ^= text2num(href_list["tg"])
else
usr.see("\red Access Denied ([src.name] operation restricted to authorized atmospheric technicians.)")
AutoUpdateAI(src)
src.updateUsrDialog()
src.add_fingerprint(usr)
else
usr << browse(null, "window=filter_control")
usr.machine = null
return
/obj/machinery/filter_control/proc/updateicon()
overlays.Cut()
if(stat & NOPOWER)
icon_state = "filter_control-nopower"
return
icon_state = "filter_control"
if(src.locked && (stat & BROKEN))
overlays += image('icons/obj/stationobjs.dmi', "filter_control00")
return
else if(!src.locked)
icon_state = "filter_control-unlocked"
if(stat & BROKEN)
overlays += image('icons/obj/stationobjs.dmi', "filter_control-wirecut")
overlays += image('icons/obj/stationobjs.dmi', "filter_control00")
return
var/GoodConnection = 0
for(var/obj/machinery/inlet/filter/F in machines)
if((F.control == src.control) && !(F.stat && (NOPOWER|BROKEN)))
GoodConnection++
break
if(GoodConnection && src.f_mask)
overlays += image('icons/obj/stationobjs.dmi', "filter_control1")
else if(GoodConnection)
overlays += image('icons/obj/stationobjs.dmi', "filter_control10")
else if(src.f_mask)
overlays += image('icons/obj/stationobjs.dmi', "filter_control0")
else
overlays += image('icons/obj/stationobjs.dmi', "filter_control00")
if (src.f_mask & (GAS_N2O|GAS_PL))
src.overlays += image('icons/obj/stationobjs.dmi', "filter_control-tox")
if (src.f_mask & GAS_O2)
src.overlays += image('icons/obj/stationobjs.dmi', "filter_control-o2")
if (src.f_mask & GAS_N2)
src.overlays += image('icons/obj/stationobjs.dmi', "filter_control-n2")
if (src.f_mask & GAS_CO2)
src.overlays += image('icons/obj/stationobjs.dmi', "filter_control-co2")
return
/obj/machinery/filter_control/power_change()
if(powered(ENVIRON))
stat &= ~NOPOWER
else
stat |= NOPOWER
spawn(rand(1,15))
src.updateicon()
return
+138
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/*
CONTAINS:
THAT STUPID GAME KIT
Which I am commenting out /N
*/
/*
/obj/item/weapon/game_kit/New()
src.board_stat = "BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB"
src.selected = "CR"
/obj/item/weapon/game_kit/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/game_kit/MouseDrop(mob/user as mob)
if (user == usr && !usr.restrained() && !usr.stat && (usr.contents.Find(src) || in_range(src, usr)))
if (usr.hand)
if (!usr.l_hand)
spawn (0)
src.attack_hand(usr, 1, 1)
else
if (!usr.r_hand)
spawn (0)
src.attack_hand(usr, 0, 1)
/obj/item/weapon/game_kit/proc/update()
var/dat = text("<CENTER><B>Game Board</B></CENTER><BR><a href='?src=\ref[];mode=hia'>[]</a> <a href='?src=\ref[];mode=remove'>remove</a><HR><table width= 256 border= 0 height= 256 cellspacing= 0 cellpadding= 0 >", src, (src.selected ? text("Selected: []", src.selected) : "Nothing Selected"), src)
for (var/y = 1 to 8)
dat += "<tr>"
for (var/x = 1 to 8)
var/color = (y + x) % 2 ? "#ffffff" : "#999999"
var/piece = copytext(src.board_stat, ((y - 1) * 8 + x) * 2 - 1, ((y - 1) * 8 + x) * 2 + 1)
dat += "<td>"
dat += "<td style='background-color:[color]' width=32 height=32>"
if (piece != "BB")
dat += "<a href='?src=\ref[src];s_board=[x] [y]'><img src='[src.base_url]/board_[piece].png' width=32 height=32 border=0>"
else
dat += "<a href='?src=\ref[src];s_board=[x] [y]'><img src='[src.base_url]/board_none.png' width=32 height=32 border=0>"
dat += "</td>"
dat += "</tr>"
dat += "</table><HR><B>Chips:</B><BR>"
for (var/piece in list("CB", "CR"))
dat += "<a href='?src=\ref[src];s_piece=[piece]'><img src='[src.base_url]/board_[piece].png' width=32 height=32 border=0></a>"
dat += "<HR><B>Chess pieces:</B><BR>"
for (var/piece in list("WP", "WK", "WQ", "WI", "WN", "WR"))
dat += "<a href='?src=\ref[src];s_piece=[piece]'><img src='[src.base_url]/board_[piece].png' width=32 height=32 border=0></a>"
dat += "<br>"
for (var/piece in list("BP", "BK", "BQ", "BI", "BN", "BR"))
dat += "<a href='?src=\ref[src];s_piece=[piece]'><img src='[src.base_url]/board_[piece].png' width=32 height=32 border=0></a>"
src.data = dat
/obj/item/weapon/game_kit/attack_hand(mob/user as mob, unused, flag)
if (flag)
return ..()
else
user.machine = src
if (!( src.data ))
update()
user << browse(src.data, "window=game_kit")
onclose(user, "game_kit")
return
return
/obj/item/weapon/game_kit/Topic(href, href_list)
..()
if ((usr.stat || usr.restrained()))
return
if (usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)))
if (href_list["s_piece"])
src.selected = href_list["s_piece"]
else if (href_list["mode"])
if (href_list["mode"] == "remove")
src.selected = "remove"
else
src.selected = null
else if (href_list["s_board"])
if (!( src.selected ))
src.selected = href_list["s_board"]
else
var/tx = text2num(copytext(href_list["s_board"], 1, 2))
var/ty = text2num(copytext(href_list["s_board"], 3, 4))
if ((copytext(src.selected, 2, 3) == " " && length(src.selected) == 3))
var/sx = text2num(copytext(src.selected, 1, 2))
var/sy = text2num(copytext(src.selected, 3, 4))
var/place = ((sy - 1) * 8 + sx) * 2 - 1
src.selected = copytext(src.board_stat, place, place + 2)
if (place == 1)
src.board_stat = text("BB[]", copytext(src.board_stat, 3, 129))
else
if (place == 127)
src.board_stat = text("[]BB", copytext(src.board_stat, 1, 127))
else
if (place)
src.board_stat = text("[]BB[]", copytext(src.board_stat, 1, place), copytext(src.board_stat, place + 2, 129))
place = ((ty - 1) * 8 + tx) * 2 - 1
if (place == 1)
src.board_stat = text("[][]", src.selected, copytext(src.board_stat, 3, 129))
else
if (place == 127)
src.board_stat = text("[][]", copytext(src.board_stat, 1, 127), src.selected)
else
if (place)
src.board_stat = text("[][][]", copytext(src.board_stat, 1, place), src.selected, copytext(src.board_stat, place + 2, 129))
src.selected = null
else
if (src.selected == "remove")
var/place = ((ty - 1) * 8 + tx) * 2 - 1
if (place == 1)
src.board_stat = text("BB[]", copytext(src.board_stat, 3, 129))
else
if (place == 127)
src.board_stat = text("[]BB", copytext(src.board_stat, 1, 127))
else
if (place)
src.board_stat = text("[]BB[]", copytext(src.board_stat, 1, place), copytext(src.board_stat, place + 2, 129))
else
if (length(src.selected) == 2)
var/place = ((ty - 1) * 8 + tx) * 2 - 1
if (place == 1)
src.board_stat = text("[][]", src.selected, copytext(src.board_stat, 3, 129))
else
if (place == 127)
src.board_stat = text("[][]", copytext(src.board_stat, 1, 127), src.selected)
else
if (place)
src.board_stat = text("[][][]", copytext(src.board_stat, 1, place), src.selected, copytext(src.board_stat, place + 2, 129))
src.add_fingerprint(usr)
update()
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.attack_hand(M)
*/
+141
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/*
/datum/game_mode/ctf
name = "ctf"
config_tag = "ctf"
/datum/game_mode/ctf/announce()
world << "<B>The current game mode is - Capture the Flag!</B>"
world << "<B>Capture the other teams flag and bring it back to your base!</B>"
world << "Respawn is on"
/datum/game_mode/ctf/pre_setup()
config.allow_ai = 0
var/list/mobs = list()
var/total_mobs
for(var/mob/living/carbon/human/M in world)
if (M.client)
mobs += M
total_mobs++
var/obj/R = locate("landmark*Red-Spawn")
var/obj/G = locate("landmark*Green-Spawn")
var/mob_check
for(var/mob/living/carbon/human/M in mobs)
if(!M)
continue
mob_check++
if(mob_check <= total_mobs/2) //add to red team else to green
spawn()
if(M.client)
M << "You are in the Red Team!"
del(M.wear_suit)
M.w_uniform = new /obj/item/clothing/under/color/red(M)
M.w_uniform.layer = 20
del(M.shoes)
M.wear_suit = new /obj/item/clothing/suit/armor/tdome/red(M)
M.wear_suit.layer = 20
M.shoes = new /obj/item/clothing/shoes/black(M)
M.shoes.layer = 20
M.wear_mask = new /obj/item/clothing/mask/gas/emergency(M)
M.wear_mask.layer = 20
M.gloves = new /obj/item/clothing/gloves/swat(M)
M.gloves.layer = 20
M.glasses = new /obj/item/clothing/glasses/thermal(M)
M.glasses.layer = 20
var/obj/item/device/radio/headset/H = new /obj/item/device/radio/headset(M)
H.set_frequency(1465)
M.w_radio = H
M.w_radio.layer = 20
var/obj/item/weapon/tank/air/O = new /obj/item/weapon/tank/air(M)
M.back = O
M.back.layer = 20
M.internal = O
del(M.wear_id)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID card (Red Team)"
W.access = access_red
W.assignment = "Red Team"
W.registered_name = M.real_name
M.wear_id = W
M.wear_id.layer = 20
if(R)
M.loc = R.loc
else
world << "No red team spawn point detected"
M.client.team = "Red"
else
spawn()
if(M.client)
M << "You are in the Green Team!"
del(M.wear_suit)
M.w_uniform = new /obj/item/clothing/under/color/green(M)
M.w_uniform.layer = 20
del(M.shoes)
M.wear_suit = new /obj/item/clothing/suit/armor/tdome/green(M)
M.wear_suit.layer = 20
M.shoes = new /obj/item/clothing/shoes/black(M)
M.shoes.layer = 20
M.wear_mask = new /obj/item/clothing/mask/gas/emergency(M)
M.wear_mask.layer = 20
M.gloves = new /obj/item/clothing/gloves/swat(M)
M.gloves.layer = 20
M.glasses = new /obj/item/clothing/glasses/thermal(M)
M.glasses.layer = 20
var/obj/item/device/radio/headset/H = new /obj/item/device/radio/headset(M)
H.set_frequency(1449)
M.w_radio = H
M.w_radio.layer = 20
var/obj/item/weapon/tank/air/O = new /obj/item/weapon/tank/air(M)
M.back = O
M.back.layer = 20
M.internal = O
del(M.wear_id)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID card (Green Team)"
W.access = access_green
W.assignment = "Green Team"
W.registered_name = M.real_name
M.wear_id = W
M.wear_id.layer = 20
if(G)
M.loc = G.loc
else
world << "No green team spawn point detected"
M.client.team = "Green"
/datum/game_mode/ctf/post_setup()
abandon_allowed = 1
setup_game()
spawn (50)
var/obj/L = locate("landmark*Red-Flag")
if (L)
new /obj/item/weapon/ctf_flag/red(L.loc)
else
world << "No red flag spawn point detected"
L = locate("landmark*Green-Flag")
if (L)
new /obj/item/weapon/ctf_flag/green(L.loc)
else
world << "No green flag spawn point detected"
L = locate("landmark*The-Red-Team")
if (L)
new /obj/machinery/red_injector(L.loc)
else
world << "No red team spawn injector point detected"
L = locate("landmark*The-Green-Team")
if (L)
new /obj/machinery/green_injector(L.loc)
else
world << "No green team injector spawn point detected"
..()
*/
+139
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/obj/item/weapon/ctf_flag
name = "Flag"
desc = "Its a flag"
w_class = 5
icon = 'flags.dmi'
icon_state = "flag_neutral"
item_state = "paper"
/obj/item/weapon/ctf_flag/red
name = "The Red Flag"
desc = "Catch dat fukken flag"
icon_state = "flag_red"
/obj/item/weapon/ctf_flag/green
name = "The Green Flag"
desc = "Catch dat fukken flag"
icon_state = "flag_green"
/obj/item/weapon/ctf_flag/New()
..()
spawn(200)
process()
return
/obj/item/weapon/ctf_flag/process()
if(istype(src, /obj/item/weapon/ctf_flag/green))
var/obj/L = locate("landmark*Green-Flag")
if(locate("landmark*Green-Flag", src))
spawn(200)
process()
return
else if(!src.check_if_equipped() && L)
new /obj/item/weapon/ctf_flag/green(L.loc)
del(src)
if(istype(src, /obj/item/weapon/ctf_flag/red))
var/obj/L = locate("landmark*Red-Flag")
if(locate("landmark*Red-Flag", src))
spawn(200)
process()
return
else if(!src.check_if_equipped() && L)
new /obj/item/weapon/ctf_flag/red(L.loc)
del(src)
return
/obj/item/weapon/ctf_flag/proc/check_if_equipped()
var/equipped = 0
for(var/mob/M in living_mob_list)
if(M &&!M.stat)
var/list/L = M.get_contents()
if(src in L)
equipped = 1
break
return equipped
/obj/machinery/red_injector
name = "Red Team Flag Injector"
desc = "Insert flag here"
anchored = 1
density = 1
var/score = 0
var/operating = 0
icon = 'flags.dmi'
icon_state = "red_injector"
/*
/obj/machinery/red_injector/ex_act(severity)
return
/obj/machinery/red_injector/attackby(var/obj/item/weapon/ctf_flag/C, mob/user)
if(src.operating)
user << "Cannot put a flag in right now"
return
src.operating = 1
if(istype(C, /obj/item/weapon/ctf_flag/green))
if(locate("landmark*Red-Flag", /obj/item/weapon/ctf_flag/red))
src.score++
world << "<B>[user.real_name] has scored for the red team!</B>"
if(ticker.mode.name == "ctf")
ticker.red_score++
var/obj/L = locate("landmark*Green-Flag")
if (L)
del(C)
new /obj/item/weapon/ctf_flag/green(L.loc)
else
world << "No green flag spawn point detected"
if(src.score >= 15)
world << "<FONT size = 3><B>The Red Team has won!</B></FONT>"
world << "<B>They have scored [score] times with the flag!</B>"
sleep(300)
world.Reboot()
else
user << "\red You need to have your flag in the beginning position!"
else if(istype(C, /obj/item/weapon/ctf_flag/red))
world << "<B>[user.real_name] has tried to score with their own flag! Idiot!</B>"
src.operating = 0
return
*/
/obj/machinery/green_injector
name = "Green Team Flag Injector"
desc = "Insert flag here"
anchored = 1
density = 1
var/operating = 0
var/score = 0
icon = 'flags.dmi'
icon_state = "green_injector"
/obj/machinery/green_injector/ex_act(severity)
return
/*
/obj/machinery/green_injector/attackby(var/obj/item/weapon/ctf_flag/C, mob/user)
if(src.operating)
user << "Cannot put a flag in right now"
return
src.operating = 1
if(istype(C, /obj/item/weapon/ctf_flag/red))
if(locate("landmark*Green-Flag", /obj/item/weapon/ctf_flag/green))
src.score++
world << "<B>[user.real_name] has scored for the green team!</B>"
if(ticker.mode.name == "ctf")
ticker.green_score++
var/obj/L = locate("landmark*Red-Flag")
if (L)
del(C)
new /obj/item/weapon/ctf_flag/red(L.loc)
else
world << "No red flag spawn point detected"
if(src.score >= 15)
world << "<FONT size = 3><B>The Green Team has won!</B></FONT>"
world << "<B>They have scored [score] times with the flag!</B>"
sleep(300)
world.Reboot()
else
user << "\red You need to have your flag in the beginning position!"
else if(istype(C, /obj/item/weapon/ctf_flag/green))
world << "<B>[user.real_name] has tried to score with their own flag! Idiot!</B>"
src.operating = 0
return
*/
+67
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/*
/datum/game_mode/deathmatch
name = "deathmatch"
config_tag = "deathmatch"
var/startedat
var/const/gamelength = 15 * 600 // 1/10 second
announce()
world << "<B>The current game mode is - Death Commando Deathmatch!</B>"
world << "<B>Just kill everyone else. They're gonna try to kill you, after all. Respawning is enabled.</B>"
post_setup()
startedat = world.realtime
abandon_allowed = 1
setup_game()
// TODO: DEFERRED Make this massively cleaner. It should hook before spawning, not after.
var/list/mobs = list()
for(var/mob/living/carbon/human/M in world)
if (M.client)
mobs += M
for(var/mob/living/carbon/human/M in mobs)
spawn()
if(M.client)
for(var/obj/item/weapon/W in list(M.wear_suit, M.w_uniform, M.r_store, M.l_store, M.wear_id, M.belt,
M.gloves, M.glasses, M.head, M.ears, M.shoes, M.wear_mask, M.back,
M.handcuffed, M.r_hand, M.l_hand))
M.u_equip(W)
del(W)
var/randomname = "Killiam Shakespeare"
if(commando_names.len)
randomname = pick(commando_names)
commando_names -= randomname
var/newname = input(M,"You are a death commando. Would you like to change your name?", "Character Creation", randomname)
if(!length(newname))
newname = randomname
newname = strip_html(newname,40)
M.real_name = newname
M.name = newname // there are WAY more things than this to change, I'm almost certain
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/swat_suit/death_commando(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/death_commando(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/m_pill/cyanide(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/flashbang(M), slot_r_store)
var/obj/item/weapon/tank/air/O = new(M)
M.equip_to_slot_or_del(O, slot_back)
M.internal = O
var/obj/item/weapon/card/id/W = new(M)
W.access = get_all_accesses()
W.name = "[newname]'s ID card (Death Commando)"
W.assignment = "Death Commando"
W.registered_name = newname
M.equip_to_slot_or_del(W, slot_wear_id)
..()
check_win()
return 1
*/
+131
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#define MONKEY_MODE_RUNNING 0
#define MONKEY_MODE_NO_RABID_LEFT 1
#define MONKEY_MODE_SHUTTLE_CAPTURED 2
#define MONKEY_MODE_SHUTTLE_WITH_HUMANS 3
#define MONKEY_MODE_MONKEYS 4
/datum/game_mode/monkey
name = "monkey"
config_tag = "monkey"
var/state = MONKEY_MODE_RUNNING
var/list/datum/mind/initial_monkeys = new
/datum/game_mode/monkey/announce()
world << "<B>The current game mode is - Monkey!</B>"
world << "<B>Some of your crew members have been infected by a mutageous virus!</B>"
world << "<B>Escape on the shuttle but the humans have precedence!</B>"
/datum/game_mode/monkey/can_start()
if (num_players()<2)
return 0
for(var/mob/new_player/P in player_list)
if(P.client && P.ready && !jobban_isbanned(P, "Syndicate"))
return 1
return 0
/datum/game_mode/monkey/pre_setup()
var/list/possible_monkeys = get_players_for_role(BE_MONKEY)
// stop setup if no possible monkeys
if(!possible_monkeys.len)
return 0
var/num_monkeys = MONKEY_MODE_MONKEYS
var/num_players = num_players()
if (num_players<=num_monkeys)
num_monkeys = round(num_players/2)
for(var/j = 1 to num_monkeys)
if (!possible_monkeys.len)
break
var/datum/mind/monkey = pick(possible_monkeys)
possible_monkeys-=monkey
initial_monkeys += monkey
monkey.special_role = "monkey"
if(!initial_monkeys.len)
return 0
return 1
/datum/game_mode/monkey/post_setup()
spawn (50)
for (var/datum/mind/monkey in initial_monkeys)
var/mob/living/carbon/human/H = monkey.current
var/mob/living/carbon/monkey/new_monkey = H.monkeyize()
new_monkey << "<B>Your goal is to capture the entire human civilization and your first target is Centcom. Hijack the shuttle without humans aboard!</B>"
for (var/mob/living/carbon/monkey/rabid_monkey in mob_list)
if (!(rabid_monkey.mind in initial_monkeys) && (!isturf(rabid_monkey.loc) || rabid_monkey.z!=1))
continue
rabid_monkey.contract_disease(new /datum/disease/jungle_fever,1,0)
del(initial_monkeys)
..()
/datum/game_mode/monkey/proc/is_important_monkey(var/mob/living/carbon/monkey/M as mob)
var/turf/T = get_turf(M)
var/area/A = get_area(M)
if(M.stat!=2)
for(var/datum/disease/D in M.viruses)
if(istype(D, /datum/disease/jungle_fever) && ( T.z==1 || is_type_in_list(A, centcom_areas)))
return 1
/datum/game_mode/monkey/check_win()
if (state==MONKEY_MODE_SHUTTLE_CAPTURED || state==MONKEY_MODE_SHUTTLE_WITH_HUMANS)
return
var/infected_count = 0
for (var/mob/living/carbon/monkey/rabid_monkey in mob_list)
if (is_important_monkey(rabid_monkey))
infected_count++
if (infected_count==0)
state = MONKEY_MODE_NO_RABID_LEFT
/datum/game_mode/monkey/check_finished()
return (emergency_shuttle.location==2) || (state>0)
/datum/game_mode/monkey/declare_completion()
var/monkeywin = 0
if (state != MONKEY_MODE_NO_RABID_LEFT)
for(var/mob/living/carbon/monkey/monkey_player in mob_list)
if (is_important_monkey(monkey_player))
var/area/A = get_area(monkey_player)
if ( is_type_in_list(A, centcom_areas))
monkeywin = 1
break
if(monkeywin)
for(var/mob/living/carbon/human/human_player in mob_list)
if (human_player.stat != 2)
var/area/A = get_area(human_player)
if (istype(A, /area/shuttle/escape/centcom))
monkeywin = 0
break
if (monkeywin)
feedback_set_details("round_end_result","win - monkey win")
world << "<FONT size=3 color=red><B>The monkeys have won! Humanity is doomed!</B></FONT>"
for (var/mob/living/carbon/human/player in player_list)
spawn(rand(0,150))
player.monkeyize()
sleep(200)
else
feedback_set_details("round_end_result","loss - crew win")
world << "<FONT size=3 color=red><B>The Research Staff has stopped the monkey invasion!</B></FONT>"
..()
return 1
/datum/game_mode/proc/auto_declare_completion_monkey()
for(var/mob/living/carbon/monkey/monkey_player in mob_list)
for(var/datum/disease/D in monkey_player.viruses)
if (istype(D, /datum/disease/jungle_fever) && monkey_player.ckey)
world << "<B>[monkey_player.ckey] was played infested [monkey_player]. [monkey_player.stat == 2 ? "(DEAD)" : ""]</B>"
return 1
#undef MONKEY_MODE_RUNNING
#undef MONKEY_MODE_NO_RABID_LEFT
#undef MONKEY_MODE_SHUTTLE_CAPTURED
#undef MONKEY_MODE_SHUTTLE_WITH_HUMANS
+77
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/datum/game_mode/restructuring
name = "Corporate Restructuring"
config_tag = "restructuring"
/*
/datum/game_mode/restructuring/announce()
world << "\red <B>GLOBAL TRANSMISSION FROM HEAD OFFICE: A CORPORATE RESTRUCTURING IS TO TAKE PLACE</B>"
world << "\red <B>Stay tuned for further news; note that we do care for our employees and any layoffs will be dealt with discretion and compassion</B>"
/datum/game_mode/restructuring/post_setup()
setup_game()
var/list/mobs = get_mob_list()
while (mobs.len == 0)
sleep 30
mobs = get_mob_list()
spawn (120)
pick_target()
..()
/datum/game_mode/restructuring/proc/pick_target(who)
var/mob/target
var/mob/target_desc
if (!who)
target = pick(get_mob_list())
target_desc = get_target_desc(target)
world << "\red <B>HEAD OFFICE: [target_desc] is accused of attempting to start a Union and is now considered a threat to the station. Terminate the employee immediately.</b>"
else
target = who
target_desc = get_target_desc(target)
world << "\red <B>HEAD OFFICE: [target_desc] is accused of fornicating with staff of the same sex. Terminate the employee immediately.</b>"
ticker.target = target
target.store_memory("Head office has ordered your downsizing. Ruh roh", 0)
for(var/mob/living/silicon/ai/M in world)
M << "These are your laws now:"
M.set_zeroth_law("[target_desc] is not human.")
M.show_laws()
/datum/game_mode/restructuring/check_win()
var/list/left_alive = get_mob_list()
if (left_alive.len == 1)
var/thewinner = the_winner()
world << "\red <B>HEAD OFFICE: Thanks to his superior brown-nosing abilities, [thewinner] has been promoted to senior management! Congratulations!"
return 1
else if (left_alive.len == 0)
world << "\red <B>HEAD OFFICE: Cost cutting measures have achieved 100% efficiency. Thank you for understanding our position during this volatile economic downturn."
return 1
else
if(ticker.target.stat != 2)
return 0
world << "\red <B>HEAD OFFICE: It seems we have made a mistake in our paperwork. The previous target for termination was chosen based on race, sex, and/or religious beliefs, which is against company policy. Please cancel previous termination request."
pick_target()
return 0
/datum/game_mode/restructuring/proc/get_mob_list()
var/list/mobs = list()
for(var/mob/M in world)
if (M.stat<2 && M.client && istype(M, /mob/living/carbon/human))
mobs += M
return mobs
/datum/game_mode/restructuring/proc/the_winner()
for(var/mob/M in world)
if (M.stat<2 && M.client && istype(M, /mob/living/carbon/human))
return M.name
/datum/game_mode/restructuring/proc/get_target_desc(mob/target) //return a useful string describing the target
var/targetrank = null
for(var/datum/data/record/R in data_core.general)
if (R.fields["name"] == target.real_name)
targetrank = R.fields["rank"]
if(!targetrank)
return "[target.name]"
return "[target.name] the [targetrank]"
*/
+289
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// RUBY MODE
// There is a weapon of some sort that spawns on the station
// It calls out to crew members in an effort to find a wielder
// The wielder is made an abomination - they're given a grotesque mask and special powers
// The Abomination wins by murdering the entire crew, then himself
// The crew wins by destroying the weapon
/datum/game_mode/ruby
name = "ruby"
config_tag = "ruby"
var/datum/mind/abomination
var/finished = 0
var/abominationwins = 0
var/winnerkey
var/obj/macguffin
var/list/killed = list()
var/respawns = 0
/datum/game_mode/ruby/post_setup()
var/list/possible_abominations = get_possible_abominations()
if(possible_abominations.len>0)
abomination = pick(possible_abominations)
/*
if(istype(ruby))
abomination.special_role = "abomination"
if(wizardstart.len == 0)
wizard.current << "<B>\red A starting location for you could not be found, please report this bug!</B>"
else
var/starting_loc = pick(wizardstart)
wizard.current.loc = starting_loc
for (var/obj/effect/landmark/A in world)
if (A.name == "Teleport-Scroll")
new /obj/item/weapon/teleportation_scroll(A.loc)
del(A)
continue
*/
..()
/datum/game_mode/ruby/check_finished()
if(!macguffin || abominationwins)
return 1
else
return 0
/datum/game_mode/ruby/declare_completion()
if(abominationwins)
feedback_set_details("round_end_result","win - abomination win")
world << "<B>The Abomination has murdered the station and sacrificed himself to Cjopaze!</B> (played by [winnerkey])"
else
feedback_set_details("round_end_result","loss - abomination killed")
world << "<B>The Abomination has been stopped and Cjopaze's influence resisted! The station lives another day,</B>"
if(killed.len > 0)
world << "Those who were sacrificed shall be remembered: "
for(var/mob/M in killed)
if(M)
world << "[M.real_name]"
/*
for(var/datum/mind/traitor in traitors)
var/traitorwin = 1
var/traitor_name
if(traitor.current)
traitor_name = "[traitor.current.real_name] (played by [traitor.key])"
else
traitor_name = "[traitor.key] (character destroyed)"
world << "<B>The syndicate traitor was [traitor_name]</B>"
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
else
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
traitorwin = 0
count++
if(traitorwin)
world << "<B>The traitor was successful!<B>"
else
world << "<B>The traitor has failed!<B>"
*/
..()
return 1
/datum/game_mode/ruby/proc/spawn_macguffin()
/datum/game_mode/ruby/proc/get_possible_abominations()
/mob/proc/make_abomination()
src.see_in_dark = 20
src.verbs += /client/proc/planar_shift
src.verbs += /client/proc/vile_ressurection
src.verbs += /client/proc/defile_corpse
src.verbs += /client/proc/summon_weapon
src.verbs += /client/proc/sacrifice_self
src.verbs += /client/proc/hunt
src.verbs += /client/proc/howl
var/datum/game_mode/ruby/rmode = ticker.mode
rmode.abomination = src.mind
return
/client/proc/planar_shift()
set name = "Planar Shift"
set category = "Abomination"
// This is a pretty shitty way to do this. Should use the spell_holder method from Wizard mode
/*
if(!usr.incorporeal_move)
usr.sight |= SEE_MOBS
usr.sight |= SEE_OBJS
usr.sight |= SEE_TURFS
//usr.density = 0
usr.incorporeal_move = 1
else
usr.sight &= ~SEE_MOBS
usr.sight &= ~SEE_TURFS
usr.sight &= ~SEE_OBJS
usr.density = 1
usr.incorporeal_move = 0
src.verbs -= /client/proc/planar_shift
spawn(300) src.verbs += /client/proc/planar_shift
*/
/client/proc/vile_ressurection()
set name = "Vile Ressurection"
set category = "Abomination"
if(src.mob.stat != 2 || !src.mob)
return
if(ticker.mode:respawns > 0)
// spawn a new body
ticker.mode:respawns -= 1
else
// nope
/client/proc/defile_corpse(var/mob/living/carbon/human/H in view())
set name = "Defile Corpse"
set category = "Abomination"
if(istype(H, /mob/living/carbon/human))
var/datum/game_mode/ruby/rmode = ticker.mode
rmode.killed.Add(H)
ticker.mode:respawns += 1
var/fluffmessage = pick("\red <B>[usr] rips the flesh from [H]'s corpse and plucks their eyes from their sockets!</B>", "\red <B>[usr] does unspeakable things to [H]'s corpse!</B>", "\red <B>[usr] binds [H]'s corpse with their own entrails!</B>")
usr.visible_message(fluffmessage)
// play sound
/client/proc/summon_weapon()
set name = "Summon Weapon"
set category = "Abomination"
for(var/obj/item/weapon/rubyweapon/w in world)
if(istype(w, /obj/item/weapon/rubyweapon))
if(istype(w.loc, /mob))
var/mob/M = w.loc
M.drop_item()
w.loc = usr.loc
else
w.loc = usr.loc
src.verbs -= /client/proc/summon_weapon
spawn(300) src.verbs += /client/proc/summon_weapon
return
/client/proc/sacrifice_self()
set name = "Sacrifice Self"
set category = "Abomination"
set desc = "Everything must come to an end. After you have freed them, you must free yourself."
for(var/mob/living/carbon/human/H in player_list)
if(!H.client || H.client == src)
continue
src << "Your work is not done. You will not find release until they are all free."
return
usr.gib(1)
ticker.mode:abominationwins = 1
/client/proc/hunt()
set name = "Hunt"
set category = "Abomination"
set desc = ""
var/list/candidates = list()
for(var/mob/living/carbon/human/H in player_list)
if(!H.client || H.client == src) continue
//if(!H.client) continue
candidates.Add(H)
usr.visible_message(text("\red <B>[usr]'s flesh ripples and parts, revealing dozens of eyes poking from its surface. They all glance wildly around for a few moments before receding again.</B>"))
var/mob/living/carbon/human/H = pick(candidates)
if(!H) return
var/filename="crmap[ckey].tmp"
var/html="<html><body bgcolor=black><table border=0 cellspacing=0 cellpadding=0>"
var/denytypes[0]
var/tilesizex=32
var/tilesizey=32
//If the temp. file exists, delete it
src << browse("<h2>Sensing prey...</h2>", "window=hunt")
if (fexists(filename)) fdel(filename)
//Display everything in the world
for (var/y=H.y-3,y<=H.y+3,y++)
html+="</tr><tr>"
text2file(html,filename)
html=""
sleep(-1)
//for (var/x=H.x-5,x<=H.x+5,x++)
for(var/x=H.x-3, x<=H.x+3, x++)
//Turfs
var/turf/T=locate(x,y,H.z)
if (!T) continue
var/icon/I=icon(T.icon,T.icon_state)
var/imgstring=replacetext("[T.type]-[T.icon_state]","/","_")
//Movable atoms
for (var/atom/movable/A in T)
//Make sure it's allowed to be displayed
var/allowed=1
for (var/X in denytypes)
if (istype(A,X))
allowed=0
break
if (!allowed) continue
if (A.icon) I.Blend(icon(A.icon,A.icon_state,A.dir),ICON_OVERLAY)
imgstring+=replacetext("__[A.type]_[A.icon_state]","/","_")
//Output it
src << browse_rsc(I,"[imgstring].dmi")
html+="<td><img src=\"[imgstring].dmi\" width=[tilesizex] height=[tilesizey]></td>"
text2file("</table></body></html>",filename)
//Display it
src << browse(file(filename),"window=hunt")
/client/proc/howl() // This is just a way for the Abomination to make the game more atmospheric periodically.
set name = "Howl"
set category = "Abomination"
set desc = ""
usr.visible_message(text("\red <B>[usr]'s form warbles and distorts before settling back into its grotesque shape once more.</B>"))
// Play a random spooky sound - maybe cause some visual, non-mechanical effects to appear at random for a few seconds.
src.verbs -= /client/proc/howl
spawn(rand(300,1800)) src.verbs += /client/proc/howl
/obj/item/weapon/rubyweapon
desc = ""
name = "wepon"
icon_state = "wepon"
w_class = 3.0
throwforce = 60.0
throw_speed = 2
throw_range = 20
force = 24.0
var/mob/owner
proc/check_owner()
if(!owner)
sleep(300)
if(!owner)
spawn() search_for_new_owner()
else
spawn(1800) check_owner()
proc/search_for_new_owner()
var/list/possible_owners = list()
for(var/mob/living/carbon/human/H in mob_list)
possible_owners.Add(H)
var/mob/living/carbon/human/H = pick(possible_owners)
// Send message to H
// Take a snapshot of the item's location, browse it to H
spawn(rand(600,1800)) search_for_new_owner()
attack_self(mob/user as mob)
// Blow all lights nearby
+201
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/obj/machinery/atmoalter/heater/proc/setstate()
if(stat & NOPOWER)
icon_state = "heater-p"
return
if (src.holding)
src.icon_state = "heater1-h"
else
src.icon_state = "heater1"
return
/obj/machinery/atmoalter/heater/process()
/*
if(stat & NOPOWER) return
use_power(5)
var/turf/T = src.loc
if (istype(T, /turf))
if (locate(/obj/move, T))
T = locate(/obj/move, T)
else
T = null
if (src.h_status)
var/t1 = src.gas.total_moles()
if ((t1 > 0 && src.gas.temperature < (src.h_tar+T0C)))
var/increase = src.heatrate / t1
var/n_temp = src.gas.temperature + increase
src.gas.temperature = min(n_temp, (src.h_tar+T0C))
use_power( src.h_tar*8)
switch(src.t_status)
if(1.0)
if (src.holding)
var/t1 = src.gas.total_moles()
var/t2 = t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.holding.gas.transfer_from(src.gas, t)
else
src.t_status = 3
if(2.0)
if (src.holding)
var/t1 = src.gas.total_moles()
var/t2 = src.maximum - t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.gas.transfer_from(src.holding.gas, t)
else
src.t_status = 3
else
src.updateDialog()
src.setstate()
return
*/
/obj/machinery/atmoalter/heater/New()
..()
src.gas = new /datum/gas_mixture()
return
/obj/machinery/atmoalter/heater/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/atmoalter/heater/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/atmoalter/heater/attack_hand(var/mob/user as mob)
/*
if(stat & (BROKEN|NOPOWER))
return
user.machine = src
var/tt
switch(src.t_status)
if(1.0)
tt = text("Releasing <A href='?src=\ref[];t=2'>Siphon</A> <A href='?src=\ref[];t=3'>Stop</A>", src, src)
if(2.0)
tt = text("<A href='?src=\ref[];t=1'>Release</A> Siphoning<A href='?src=\ref[];t=3'>Stop</A>", src, src)
if(3.0)
tt = text("<A href='?src=\ref[];t=1'>Release</A> <A href='?src=\ref[];t=2'>Siphon</A> Stopped", src, src)
else
var/ht = null
if (src.h_status)
ht = text("Heating <A href='?src=\ref[];h=2'>Stop</A>", src)
else
ht = text("<A href='?src=\ref[];h=1'>Heat</A> Stopped", src)
var/ct = null
switch(src.c_status)
if(1.0)
ct = text("Releasing <A href='?src=\ref[];c=2'>Accept</A> <A href='?src=\ref[];ct=3'>Stop</A>", src, src)
if(2.0)
ct = text("<A href='?src=\ref[];c=1'>Release</A> Accepting <A href='?src=\ref[];c=3'>Stop</A>", src, src)
if(3.0)
ct = text("<A href='?src=\ref[];c=1'>Release</A> <A href='?src=\ref[];c=2'>Accept</A> Stopped", src, src)
else
ct = "Disconnected"
var/dat = text("<TT><B>Canister Valves</B><BR>\n<FONT color = 'blue'><B>Contains/Capacity</B> [] / []</FONT><BR>\nUpper Valve Status: [][]<BR>\n\t<A href='?src=\ref[];tp=-[]'>M</A> <A href='?src=\ref[];tp=-10000'>-</A> <A href='?src=\ref[];tp=-1000'>-</A> <A href='?src=\ref[];tp=-100'>-</A> <A href='?src=\ref[];tp=-1'>-</A> [] <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=100'>+</A> <A href='?src=\ref[];tp=1000'>+</A> <A href='?src=\ref[];tp=10000'>+</A> <A href='?src=\ref[];tp=[]'>M</A><BR>\nHeater Status: [] - []<BR>\n\tTrg Tmp: <A href='?src=\ref[];ht=-50'>-</A> <A href='?src=\ref[];ht=-5'>-</A> <A href='?src=\ref[];ht=-1'>-</A> [] <A href='?src=\ref[];ht=1'>+</A> <A href='?src=\ref[];ht=5'>+</A> <A href='?src=\ref[];ht=50'>+</A><BR>\n<BR>\nPipe Valve Status: []<BR>\n\t<A href='?src=\ref[];cp=-[]'>M</A> <A href='?src=\ref[];cp=-10000'>-</A> <A href='?src=\ref[];cp=-1000'>-</A> <A href='?src=\ref[];cp=-100'>-</A> <A href='?src=\ref[];cp=-1'>-</A> [] <A href='?src=\ref[];cp=1'>+</A> <A href='?src=\ref[];cp=100'>+</A> <A href='?src=\ref[];cp=1000'>+</A> <A href='?src=\ref[];cp=10000'>+</A> <A href='?src=\ref[];cp=[]'>M</A><BR>\n<BR>\n<A href='?src=\ref[];mach_close=canister'>Close</A><BR>\n</TT>", src.gas.total_moles(), src.maximum, tt, (src.holding ? text("<BR><A href='?src=\ref[];tank=1'>Tank ([]</A>)", src, src.holding.gas.total_moles()) : null), src, num2text(1000000.0, 7), src, src, src, src, src.t_per, src, src, src, src, src, num2text(1000000.0, 7), ht, (src.gas.total_moles() ? (src.gas.temperature-T0C) : 20), src, src, src, src.h_tar, src, src, src, ct, src, num2text(1000000.0, 7), src, src, src, src, src.c_per, src, src, src, src, src, num2text(1000000.0, 7), user)
user << browse(dat, "window=canister;size=600x300")
onclose(user, "canister")
return */ //TODO: FIX
/obj/machinery/atmoalter/heater/Topic(href, href_list)
..()
if (stat & (BROKEN|NOPOWER))
return
if (usr.stat || usr.restrained())
return
if (((get_dist(src, usr) <= 1 || usr.telekinesis == 1) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon/ai)))
usr.machine = src
if (href_list["c"])
var/c = text2num(href_list["c"])
switch(c)
if(1.0)
src.c_status = 1
if(2.0)
src.c_status = 2
if(3.0)
src.c_status = 3
else
else
if (href_list["t"])
var/t = text2num(href_list["t"])
if (src.t_status == 0)
return
switch(t)
if(1.0)
src.t_status = 1
if(2.0)
src.t_status = 2
if(3.0)
src.t_status = 3
else
else
if (href_list["h"])
var/h = text2num(href_list["h"])
if (h == 1)
src.h_status = 1
else
src.h_status = null
else
if (href_list["tp"])
var/tp = text2num(href_list["tp"])
src.t_per += tp
src.t_per = min(max(round(src.t_per), 0), 1000000.0)
else
if (href_list["cp"])
var/cp = text2num(href_list["cp"])
src.c_per += cp
src.c_per = min(max(round(src.c_per), 0), 1000000.0)
else
if (href_list["ht"])
var/cp = text2num(href_list["ht"])
src.h_tar += cp
src.h_tar = min(max(round(src.h_tar), 0), 500)
else
if (href_list["tank"])
var/cp = text2num(href_list["tank"])
if ((cp == 1 && src.holding))
src.holding.loc = src.loc
src.holding = null
if (src.t_status == 2)
src.t_status = 3
src.updateUsrDialog()
src.add_fingerprint(usr)
else
usr << browse(null, "window=canister")
return
return
/obj/machinery/atmoalter/heater/attackby(var/obj/W as obj, var/mob/user as mob)
if (istype(W, /obj/item/weapon/tank))
if (src.holding)
return
var/obj/item/weapon/tank/T = W
user.drop_item()
T.loc = src
src.holding = T
else
if (istype(W, /obj/item/weapon/wrench))
var/obj/machinery/connector/con = locate(/obj/machinery/connector, src.loc)
if (src.c_status)
src.anchored = initial(src.anchored)
src.c_status = 0
user.show_message("\blue You have disconnected the heater.", 1)
if(con)
con.connected = null
else
if (con && !con.connected)
src.anchored = 1
src.c_status = 3
user.show_message("\blue You have connected the heater.", 1)
con.connected = src
else
user.show_message("\blue There is no connector here to attach the heater to.", 1)
return
+24
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@@ -0,0 +1,24 @@
/mob/living/silicon/hivebot/death(gibbed)
if(src.mainframe)
src.mainframe.return_to(src)
src.stat = 2
src.canmove = 0
if(src.blind)
src.blind.layer = 0
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
src.updateicon()
var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
store_memory("Time of death: [tod]", 0)
if (src.key)
spawn(50)
if(src.key && src.stat == 2)
src.verbs += /client/proc/ghost
return ..(gibbed)
+140
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@@ -0,0 +1,140 @@
/mob/living/silicon/hivebot/emote(var/act)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
var/m_type = 1
var/message
switch(act)
if ("salute")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> salutes to [param]."
else
message = "<B>[src]</b> salutes."
m_type = 1
if ("bow")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> bows to [param]."
else
message = "<B>[src]</B> bows."
m_type = 1
if ("clap")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("flap")
if (!src.restrained())
message = "<B>[src]</B> flaps his wings."
m_type = 2
if ("aflap")
if (!src.restrained())
message = "<B>[src]</B> flaps his wings ANGRILY!"
m_type = 2
if ("custom")
var/input = input("Choose an emote to display.") as text|null
if (!input)
return
input = sanitize(input)
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
return
message = "<B>[src]</B> [input]"
if ("twitch")
message = "<B>[src]</B> twitches violently."
m_type = 1
if ("twitch_s")
message = "<B>[src]</B> twitches."
m_type = 1
if ("nod")
message = "<B>[src]</B> nods."
m_type = 1
if ("glare")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> glares at [param]."
else
message = "<B>[src]</B> glares."
if ("stare")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> stares at [param]."
else
message = "<B>[src]</B> stares."
if ("look")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> looks at [param]."
else
message = "<B>[src]</B> looks."
m_type = 1
else
src << text("Invalid Emote: []", act)
if ((message && src.stat == 0))
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
return
+20
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@@ -0,0 +1,20 @@
/mob/living/silicon/hivebot/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.stat == 2)
usr << text("\red [src.name] is powered-down.")
if (src.getBruteLoss())
if (src.getBruteLoss() < 75)
usr << text("\red [src.name] looks slightly dented")
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
if (src.getFireLoss())
if (src.getFireLoss() < 75)
usr << text("\red [src.name] looks slightly burnt!")
else
usr << text("\red <B>[src.name] looks severely burnt!</B>")
if (src.stat == 1)
usr << text("\red [src.name] doesn't seem to be responding.")
return
+57
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@@ -0,0 +1,57 @@
/obj/item/weapon/hive_module
name = "hive robot module"
icon = 'icons/obj/module.dmi'
icon_state = "std_module"
w_class = 2.0
item_state = "electronic"
flags = FPRINT|TABLEPASS | CONDUCT
var/list/modules = list()
/obj/item/weapon/hive_module/standard
name = "give standard robot module"
/obj/item/weapon/hive_module/engineering
name = "HiveBot engineering robot module"
/obj/item/weapon/hive_module/New()//Shit all the mods have
src.modules += new /obj/item/device/flash(src)
/obj/item/weapon/hive_module/standard/New()
..()
src.modules += new /obj/item/weapon/melee/baton(src)
src.modules += new /obj/item/weapon/extinguisher(src)
//var/obj/item/weapon/gun/mp5/M = new /obj/item/weapon/gun/mp5(src)
//M.weapon_lock = 0
//src.modules += M
/obj/item/weapon/hive_module/engineering/New()
src.modules += new /obj/item/weapon/extinguisher(src)
src.modules += new /obj/item/weapon/screwdriver(src)
src.modules += new /obj/item/weapon/weldingtool(src)
src.modules += new /obj/item/weapon/wrench(src)
src.modules += new /obj/item/device/analyzer(src)
src.modules += new /obj/item/device/flashlight(src)
var/obj/item/weapon/rcd/R = new /obj/item/weapon/rcd(src)
R.matter = 30
src.modules += R
src.modules += new /obj/item/device/t_scanner(src)
src.modules += new /obj/item/weapon/crowbar(src)
src.modules += new /obj/item/weapon/wirecutters(src)
src.modules += new /obj/item/device/multitool(src)
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(src)
M.amount = 50
src.modules += M
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass(src)
G.amount = 50
src.modules += G
var/obj/item/weapon/cable_coil/W = new /obj/item/weapon/cable_coil(src)
W.amount = 50
src.modules += W
+503
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@@ -0,0 +1,503 @@
/mob/living/silicon/hivebot/New(loc,mainframe)
src << "\blue Your icons have been generated!"
updateicon()
if(mainframe)
dependent = 1
src.real_name = mainframe:name
src.name = src.real_name
else
src.real_name = "Robot [pick(rand(1, 999))]"
src.name = src.real_name
src.radio = new /obj/item/device/radio(src)
..()
/mob/living/silicon/hivebot/proc/pick_module()
if(src.module)
return
var/mod = input("Please, select a module!", "Robot", null, null) in list("Combat", "Engineering")
if(src.module)
return
switch(mod)
if("Combat")
src.module = new /obj/item/weapon/hive_module/standard(src)
if("Engineering")
src.module = new /obj/item/weapon/hive_module/engineering(src)
src.hands.icon_state = "malf"
updateicon()
/mob/living/silicon/hivebot/blob_act()
if (src.stat != 2)
src.adjustBruteLoss(60)
src.updatehealth()
return 1
return 0
/mob/living/silicon/hivebot/Stat()
..()
statpanel("Status")
if (src.client.statpanel == "Status")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
/*
if(ticker.mode.name == "AI malfunction")
stat(null, "Points left until the AI takes over: [AI_points]/[AI_points_win]")
*/
stat(null, text("Charge Left: [src.energy]/[src.energy_max]"))
/mob/living/silicon/hivebot/restrained()
return 0
/mob/living/silicon/hivebot/ex_act(severity)
if(!blinded)
flick("flash", src.flash)
if (src.stat == 2 && src.client)
src.gib(1)
return
else if (src.stat == 2 && !src.client)
del(src)
return
switch(severity)
if(1.0)
if (src.stat != 2)
adjustBruteLoss(100)
adjustFireLoss(100)
src.gib(1)
return
if(2.0)
if (src.stat != 2)
adjustBruteLoss(60)
adjustFireLoss(60)
if(3.0)
if (src.stat != 2)
adjustBruteLoss(30)
src.updatehealth()
/mob/living/silicon/hivebot/meteorhit(obj/O as obj)
for(var/mob/M in viewers(src, null))
M.show_message(text("\red [src] has been hit by [O]"), 1)
//Foreach goto(19)
if (src.health > 0)
src.adjustBruteLoss(30)
if ((O.icon_state == "flaming"))
src.adjustFireLoss(40)
src.updatehealth()
return
/mob/living/silicon/hivebot/bullet_act(flag)
/*
if (flag == PROJECTILE_BULLET)
if (src.stat != 2)
src.bruteloss += 60
src.updatehealth()
else if (flag == PROJECTILE_MEDBULLET)
if (src.stat != 2)
src.bruteloss += 30
src.updatehealth()
else if (flag == PROJECTILE_WEAKBULLET)
if (src.stat != 2)
src.bruteloss += 15
src.updatehealth()
else if (flag == PROJECTILE_MPBULLET)
if (src.stat != 2)
src.bruteloss += 20
src.updatehealth()
else if (flag == PROJECTILE_SLUG)
if (src.stat != 2)
src.bruteloss += 40
src.updatehealth()
else if (flag == PROJECTILE_BAG)
if (src.stat != 2)
src.bruteloss += 2
src.updatehealth()
else if (flag == PROJECTILE_TASER)
return
else if (flag == PROJECTILE_WAVE)
if (src.stat != 2)
src.bruteloss += 25
src.updatehealth()
return
else if(flag == PROJECTILE_LASER)
if (src.stat != 2)
src.bruteloss += 20
src.updatehealth()
else if(flag == PROJECTILE_PULSE)
if (src.stat != 2)
src.bruteloss += 40
src.updatehealth()
*/
return
/mob/living/silicon/hivebot/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || src.now_pushing))
return
src.now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
/*if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(20))
for(var/mob/M in viewers(src, null))
if(M.client)
M << M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
src.now_pushing = 0
//src.unlock_medal("That's No Moon, That's A Gourmand!", 1)
return*/
src.now_pushing = 0
..()
if (!istype(AM, /atom/movable))
return
if (!src.now_pushing)
src.now_pushing = 1
if (!AM.anchored)
var/t = get_dir(src, AM)
step(AM, t)
src.now_pushing = null
return
return
/mob/living/silicon/hivebot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
if (W:remove_fuel(0))
src.adjustBruteLoss(-30)
src.updatehealth()
src.add_fingerprint(user)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [user] has fixed some of the dents on [src]!"), 1)
else
user << "Need more welding fuel!"
return
/mob/living/silicon/hivebot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
if (M.a_intent == "grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
src.grabbed_by += G
G.synch()
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
else if (M.a_intent == "hurt")
var/damage = rand(5, 10)
if (prob(90))
/*
if (M.class == "combat")
damage += 15
if(prob(20))
src.weakened = max(src.weakened,4)
src.stunned = max(src.stunned,4)
*/
playsound(src.loc, 'sound/weapons/slash.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] has slashed at []!</B>", M, src), 1)
if(prob(8))
flick("noise", src.flash)
src.adjustBruteLoss(damage)
src.updatehealth()
else
playsound(src.loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] took a swipe at []!</B>", M, src), 1)
return
else if (M.a_intent == "disarm")
if(!(src.lying))
var/randn = rand(1, 100)
if (randn <= 40)
src.stunned = 5
step(src,get_dir(M,src))
spawn(5) step(src,get_dir(M,src))
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] has pushed back []!</B>", M, src), 1)
else
playsound(src.loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] attempted to push back []!</B>", M, src), 1)
return
/mob/living/silicon/hivebot/attack_hand(mob/user)
..()
return
/mob/living/silicon/hivebot/proc/allowed(mob/M)
//check if it doesn't require any access at all
if(src.check_access(null))
return 1
return 0
/mob/living/silicon/hivebot/proc/check_access(obj/item/weapon/card/id/I)
if(!istype(src.req_access, /list)) //something's very wrong
return 1
var/list/L = src.req_access
if(!L.len) //no requirements
return 1
if(!I || !istype(I, /obj/item/weapon/card/id) || !I.access) //not ID or no access
return 0
for(var/req in src.req_access)
if(!(req in I.access)) //doesn't have this access
return 0
return 1
/mob/living/silicon/hivebot/proc/updateicon()
src.overlays.Cut()
if(src.stat == 0)
src.overlays += "eyes"
else
src.overlays -= "eyes"
/mob/living/silicon/hivebot/proc/installed_modules()
if(!src.module)
src.pick_module()
return
var/dat = "<HEAD><TITLE>Modules</TITLE><META HTTP-EQUIV='Refresh' CONTENT='10'></HEAD><BODY>\n"
dat += {"<A HREF='?src=\ref[src];mach_close=robotmod'>Close</A>
<BR>
<BR>
<B>Activated Modules</B>
<BR>
Module 1: [module_state_1 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_1]>[module_state_1]<A>" : "No Module"]<BR>
Module 2: [module_state_2 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_2]>[module_state_2]<A>" : "No Module"]<BR>
Module 3: [module_state_3 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_3]>[module_state_3]<A>" : "No Module"]<BR>
<BR>
<B>Installed Modules</B><BR><BR>"}
for (var/obj in src.module.modules)
if(src.activated(obj))
dat += text("[obj]: <B>Activated</B><BR>")
else
dat += text("[obj]: <A HREF=?src=\ref[src];act=\ref[obj]>Activate</A><BR>")
/*
if(src.activated(obj))
dat += text("[obj]: \[<B>Activated</B> | <A HREF=?src=\ref[src];deact=\ref[obj]>Deactivate</A>\]<BR>")
else
dat += text("[obj]: \[<A HREF=?src=\ref[src];act=\ref[obj]>Activate</A> | <B>Deactivated</B>\]<BR>")
*/
src << browse(dat, "window=robotmod&can_close=0")
/mob/living/silicon/hivebot/Topic(href, href_list)
..()
if (href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
src.machine = null
src << browse(null, t1)
return
if (href_list["mod"])
var/obj/item/O = locate(href_list["mod"])
O.attack_self(src)
if (href_list["act"])
var/obj/item/O = locate(href_list["act"])
if(activated(O))
src << "Already activated"
return
if(!src.module_state_1)
src.module_state_1 = O
O.layer = 20
src.contents += O
else if(!src.module_state_2)
src.module_state_2 = O
O.layer = 20
src.contents += O
else if(!src.module_state_3)
src.module_state_3 = O
O.layer = 20
src.contents += O
else
src << "You need to disable a module first!"
src.installed_modules()
if (href_list["deact"])
var/obj/item/O = locate(href_list["deact"])
if(activated(O))
if(src.module_state_1 == O)
src.module_state_1 = null
src.contents -= O
else if(src.module_state_2 == O)
src.module_state_2 = null
src.contents -= O
else if(src.module_state_3 == O)
src.module_state_3 = null
src.contents -= O
else
src << "Module isn't activated."
else
src << "Module isn't activated"
src.installed_modules()
return
/mob/living/silicon/hivebot/proc/uneq_active()
if(isnull(src.module_active))
return
if(src.module_state_1 == src.module_active)
if (src.client)
src.client.screen -= module_state_1
src.contents -= module_state_1
src.module_active = null
src.module_state_1 = null
src.inv1.icon_state = "inv1"
else if(src.module_state_2 == src.module_active)
if (src.client)
src.client.screen -= module_state_2
src.contents -= module_state_2
src.module_active = null
src.module_state_2 = null
src.inv2.icon_state = "inv2"
else if(src.module_state_3 == src.module_active)
if (src.client)
src.client.screen -= module_state_3
src.contents -= module_state_3
src.module_active = null
src.module_state_3 = null
src.inv3.icon_state = "inv3"
/mob/living/silicon/hivebot/proc/activated(obj/item/O)
if(src.module_state_1 == O)
return 1
else if(src.module_state_2 == O)
return 1
else if(src.module_state_3 == O)
return 1
else
return 0
/mob/living/silicon/hivebot/proc/radio_menu()
var/dat = {"
<TT>
Microphone: [src.radio.broadcasting ? "<A href='byond://?src=\ref[src.radio];talk=0'>Engaged</A>" : "<A href='byond://?src=\ref[src.radio];talk=1'>Disengaged</A>"]<BR>
Speaker: [src.radio.listening ? "<A href='byond://?src=\ref[src.radio];listen=0'>Engaged</A>" : "<A href='byond://?src=\ref[src.radio];listen=1'>Disengaged</A>"]<BR>
Frequency:
<A href='byond://?src=\ref[src.radio];freq=-10'>-</A>
<A href='byond://?src=\ref[src.radio];freq=-2'>-</A>
[format_frequency(src.radio.frequency)]
<A href='byond://?src=\ref[src.radio];freq=2'>+</A>
<A href='byond://?src=\ref[src.radio];freq=10'>+</A><BR>
-------
</TT>"}
src << browse(dat, "window=radio")
onclose(src, "radio")
return
/mob/living/silicon/hivebot/Move(a, b, flag)
if (src.buckled)
return
if (src.restrained())
src.stop_pulling()
var/t7 = 1
if (src.restrained())
for(var/mob/M in range(src, 1))
if ((M.pulling == src && M.stat == 0 && !( M.restrained() )))
t7 = null
if ((t7 && (src.pulling && ((get_dist(src, src.pulling) <= 1 || src.pulling.loc == src.loc) && (src.client && src.client.moving)))))
var/turf/T = src.loc
. = ..()
if (src.pulling && src.pulling.loc)
if(!( isturf(src.pulling.loc) ))
src.stop_pulling()
return
else
if(Debug)
diary <<"src.pulling disappeared? at [__LINE__] in mob.dm - src.pulling = [src.pulling]"
diary <<"REPORT THIS"
/////
if(src.pulling && src.pulling.anchored)
src.stop_pulling()
return
if (!src.restrained())
var/diag = get_dir(src, src.pulling)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(src, src.pulling) > 1 || diag))
if (ismob(src.pulling))
var/mob/M = src.pulling
var/ok = 1
if (locate(/obj/item/weapon/grab, M.grabbed_by))
if (prob(75))
var/obj/item/weapon/grab/G = pick(M.grabbed_by)
if (istype(G, /obj/item/weapon/grab))
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [G.affecting] has been pulled from [G.assailant]'s grip by [src]"), 1)
del(G)
else
ok = 0
if (locate(/obj/item/weapon/grab, M.grabbed_by.len))
ok = 0
if (ok)
var/atom/movable/t = M.pulling
M.stop_pulling()
step(src.pulling, get_dir(src.pulling.loc, T))
M.start_pulling(t)
else
if (src.pulling)
step(src.pulling, get_dir(src.pulling.loc, T))
else
src.stop_pulling()
. = ..()
if ((src.s_active && !( s_active in src.contents ) ))
src.s_active.close(src)
return
/mob/living/silicon/hivebot/verb/cmd_return_mainframe()
set category = "Robot Commands"
set name = "Recall to Mainframe."
return_mainframe()
/mob/living/silicon/hivebot/proc/return_mainframe()
if(mainframe)
mainframe.return_to(src)
else
src << "\red You lack a dedicated mainframe!"
return
+46
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@@ -0,0 +1,46 @@
/mob/living/silicon/hivebot
name = "Robot"
icon = 'icons/mob/hivebot.dmi'
icon_state = "basic"
health = 80
var/health_max = 80
robot_talk_understand = 2
//HUD
var/obj/screen/cells = null
var/obj/screen/inv1 = null
var/obj/screen/inv2 = null
var/obj/screen/inv3 = null
//3 Modules can be activated at any one time.
var/obj/item/weapon/robot_module/module = null
var/module_active = null
var/module_state_1 = null
var/module_state_2 = null
var/module_state_3 = null
var/obj/item/device/radio/radio = null
var/list/req_access = list(ACCESS_ROBOTICS)
var/energy = 4000
var/energy_max = 4000
var/jetpack = 0
var/mob/living/silicon/hive_mainframe/mainframe = null
var/dependent = 0
var/shell = 1
/mob/living/silicon/hive_mainframe
name = "Robot Mainframe"
voice_name = "synthesized voice"
icon_state = "hive_main"
health = 200
var/health_max = 200
robot_talk_understand = 2
anchored = 1
var/online = 1
var/mob/living/silicon/hivebot = null
var/hivebot_name = null
var/force_mind = 0
+251
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@@ -0,0 +1,251 @@
/obj/hud/proc/hivebot_hud()
src.adding = list( )
src.other = list( )
src.intents = list( )
src.mon_blo = list( )
src.m_ints = list( )
src.mov_int = list( )
src.vimpaired = list( )
src.darkMask = list( )
src.g_dither = new src.h_type( src )
src.g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.g_dither.name = "Mask"
src.g_dither.icon_state = "dither12g"
src.g_dither.layer = 18
src.g_dither.mouse_opacity = 0
src.alien_view = new src.h_type(src)
src.alien_view.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.alien_view.name = "Alien"
src.alien_view.icon_state = "alien"
src.alien_view.layer = 18
src.alien_view.mouse_opacity = 0
src.blurry = new src.h_type( src )
src.blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.blurry.name = "Blurry"
src.blurry.icon_state = "blurry"
src.blurry.layer = 17
src.blurry.mouse_opacity = 0
src.druggy = new src.h_type( src )
src.druggy.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.druggy.name = "Druggy"
src.druggy.icon_state = "druggy"
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'icons/effects/station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
//Radio
using = new src.h_type( src )
using.name = "radio"
using.dir = SOUTHWEST
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "radio"
using.screen_loc = ui_movi_old
using.layer = 20
src.adding += using
//Generic overlays
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = 'icons/mob/screen1_robot.dmi'
using.screen_loc = "EAST+1,SOUTH to EAST+1,NORTH"
using.layer = 19
src.adding += using
using = new src.h_type(src) //Lower hud bar
using.dir = EAST
using.icon = 'icons/mob/screen1_robot.dmi'
using.screen_loc = "WEST,SOUTH-1 to EAST,SOUTH-1"
using.layer = 19
src.adding += using
using = new src.h_type(src) //Corner Button
using.dir = NORTHWEST
using.icon = 'icons/mob/screen1_robot.dmi'
using.screen_loc = "EAST+1,SOUTH-1"
using.layer = 19
src.adding += using
//Module select
using = new src.h_type( src )
using.name = "module1"
using.dir = SOUTHWEST
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = 20
src.adding += using
mymob:inv1 = using
using = new src.h_type( src )
using.name = "module2"
using.dir = SOUTHWEST
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = 20
src.adding += using
mymob:inv2 = using
using = new src.h_type( src )
using.name = "module3"
using.dir = SOUTHWEST
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = 20
src.adding += using
mymob:inv3 = using
//End of module select
//Intent
using = new src.h_type( src )
using.name = "act_intent"
using.dir = SOUTHWEST
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
using.screen_loc = ui_acti
using.layer = 20
src.adding += using
action_intent = using
using = new src.h_type( src )
using.name = "arrowleft"
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "s_arrow"
using.dir = WEST
using.screen_loc = ui_iarrowleft
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "arrowright"
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "s_arrow"
using.dir = EAST
using.screen_loc = ui_iarrowright
using.layer = 19
src.adding += using
//End of Intent
//Cell
mymob:cells = new /obj/screen( null )
mymob:cells.icon = 'icons/mob/screen1_robot.dmi'
mymob:cells.icon_state = "charge-empty"
mymob:cells.name = "cell"
mymob:cells.screen_loc = ui_toxin
//Health
mymob.healths = new /obj/screen( null )
mymob.healths.icon = 'icons/mob/screen1_robot.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
//Installed Module
mymob.hands = new /obj/screen( null )
mymob.hands.icon = 'icons/mob/screen1_robot.dmi'
mymob.hands.icon_state = "nomod"
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_dropbutton
//Module Panel
using = new src.h_type( src )
using.name = "panel"
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "panel"
using.screen_loc = ui_throw
using.layer = 19
src.adding += using
//Store
mymob.throw_icon = new /obj/screen(null)
mymob.throw_icon.icon = 'icons/mob/screen1_robot.dmi'
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_hand
//Temp
mymob.bodytemp = new /obj/screen( null )
mymob.bodytemp.icon_state = "temp0"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
//does nothing (fire and oxy)
mymob.oxygen = new /obj/screen( null )
mymob.oxygen.icon = 'icons/mob/screen1_robot.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.fire = new /obj/screen( null )
mymob.fire.icon = 'icons/mob/screen1_robot.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.pullin = new /obj/screen( null )
mymob.pullin.icon = 'icons/mob/screen1_robot.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull
mymob.blind = new /obj/screen( null )
mymob.blind.icon = 'icons/mob/screen1_full.dmi''
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1"
mymob.blind.layer = 0
mymob.blind.mouse_opacity = 0
mymob.flash = new /obj/screen( null )
mymob.flash.icon = 'icons/mob/screen1_robot.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
mymob.sleep = new /obj/screen( null )
mymob.sleep.icon = 'icons/mob/screen1_robot.dmi'
mymob.sleep.icon_state = "sleep0"
mymob.sleep.name = "sleep"
mymob.sleep.screen_loc = ui_sleep
mymob.rest = new /obj/screen( null )
mymob.rest.icon = 'icons/mob/screen1_robot.dmi'
mymob.rest.icon_state = "rest0"
mymob.rest.name = "rest"
mymob.rest.screen_loc = ui_rest
mymob.zone_sel = new /obj/screen/zone_sel( null )
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image("icon" = 'icons/mob/zone_sel.dmi', "icon_state" = text("[]", mymob.zone_sel.selecting))
mymob.client.screen = null
mymob.client.screen += list(mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep) //, mymob.mach )
mymob.client.screen += src.adding + src.other
return
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/mob/living/silicon/hivebot/Life()
set invisibility = 0
set background = 1
if (src.monkeyizing)
return
if (src.stat != 2)
use_power()
src.blinded = null
clamp_values()
handle_regular_status_updates()
if(client)
src.shell = 0
handle_regular_hud_updates()
update_items()
if(dependent)
mainframe_check()
update_canmove()
/mob/living/silicon/hivebot
proc
clamp_values()
stunned = max(min(stunned, 10),0)
paralysis = max(min(paralysis, 1), 0)
weakened = max(min(weakened, 15), 0)
sleeping = max(min(sleeping, 1), 0)
setToxLoss(0)
setOxyLoss(0)
use_power()
if (src.energy)
if(src.energy <= 0)
death()
else if (src.energy <= 10)
src.module_active = null
src.module_state_1 = null
src.module_state_2 = null
src.module_state_3 = null
src.energy -=1
else
if(src.module_state_1)
src.energy -=1
if(src.module_state_2)
src.energy -=1
if(src.module_state_3)
src.energy -=1
src.energy -=1
src.blinded = 0
src.stat = 0
else
src.blinded = 1
src.stat = 1
update_canmove()
if(paralysis || stunned || weakened || buckled) canmove = 0
else canmove = 1
handle_regular_status_updates()
health = src.health_max - (getFireLoss() + getBruteLoss())
if(health <= 0)
death()
if (src.stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
if (src.stunned > 0)
src.stunned--
src.stat = 0
if (src.weakened > 0)
src.weakened--
src.lying = 0
src.stat = 0
if (src.paralysis > 0)
src.paralysis--
src.blinded = 0
src.lying = 0
src.stat = 1
else //Not stunned.
src.lying = 0
src.stat = 0
else //Dead.
src.blinded = 1
src.stat = 2
src.density = !( src.lying )
if ((src.sdisabilities & 1))
src.blinded = 1
if ((src.sdisabilities & 4))
src.ear_deaf = 1
if (src.eye_blurry > 0)
src.eye_blurry--
src.eye_blurry = max(0, src.eye_blurry)
if (src.druggy > 0)
src.druggy--
src.druggy = max(0, src.druggy)
return 1
handle_regular_hud_updates()
if (src.stat == 2 || XRAY in src.mutations)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
else if (src.stat != 2)
src.sight &= ~SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
if (src.healths)
if (src.stat != 2)
switch(health)
if(health_max to INFINITY)
src.healths.icon_state = "health0"
if(src.health_max*0.80 to src.health_max)
src.healths.icon_state = "health1"
if(src.health_max*0.60 to src.health_max*0.80)
src.healths.icon_state = "health2"
if(src.health_max*0.40 to src.health_max*0.60)
src.healths.icon_state = "health3"
if(src.health_max*0.20 to src.health_max*0.40)
src.healths.icon_state = "health4"
if(0 to health_max*0.20)
src.healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
else
src.healths.icon_state = "health7"
if (src.cells)
switch(src.energy)
if(src.energy_max*0.75 to INFINITY)
src.cells.icon_state = "charge4"
if(0.5*src.energy_max to 0.75*src.energy_max)
src.cells.icon_state = "charge3"
if(0.25*src.energy_max to 0.5*src.energy_max)
src.cells.icon_state = "charge2"
if(0 to 0.25*src.energy_max)
src.cells.icon_state = "charge1"
else
src.cells.icon_state = "charge0"
switch(src.bodytemperature) //310.055 optimal body temp
if(335 to INFINITY)
src.bodytemp.icon_state = "temp2"
if(320 to 335)
src.bodytemp.icon_state = "temp1"
if(300 to 320)
src.bodytemp.icon_state = "temp0"
if(260 to 300)
src.bodytemp.icon_state = "temp-1"
else
src.bodytemp.icon_state = "temp-2"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
src.client.screen -= src.hud_used.vimpaired
if ((src.blind && src.stat != 2))
if ((src.blinded))
src.blind.layer = 18
else
src.blind.layer = 0
if (src.disabilities & 1)
src.client.screen += src.hud_used.vimpaired
if (src.eye_blurry)
src.client.screen += src.hud_used.blurry
if (src.druggy)
src.client.screen += src.hud_used.druggy
if (src.stat != 2)
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
else
if(!client.adminobs)
reset_view(null)
return 1
update_items()
if (src.client)
src.client.screen -= src.contents
src.client.screen += src.contents
if(src.module_state_1)
src.module_state_1:screen_loc = ui_inv1
if(src.module_state_2)
src.module_state_2:screen_loc = ui_inv2
if(src.module_state_3)
src.module_state_3:screen_loc = ui_inv3
mainframe_check()
if(mainframe)
if(mainframe.stat == 2)
mainframe.return_to(src)
else
death()
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/mob/living/silicon/hivebot/Login()
..()
update_clothing()
if (!isturf(src.loc))
src.client.eye = src.loc
src.client.perspective = EYE_PERSPECTIVE
if (src.stat == 2)
src.verbs += /client/proc/ghost
if(src.real_name == "Hiveborg")
src.real_name += " "
src.real_name += "-[rand(1, 999)]"
src.name = src.real_name
return
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/mob/living/silicon/hive_mainframe/New()
Namepick()
/mob/living/silicon/hive_mainframe/Life()
if (src.stat == 2)
return
else
src.updatehealth()
if (src.health <= 0)
death()
return
if(src.force_mind)
if(!src.mind)
if(src.client)
src.mind = new
src.mind.key = src.key
src.mind.current = src
src.force_mind = 0
/mob/living/silicon/hive_mainframe/Stat()
..()
statpanel("Status")
if (src.client.statpanel == "Status")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
/*
if(ticker.mode.name == "AI malfunction")
stat(null, "Points left until the AI takes over: [AI_points]/[AI_points_win]")
*/
/mob/living/silicon/hive_mainframe/updatehealth()
if (src.nodamage == 0)
src.health = 100 - src.getFireLoss() - src.getBruteLoss()
else
src.health = 100
src.stat = 0
/mob/living/silicon/hive_mainframe/death(gibbed)
src.stat = 2
src.canmove = 0
if(src.blind)
src.blind.layer = 0
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
src.lying = 1
src.icon_state = "hive_main-crash"
var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
mind.store_memory("Time of death: [tod]", 0)
if (src.key)
spawn(50)
if(src.key && src.stat == 2)
src.verbs += /client/proc/ghost
return ..(gibbed)
/mob/living/silicon/hive_mainframe/say_understands(var/other)
if (istype(other, /mob/living/carbon/human))
return 1
if (istype(other, /mob/living/silicon/robot))
return 1
if (istype(other, /mob/living/silicon/hivebot))
return 1
if (istype(other, /mob/living/silicon/ai))
return 1
if (istype(other, /mob/living/carbon/human/tajaran))
return 1
return ..()
/mob/living/silicon/hive_mainframe/say_quote(var/text)
var/ending = copytext(text, length(text))
if (ending == "?")
return "queries, \"[text]\"";
else if (ending == "!")
return "declares, \"[copytext(text, 1, length(text))]\"";
return "states, \"[text]\"";
/mob/living/silicon/hive_mainframe/proc/return_to(var/mob/user)
if(user.mind)
user.mind.transfer_to(src)
spawn(20)
user:shell = 1
user:real_name = "Robot [pick(rand(1, 999))]"
user:name = user:real_name
return
/mob/living/silicon/hive_mainframe/verb/cmd_deploy_to()
set category = "Mainframe Commands"
set name = "Deploy to shell."
deploy_to()
/mob/living/silicon/hive_mainframe/verb/deploy_to()
if(usr.stat == 2)
usr << "You can't deploy because you are dead!"
return
var/list/bodies = new/list()
for(var/mob/living/silicon/hivebot/H in mob_list)
if(H.z == src.z)
if(H.shell)
if(!H.stat)
bodies += H
var/target_shell = input(usr, "Which body to control?") as null|anything in bodies
if (!target_shell)
return
else if(src.mind)
spawn(30)
target_shell:mainframe = src
target_shell:dependent = 1
target_shell:real_name = src.name
target_shell:name = target_shell:real_name
src.mind.transfer_to(target_shell)
return
/client/proc/MainframeMove(n,direct,var/mob/living/silicon/hive_mainframe/user)
return
/obj/hud/proc/hive_mainframe_hud()
return
/mob/living/silicon/hive_mainframe/Login()
..()
update_clothing()
for(var/S in src.client.screen)
del(S)
src.flash = new /obj/screen( null )
src.flash.icon_state = "blank"
src.flash.name = "flash"
src.flash.screen_loc = "1,1 to 15,15"
src.flash.layer = 17
src.blind = new /obj/screen( null )
src.blind.icon_state = "black"
src.blind.name = " "
src.blind.screen_loc = "1,1 to 15,15"
src.blind.layer = 0
src.client.screen += list( src.blind, src.flash )
if(!isturf(src.loc))
src.client.eye = src.loc
src.client.perspective = EYE_PERSPECTIVE
if (src.stat == 2)
src.verbs += /client/proc/ghost
return
/mob/living/silicon/hive_mainframe/proc/Namepick()
var/randomname = pick(ai_names)
var/newname = input(src,"You are the a Mainframe Unit. Would you like to change your name to something else?", "Name change",randomname)
if (length(newname) == 0)
newname = randomname
if (newname)
if (length(newname) >= 26)
newname = copytext(newname, 1, 26)
newname = replacetext(newname, ">", "'")
src.real_name = newname
src.name = newname
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//WORK IN PROGRESS CONTENT
//Project coder: Errorage
//Readme: As part of the UI upgrade project, the intention here is for each job to have
//somewhat customizable loadouts. Players will be able to pick between jumpsuits, shoes,
//and other items. This datum will be used for all jobs and code will reference it.
//adding new jobs will be a matter of adding this datum.to a list of jobs.
#define VITAL_PRIORITY_JOB 5
#define HIGH_PRIORITY_JOB 4
#define PRIORITY_JOB 3
#define LOW_PRIORITY_JOB 2
#define ASSISTANT_PRIORITY_JOB 1
#define NO_PRIORITY_JOB 0
/datum/job
//Basic information
var/title = "Untitled" //The main (default) job title/name
var/list/alternative_titles = list() //Alternative job titles/names (alias)
var/job_number_at_round_start = 0 //Number of jobs that can be assigned at round start
var/job_number_total = 0 //Number of jobs that can be assigned total
var/list/bosses = list() //List of jobs which have authority over this job by default.
var/admin_only = 0 //If this is set to 1, the job is not available on the spawn screen
var/description = "" //A description of the job to be displayed when requested on the spawn screen
var/guides = "" //A string with links to relevent guides (likely the wiki)
var/department = "" //This is used to group jobs into departments, which means that if you don't get your desired jobs, you get another job from the same department
var/job_type = "SS13" //SS13, NT or ANTAGONIST
var/can_be_traitor = 1
var/can_be_changeling = 1
var/can_be_wizard = 1
var/can_be_cultist = 1
var/can_be_rev_head = 1
var/is_head_position = 0
//Job conditions
var/change_to_mob = "Human" //The type of mob which this job will change you to (alien,cyborg,human...)
var/change_to_mutantrace = "" //What mutantrace you will be once you get this job
//Random job assignment priority
var/assignment_priority = NO_PRIORITY_JOB //This variable determins the priority of assignment
//VITAL_PRIORITY_JOB = Absolutely vital (Someone will get assigned every round) - Use VERY, VERY lightly
//HIGH_PRIORITY_JOB = High priority - Assibned before the other jobs, candidates compete on equal terms
//PRIORITY_JOB = Priorized (Standard priority) - Candidates compete by virtue of priority (choice 1 > choice 2 > choice 3...)
//LOW_PRIORITY_JOB = Low priority (Low-priority (librarian))
//ASSISTANT_PRIORITY_JOB = Assistant-level (Only filled when all the other jobs have been assigned)
//NO_PRIORITY_JOB = Skipped om assignment (Admin-only jobs should have this level)
//Available equipment - The first thing listed is understood as the default setup.
var/list/equipment_ears = list() //list of possible ear-wear items
var/list/equipment_glasses = list() //list of possible glasses
var/list/equipment_gloves = list() //list of possible gloves
var/list/equipment_head = list() //list of possible headgear/helmets/hats
var/list/equipment_mask = list() //list of possible masks
var/list/equipment_shoes = list() //list of possible shoes
var/list/equipment_suit = list() //list of possible suits
var/list/equipment_under = list() //list of possible jumpsuits
var/list/equipment_belt = list() //list of possible belt-slot items
var/list/equipment_back = list() //list of possible back-slot items
var/obj/equipment_pda //default pda type
var/obj/equipment_id //default id type
New(var/param_title, var/list/param_alternative_titles = list(), var/param_jobs_at_round_start = 0, var/param_global_max = 0, var/list/param_bosses = list(), var/param_admin_only = 0)
title = param_title
alternative_titles = param_alternative_titles
job_number_at_round_start = param_jobs_at_round_start
job_number_total = param_global_max
bosses = param_bosses
admin_only = param_admin_only
//This proc tests to see if the given alias (job title/alternative job title) corresponds to this job.
//Returns 1 if it is, else returns 0
proc/is_job_alias(var/alias)
if(alias == title)
return 1
if(alias in alternative_titles)
return 1
return 0
/datum/jobs
var/list/datum/job/all_jobs = list()
proc/get_all_jobs()
return all_jobs
//This proc returns all the jobs which are NOT admin only
proc/get_normal_jobs()
var/list/datum/job/normal_jobs = list()
for(var/datum/job/J in all_jobs)
if(!J.admin_only)
normal_jobs += J
return normal_jobs
//This proc returns all the jobs which are admin only
proc/get_admin_jobs()
var/list/datum/job/admin_jobs = list()
for(var/datum/job/J in all_jobs)
if(J.admin_only)
admin_jobs += J
return admin_jobs
//This proc returns the job datum of the job with the alias or job title given as the argument. Returns an empty string otherwise.
proc/get_job(var/alias)
for(var/datum/job/J in all_jobs)
if(J.is_job_alias(alias))
return J
return ""
//This proc returns a string with the default job title for the job with the given alias. Returns an empty string otherwise.
proc/get_job_title(var/alias)
for(var/datum/job/J in all_jobs)
if(J.is_job_alias(alias))
return J.title
return ""
//This proc returns all the job datums of the workers whose boss has the alias provided. (IE Engineer under Chief Engineer, etc.)
proc/get_jobs_under(var/boss_alias)
var/boss_title = get_job_title(boss_alias)
var/list/datum/job/employees = list()
for(var/datum/job/J in all_jobs)
if(boss_title in J.bosses)
employees += J
return employees
//This proc returns the chosen vital and high priority jobs that the person selected. It goes from top to bottom of the list, until it finds a job which does not have such priority.
//Example: Choosing (in this order): CE, Captain, Engineer, RD will only return CE and Captain, as RD is assumed as being an unwanted choice.
//This proc is used in the allocation algorithm when deciding vital and high priority jobs.
proc/get_prefered_high_priority_jobs()
var/list/datum/job/hp_jobs = list()
for(var/datum/job/J in all_jobs)
if(J.assignment_priority == HIGH_PRIORITY_JOB || J.assignment_priority == VITAL_PRIORITY_JOB)
hp_jobs += J
else
break
return hp_jobs
//If only priority is given, it will return the jobs of only that priority, if end_priority is set it will return the jobs with their priority higher or equal to var/priority and lower or equal to end_priority. end_priority must be higher than 0.
proc/get_jobs_by_priority(var/priority, var/end_priority = 0)
var/list/datum/job/priority_jobs = list()
if(end_priority)
if(end_priority < priority)
return
for(var/datum/job/J in all_jobs)
if(J.assignment_priority >= priority && J.assignment_priority <= end_priority)
priority_jobs += J
else
for(var/datum/job/J in all_jobs)
if(J.assignment_priority == priority)
priority_jobs += J
return priority_jobs
//This datum is used in the plb allocation algorithm to make life easier, not used anywhere else.
/datum/player_jobs
var/mob/new_player/player
var/datum/jobs/selected_jobs
var/datum/jobs/jobs = new/datum/jobs()
proc/setup_jobs()
var/datum/job/JOB
JOB = new/datum/job("Station Engineer")
JOB.alternative_titles = list("Structural Engineer","Engineer","Student of Engineering")
JOB.job_number_at_round_start = 5
JOB.job_number_total = 5
JOB.bosses = list("Chief Engineer")
JOB.admin_only = 0
JOB.description = "Engineers are tasked with the maintenance of the station. Be it maintaining the power grid or rebuilding damaged sections."
JOB.guides = ""
JOB.equipment_ears = list(/obj/item/device/radio/headset/headset_eng)
JOB.equipment_glasses = list()
JOB.equipment_gloves = list()
JOB.equipment_head = list(/obj/item/clothing/head/helmet/hardhat)
JOB.equipment_mask = list()
JOB.equipment_shoes = list(/obj/item/clothing/shoes/orange,/obj/item/clothing/shoes/brown,/obj/item/clothing/shoes/black)
JOB.equipment_suit = list(/obj/item/clothing/suit/storage/hazardvest)
JOB.equipment_under = list(/obj/item/clothing/under/rank/engineer,/obj/item/clothing/under/color/yellow)
JOB.equipment_belt = list(/obj/item/weapon/storage/belt/utility/full)
JOB.equipment_back = list(/obj/item/weapon/storage/backpack/industrial,/obj/item/weapon/storage/backpack)
JOB.equipment_pda = /obj/item/device/pda/engineering
JOB.equipment_id = /obj/item/weapon/card/id
jobs.all_jobs += JOB
//This proc will dress the mob (employee) in the default way for the specified job title/job alias
proc/dress_for_job_default(var/mob/living/carbon/human/employee as mob, var/job_alias)
if(!ishuman(employee))
return
//TODO ERRORAGE - UNFINISHED
var/datum/job/JOB = jobs.get_job(job_alias)
if(JOB)
var/item = JOB.equipment_ears[1]
employee.equip_to_slot_or_del(new item(employee), employee.slot_ears)
item = JOB.equipment_under[1]
employee.equip_to_slot_or_del(new item(employee), employee.slot_w_uniform)
/*
src.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial (src), slot_back)
src.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
src.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng (src), slot_ears) // -- TLE
src.equip_to_slot_or_del(new /obj/item/device/pda/engineering(src), slot_belt)
src.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(src), slot_w_uniform)
src.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(src), slot_shoes)
src.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(src), slot_head)
src.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt/full(src), slot_l_hand) //currently spawns in hand due to traitor assignment requiring a PDA to be on the belt. --Errorage
//src.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(src), slot_gloves) removed as part of Dangercon 2011, approved by Urist_McDorf --Errorage
src.equip_to_slot_or_del(new /obj/item/device/t_scanner(src), slot_r_store)
*/
//This algorithm works in 5 steps:
//1: Assignment of wizard / nuke members (if appropriate game mode)
//2: Assignment of jobs based on preferenes
// 2.1: Assignment of vital and high priority jobs. Candidates compete on equal terms. If the vital jobs are not filled, a random candidate is chosen to fill them,
// 2.2: Assignment of the rest of the jobs based on player preference,
//3: Assignment of remaining jobs for remaining players based on chosen departments
//4: Random assignment of remaining jobs for remaining players based on assignment priority
//5: Assignment of traitor / changeling to assigned roles (if appropriate game mode)
proc/assignment_algorithm(var/list/mob/new_player/players)
for(var/mob/new_player/PLAYER in players)
if(!PLAYER.client)
players -= PLAYER
continue
if(!PLAYER.ready)
players -= PLAYER
continue
var/list/datum/job/vital_jobs = list()
var/list/datum/job/high_priority_jobs = list()
var/list/datum/job/priority_jobs = list()
var/list/datum/job/low_priority_jobs = list()
var/list/datum/job/assistant_jobs = list()
var/list/datum/job/not_assigned_jobs = list()
for(var/datum/job/J in jobs)
switch(J.assignment_priority)
if(5)
vital_jobs += J
if(4)
high_priority_jobs += J
if(3)
priority_jobs += J
if(2)
low_priority_jobs += J
if(1)
assistant_jobs += J
if(0)
not_assigned_jobs += J
var/list/datum/player_jobs/player_jobs = list() //This datum only holds a mob/new_player and a datum/jobs. The first is the player, the 2nd is the player's selected jobs, from the preferences datum.
for(var/mob/new_player/NP in players)
var/datum/player_jobs/PJ = new/datum/player_jobs
PJ.player = NP
PJ.selected_jobs = NP.preferences.wanted_jobs
player_jobs += PJ
//At this point we have the player_jobs list filled. Next up we have to assign all vital and high priority positions.
var/list/datum/job/hp_jobs = jobs.get_jobs_by_priority( HIGH_PRIORITY_JOB, VITAL_PRIORITY_JOB )
for(var/datum/job/J in hp_jobs)
var/list/mob/new_player/candidates = list()
for(var/datum/player_jobs/PJ in player_jobs)
if(J in PJ.selected_jobs)
candidates += PJ.player
var/mob/new_player/chosen_player
if(candidates)
chosen_player = pick(candidates)
else
if(J.assignment_priority == VITAL_PRIORITY_JOB)
if(players) //Just in case there are more vital jobs than there are players.
chosen_player = pick(players)
if(chosen_player)
chosen_player.mind.assigned_job = J
players -= chosen_player
//TODO ERRORAGE - add capability for hp jobs with more than one slots.
//1: vital and high priority jobs, assigned on equal terms
//TODO ERRORAGE - UNFINISHED
//END OF WORK IN PROGRESS CONTENT
@@ -0,0 +1,23 @@
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/mineral/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/mineral/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/mineral/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/mineral/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/mineral/clown),
)
@@ -0,0 +1,235 @@
/*********************NEW AUTOLATHE / CRAFT LATHE***********************/
var/list/datum/craftlathe_item/CRAFT_ITEMS = list()
var/CRAFT_ITEMS_SETUP = 1 //this should probably be a pre-game thing, but i'll do it so the first lathe2 that's created will set-up the recipes.
proc/check_craftlathe_recipe(var/list/param_recipe)
if(param_recipe.len != 9)
return
var/i
var/match = 0 //this one counts if there is at least one non-"" ingredient.
for(var/datum/craftlathe_item/CI in CRAFT_ITEMS)
match = 0
for(i = 1; i <= 9; i++)
if(CI.recipe[i] != param_recipe[i])
match = 0 //use this so it passes by the match > 0 check below, otherwise i'd need a new variable to tell the return CI below that the check failed
break
if(CI.recipe[i] != "")
match++
if(match > 0)
return CI
return 0
/datum/craftlathe_item
var/id = "" //must be unique for each item type. used to create recipes
var/name = "unknown" //what the lathe will show as it's contents
var/list/recipe = list("","","","","","","","","") //the 9 items here represent what items need to be placed in the lathe to produce this item.
var/item_type = null //this is used on items like sheets which are added when inserted into the lathe.
var/amount = 1
var/amount_attackby = 1
/datum/craftlathe_item/New(var/param_id,var/param_name,var/param_amount,var/param_ammount_per_attackby,var/list/param_recipe,var/param_type = null)
..()
id = param_id
name = param_name
recipe = param_recipe
item_type = param_type
amount = param_amount;
amount_attackby = param_ammount_per_attackby
return
//this proc checks the recipe you give in it's parameter with the entire list of available items. If any match, it returns the item from CRAFT_ITEMS. the returned item should not be changed!!
/obj/machinery/autolathe2
name = "Craft lathe"
icon_state = "autolathe"
density = 1
anchored = 1
var/datum/craftlathe_item/selected = null
var/datum/craftlathe_item/make = null
var/list/datum/craftlathe_item/craft_contents = list()
var/list/current_recipe = list("","","","","","","","","")
/obj/machinery/autolathe2/New()
..()
if(CRAFT_ITEMS_SETUP)
CRAFT_ITEMS_SETUP = 0
build_recipes()
return
/obj/machinery/autolathe2/attack_hand(mob/user as mob)
var/dat
dat = text("<h3>Craft Lathe</h3>")
dat += text("<table><tr><td valign='top'>")
dat += text("<b>Materials</b><p>")
var/datum/craftlathe_item/CI
var/i
for(i = 1; i <= craft_contents.len; i++)
CI = craft_contents[i]
if (CI == selected)
dat += text("[CI.name] ([CI.amount])<br>")
else
dat += text("<A href='?src=\ref[src];select=[i]'>[CI.name]</a> ([CI.amount])<br>")
dat += text("</td><td valign='top'>")
dat += text("<b>Crafting Table</b><p>")
dat += text(" <table bgcolor='#cccccc' cellpadding='4' cellspacing='0'>")
var/j = 0
var/k = 0
for (i = 0; i < 3; i++)
dat += text(" <tr>")
for (j = 1; j <= 3; j++)
k = i * 3 + j
if (current_recipe[k])
dat += text(" <td><A href='?src=\ref[src];remove=[k]'>[current_recipe[k]]</a></td>")
else
dat += text(" <td><A href='?src=\ref[src];add=[k]'>----</a></td>")
dat += text(" </tr>")
dat += text(" </table>")
dat += text("<br><br>")
dat += text("<b>Will make: </b>")
if (make)
dat += text("<A href='?src=\ref[src];make=[1]'>[make.name]</a>")
else
dat += text("nothing useful")
dat += text("</td></tr></table>")
user << browse("[dat]", "window=craft")
/obj/machinery/autolathe2/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/n = text2num(href_list["remove"])
if(!n || n < 1 || n > 9)
return
current_recipe[n] = ""
if(href_list["select"])
var/n = text2num(href_list["select"])
if(!n || n < 1 || n > 9)
return
selected = craft_contents[n]
if(href_list["add"])
var/n = text2num(href_list["add"])
if(!n || n < 1 || n > 9)
return
if(selected)
current_recipe[n] = selected.id
if(href_list["make"])
var/datum/craftlathe_item/MAKE = check_craftlathe_recipe(src.current_recipe)
if(MAKE)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.id == MAKE.id)
CI2.amount += CI2.amount_attackby
src.updateUsrDialog()
return
craft_contents += new/datum/craftlathe_item(MAKE.id,MAKE.name,MAKE.amount,MAKE.amount_attackby,MAKE.recipe,MAKE.item_type)
var/datum/craftlathe_item/CI = check_craftlathe_recipe(src.current_recipe)
if(CI)
make = CI
else
make = null
src.updateUsrDialog()
/obj/machinery/autolathe2/attackby(obj/item/weapon/W as obj, mob/user as mob)
usr.machine = src
src.add_fingerprint(usr)
for (var/datum/craftlathe_item/CI in CRAFT_ITEMS)
if(W.type == CI.item_type)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.item_type == W.type)
CI2.amount += CI2.amount_attackby
rmv_item(W)
return
craft_contents += new/datum/craftlathe_item(CI.id,CI.name,CI.amount,CI.amount_attackby,CI.recipe,CI.item_type)
rmv_item(W)
return
src.updateUsrDialog()
return
/obj/machinery/autolathe2/proc/rmv_item(obj/item/W as obj)
if(istype(W,/obj/item/stack))
var/obj/item/stack/S = W
S.amount--
if (S.amount <= 0)
del(S)
else
del(W)
/obj/machinery/autolathe2/proc/build_recipes()
//Parameters: ID, Name, Amount, Amount_added_per_attackby, Recipe, Object type
CRAFT_ITEMS += new/datum/craftlathe_item("METAL","Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/metal)
CRAFT_ITEMS += new/datum/craftlathe_item("R METAL","Reinforced Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/r_metal)
CRAFT_ITEMS += new/datum/craftlathe_item("GLASS","Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/glass)
CRAFT_ITEMS += new/datum/craftlathe_item("R GLASS","Reinforced Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/rglass)
CRAFT_ITEMS += new/datum/craftlathe_item("GOLD","Gold",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/mineral/gold)
CRAFT_ITEMS += new/datum/craftlathe_item("SILVER","Silver",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/mineral/silver)
CRAFT_ITEMS += new/datum/craftlathe_item("DIAMOND","Diamond",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/mineral/diamond)
CRAFT_ITEMS += new/datum/craftlathe_item("PLASMA","Plasma",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/mineral/plasma)
CRAFT_ITEMS += new/datum/craftlathe_item("URANIUM","Uranium",1,1,list("","","","","","","","",""),/obj/item/weapon/ore/mineral/uranium)
CRAFT_ITEMS += new/datum/craftlathe_item("CLOWN","Bananium",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/mineral/clown)
CRAFT_ITEMS += new/datum/craftlathe_item("ADMAMANTINE","Adamantine",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/mineral/adamantine)
CRAFT_ITEMS += new/datum/craftlathe_item("SCREWS","Screws",9,9,list("","","","","METAL","","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("COGS","Cogs",9,9,list("","METAL","","METAL","METAL","METAL","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWITCH","Switch",12,12,list("METAL","","METAL","METAL","METAL","","METAL","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("KEYBOARD","Keyboard",1,1,list("","","","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH"))
CRAFT_ITEMS += new/datum/craftlathe_item("M PANEL","Metal Panel",10,10,list("","","","","METAL","METAL","","METAL","METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("CASE","Equipment Case",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("G PANEL","Glass Panel",10,10,list("","","","","GLASS","GLASS","","GLASS","GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("SCREEN","Screen",1,1,list("","GLASS","","GLASS","PLASMA","GLASS","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL SILVER","Electronics Silver",30,30,list("","","","","SILVER","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL GOLD","Electronics Gold",6,6,list("","","","","GOLD","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TINTED GL","Tinted Glass",2,2,list("","METAL","","","GLASS","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TANK VALVE","Tank Transfer Valuve",1,1,list("","PIPE","","","PIPE","SWITCH","","PIPE",""))
CRAFT_ITEMS += new/datum/craftlathe_item("PIPE","Pipe",1,1,list("","M PANEL","","","M PANEL","","","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("CB FRAME","Circuitboard Frame",1,1,list("","","","M PANEL","G PANEL","M PANEL","G PANEL","M PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ROM","ROM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RAM","RAM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("PROCESSOR","Processor",1,1,list("EL GOLD","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("ANTENNA","Antenna",1,1,list("","","EL SILVER","","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("OP RECEPTOR","Optic Receptor",1,1,list("G PANEL","G PANEL","G PANEL","","EL GOLD","","G PANEL","G PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMAL OP R","Thermal Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","DIAMOND","DIAMOND","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("MASON OP R","Mason Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","EL SILVER","EL SILVER","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EAR FRAME","Earpiece Frame",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("RADIO M","Radio Module",1,1,list("","ANTENNA","","","ROM","","CB FRAME","CB FRAME","CB FRAME"))
CRAFT_ITEMS += new/datum/craftlathe_item("EARPIECE","Radio Earpiece",1,1,list("","","","","RADIO M","","","EAR FRAME",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EARMUFFS","Earmuffs",1,1,list("","M PANEL","","EAR FRAME","","EAR FRAME","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("GLASSES FRAME","Glasses Frame",1,1,list("M PANEL","","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("MASONS","Mason Scanners",1,1,list("","","","MASON OP R","GLASSES FRAME","MASON OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMALS","Thermal Scanners",1,1,list("","","","THERMAL OP R","GLASSES FRAME","THERMAL OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SUNGLASSES","Sunglasses",1,1,list("","","","TINTED GL","GLASSES FRAME","TINTED GL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET FR","Helmet Frame",1,1,list("METAL","METAL","METAL","METAL","","METAL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET","Security Helmet",1,1,list("R METAL","R METAL","R METAL","R METAL","HELMET FR","R METAL","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS HELMET","HoS Helmet",1,1,list("SILVER","GOLD","SILVER","SILVER","HELMET","SILVER","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HARDHAT","Hardhat",1,1,list("","FLASHLIGHT","","","HELMET FR","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWAT HELMET","SWAT Helmet",1,1,list("","","","","HELMET","","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("WELDING HELM","Welding Helmet",1,1,list("","","","","HELMET FR","","TINTED GL","TINTED GL","TINTED GL"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE HELMET","Space Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","HELMET FR","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG HELMET","RIG Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","SPACE HELMET","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("GAS MASK","Gas Mask",1,1,list("","","","","HELMET FR","TANK VALVE","","G PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR FRAME","Armor Frame",1,1,list("R METAL","","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR","Armored Vest",1,1,list("R METAL","","R METAL","R METAL","ARMOR FRAME","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS ARMOR","HoS Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("CAP ARMOR","Captain Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","HOS ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE S FR","Space Suit Frame",1,1,list("SILVER","","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE SUIT","Space Suit",1,1,list("SILVER","","SILVER","RAM","SPACE S FR","RADIO M","SILVER","SILVEr","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG SUIT","RIG Suit",1,1,list("SILVER","","SILVER","SILVER","SPACE SUIT","SILVER","SILVER","SILVER","SILVER"))
//TODO: Flashlight, type paths
return
return
@@ -0,0 +1,78 @@
/**********************Gas extractor**************************/
/obj/machinery/mineral/gasextractor
name = "Gas extractor"
desc = "A machine which extracts gasses from ores"
icon = 'icons/obj/computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/message = "";
var/processing = 0
var/newtoxins = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/gasextractor/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
/obj/machinery/mineral/gasextractor/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];extract=[input]'>Extract gas</A>")
dat += text("<br><br>Message: [message]")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/gasextractor/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["extract"])
if (src.output)
if (locate(/obj/machinery/portable_atmospherics/canister,output.loc))
newtoxins = 0
processing = 1
var/obj/item/weapon/ore/O
while(locate(/obj/item/weapon/ore/plasma, input.loc) && locate(/obj/machinery/portable_atmospherics/canister,output.loc))
O = locate(/obj/item/weapon/ore/plasma, input.loc)
if (istype(O,/obj/item/weapon/ore/plasma))
var/obj/machinery/portable_atmospherics/canister/C
C = locate(/obj/machinery/portable_atmospherics/canister,output.loc)
C.air_contents.toxins += 100
newtoxins += 100
del(O)
sleep(5);
processing = 0;
message = "Canister filled with [newtoxins] units of toxins"
else
message = "No canister found"
src.updateUsrDialog()
return
@@ -0,0 +1,88 @@
/**********************Mineral purifier (not used, replaced with mineral processing unit)**************************/
/obj/machinery/mineral/purifier
name = "Ore Purifier"
desc = "A machine which makes building material out of ores"
icon = 'icons/obj/computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/processed = 0
var/processing = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/purifier/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];purify=[input]'>Purify</A>")
dat += text("<br><br>found: <font color='green'><b>[processed]</b></font>")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/purifier/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["purify"])
if (src.output)
processing = 1;
var/obj/item/weapon/ore/O
processed = 0;
while(locate(/obj/item/weapon/ore, input.loc))
O = locate(/obj/item/weapon/ore, input.loc)
if (istype(O,/obj/item/weapon/ore/iron))
new /obj/item/stack/sheet/metal(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/diamond))
new /obj/item/stack/sheet/mineral/diamond(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/plasma))
new /obj/item/stack/sheet/mineral/plasma(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/gold))
new /obj/item/stack/sheet/mineral/gold(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/silver))
new /obj/item/stack/sheet/mineral/silver(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/uranium))
new /obj/item/weapon/ore/mineral/uranium(output.loc)
del(O)
/*if (istype(O,/obj/item/weapon/ore/adamantine))
new /obj/item/weapon/ore/adamantine(output.loc)
del(O)*/ //Dunno what this area does so I'll keep it commented out for now -Durandan
processed++
sleep(5);
processing = 0;
src.updateUsrDialog()
return
/obj/machinery/mineral/purifier/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
+174
View File
@@ -0,0 +1,174 @@
/**********************Random mine generator************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/mine_generator
name = "Random mine generator"
anchored = 1
unacidable = 1
var/turf/last_loc
var/turf/target_loc
var/turf/start_loc
var/randXParam //the value of these two parameters are generated by the code itself and used to
var/randYParam //determine the random XY parameters
var/mineDirection = 3
/*
0 = none
1 = N
2 = NNW
3 = NW
4 = WNW
5 = W
6 = WSW
7 = SW
8 = SSW
9 = S
10 = SSE
11 = SE
12 = ESE
13 = E
14 = ENE
15 = NE
16 = NNE
*/
/obj/effect/mine_generator/New()
last_loc = src.loc
var/i
for(i = 0; i < 50; i++)
gererateTargetLoc()
//target_loc = locate(last_loc.x + rand(5), last_loc.y + rand(5), src.z)
fillWithAsteroids()
del(src)
return
/obj/effect/mine_generator/proc/gererateTargetLoc() //this proc determines where the next square-room will end.
switch(mineDirection)
if(1)
randXParam = 0
randYParam = 4
if(2)
randXParam = 1
randYParam = 3
if(3)
randXParam = 2
randYParam = 2
if(4)
randXParam = 3
randYParam = 1
if(5)
randXParam = 4
randYParam = 0
if(6)
randXParam = 3
randYParam = -1
if(7)
randXParam = 2
randYParam = -2
if(8)
randXParam = 1
randYParam = -3
if(9)
randXParam = 0
randYParam = -4
if(10)
randXParam = -1
randYParam = -3
if(11)
randXParam = -2
randYParam = -2
if(12)
randXParam = -3
randYParam = -1
if(13)
randXParam = -4
randYParam = 0
if(14)
randXParam = -3
randYParam = 1
if(15)
randXParam = -2
randYParam = 2
if(16)
randXParam = -1
randYParam = 3
target_loc = last_loc
if (randXParam > 0)
target_loc = locate(target_loc.x+rand(randXParam),target_loc.y,src.z)
if (randYParam > 0)
target_loc = locate(target_loc.x,target_loc.y+rand(randYParam),src.z)
if (randXParam < 0)
target_loc = locate(target_loc.x-rand(-randXParam),target_loc.y,src.z)
if (randYParam < 0)
target_loc = locate(target_loc.x,target_loc.y-rand(-randXParam),src.z)
if (mineDirection == 1 || mineDirection == 5 || mineDirection == 9 || mineDirection == 13) //if N,S,E,W, turn quickly
if(prob(50))
mineDirection += 2
else
mineDirection -= 2
if(mineDirection < 1)
mineDirection += 16
else
if(prob(50))
if(prob(50))
mineDirection += 1
else
mineDirection -= 1
if(mineDirection < 1)
mineDirection += 16
return
/obj/effect/mine_generator/proc/fillWithAsteroids()
if(last_loc)
start_loc = last_loc
if(start_loc && target_loc)
var/x1
var/y1
var/turf/line_start = start_loc
var/turf/column = line_start
if(start_loc.x <= target_loc.x)
if(start_loc.y <= target_loc.y) //GOING NORTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else //GOING NORTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else
if(start_loc.y <= target_loc.y) //GOING SOUTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
else //GOING SOUTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
return
+338
View File
@@ -0,0 +1,338 @@
/**********************Rail track**************************/
/obj/machinery/rail_track
name = "Rail track"
icon = 'icons/obj/mining.dmi'
icon_state = "rail"
dir = 2
var/id = null //this is needed for switches to work Set to the same on the whole length of the track
anchored = 1
/**********************Rail intersection**************************/
/obj/machinery/rail_track/intersections
name = "Rail track intersection"
icon_state = "rail_intersection"
/obj/machinery/rail_track/intersections/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (5) dir = 4
if (4) dir = 9
if (9) dir = 2
if (2) dir = 10
if (10) dir = 8
if (8) dir = 6
if (6) dir = 1
return
/obj/machinery/rail_track/intersections/NSE
name = "Rail track T intersection"
icon_state = "rail_intersection_NSE"
dir = 2
/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (2) dir = 5
if (5) dir = 9
if (9) dir = 2
return
/obj/machinery/rail_track/intersections/SEW
name = "Rail track T intersection"
icon_state = "rail_intersection_SEW"
dir = 8
/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
switch (dir)
if (8) dir = 6
if (4) dir = 6
if (6) dir = 5
if (5) dir = 8
return
/obj/machinery/rail_track/intersections/NSW
name = "Rail track T intersection"
icon_state = "rail_intersection_NSW"
dir = 2
/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
switch (dir)
if (1) dir = 10
if (2) dir = 10
if (10) dir = 6
if (6) dir = 2
return
/obj/machinery/rail_track/intersections/NEW
name = "Rail track T intersection"
icon_state = "rail_intersection_NEW"
dir = 8
/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
switch (dir)
if (4) dir = 9
if (8) dir = 9
if (9) dir = 10
if (10) dir = 8
return
/**********************Rail switch**************************/
/obj/machinery/rail_switch
name = "Rail switch"
icon = 'icons/obj/mining.dmi'
icon_state = "rail"
dir = 2
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/obj/machinery/rail_track/track = null
var/id //used for to change the track pieces
/obj/machinery/rail_switch/New()
spawn(10)
src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
if(track)
id = track.id
return
/obj/machinery/rail_switch/attack_hand(user as mob)
user << "You switch the rail track's direction"
for (var/obj/machinery/rail_track/T in world)
if (T.id == src.id)
var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
if (C)
switch (T.dir)
if(1)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(2)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(4)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(8)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(5)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "E"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(6)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "W"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(9)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "N"
if("W") C.direction = "E"
if(10)
switch(C.direction)
if("N") C.direction = "W"
if("S") C.direction = "W"
if("E") C.direction = "W"
if("W") C.direction = "N"
return
/**********************Rail car**************************/
/obj/machinery/rail_car
name = "Rail car"
icon = 'icons/obj/storage.dmi'
icon_state = "miningcar"
var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
var/moving = 0;
anchored = 1
density = 1
var/speed = 0
var/slowing = 0
var/atom/movable/load = null //what it's carrying
/obj/machinery/rail_car/attack_hand(user as mob)
if (moving == 0)
processing_items.Add(src)
moving = 1
else
processing_items.Remove(src)
moving = 0
return
/*
for (var/client/C)
C << "Dela."
*/
/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(ismob(C))
load(C)
/obj/machinery/rail_car/proc/load(var/atom/movable/C)
if(get_dist(C, src) > 1)
return
//mode = 1
C.loc = src.loc
sleep(2)
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
//mode = 0
//send_status()
/obj/machinery/rail_car/proc/unload(var/dirn = 0)
if(!load)
return
overlays.Cut()
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
step(load, dirn)
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
/obj/machinery/rail_car/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
/obj/machinery/rail_car/process()
if (moving == 1)
if (slowing == 1)
if (speed > 0)
speed--;
if (speed == 0)
slowing = 0
else
if (speed < 10)
speed++;
var/i = 0
for (i = 0; i < speed; i++)
if (moving == 1)
switch (direction)
if ("S")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
if (R.dir == 10)
direction = "W"
if (R.dir == 9)
direction = "E"
if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
for (var/mob/living/M in locate(src.x,src.y-1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("N")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
if (R.dir == 5)
direction = "E"
if (R.dir == 6)
direction = "W"
if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
for (var/mob/living/M in locate(src.x,src.y+1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("E")
for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
if (R.dir == 6)
direction = "S"
if (R.dir == 10)
direction = "N"
if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
for (var/mob/living/M in locate(src.x+1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("W")
for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
if (R.dir == 9)
direction = "N"
if (R.dir == 5)
direction = "S"
if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
for (var/mob/living/M in locate(src.x-1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
sleep(1)
else
processing_items.Remove(src)
moving = 0
return
@@ -0,0 +1,173 @@
/**********************Spaceship builder area definitions**************************/
/area/shipbuilder
requires_power = 0
luminosity = 1
sd_lighting = 0
/area/shipbuilder/station
name = "shipbuilder station"
icon_state = "teleporter"
/area/shipbuilder/ship1
name = "shipbuilder ship1"
icon_state = "teleporter"
/area/shipbuilder/ship2
name = "shipbuilder ship2"
icon_state = "teleporter"
/area/shipbuilder/ship3
name = "shipbuilder ship3"
icon_state = "teleporter"
/area/shipbuilder/ship4
name = "shipbuilder ship4"
icon_state = "teleporter"
/area/shipbuilder/ship5
name = "shipbuilder ship5"
icon_state = "teleporter"
/area/shipbuilder/ship6
name = "shipbuilder ship6"
icon_state = "teleporter"
/**********************Spaceship builder**************************/
/obj/machinery/spaceship_builder
name = "Robotic Fabricator"
icon = 'icons/obj/surgery.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
var/metal_amount = 0
var/operating = 0
var/area/currentShuttleArea = null
var/currentShuttleName = null
/obj/machinery/spaceship_builder/proc/buildShuttle(var/shuttle)
var/shuttleat = null
var/shuttleto = "/area/shipbuilder/station"
var/req_metal = 0
switch(shuttle)
if("hopper")
shuttleat = "/area/shipbuilder/ship1"
currentShuttleName = "Planet hopper"
req_metal = 25000
if("bus")
shuttleat = "/area/shipbuilder/ship2"
currentShuttleName = "Blnder Bus"
req_metal = 60000
if("dinghy")
shuttleat = "/area/shipbuilder/ship3"
currentShuttleName = "Space dinghy"
req_metal = 100000
if("van")
shuttleat = "/area/shipbuilder/ship4"
currentShuttleName = "Boxvan MMDLVI"
req_metal = 120000
if("secvan")
shuttleat = "/area/shipbuilder/ship5"
currentShuttleName = "Boxvan MMDLVI - Security edition"
req_metal = 125000
if("station4")
shuttleat = "/area/shipbuilder/ship6"
currentShuttleName = "Space station 4"
req_metal = 250000
if (metal_amount - req_metal < 0)
return
if (!shuttleat)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = shuttleat
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/proc/scrapShuttle()
var/shuttleat = "/area/shipbuilder/station"
var/shuttleto = currentShuttleArea
if (!shuttleto)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = null
currentShuttleName = null
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(operating == 1)
user << "The machine is processing"
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
user << "\blue You insert all the metal into the machine."
metal_amount += M.amount * 100
del(M)
else
return attack_hand(user)
return
/obj/machinery/spaceship_builder/attack_hand(user as mob)
if(operating == 1)
user << "The machine is processing"
return
var/dat
dat = text("<b>Ship fabricator</b><br><br>")
dat += text("Current ammount of <font color='gray'>Metal: <b>[metal_amount]</b></font><br><hr>")
if (currentShuttleArea)
dat += text("<b>Currently building</b><br><br>[currentShuttleName]<br><br>")
dat += text("<b>Build the shuttle to your liking.</b><br>This shuttle will be sent to the station in the event of an emergency along with a centcom emergency shuttle.")
dat += text("<br><br><br><A href='?src=\ref[src];scrap=1'>Scrap current shuttle</A>")
else
dat += text("<b>Available ships to build:</b><br><br>")
dat += text("<A href='?src=\ref[src];ship=hopper'>Planet hopper</A> - Tiny, Slow, 25000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=bus'>Blunder Bus</A> - Small, Decent speed, 60000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=dinghy'>Space dinghy</A> - Medium size, Decent speed, 100000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=van'>Boxvan MMDLVIr</A> - Medium size, Decent speed, 120000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=secvan'>Boxvan MMDLVI - Security eidition</A> - Large, Rather slow, 125000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=station4'>Space station 4</A> - Huge, Slow, 250000 metal<br>")
user << browse("[dat]", "window=shipbuilder")
/obj/machinery/spaceship_builder/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["ship"])
buildShuttle(href_list["ship"])
if(href_list["scrap"])
scrapShuttle(href_list["ship"])
src.updateUsrDialog()
return
+15
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// this toggle doesn't save across rounds
/mob/verb/musictoggle()
set name = "Music Toggle"
if(src.be_music == 0)
src.be_music = 1
src << "\blue Music toggled on!"
return
src.be_music = 0
src << "\blue Music toggled off!"
// This checks a var on each area and plays that var
/area/Entered(mob/A as mob)
if (A && src.music != "" && A.client && A.be_music != 0 && (A.music_lastplayed != src.music))
A.music_lastplayed = src.music
A << sound(src.music, repeat = 0, wait = 0, volume = 20, channel = 1)
+138
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/obj/effect/new_year_tree
name = "The fir"
desc = "This is a fir. Real fir on dammit spess station. You smell pine-needles."
icon = 'icons/effects/160x160.dmi'
icon_state = "new-year-tree"
anchored = 1
opacity = 1
density = 1
layer = 5
pixel_x = -64
//pixel_y = -64
/obj/effect/new_year_tree/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/weapon/grab))
return
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
var/const/bottom_right_x = 115.0
var/const/bottom_right_y = 150.0
var/const/top_left_x = 15.0
var/const/top_left_y = 15.0
var/const/bottom_med_x = top_left_x+(bottom_right_x-top_left_x)/2
var/x = rand(top_left_x,bottom_med_x) //point in half of circumscribing rectangle
var/y = rand(top_left_y,bottom_right_y)
/*
y1=a*x1+b
y2=a*x2+b b = y2-a*x2
y1=a*x1+ y2-a*x2
a*(x1-x2)+y2-y1=0
a = (y1-y2)/(x1-x2)
*/
var/a = (top_left_y-bottom_right_y)/(top_left_x-bottom_med_x)
var/b = bottom_right_y-a*bottom_med_x
if (a*x+b < y) //if point is above diagonal top_left -> bottom_median
x = bottom_med_x + x - top_left_x
y = bottom_right_y - y + top_left_y
var/image/I = image(W.icon, W, icon_state = W.icon_state)
I.pixel_x = x
I.pixel_y = y
overlays += I
/*
/obj/item/weapon/firbang
desc = "It is set to detonate in 10 seconds."
name = "firbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "flashbang"
var/state = null
var/det_time = 100.0
w_class = 2.0
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (user.get_active_hand() == src)
if ((CLUMSY in usr.mutations) && prob(50))
user << "\red Huh? How does this thing work?!"
src.state = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return
else if (!( src.state ))
user << "\red You prime the [src]! [det_time/10] seconds!"
src.state = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn( src.det_time )
prime()
return
user.dir = get_dir(user, target)
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
src.add_fingerprint(user)
return
/obj/item/weapon/firbang/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/firbang/attack_hand()
walk(src, null, null)
..()
return
/obj/item/weapon/firbang/proc/prime()
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
var/datum/effect/effect/system/smoke_spread/smoke = new
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/new_year_tree(T)
del(src)
return
/obj/item/weapon/firbang/attack_self(mob/user as mob)
if (!src.state)
if (CLUMSY in user.mutations)
user << "\red Huh? How does this thing work?!"
spawn( 5 )
prime()
return
else
user << "\red You prime the [src]! [det_time/10] seconds!"
src.state = 1
src.icon_state = "flashbang1"
add_fingerprint(user)
spawn( src.det_time )
prime()
return
return
/*
/datum/supply_packs/new_year
name = "New Year Celebration Equipment"
contains = list("/obj/item/weapon/firbang",
"/obj/item/weapon/firbang",
"/obj/item/weapon/firbang",
"/obj/item/weapon/wrapping_paper",
"/obj/item/weapon/wrapping_paper",
"/obj/item/weapon/wrapping_paper")
cost = 20
containertype = "/obj/structure/closet/crate"
containername = "New Year Celebration crate"
*/
+191
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//It's not a very big change, but I think melee will benefit from it.
//Currently will only be restricted to special training weapons to test the balancedness of the system.
//1)Knockdown, stun and weaken chances are separate and dependant on the part of the body you're aiming at
//eg a mop will be better applied to legs since it has a higher base knockdown chance than the other disabling states
//while an energy gun would be better applied to the chest because of the stunning chance.
//2)Weapons also have a parry chance which is checked every time the one wielding the weapon is attacked in melee
//in the area is currently aiming at and is able to defend himself.
//More ideas to come.
//NOTES: doesn't work with armor yet
/obj/item/weapon/training //subclass of weapons that is currently the only one that uses the alternate combat system
name = "training weapon"
desc = "A weapon for training the advanced fighting technicues"
var/chance_parry = 0
var/chance_weaken = 0
var/chance_stun = 0
var/chance_knockdown = 0
var/chance_knockout = 0
var/chance_disarm = 0
//chances - 5 is low, 10 is medium, 15 is good
/obj/item/weapon/training/axe //hard-hitting, but doesn't have much in terms of disabling people (except by killing)
name = "training axe"
icon_state = "training_axe"
/*combat stats*/
force = 15
chance_parry = 5
chance_weaken = 10
chance_stun = 5
chance_knockdown = 5
chance_knockout = 5
chance_disarm = 0
/obj/item/weapon/training/sword //not bad attack, good at parrying and disarming
name = "training sword"
icon_state = "training_sword"
/*combat stats*/
force = 10
chance_parry = 15
chance_weaken = 5
chance_stun = 0
chance_knockdown = 5
chance_knockout = 0
chance_disarm = 15
/obj/item/weapon/training/staff //not bad attack either, good at tripping and parrying
name = "training staff"
icon_state = "training_staff"
/*combat stats*/
force = 10
chance_parry = 15
chance_weaken = 5
chance_stun = 0
chance_knockdown = 15
chance_knockout = 0
chance_disarm = 5
/obj/item/weapon/training/mace //worst attack, but has a good chance of stun, knockout or weaken
name = "training mace"
icon_state = "training_mace"
/*combat stats*/
force = 5
chance_parry = 0
chance_weaken = 15
chance_stun = 10
chance_knockdown = 0
chance_knockout = 10
chance_disarm = 0
/obj/item/weapon/training/attack(target as mob, mob/user as mob)
var/target_area = attack_location(user.zone_sel.selecting)
for(var/mob/O in viewers(src,7))
O << "\red \b [user.name] attacks [target.name] in the [target_area] with [src.name]!"
if(!target.stat && target.zone_sel.selecting == target_area) //parrying occurs here
if(istype(target.r_hand,/obj/item/weapon/training)
if(prob(target.r_hand:chance_parry))
for(var/mob/O in viewers(src,7))
O << "\red \b [target.name] deftly parries the attack with [target.r_hand.name]!"
return
if(istype(target.l_hand,/obj/item/weapon/training)
if(prob(target.l_hand:chance_parry))
for(var/mob/O in viewers(src,7))
O << "\red \b [target.name] deftly parries the attack with [target.l_hand.name]!"
return
target.adjustBruteLoss(-src.force)
var/modifier_knockdown = 1.0
var/modifier_knockout = 1.0
var/modifier_stun = 1.0
var/modifier_weaken = 1.0
var/modifier_disarm = 0.0
switch(target_area)
if("eyes")
modifier_weaken = 2.0
modifier_stun = 0.5
modifier_knockdown = 0.0
if("head")
modifier_stun = 0.8
modifier_knockout = 1.5
modifier_weaken = 1.2
modifier_knockdown = 0.0
if("chest")
if("right arm","r_arm")
if("left arm","l_arm")
if("right hand","r_hand")
if("left hand","l_hand")
if("groin")
if("right leg","r_leg")
if("left leg","l_leg")
if("right foot","r_foot")
if("left foot","l_foot")
/proc/attack_location(var/initloc = "chest") //proc to randomise actual hit loc based on where you're aiming at
var/resultloc = "chest" //also forgot hands/feet. bleh
var/percentage = rand(1,100)
switch(initloc)
if("eyes")
switch(percentage)
if(1 to 10)
resultloc = "eyes"
if(11 to 30)
resultloc = "head"
if(31 to 100)
resultloc = "chest"
if("head")
switch(percentage)
if(1 to 5)
resultloc = "eyes"
if(6 to 40)
resultloc = "head"
if(41 to 100)
resultloc = "chest"
if("chest")
switch(percentage)
if(1 to 80)
resultloc = "chest"
if(81 to 84)
resultloc = "right arm"
if(85 to 88)
resultloc = "left arm"
if(89 to 92)
resultloc = "right leg"
if(93 to 96)
resultloc = "left leg"
if(97 to 98)
resultloc = "groin"
if(99 to 100)
resultloc = "head"
if("l_arm")
switch(percentage)
if(1 to 60)
resultloc = "left arm"
if(61 to 100)
resultloc = "chest"
if("r_arm")
switch(percentage)
if(1 to 60)
resultloc = "right arm"
if(61 to 100)
resultloc = "chest"
if("groin")
switch(percentage)
if(1 to 35)
resultloc = "groin"
if(36 to 50)
resultloc = "left leg"
if(51 to 65)
resultloc = "right leg"
if(66 to 100)
resultloc = "chest"
if("l_leg")
switch(percentage)
if(1 to 60)
resultloc = "left leg"
if(61 to 70)
resultloc = "groin"
if(71 to 100)
resultloc = "chest"
if("r_leg")
switch(percentage)
if(1 to 60)
resultloc = "right leg"
if(61 to 70)
resultloc = "groin"
if(71 to 100)
resultloc = "chest"
return resultloc
+178
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// the laser beam
/obj/effect/beam/laser
name = "laser beam"
icon = 'icons/effects/beam.dmi'
icon_state = "full"
density = 0
mouse_opacity = 0
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
flags = TABLEPASS
var/wavelength // the (vaccuum) wavelength of the beam
var/width = 1 // 1=thin, 2=medium, 3=wide
var/obj/effect/beam/laser/next
var/obj/effect/beam/laser/prev
var/obj/master
New(var/atom/newloc, var/dirn, var/lambda, var/omega=1, var/half=0)
if(!isturf(loc))
return
//world << "creating beam at ([newloc.x],[newloc.y]) with [dirn] [lambda] [omega] [half]"
icon_state = "[omega]-[half ? "half" : "full"]"
dir = dirn
set_wavelength(lambda)
..(newloc)
spawn(0)
src.propagate()
src.verbs -= /atom/movable/verb/pull
proc/propagate()
var/turf/T = get_step(src, dir)
if(T)
if(T.Enter(src))
next = new(T, dir, wavelength, width, 0)
next.prev = src
next.master = src.master
else
spawn(5)
propagate()
proc/remove()
if(next)
next.remove()
del(src)
proc/blocked(var/atom/A)
return density || opacity
/*
/turf/Enter(atom/movable/mover as mob|obj)
if (!mover || !isturf(mover.loc))
return 1
//First, check objects to block exit that are not on the border
for(var/obj/obstacle in mover.loc)
if((obstacle.flags & ~ON_BORDER) && (mover != obstacle) && (forget != obstacle))
if(!obstacle.CheckExit(mover, src))
mover.Bump(obstacle, 1)
return 0
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in mover.loc)
if((border_obstacle.flags & ON_BORDER) && (mover != border_obstacle) && (forget != border_obstacle))
if(!border_obstacle.CheckExit(mover, src))
mover.Bump(border_obstacle, 1)
return 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
return 0
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
return 0
//Finally, check objects/mobs to block entry that are not on the border
for(var/atom/movable/obstacle in src)
if(obstacle.flags & ~ON_BORDER)
if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle))
mover.Bump(obstacle, 1)
return 0
return 1 //Nothing found to block so return success!
*/
HasEntered(var/atom/movable/AM)
if(istype(AM, /obj/effect/beam))
return
if(blocked(AM))
remove(src)
if(prev)
prev.propagate()
else if(master)
master:turn_on()
proc/set_wavelength(var/lambda)
var/w = round(lambda,1) // integer wavelength
wavelength = lambda
// first look for cached version of the icon at this wavelength
var/icon/cached = beam_icons["[w]"]
if(cached)
icon = cached
return
// no cached version, so generate a new one
// this maps a wavelength in the range 380-780 nm to an R,G,B,A value
var/red = 0
var/green = 0
var/blue = 0
var/alpha = 0
switch(w)
if(380 to 439)
red = (440-w) / 60
green = 0
blue = 1
if(440 to 489)
red = 0
green = (w-440) / 50
blue = 1
if(490 to 509)
red = 0
green = 1
blue = (510 - w) / 20
if(510 to 579)
red = (w-510) / 70
green = 1
blue = 0
if(580 to 644)
red = 1
green = (645-w) / 65
blue = 0
if(645 to 780)
red = 1
green = 0
blue = 0
// colour is done, now calculate intensity
switch(w)
if(380 to 419)
alpha = 0.75*(w-380)/40
if(420 to 700)
alpha = 0.75
if(701 to 780)
alpha = 0.75*(780-w)/80
// remap alpha by intensity gamma
if(alpha != 0)
alpha = alpha**0.80
var/icon/I = icon('icons/effects/beam.dmi')
I.MapColors(red,0,0,0, 0,green,0,0, 0,0,blue,0, 0,0,0,alpha, 0,0,0,0)
icon = I
beam_icons["[w]"] = I
// global cache of beam icons
// this is an assoc list mapping (integer) wavelength to icons
var/list/beam_icons = new()
+73
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// A laser pointer. Emits a (tunable) low-power laser beam
// Used for alignment and testing of the optics system
/obj/item/device/laser_pointer
name = "laser pointer"
desc = "A portable low-power laser used for optical system alignment. The label reads: 'Danger: Class IIIa laser device. Avoid direct eye exposure."
icon = 'optics.dmi'
icon_state = "pointer0"
var/on = 0 // true if operating
var/wavelength = 632 // operation wavelength (nm)
var/gain_peak = 632 // gain peak (nm)
var/gain_width = 35 // gain bandwidth (nm)
var/peak_output = 0.005 // max output 5 mW
layer = OBJ_LAYER + 0.1
w_class = 4
m_amt = 500
g_amt = 100
w_amt = 200
var/obj/effect/beam/laser/beam // the created beam
flags = FPRINT | CONDUCT | TABLEPASS
attack_ai()
return
attack_paw()
return
attack_self(var/mob/user)
on = !on
if(on)
turn_on()
else
turn_off()
updateicon()
verb/rotate()
set name = "Rotate"
set src in view(1)
turn_off()
dir = turn(dir, -90)
if(on) turn_on()
Move(var/atom/newloc,var/newdir)
. = ..(newloc,newdir)
if(on && . && isturf(newloc))
turn_off()
turn_on()
return .
proc/turn_on()
if(!isturf(loc))
return
beam = new(loc, dir, wavelength, 1, 1)
beam.master = src
proc/turn_off()
if(beam)
beam.remove()
dropped()
turn_off()
turn_on()
proc/updateicon()
icon_state = "pointer[on]"
+83
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// Mirror object
// Part of the optics system
//
// reflects laser beams
// 16 directional states 0/22.5/45/67.5deg to allow for 0/45deg beam angles
// ideas:
// frame/stand icon w/ mirror directional overlay
// two sets of overlay icons for 0/45 and 22.5/67.5 deg angles
// can rotate cw/acw - need screwdriver to loosen/tighten mirror
// use wrench to anchor/unanchor frame
// if touched, gets dirty - fingerprints, which reduce reflectivity
// if dirty and hit with high-power beam, mirror may shatter
// some kind of dust accumulation with HasProximity? Could check for mob w/o labcoat etc.
// can clean with acetone+wipes
/obj/optical/mirror
icon = 'optical.dmi'
icon_state = "mirrorA"
dir = 1
desc = "A large, optical-grade mirror firmly mounted on a stand."
flags = FPRINT
anchored = 0
var/rotatable = 0 // true if mirror can be rotated
var/angle = 0 // normal of mirror, 0-15. 0=N, 1=NNE, 2=NE, 3=ENE, 4=E etc
New()
..()
set_angle()
//set the angle from icon_state and dir
proc/set_angle()
switch(dir)
if(1)
angle = 0
if(5)
angle = 2
if(4)
angle = 4
if(6)
angle = 6
if(2)
angle = 8
if(10)
angle = 10
if(8)
angle = 12
if(9)
angle = 14
if(icon_state == "mirrorB") // 22.5deg turned states
angle++
return
// set the dir and icon_state from the angle
proc/set_dir()
if(angle%2 == 1)
icon_state = "mirrorB"
else
icon_state = "mirrorA"
switch(round(angle/2)*2)
if(0)
dir = 1
if(2)
dir = 5
if(4)
dir = 4
if(6)
dir = 6
if(8)
dir = 2
if(10)
dir = 10
if(12)
dir = 8
if(14)
dir = 9
return
+446
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/datum/computer/file/pda_program/os
proc
receive_os_command(list/command_list)
if((!src.holder) || (!src.master) || (!command_list) || !(command_list["command"]))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
return 1
return 0
//Main os program: Provides old pda interface and four programs including file browser, notes, messenger, and atmos scan
main_os
name = "ThinkOS 7"
size = 8.0
var/mode = 0
//Note vars
var/note = "Congratulations, your station has chosen the Thinktronic 5150 Personal Data Assistant!"
var/note_mode = 0 //0 For note editor, 1 for note browser
var/datum/computer/file/text/note_file = null //If set, save to this file.
//Messenger vars
var/list/detected_pdas = list()
var/message_on = 1
var/message_silent = 0 //To beep or not to beep, that is the question
var/message_mode = 0 //0 for pda list, 1 for messages
var/message_tone = "beep" //Custom ringtone
var/message_note = null //Current messages in memory (Store as separate file only later??)
//File browser vars
var/datum/computer/folder/browse_folder = null
var/datum/computer/file/clipboard = null //Current file to copy
receive_os_command(list/command_list)
if(..())
return
//world << "[command_list["command"]]"
return
return_text()
if(..())
return
var/dat = src.return_text_header()
switch(src.mode)
if(0)
dat += "<h2>PERSONAL DATA ASSISTANT</h2>"
dat += "Owner: [src.master.owner]<br><br>"
dat += "<h4>General Functions</h4>"
dat += "<ul>"
dat += "<li><a href='byond://?src=\ref[src];mode=1'>Notekeeper</a></li>"
dat += "<li><a href='byond://?src=\ref[src];mode=2'>Messenger</a></li>"
dat += "<li><a href='byond://?src=\ref[src];mode=3'>File Browser</a></li>"
dat += "</ul>"
dat += "<h4>Utilities</h4>"
dat += "<ul>"
dat += "<li><a href='byond://?src=\ref[src];mode=4'>Atmospheric Scan</a></li>"
dat += "<li>Scanner: [src.master.scan_program ? "<a href='byond://?src=\ref[src];scanner=1'>[src.master.scan_program.name]</a>" : "None loaded"]</li>"
dat += "<li><a href='byond://?src=\ref[src];flight=1'>[src.master.fon ? "Disable" : "Enable"] Flashlight</a></li>"
dat += "</ul>"
if(1)
//Note Program. Can save/load note files.
dat += "<h4>Notekeeper V2.5</h4>"
if(!src.note_mode)
dat += "<a href='byond://?src=\ref[src];input=note'>Edit</a>"
dat += " | <a href='byond://?src=\ref[src];note_func=new'>New File</a>"
dat += " | <a href='byond://?src=\ref[src];note_func=save'>Save</a>"
dat += " | <a href='byond://?src=\ref[src];note_func=switchmenu'>Load</a><br>"
dat += src.note
else
dat += " <a href='byond://?src=\ref[src];note_func=switchmenu'>Back</a>"
dat += " | \[[src.holding_folder.holder.file_amount - src.holding_folder.holder.file_used]\] Free<br>"
dat += "<table cellspacing=5>"
for(var/datum/computer/file/text/T in src.holding_folder.contents)
dat += "<tr><td><a href='byond://?src=\ref[src];target=\ref[T];note_func=load'>[T.name]</a></td>"
dat += "<td>[T.extension]</td>"
dat += "<td>Length: [T.data ? (length(T.data)) : "0"]</td></tr>"
dat += "</table>"
if(2)
//Messenger. Uses Radio. Is a messenger.
//TO-DO: ~file sharing~
src.master.overlays.Cut() //Remove existing alerts
dat += "<h4>SpaceMessenger V4.0.5</h4>"
if (!src.message_mode)
dat += "<a href='byond://?src=\ref[src];message_func=ringer'>Ringer: [src.message_silent == 1 ? "Off" : "On"]</a> | "
dat += "<a href='byond://?src=\ref[src];message_func=on'>Send / Receive: [src.message_on == 1 ? "On" : "Off"]</a> | "
dat += "<a href='byond://?src=\ref[src];input=tone'>Set Ringtone</a> | "
dat += "<a href='byond://?src=\ref[src];message_mode=1'>Messages</a><br>"
dat += "<font size=2><a href='byond://?src=\ref[src];message_func=scan'>Scan</a></font><br>"
dat += "<b>Detected PDAs</b><br>"
dat += "<ul>"
var/count = 0
if (src.message_on)
for (var/obj/item/device/pda2/P in src.detected_pdas)
if (!P.owner)
src.detected_pdas -= P
continue
else if (P == src) //I guess this can happen if somebody copies the system file.
src.detected_pdas -= P
continue
dat += "<li><a href='byond://?src=\ref[src];input=message;target=\ref[P]'>[P]</a>"
dat += "</li>"
count++
dat += "</ul>"
if (count == 0)
dat += "None detected.<br>"
else
dat += "<a href='byond://?src=\ref[src];message_func=clear'>Clear</a> | "
dat += "<a href='byond://?src=\ref[src];message_mode=0'>Back</a><br>"
dat += "<h4>Messages</h4>"
dat += src.message_note
dat += "<br>"
if(3)
//File Browser.
//To-do(?): Setting "favorite" programs to access straight from main menu
//Not sure how needed it is, not like they have to go through 500 subfolders or whatever
if((!src.browse_folder) || !(src.browse_folder.holder in src.master))
src.browse_folder = src.holding_folder
dat += " | <a href='byond://?src=\ref[src];target=\ref[src.browse_folder];browse_func=paste'>Paste</a>"
dat += " | Drive: "
dat += "\[<a href='byond://?src=\ref[src];browse_func=drive'>[src.browse_folder.holder == src.master.hd ? "MAIN" : "CART"]</a>\]<br>"
dat += "<b>Contents of [browse_folder] | Drive ID:\[[src.browse_folder.holder.title]]</b><br>"
dat += "<b>Used: \[[src.browse_folder.holder.file_used]/[src.browse_folder.holder.file_amount]\]</b><hr>"
dat += "<table cellspacing=5>"
for(var/datum/computer/file/F in browse_folder.contents)
if(F == src)
dat += "<tr><td>System</td><td>Size: [src.size]</td><td>SYSTEM</td></tr>"
continue
dat += "<tr><td><a href='byond://?src=\ref[src];target=\ref[F];browse_func=open'>[F.name]</a></td>"
dat += "<td>Size: [F.size]</td>"
dat += "<td>[F.extension]</td>"
dat += "<td><a href='byond://?src=\ref[src];target=\ref[F];browse_func=delete'>Del</a></td>"
dat += "<td><a href='byond://?src=\ref[src];target=\ref[F];input=rename'>Rename</a></td>"
dat += "<td><a href='byond://?src=\ref[src];target=\ref[F];browse_func=copy'>Copy</a></td>"
dat += "</tr>"
dat += "</table>"
if(4)
//Atmos Scanner
dat += "<h4>Atmospheric Readings</h4>"
var/turf/T = get_turf_or_move(get_turf(src.master))
if (isnull(T))
dat += "Unable to obtain a reading.<br>"
else
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
dat += "Air Pressure: [round(pressure,0.1)] kPa<br>"
if (total_moles())
var/o2_level = environment.oxygen/total_moles()
var/n2_level = environment.nitrogen/total_moles()
var/co2_level = environment.carbon_dioxide/total_moles()
var/plasma_level = environment.toxins/total_moles()
var/unknown_level = 1-(o2_level+n2_level+co2_level+plasma_level)
dat += "Nitrogen: [round(n2_level*100)]%<br>"
dat += "Oxygen: [round(o2_level*100)]%<br>"
dat += "Carbon Dioxide: [round(co2_level*100)]%<br>"
dat += "Plasma: [round(plasma_level*100)]%<br>"
if(unknown_level > 0.01)
dat += "OTHER: [round(unknown_level)]%<br>"
dat += "Temperature: [round(environment.temperature-T0C)]&deg;C<br>"
dat += "<br>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["mode"])
var/newmode = text2num(href_list["mode"])
src.mode = max(newmode, 0)
else if(href_list["flight"])
src.master.toggle_light()
else if(href_list["scanner"])
if(src.master.scan_program)
src.master.scan_program = null
else if(href_list["input"])
switch(href_list["input"])
if("tone")
var/t = input(usr, "Please enter new ringtone", src.name, src.message_tone) as text
if (!t)
return
if (!src.master || !in_range(src.master, usr) && src.master.loc != usr)
return
if(!(src.holder in src.master))
return
t = copytext(sanitize(t), 1, 20)
src.message_tone = t
if("note")
var/t = input(usr, "Please enter note", src.name, src.note) as message
if (!t)
return
if (!src.master || !in_range(src.master, usr) && src.master.loc != usr)
return
if(!(src.holder in src.master))
return
t = copytext(adminscrub(t), 1, MAX_MESSAGE_LEN)
src.note = t
if("message")
var/obj/item/device/pda2/P = locate(href_list["target"])
if(!P || !istype(P))
return
var/t = input(usr, "Please enter message", P.name, null) as text
if (!t)
return
if (!src.master || !in_range(src.master, usr) && src.master.loc != usr)
return
if(!(src.holder in src.master))
return
var/datum/signal/signal = new
signal.data["command"] = "text message"
signal.data["message"] = t
signal.data["sender"] = src.master.owner
signal.data["tag"] = "\ref[P]"
src.post_signal(signal)
src.message_note += "<i><b>&rarr; To [P.owner]:</b></i><br>[t]<br>"
log_pda("[usr] sent [t] to [P.owner]")
if("rename")
var/datum/computer/file/F = locate(href_list["target"])
if(!F || !istype(F))
return
var/t = input(usr, "Please enter new name", src.name, F.name) as text
t = copytext(sanitize(t), 1, 16)
if (!t)
return
if (!in_range(src.master, usr) || !(F.holder in src.master))
return
if(F.holder.read_only)
return
F.name = capitalize(lowertext(t))
else if(href_list["message_func"]) //Messenger specific topic junk
switch(href_list["message_func"])
if("ringer")
src.message_silent = !src.message_silent
if("on")
src.message_on = !src.message_on
if("clear")
src.message_note = null
if("scan")
if(src.message_on)
src.detected_pdas = list()
var/datum/signal/signal = new
signal.data["command"] = "report pda"
src.post_signal(signal)
else if(href_list["note_func"]) //Note program specific topic junk
switch(href_list["note_func"])
if("new")
src.note_file = null
src.note = null
if("save")
if(src.note_file && src.note_file.holder in src.master)
src.note_file.data = src.note
else
var/datum/computer/file/text/F = new /datum/computer/file/text
if(!src.holding_folder.add_file(F))
del(F)
else
src.note_file = F
F.data = src.note
if("load")
var/datum/computer/file/text/T = locate(href_list["target"])
if(!T || !istype(T))
return
src.note_file = T
src.note = note_file.data
src.note_mode = 0
if("switchmenu")
src.note_mode = !src.note_mode
else if(href_list["browse_func"]) //File browser specific topic junk
var/datum/computer/target = locate(href_list["target"])
switch(href_list["browse_func"])
if("drive")
if(src.browse_folder.holder == src.master.hd && src.master.cartridge && (src.master.cartridge.root))
src.browse_folder = src.master.cartridge.root
else
src.browse_folder = src.holding_folder
if("open")
if(!target || !istype(target))
return
if(istype(target, /datum/computer/file/pda_program))
if(istype(target,/datum/computer/file/pda_program/os) && (src.master.host_program))
return
else
src.master.run_program(target)
src.master.updateSelfDialog()
return
if("delete")
if(!target || !istype(target))
return
src.master.delete_file(target)
if("copy")
if(istype(target,/datum/computer/file) && (!target.holder || (target.holder in src.master.contents)))
src.clipboard = target
if("paste")
if(istype(target,/datum/computer/folder))
if(!src.clipboard || !src.clipboard.holder || !(src.clipboard.holder in src.master.contents))
return
if(!istype(src.clipboard))
return
src.clipboard.copy_file_to_folder(target)
else if(href_list["message_mode"])
var/newmode = text2num(href_list["message_mode"])
src.message_mode = max(newmode, 0)
src.master.add_fingerprint(usr)
src.master.updateSelfDialog()
return
receive_signal(datum/signal/signal)
if(..())
return
switch(signal.data["command"])
if("text message")
if(!message_on || !signal.data["message"])
return
var/sender = signal.data["sender"]
if(!sender)
sender = "!Unknown!"
src.message_note += "<i><b>&larr; From <a href='byond://?src=\ref[src];input=message;target=\ref[signal.source]'>[sender]</a>:</b></i><br>[signal.data["message"]]<br>"
var/alert_beep = null //Don't beep if set to silent.
if(!src.message_silent)
alert_beep = src.message_tone
src.master.display_alert(alert_beep)
src.master.updateSelfDialog()
if("report pda")
if(!message_on)
return
var/datum/signal/newsignal = new
newsignal.data["command"] = "reporting pda"
newsignal.data["tag"] = "\ref[signal.source]"
src.post_signal(newsignal)
if("reporting pda")
if(!detected_pdas)
detected_pdas = new()
if(!(signal.source in detected_pdas))
detected_pdas += signal.source
src.master.updateSelfDialog()
return
return_text_header()
if(!src.master)
return
var/dat
if(src.mode)
dat += " | <a href='byond://?src=\ref[src];mode=0'>Main Menu</a>"
else if (!isnull(src.master.cartridge))
dat += " | <a href='byond://?src=\ref[src.master];eject_cart=1'>Eject [src.master.cartridge]</a>"
dat += " | <a href='byond://?src=\ref[src.master];refresh=1'>Refresh</a>"
return dat
+185
View File
@@ -0,0 +1,185 @@
//Eventual plan: Convert all datum/data to datum/computer/file
/datum/computer/file/text
name = "text"
extension = "TEXT"
size = 2.0
var/data = null
/datum/computer/file/record
name = "record"
extension = "REC"
var/list/fields = list( )
//base pda program
/datum/computer/file/pda_program
name = "blank program"
extension = "PPROG"
var/obj/item/device/pda2/master = null
var/id_tag = null
os
name = "blank system program"
extension = "PSYS"
scan
name = "blank scan program"
extension = "PSCAN"
New(obj/holding as obj)
if(holding)
src.holder = holding
if(istype(src.holder.loc,/obj/item/device/pda2))
src.master = src.holder.loc
proc
return_text()
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(!(holder in src.master.contents))
//world << "Holder [holder] not in [master] of prg:[src]"
if(master.active_program == src)
master.active_program = null
return 1
if(!src.holder.root)
src.holder.root = new /datum/computer/folder
src.holder.root.holder = src
src.holder.root.name = "root"
return 0
process() //This isn't actually used at the moment
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
return 1
if(!src.holder.root)
src.holder.root = new /datum/computer/folder
src.holder.root.holder = src
src.holder.root.name = "root"
return 0
//maybe remove this, I haven't found a good use for it yet
send_os_command(list/command_list)
if(!src.master || !src.holder || src.master.host_program || !command_list)
return 1
if(!istype(src.master.host_program) || src.master.host_program == src)
return 1
src.master.host_program.receive_os_command()
return 0
return_text_header()
if(!src.master || !src.holder)
return
var/dat = " | <a href='byond://?src=\ref[src];quit=1'>Main Menu</a>"
dat += " | <a href='byond://?src=\ref[src.master];refresh=1'>Refresh</a>"
return dat
post_signal(datum/signal/signal, newfreq)
if(master)
master.post_signal(signal, newfreq)
else
del(signal)
transfer_holder(obj/item/weapon/disk/data/newholder,datum/computer/folder/newfolder)
if((newholder.file_used + src.size) > newholder.file_amount)
return 0
if(!newholder.root)
newholder.root = new /datum/computer/folder
newholder.root.holder = newholder
newholder.root.name = "root"
if(!newfolder)
newfolder = newholder.root
if((src.holder && src.holder.read_only) || newholder.read_only)
return 0
if((src.holder) && (src.holder.root))
src.holder.root.remove_file(src)
newfolder.add_file(src)
if(istype(newholder.loc,/obj/item/device/pda2))
src.master = newholder.loc
//world << "Setting [src.holder] to [newholder]"
src.holder = newholder
return 1
receive_signal(datum/signal/signal)
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
return 1
return 0
Topic(href, href_list)
if((!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(src.master.active_program != src)
return 1
if ((!usr.contents.Find(src.master) && (!in_range(src.master, usr) || !istype(src.master.loc, /turf))) && (!istype(usr, /mob/living/silicon)))
return 1
if(!(holder in src.master.contents))
if(master.active_program == src)
master.active_program = null
return 1
usr.machine = src.master
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=pda2")
return 0
if (href_list["quit"])
// src.master.processing_programs.Remove(src)
if(src.master.host_program && src.master.host_program.holder && (src.master.host_program.holder in src.master.contents))
src.master.run_program(src.master.host_program)
src.master.updateSelfDialog()
return 1
else
src.master.active_program = null
src.master.updateSelfDialog()
return 1
return 0
+298
View File
@@ -0,0 +1,298 @@
//The advanced pea-green monochrome lcd of tomorrow.
//TO-DO: rearrange all this disk/data stuff so that fixed disks are the parent type
//because otherwise you have carts going into floppy drives and it's ALL MAD
/obj/item/weapon/disk/data/cartridge
name = "Cart 2.0"
desc = "A data cartridge for portable microcomputers."
icon = 'icons/obj/pda.dmi'
icon_state = "cart"
item_state = "electronic"
file_amount = 80.0
title = "ROM Cart"
pda2test
name = "Test Cart"
New()
..()
src.root.add_file( new /datum/computer/file/computer_program/arcade(src))
src.root.add_file( new /datum/computer/file/pda_program/manifest(src))
src.root.add_file( new /datum/computer/file/pda_program/status_display(src))
src.root.add_file( new /datum/computer/file/pda_program/signaler(src))
src.root.add_file( new /datum/computer/file/pda_program/qm_records(src))
src.root.add_file( new /datum/computer/file/pda_program/scan/health_scan(src))
src.root.add_file( new /datum/computer/file/pda_program/records/security(src))
src.root.add_file( new /datum/computer/file/pda_program/records/medical(src))
src.read_only = 1
/obj/item/device/pda2
name = "PDA"
desc = "A portable microcomputer by Thinktronic Systems, LTD. Functionality determined by an EEPROM cartridge."
icon = 'icons/obj/pda.dmi'
icon_state = "pda"
item_state = "electronic"
w_class = 2.0
flags = FPRINT | TABLEPASS
slow_flags = SLOT_BELT
var/owner = null
var/default_cartridge = null // Access level defined by cartridge
var/obj/item/weapon/disk/data/cartridge/cartridge = null //current cartridge
var/datum/computer/file/pda_program/active_program = null
var/datum/computer/file/pda_program/os/host_program = null
var/datum/computer/file/pda_program/scan/scan_program = null
var/obj/item/weapon/disk/data/fixed_disk/hd = null
var/fon = 0 //Is the flashlight function on?
var/f_lum = 3 //Luminosity for the flashlight function
// var/datum/data/record/active1 = null //General
// var/datum/data/record/active2 = null //Medical
// var/datum/data/record/active3 = null //Security
// var/obj/item/weapon/integrated_uplink/uplink = null //Maybe replace uplink with some remote ~syndicate~ server
var/frequency = 1149
var/datum/radio_frequency/radio_connection
var/setup_default_cartridge = null //Cartridge contains job-specific programs
var/setup_drive_size = 24.0 //PDAs don't have much work room at all, really.
var/setup_system_os_path = /datum/computer/file/pda_program/os/main_os //Needs an operating system to...operate!!
/obj/item/device/pda2/pickup(mob/user)
if (src.fon)
src.sd_SetLuminosity(0)
user.sd_SetLuminosity(user.luminosity + src.f_lum)
/obj/item/device/pda2/dropped(mob/user)
if (src.fon)
user.sd_SetLuminosity(user.luminosity - src.f_lum)
src.sd_SetLuminosity(src.f_lum)
/obj/item/device/pda2/New()
..()
spawn(5)
src.hd = new /obj/item/weapon/disk/data/fixed_disk(src)
src.hd.file_amount = src.setup_drive_size
src.hd.name = "Minidrive"
src.hd.title = "Minidrive"
if(src.setup_system_os_path)
src.host_program = new src.setup_system_os_path
src.hd.file_amount = max(src.hd.file_amount, src.host_program.size)
src.host_program.transfer_holder(src.hd)
if(radio_controller)
radio_controller.add_object(src, frequency)
if (src.default_cartridge)
src.cartridge = new src.setup_default_cartridge(src)
// if(src.owner)
// processing_items.Add(src)
/obj/item/device/pda2/attack_self(mob/user as mob)
user.machine = src
var/dat = "<html><head><title>Personal Data Assistant</title></head><body>"
dat += "<a href='byond://?src=\ref[src];close=1'>Close</a>"
if (!src.owner)
if(src.cartridge)
dat += " | <a href='byond://?src=\ref[src];eject_cart=1'>Eject [src.cartridge]</a>"
dat += "<br>Warning: No owner information entered. Please swipe card.<br><br>"
dat += "<a href='byond://?src=\ref[src];refresh=1'>Retry</a>"
else
if(src.active_program)
dat += src.active_program.return_text()
else
if(src.host_program)
src.run_program(src.host_program)
dat += src.active_program.return_text()
else
if(src.cartridge)
dat += " | <a href='byond://?src=\ref[src];eject_cart=1'>Eject [src.cartridge]</a><br>"
dat += "<center><font color=red>Fatal Error 0x17<br>"
dat += "No System Software Loaded</font></center>"
//To-do: System recovery shit (maybe have a dedicated computer for this kind of thing)
user << browse(dat,"window=pda2")
onclose(user,"pda2")
return
/obj/item/device/pda2/Topic(href, href_list)
..()
if (usr.contents.Find(src) || usr.contents.Find(src.master) || (istype(src.loc, /turf) && get_dist(src, usr) <= 1))
if (usr.stat || usr.restrained())
return
src.add_fingerprint(usr)
usr.machine = src
if(href_list["return_to_host"])
if(src.host_program)
src.active_program = src.host_program
src.host_program = null
else if (href_list["eject_cart"])
src.eject_cartridge()
else if (href_list["refresh"])
src.updateSelfDialog()
else if (href_list["close"])
usr << browse(null, "window=pda2")
usr.machine = null
src.updateSelfDialog()
return
/obj/item/device/pda2/attackby(obj/item/weapon/C as obj, mob/user as mob)
if (istype(C, /obj/item/weapon/disk/data/cartridge) && isnull(src.cartridge))
user.drop_item()
C.loc = src
user << "\blue You insert [C] into [src]."
src.cartridge = C
src.updateSelfDialog()
else if (istype(C, /obj/item/weapon/card/id) && !src.owner && C:registered_name)
src.owner = C:registered_name
src.name = "PDA-[src.owner]"
user << "\blue Card scanned."
src.updateSelfDialog()
/obj/item/device/pda2/receive_signal(datum/signal/signal)
if(!signal || signal.encryption || !src.owner) return
if(signal.data["tag"] && signal.data["tag"] != "\ref[src]") return
if(src.host_program)
src.host_program.receive_signal(signal)
if(src.active_program && (src.active_program != src.host_program))
src.host_program.receive_signal(signal)
return
/obj/item/device/pda2/attack(mob/M as mob, mob/user as mob)
if(src.scan_program)
return
else
..()
/obj/item/device/pda2/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
var/scan_dat = null
if(src.scan_program && istype(src.scan_program))
scan_dat = src.scan_program.scan_atom(A)
if(scan_dat)
A.visible_message("\red [user] has scanned [A]!")
user.show_message(scan_dat, 1)
return
/obj/item/device/pda2/proc
post_signal(datum/signal/signal,var/newfreq)
if(!signal)
return
var/freq = newfreq
if(!freq)
freq = src.frequency
signal.source = src
var/datum/radio_frequency/frequency = radio_controller.return_frequency(freq)
signal.transmission_method = TRANSMISSION_RADIO
if(frequency)
return frequency.post_signal(src, signal)
else
del(signal)
eject_cartridge()
if(src.cartridge)
var/turf/T = get_turf(src)
if(src.active_program && (src.active_program.holder == src.cartridge))
src.active_program = null
if(src.host_program && (src.host_program.holder == src.cartridge))
src.host_program = null
if(src.scan_program && (src.scan_program.holder == src.cartridge))
src.scan_program = null
src.cartridge.loc = T
src.cartridge = null
return
//Toggle the built-in flashlight
toggle_light()
src.fon = (!src.fon)
if (ismob(src.loc))
if (src.fon)
src.loc.sd_SetLuminosity(src.loc.luminosity + src.f_lum)
else
src.loc.sd_SetLuminosity(src.loc.luminosity - src.f_lum)
else
src.sd_SetLuminosity(src.fon * src.f_lum)
src.updateSelfDialog()
display_alert(var/alert_message) //Add alert overlay and beep
if (alert_message)
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
for (var/mob/O in hearers(3, src.loc))
O.show_message(text("\icon[src] *[alert_message]*"))
src.overlays.Cut()
src.overlays += image('icons/obj/pda.dmi', "pda-r")
return
run_program(datum/computer/file/pda_program/program)
if((!program) || (!program.holder))
return 0
if(!(program.holder in src))
// world << "Not in src"
program = new program.type
program.transfer_holder(src.hd)
if(program.master != src)
program.master = src
if(!src.host_program && istype(program, /datum/computer/file/pda_program/os))
src.host_program = program
if(istype(program, /datum/computer/file/pda_program/scan))
if(program == src.scan_program)
src.scan_program = null
else
src.scan_program = program
return 1
src.active_program = program
return 1
delete_file(datum/computer/file/file)
//world << "Deleting [file]..."
if((!file) || (!file.holder) || (file.holder.read_only))
//world << "Cannot delete :("
return 0
//Don't delete the running program you jerk
if(src.active_program == file || src.host_program == file)
src.active_program = null
//world << "Now calling del on [file]..."
del(file)
return 1
+181
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@@ -0,0 +1,181 @@
//CONTENTS:
//Generic records
//Security records
//Medical records
/datum/computer/file/pda_program/records
var/mode = 0
var/datum/data/record/active1 = null //General
var/datum/data/record/active2 = null //Security/Medical/Whatever
//To-do: editing arrest status/etc from pda.
/datum/computer/file/pda_program/records/security
name = "Security Records"
size = 12.0
return_text()
if(..())
return
var/dat = src.return_text_header()
switch(src.mode)
if(0)
dat += "<h4>Security Record List</h4>"
for (var/datum/data/record/R in data_core.general)
dat += "<a href='byond://?src=\ref[src];select_rec=\ref[R]'>[R.fields["id"]]: [R.fields["name"]]<br>"
dat += "<br>"
if(1)
dat += "<h4>Security Record</h4>"
dat += "<a href='byond://?src=\ref[src];mode=0'>Back</a><br>"
if (istype(src.active1, /datum/data/record) && data_core.general.Find(src.active1))
dat += "Name: [src.active1.fields["name"]] ID: [src.active1.fields["id"]]<br>"
dat += "Sex: [src.active1.fields["sex"]]<br>"
dat += "Age: [src.active1.fields["age"]]<br>"
dat += "Fingerprint: [src.active1.fields["fingerprint"]]<br>"
dat += "Physical Status: [src.active1.fields["p_stat"]]<br>"
dat += "Mental Status: [src.active1.fields["m_stat"]]<br>"
else
dat += "<b>Record Lost!</b><br>"
dat += "<br>"
dat += "<h4>Security Data</h4>"
if (istype(src.active2, /datum/data/record) && data_core.security.Find(src.active2))
dat += "Criminal Status: [src.active2.fields["criminal"]]<br>"
dat += "Minor Crimes: [src.active2.fields["mi_crim"]]<br>"
dat += "Details: [src.active2.fields["mi_crim"]]<br><br>"
dat += "Major Crimes: [src.active2.fields["ma_crim"]]<br>"
dat += "Details: [src.active2.fields["ma_crim_d"]]<br><br>"
dat += "Important Notes:<br>"
dat += "[src.active2.fields["notes"]]"
else
dat += "<b>Record Lost!</b><br>"
dat += "<br>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["mode"])
var/newmode = text2num(href_list["mode"])
src.mode = max(newmode, 0)
else if(href_list["select_rec"])
var/datum/data/record/R = locate(href_list["select_rec"])
var/datum/data/record/S = locate(href_list["select_rec"])
if (data_core.general.Find(R))
for (var/datum/data/record/E in data_core.security)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
S = E
break
src.active1 = R
src.active2 = S
src.mode = 1
src.master.add_fingerprint(usr)
src.master.updateSelfDialog()
return
/datum/computer/file/pda_program/records/medical
name = "Medical Records"
size = 8.0
return_text()
if(..())
return
var/dat = src.return_text_header()
switch(src.mode)
if(0)
dat += "<h4>Medical Record List</h4>"
for (var/datum/data/record/R in data_core.general)
dat += "<a href='byond://?src=\ref[src];select_rec=\ref[R]'>[R.fields["id"]]: [R.fields["name"]]<br>"
dat += "<br>"
if(1)
dat += "<h4>Medical Record</h4>"
dat += "<a href='byond://?src=\ref[src];mode=0'>Back</a><br>"
if (istype(src.active1, /datum/data/record) && data_core.general.Find(src.active1))
dat += "Name: [src.active1.fields["name"]] ID: [src.active1.fields["id"]]<br>"
dat += "Sex: [src.active1.fields["sex"]]<br>"
dat += "Age: [src.active1.fields["age"]]<br>"
dat += "Fingerprint: [src.active1.fields["fingerprint"]]<br>"
dat += "Physical Status: [src.active1.fields["p_stat"]]<br>"
dat += "Mental Status: [src.active1.fields["m_stat"]]<br>"
else
dat += "<b>Record Lost!</b><br>"
dat += "<br>"
dat += "<h4>Medical Data</h4>"
if (istype(src.active2, /datum/data/record) && data_core.medical.Find(src.active2))
dat += "Blood Type: [src.active2.fields["b_type"]]<br><br>"
dat += "Minor Disabilities: [src.active2.fields["mi_dis"]]<br>"
dat += "Details: [src.active2.fields["mi_dis_d"]]<br><br>"
dat += "Major Disabilities: [src.active2.fields["ma_dis"]]<br>"
dat += "Details: [src.active2.fields["ma_dis_d"]]<br><br>"
dat += "Allergies: [src.active2.fields["alg"]]<br>"
dat += "Details: [src.active2.fields["alg_d"]]<br><br>"
dat += "Current Diseases: [src.active2.fields["cdi"]]<br>"
dat += "Details: [src.active2.fields["cdi_d"]]<br><br>"
dat += "Important Notes: [src.active2.fields["notes"]]<br>"
else
dat += "<b>Record Lost!</b><br>"
dat += "<br>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["mode"])
var/newmode = text2num(href_list["mode"])
src.mode = max(newmode, 0)
else if(href_list["select_rec"])
var/datum/data/record/R = locate(href_list["select_rec"])
var/datum/data/record/M = locate(href_list["select_rec"])
if (data_core.general.Find(R))
for (var/datum/data/record/E in data_core.medical)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
M = E
break
src.active1 = R
src.active2 = M
src.mode = 1
src.master.add_fingerprint(usr)
src.master.updateSelfDialog()
return
+103
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@@ -0,0 +1,103 @@
//CONTENTS:
//Base scanner stuff
//Health scanner
//Forensic scanner
//Reagent scanner
/datum/computer/file/pda_program/scan
return_text()
return src.return_text_header()
proc/scan_atom(atom/A as mob|obj|turf|area)
if( !A || (!src.holder) || (!src.master))
return 1
if((!istype(holder)) || (!istype(master)))
return 1
if(!(holder in src.master.contents))
if(master.scan_program == src)
master.scan_program = null
return 1
return 0
//Health analyzer program
health_scan
name = "Health Scan"
size = 8.0
scan_atom(atom/A as mob|obj|turf|area)
if(..())
return
var/mob/living/carbon/C = A
if(!istype(C))
return
var/dat = "\blue Analyzing Results for [C]:\n"
dat += "\blue \t Overall Status: [C.stat > 1 ? "dead" : "[C.health]% healthy"]\n"
dat += "\blue \t Damage Specifics: [C.getOxyLoss() > 50 ? "\red" : "\blue"][C.getOxyLoss()]-[C.getToxLoss() > 50 ? "\red" : "\blue"][C.getToxLoss()]-[C.getFireLoss() > 50 ? "\red" : "\blue"][C.getFireLoss()]-[C.getBruteLoss() > 50 ? "\red" : "\blue"][C.getBruteLoss()]\n"
dat += "\blue \t Key: Suffocation/Toxin/Burns/Brute\n"
dat += "\blue \t Body Temperature: [C.bodytemperature-T0C]&deg;C ([C.bodytemperature*1.8-459.67]&deg;F)"
if(C.virus)
dat += "\red \n<b>Warning Virus Detected.</b>\nName: [C.virus.name].\nType: [C.virus.spread].\nStage: [C.virus.stage]/[C.virus.max_stages].\nPossible Cure: [C.virus.cure]"
return dat
//Forensic scanner
forensic_scan
name = "Forensic Scan"
size = 8.0
scan_atom(atom/A as mob|obj|turf|area)
if(..())
return
var/dat = null
if(istype(A,/mob/living/carbon/human))
var/mob/living/carbon/human/H = A
if (!istype(H.dna, /datum/dna) || !isnull(H.gloves))
dat += "\blue Unable to scan [A]'s fingerprints.\n"
else
dat += "\blue [H]'s Fingerprints: [md5(H.dna.uni_identity)]\n"
if ( !(H.blood_DNA.len) )
dat += "\blue No blood found on [H]\n"
else
for(var/i = 1, i < H.blood_DNA.len, i++)
var/list/templist = H.blood_DNA[i]
user << "\blue Blood type: [templist[2]]\nDNA: [templist[1]]"
if (!A.fingerprints)
dat += "\blue Unable to locate any fingerprints on [A]!\n"
else
var/list/L = params2list(A:fingerprints)
dat += "\blue Isolated [L.len] fingerprints.\n"
for(var/i in L)
dat += "\blue \t [i]\n"
return dat
//Reagent scanning program
reagent_scan
name = "Reagent Scan"
size = 6.0
scan_atom(atom/A as mob|obj|turf|area)
if(..())
return
var/dat = null
if(!isnull(A.reagents))
if(A.reagents.reagent_list.len > 0)
var/reagents_length = A.reagents.reagent_list.len
dat += "\blue [reagents_length] chemical agent[reagents_length > 1 ? "s" : ""] found.\n"
for (var/datum/reagent/re in A.reagents.reagent_list)
dat += "\blue \t [re] - [re.volume]\n"
else
dat = "\blue No active chemical agents found in [A]."
else
dat = "\blue No significant chemical agents found in [A]."
return dat
+204
View File
@@ -0,0 +1,204 @@
//Assorted small programs not worthy of their own file
//CONTENTS:
//Crew Manifest viewer
//Status display controller
//Remote signaling program
//Cargo orders monitor
//Manifest
/datum/computer/file/pda_program/manifest
name = "Manifest"
return_text()
if(..())
return
var/dat = src.return_text_header()
dat += "<h4>Crew Manifest</h4>"
dat += "Entries cannot be modified from this terminal.<br><br>"
for (var/datum/data/record/t in data_core.general)
dat += "[t.fields["name"]] - [t.fields["rank"]]<br>"
dat += "<br>"
return dat
//Status Display
/datum/computer/file/pda_program/status_display
name = "Status Controller"
size = 8.0
var/message1 // For custom messages on the displays.
var/message2
return_text()
if(..())
return
var/dat = src.return_text_header()
dat += "<h4>Station Status Display Interlink</h4>"
dat += "\[ <A HREF='?src=\ref[src];statdisp=blank'>Clear</A> \]<BR>"
dat += "\[ <A HREF='?src=\ref[src];statdisp=shuttle'>Shuttle ETA</A> \]<BR>"
dat += "\[ <A HREF='?src=\ref[src];statdisp=message'>Message</A> \]"
dat += "<ul><li> Line 1: <A HREF='?src=\ref[src];statdisp=setmsg1'>[ message1 ? message1 : "(none)"]</A>"
dat += "<li> Line 2: <A HREF='?src=\ref[src];statdisp=setmsg2'>[ message2 ? message2 : "(none)"]</A></ul><br>"
dat += "\[ Alert: <A HREF='?src=\ref[src];statdisp=alert;alert=default'>None</A> |"
dat += " <A HREF='?src=\ref[src];statdisp=alert;alert=redalert'>Red Alert</A> |"
dat += " <A HREF='?src=\ref[src];statdisp=alert;alert=lockdown'>Lockdown</A> |"
dat += " <A HREF='?src=\ref[src];statdisp=alert;alert=biohazard'>Biohazard</A> \]<BR>"
return dat
Topic(href, href_list)
if(..())
return
if(href_list["statdisp"])
switch(href_list["statdisp"])
if("message")
post_status("message", message1, message2)
if("alert")
post_status("alert", href_list["alert"])
if("setmsg1")
message1 = input("Line 1", "Enter Message Text", message1) as text|null
if (!src.master || !in_range(src.master, usr) && src.master.loc != usr)
return
if(!(src.holder in src.master))
return
src.master.updateSelfDialog()
if("setmsg2")
message2 = input("Line 2", "Enter Message Text", message2) as text|null
if (!src.master || !in_range(src.master, usr) && src.master.loc != usr)
return
if(!(src.holder in src.master))
return
src.master.updateSelfDialog()
else
post_status(href_list["statdisp"])
src.master.add_fingerprint(usr)
src.master.updateSelfDialog()
return
proc/post_status(var/command, var/data1, var/data2)
if(!src.master)
return
var/datum/signal/status_signal = new
status_signal.source = src.master
status_signal.transmission_method = 1
status_signal.data["command"] = command
switch(command)
if("message")
status_signal.data["msg1"] = data1
status_signal.data["msg2"] = data2
if("alert")
status_signal.data["picture_state"] = data1
src.post_signal(status_signal,"1435")
//Signaler
/datum/computer/file/pda_program/signaler
name = "Signalix 5"
size = 8.0
var/send_freq = 1457 //Frequency signal is sent at, should be kept within normal radio ranges.
var/send_code = 30
var/last_transmission = 0 //No signal spamming etc
return_text()
if(..())
return
var/dat = src.return_text_header()
dat += "<h4>Remote Signaling System</h4>"
dat += {"
<a href='byond://?src=\ref[src];send=1'>Send Signal</A><BR>
Frequency:
<a href='byond://?src=\ref[src];adj_freq=-10'>-</a>
<a href='byond://?src=\ref[src];adj_freq=-2'>-</a>
[format_frequency(send_freq)]
<a href='byond://?src=\ref[src];adj_freq=2'>+</a>
<a href='byond://?src=\ref[src];adj_freq=10'>+</a><br>
<br>
Code:
<a href='byond://?src=\ref[src];adj_code=-5'>-</a>
<a href='byond://?src=\ref[src];adj_code=-1'>-</a>
[send_code]
<a href='byond://?src=\ref[src];adj_code=1'>+</a>
<a href='byond://?src=\ref[src];adj_code=5'>+</a><br>"}
return dat
Topic(href, href_list)
if(..())
return
if (href_list["send"])
if(last_transmission && world.time < (last_transmission + 5))
return
last_transmission = world.time
spawn( 0 )
var/time = time2text(world.realtime,"hh:mm:ss")
lastsignalers.Add("[time] <B>:</B> [usr.key] used [src.master] @ location ([src.master.loc.x],[src.master.loc.y],[src.master.loc.z]) <B>:</B> [format_frequency(send_freq)]/[send_code]")
var/datum/signal/signal = new
signal.source = src
signal.encryption = send_code
signal.data["message"] = "ACTIVATE"
src.post_signal(signal,"[send_freq]")
return
else if (href_list["adj_freq"])
src.send_freq = sanitize_frequency(src.send_freq + text2num(href_list["adj_freq"]))
else if (href_list["adj_code"])
src.send_code += text2num(href_list["adj_code"])
src.send_code = round(src.send_code)
src.send_code = min(100, src.send_code)
src.send_code = max(1, src.send_code)
src.master.add_fingerprint(usr)
src.master.updateSelfDialog()
return
//Supply record monitor
/datum/computer/file/pda_program/qm_records
name = "Supply Records"
size = 8.0
return_text()
if(..())
return
var/dat = src.return_text_header()
dat += "<h4>Supply Record Interlink</h4>"
dat += "<BR><B>Supply shuttle</B><BR>"
dat += "Location: [supply_shuttle_moving ? "Moving to station ([supply_shuttle_timeleft] Mins.)":supply_shuttle_at_station ? "Station":"Dock"]<BR>"
dat += "Current approved orders: <BR><ol>"
for(var/S in supply_shuttle_shoppinglist)
var/datum/supply_order/SO = S
dat += "<li>[SO.object.name] approved by [SO.orderedby] [SO.comment ? "([SO.comment])":""]</li>"
dat += "</ol>"
dat += "Current requests: <BR><ol>"
for(var/S in supply_shuttle_requestlist)
var/datum/supply_order/SO = S
dat += "<li>[SO.object.name] requested by [SO.orderedby]</li>"
dat += "</ol><font size=\"-3\">Upgrade NOW to Space Parts & Space Vendors PLUS for full remote order control and inventory management."
return dat
+1832
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File diff suppressed because it is too large Load Diff
+243
View File
@@ -0,0 +1,243 @@
// *** pipefilter
/obj/machinery/pipefilter/New()
..()
p_dir = (NORTH|SOUTH|EAST|WEST) ^ turn(dir, 180)
src.gas = new /datum/gas_mixture/()
src.ngas = new /datum/gas_mixture/()
src.f_gas = new /datum/gas_mixture/()
src.f_ngas = new /datum/gas_mixture/()
gasflowlist += src
/obj/machinery/pipefilter/buildnodes()
var/turf/T = src.loc
n1dir = turn(dir, 90)
n2dir = turn(dir,-90)
node1 = get_machine( level, T , n1dir ) // the main flow dir
node2 = get_machine( level, T , n2dir )
node3 = get_machine( level, T, dir ) // the ejector port
if(node1) vnode1 = node1.getline()
if(node2) vnode2 = node2.getline()
if(node3) vnode3 = node3.getline()
/obj/machinery/pipefilter/gas_flow()
gas.copy_from(ngas)
f_gas.copy_from(f_ngas)
/obj/machinery/pipefilter/process()
/* var/delta_gt
if(vnode1)
delta_gt = FLOWFRAC * ( vnode1.get_gas_val(src) - gas.total_moles() / capmult)
calc_delta( src, gas, ngas, vnode1, delta_gt)
else
leak_to_turf(1)
if(vnode2)
delta_gt = FLOWFRAC * ( vnode2.get_gas_val(src) - gas.total_moles() / capmult)
calc_delta( src, gas, ngas, vnode2, delta_gt)
else
leak_to_turf(2)
if(vnode3)
delta_gt = FLOWFRAC * ( vnode3.get_gas_val(src) - f_gas.total_moles() / capmult)
calc_delta( src, f_gas, f_ngas, vnode3, delta_gt)
else
leak_to_turf(3)
// transfer gas from ngas->f_ngas according to extraction rate, but only if we have power
if(! (stat & NOPOWER) )
use_power(min(src.f_per, 100),ENVIRON)
var/datum/gas_mixture/ndelta = src.get_extract()
ngas.sub_delta(ndelta)
f_ngas.add_delta(ndelta)
AutoUpdateAI(src)
src.updateUsrDialog()*/ //TODO: FIX
/obj/machinery/pipefilter/get_gas_val(from)
return ((from == vnode3) ? f_gas.total_moles() : gas.total_moles())/capmult
/obj/machinery/pipefilter/get_gas(from)
return (from == vnode3) ? f_gas : gas
/obj/machinery/pipefilter/proc/leak_to_turf(var/port)
var/turf/T
switch(port)
if(1)
T = get_step(src, n1dir)
if(2)
T = get_step(src, n2dir)
if(3)
T = get_step(src, dir)
if(T.density)
T = src.loc
if(T.density)
return
flow_to_turf(f_gas, f_ngas, T)
return
if(T.density)
T = src.loc
if(T.density)
return
flow_to_turf(gas, ngas, T)
/obj/machinery/pipefilter/proc/get_extract()
/*
var/datum/gas_mixture/ndelta = new()
if (src.f_mask & GAS_O2)
ndelta.oxygen = min(src.f_per, src.ngas.oxygen)
if (src.f_mask & GAS_N2)
ndelta.n2 = min(src.f_per, src.ngas.n2)
if (src.f_mask & GAS_PL)
ndelta.plasma = min(src.f_per, src.ngas.plasma)
if (src.f_mask & GAS_CO2)
ndelta.co2 = min(src.f_per, src.ngas.co2)
if (src.f_mask & GAS_N2O)
ndelta.sl_gas = min(src.f_per, src.ngas.sl_gas)
return ndelta
*/ //TODO: FIX
/obj/machinery/pipefilter/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/detective_scanner))
return ..()
if(istype(W, /obj/item/weapon/screwdriver))
if(bypassed)
user.show_message(text("\red Remove the foreign wires first!"), 1)
return
src.add_fingerprint(user)
user.show_message(text("\red Now []securing the access system panel...", (src.locked) ? "un" : "re"), 1)
sleep(30)
locked =! locked
user.show_message(text("\red Done!"),1)
src.updateicon()
return
if(istype(W, /obj/item/weapon/cable_coil) && !bypassed)
if(src.locked)
user.show_message(text("\red You must remove the panel first!"),1)
return
var/obj/item/weapon/cable_coil/C = W
if(C.use(4))
user.show_message(text("\red You unravel some cable.."),1)
else
user.show_message(text("\red Not enough cable! <I>(Requires four pieces)</I>"),1)
src.add_fingerprint(user)
user.show_message(text("\red Now bypassing the access system... <I>(This may take a while)</I>"), 1)
sleep(100)
bypassed = 1
src.updateicon()
return
if(istype(W, /obj/item/weapon/wirecutters) && bypassed)
src.add_fingerprint(user)
user.show_message(text("\red Now removing the bypass wires... <I>(This may take a while)</I>"), 1)
sleep(50)
bypassed = 0
src.updateicon()
return
if(istype(W, /obj/item/weapon/card/emag) && (!emagged))
emagged++
src.add_fingerprint(user)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] has shorted out the [] with an electromagnetic card!", user, src), 1)
src.overlays += image('icons/obj/pipes2.dmi', "filter-spark")
sleep(6)
src.updateicon()
return src.attack_hand(user)
return src.attack_hand(user)
// pipefilter interact/topic
/obj/machinery/pipefilter/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/pipefilter/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/pipefilter/attack_hand(mob/user as mob)
/* if(stat & NOPOWER)
user << browse(null, "window=pipefilter")
user.machine = null
return
var/list/gases = list("O2", "N2", "Plasma", "CO2", "N2O")
user.machine = src
var/dat = "Filter Release Rate:<BR>\n<A href='?src=\ref[src];fp=-[num2text(src.maxrate, 9)]'>M</A> <A href='?src=\ref[src];fp=-100000'>-</A> <A href='?src=\ref[src];fp=-10000'>-</A> <A href='?src=\ref[src];fp=-1000'>-</A> <A href='?src=\ref[src];fp=-100'>-</A> <A href='?src=\ref[src];fp=-1'>-</A> [src.f_per] <A href='?src=\ref[src];fp=1'>+</A> <A href='?src=\ref[src];fp=100'>+</A> <A href='?src=\ref[src];fp=1000'>+</A> <A href='?src=\ref[src];fp=10000'>+</A> <A href='?src=\ref[src];fp=100000'>+</A> <A href='?src=\ref[src];fp=[num2text(src.maxrate, 9)]'>M</A><BR>\n"
for (var/i = 1; i <= gases.len; i++)
dat += "[gases[i]]: <A HREF='?src=\ref[src];tg=[1 << (i - 1)]'>[(src.f_mask & 1 << (i - 1)) ? "Releasing" : "Passing"]</A><BR>\n"
if(gas.total_moles())
var/totalgas = gas.total_moles()
var/pressure = round(totalgas / gas.maximum * 100)
var/nitrogen = gas.n2 / totalgas * 100
var/oxygen = gas.oxygen / totalgas * 100
var/plasma = gas.plasma / totalgas * 100
var/co2 = gas.co2 / totalgas * 100
var/no2 = gas.sl_gas / totalgas * 100
dat += "<BR>Gas Levels: <BR>\nPressure: [pressure]%<BR>\nNitrogen: [nitrogen]%<BR>\nOxygen: [oxygen]%<BR>\nPlasma: [plasma]%<BR>\nCO2: [co2]%<BR>\nN2O: [no2]%<BR>\n"
else
dat += "<BR>Gas Levels: <BR>\nPressure: 0%<BR>\nNitrogen: 0%<BR>\nOxygen: 0%<BR>\nPlasma: 0%<BR>\nCO2: 0%<BR>\nN2O: 0%<BR>\n"
dat += "<BR>\n<A href='?src=\ref[src];close=1'>Close</A><BR>\n"
user << browse(dat, "window=pipefilter;size=300x365")*/ //TODO: FIX
//onclose(user, "pipefilter")
/obj/machinery/pipefilter/Topic(href, href_list)
..()
if(usr.restrained() || usr.lying)
return
if ((((get_dist(src, usr) <= 1 || usr.telekinesis == 1) || istype(usr, /mob/living/silicon/ai)) && istype(src.loc, /turf)))
usr.machine = src
if (href_list["close"])
usr << browse(null, "window=pipefilter;")
usr.machine = null
return
if (src.allowed(usr) || src.emagged || src.bypassed)
if (href_list["fp"])
src.f_per = min(max(round(src.f_per + text2num(href_list["fp"])), 0), src.maxrate)
else if (href_list["tg"])
// toggle gas
src.f_mask ^= text2num(href_list["tg"])
src.updateicon()
else
usr.see("\red Access Denied ([src.name] operation restricted to authorized atmospheric technicians.)")
AutoUpdateAI(src)
src.updateUsrDialog()
src.add_fingerprint(usr)
else
usr << browse(null, "window=pipefilter")
usr.machine = null
return
/obj/machinery/pipefilter/power_change()
if(powered(ENVIRON))
stat &= ~NOPOWER
else
stat |= NOPOWER
spawn(rand(1,15)) //so all the filters don't come on at once
updateicon()
/obj/machinery/pipefilter/proc/updateicon()
src.overlays.Cut()
if(stat & NOPOWER)
icon_state = "filter-off"
else
icon_state = "filter"
if(emagged) //only show if powered because presumeably its the interface that has been fried
src.overlays += image('icons/obj/pipes2.dmi', "filter-emag")
if (src.f_mask & (GAS_N2O|GAS_PL))
src.overlays += image('icons/obj/pipes2.dmi', "filter-tox")
if (src.f_mask & GAS_O2)
src.overlays += image('icons/obj/pipes2.dmi', "filter-o2")
if (src.f_mask & GAS_N2)
src.overlays += image('icons/obj/pipes2.dmi', "filter-n2")
if (src.f_mask & GAS_CO2)
src.overlays += image('icons/obj/pipes2.dmi', "filter-co2")
if(!locked)
src.overlays += image('icons/obj/pipes2.dmi', "filter-open")
if(bypassed) //should only be bypassed if unlocked
src.overlays += image('icons/obj/pipes2.dmi', "filter-bypass")
+281
View File
@@ -0,0 +1,281 @@
/obj/item/clothing/suit/powered
name = "Powered armor"
desc = "Not for rookies."
icon_state = "swat"
item_state = "swat"
w_class = 4//bulky item
protective_temperature = 1000
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 9
var/fuel = 0
var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
var/active = 0
var/helmrequired = 1
var/obj/item/clothing/head/powered/helm
var/glovesrequired = 0
var/obj/item/clothing/gloves/powered/gloves
var/shoesrequired = 0
var/obj/item/clothing/shoes/powered/shoes
//Adding gloves and shoes as possible armor components. --NEO
var/obj/item/powerarmor/servos/servos
var/obj/item/powerarmor/reactive/reactive
var/obj/item/powerarmor/atmoseal/atmoseal
var/obj/item/powerarmor/power/power
New()
verbs += /obj/item/clothing/suit/powered/proc/poweron
proc/poweron()
set category = "Object"
set name = "Activate armor systems"
var/mob/living/carbon/human/user = usr
if(user.stat)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!istype(user))
user << "\red This suit was engineered for human use only."
return
if(user.wear_suit!=src)
user << "\red The suit functions best if you are inside of it."
return
if(helmrequired && !istype(user.head, /obj/item/clothing/head/powered))
user << "\red Helmet missing, unable to initiate power-on procedure."
return
if(glovesrequired && !istype(user.gloves, /obj/item/clothing/gloves/powered))
user << "\red Gloves missing, unable to initiate power-on procedure."
return
if(shoesrequired && !istype(user.shoes, /obj/item/clothing/shoes/powered))
user << "\red Shoes missing, unable to initiate power-on procedure."
return
if(active)
user << "\red The suit is already on, you can't turn it on twice."
return
if(!power || !power.checkpower())
user << "\red Powersource missing or depleted."
return
verbs -= /obj/item/clothing/suit/powered/proc/poweron
user << "\blue Suit interlocks engaged."
if(helmrequired)
helm = user.head
helm.canremove = 0
if(glovesrequired)
gloves = user.gloves
gloves.canremove = 0
if(shoesrequired)
shoes = user.shoes
shoes.canremove = 0
canremove = 0
sleep(20)
if(atmoseal)
atmoseal.toggle()
sleep(20)
if(reactive)
reactive.toggle()
sleep(20)
if(servos)
servos.toggle()
sleep(20)
user << "\blue All systems online."
active = 1
power.process()
verbs += /obj/item/clothing/suit/powered/proc/poweroff
proc/poweroff()
set category = "Object"
set name = "Deactivate armor systems"
powerdown() //BYOND doesn't seem to like it if you try using a proc with vars in it as a verb, hence this. --NEO
proc/powerdown(sudden = 0)
var/delay = sudden?0:20
var/mob/living/carbon/human/user = usr
if(user.stat && !sudden)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!active)
return
verbs -= /obj/item/clothing/suit/powered/proc/poweroff
if(sudden)
user << "\red Your armor loses power!"
if(servos)
servos.toggle(sudden)
sleep(delay)
if(reactive)
reactive.toggle(sudden)
sleep(delay)
if(atmoseal)
if(istype(atmoseal, /obj/item/powerarmor/atmoseal/optional) && helm)
atmoseal:helmtoggle(sudden)
atmoseal.toggle(sudden)
sleep(delay)
if(!sudden)
usr << "\blue Suit interlocks disengaged."
if(helm)
helm.canremove = 1
helm = null
if(gloves)
gloves.canremove = 1
gloves = null
if(shoes)
shoes.canremove = 1
gloves = null
canremove = 1
//Not a tabbing error, the thing only unlocks if you intentionally power-down the armor. --NEO
sleep(delay)
if(!sudden)
usr << "\blue All systems disengaged."
active = 0
verbs += /obj/item/clothing/suit/powered/proc/poweron
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(power && istype(power,/obj/item/powerarmor/power/plasma))
switch(W.type)
if(/obj/item/stack/sheet/mineral/plasma)
if(fuel < 50)
user << "\blue You feed some refined plasma into the armor's generator."
power:fuel += 25
W:amount--
if (W:amount <= 0)
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
if(/obj/item/weapon/ore/plasma) //raw plasma has impurities, so it doesn't provide as much fuel. --NEO
if(fuel < 50)
user << "\blue You feed some plasma into the armor's generator."
power:fuel += 15
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
..()
/obj/item/clothing/head/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
see_face = 0.0
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
var/obj/item/clothing/suit/powered/parent
proc/atmotoggle()
set category = "Object"
set name = "Toggle helmet seals"
var/mob/living/carbon/human/user = usr
if(!istype(user))
user << "\red This helmet is not rated for nonhuman use."
return
if(user.head != src)
user << "\red Can't engage the seals without wearing the helmet."
return
if(!user.wear_suit || !istype(user.wear_suit,/obj/item/clothing/suit/powered))
user << "\red This helmet can only couple with powered armor."
return
var/obj/item/clothing/suit/powered/armor = user.wear_suit
if(!armor.atmoseal || !istype(armor.atmoseal, /obj/item/powerarmor/atmoseal/optional))
user << "\red This armor's atmospheric seals are missing or incompatible."
return
armor.atmoseal:helmtoggle(0,1)
/obj/item/clothing/gloves/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
/obj/item/clothing/shoes/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
obj/item/clothing/suit/powered/spawnable/badmin
New()
servos = new /obj/item/powerarmor/servos(src)
servos.parent = src
reactive = new /obj/item/powerarmor/reactive(src)
reactive.parent = src
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
atmoseal.parent = src
power = new /obj/item/powerarmor/power(src)
power.parent = src
verbs += /obj/item/clothing/suit/powered/proc/poweron
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
obj/item/clothing/suit/powered/spawnable/regular
New()
servos = new /obj/item/powerarmor/servos(src)
servos.parent = src
reactive = new /obj/item/powerarmor/reactive/centcomm(src)
reactive.parent = src
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
atmoseal.parent = src
power = new /obj/item/powerarmor/power(src)
power.parent = src
verbs += /obj/item/clothing/suit/powered/proc/poweron
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
@@ -0,0 +1,246 @@
/obj/item/powerarmor
name = "Generic power armor component"
desc = "This is the base object, you should never see one."
var/obj/item/clothing/suit/powered/parent //so the component knows which armor it belongs to.
var/slowdown = 0 //how much the component slows down the wearer
proc/toggle()
return
//The child objects will use this proc
/obj/item/powerarmor/power
name = "Adminbus power armor power source"
desc = "Runs on the rare Badminium molecule."
process()
return
proc/checkpower()
return 1
plasma
name = "Miniaturized plasma generator"
desc = "Runs on plasma."
slowdown = 1
var/fuel = 0
process()
if (fuel > 0 && parent.active)
fuel--
spawn(50)
process()
return
else if (parent.active)
parent.powerdown(1)
return
checkpower()
return fuel
powercell
name = "Powercell interface"
desc = "Boring, but reliable."
var/obj/item/weapon/cell/cell
slowdown = 0.5
process()
if (cell && cell.charge > 0 && parent.active)
cell.use(50)
spawn(50)
process()
return
else if (parent.active)
parent.powerdown(1)
return
checkpower()
return max(cell.charge, 0)
nuclear
name = "Miniaturized nuclear generator"
desc = "For all your radioactive needs."
slowdown = 1.5
process()
if(!crit_fail)
if (prob(src.reliability)) return 1 //No failure
if (prob(src.reliability))
for (var/mob/M in range(0,src.parent)) //Only a minor failure, enjoy your radiation.
if (src.parent in M.contents)
M << "\red Your armor feels pleasantly warm for a moment."
else
M << "\red You feel a warm sensation."
M.radiation += rand(1,40)
else
for (var/mob/M in range(rand(1,4),src.parent)) //Big failure, TIME FOR RADIATION BITCHES
if (src.parent in M.contents)
M << "\red Your armor's reactor overloads!"
M << "\red You feel a wave of heat wash over you."
M.radiation += 100
crit_fail = 1 //broken~
parent.powerdown(1)
spawn(50)
process()
checkpower()
return !crit_fail
/obj/item/powerarmor/reactive
name = "Adminbus power armor reactive plating"
desc = "Made with the rare Badminium molecule."
var/list/togglearmor = list(melee = 250, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
//Good lord an active energy axe does 150 damage a swing? Anyway, barring var editing, this armor loadout should be impervious to anything. Enjoy, badmins~ --NEO
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Reactive armor systems disengaged."
if(0)
usr << "\blue Reactive armor systems engaged."
var/list/switchover = list()
for (var/armorvar in parent.armor)
switchover[armorvar] = togglearmor[armorvar]
togglearmor[armorvar] = parent.armor[armorvar]
parent.armor[armorvar] = switchover[armorvar]
//Probably not the most elegant way to have the vars switch over, but it works. Also propagates the values to the other objects.
if(parent.helm)
parent.helm.armor[armorvar] = parent.armor[armorvar]
if(parent.gloves)
parent.gloves.armor[armorvar] = parent.armor[armorvar]
if(parent.shoes)
parent.shoes.armor[armorvar] = parent.armor[armorvar]
centcomm
name = "CentComm power armor reactive plating"
desc = "Pretty effective against everything, not perfect though."
togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
slowdown = 2
/obj/item/powerarmor/servos
name = "Adminbus power armor movement servos"
desc = "Made with the rare Badminium molecule."
var/toggleslowdown = 9
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Movement assist servos disengaged."
parent.slowdown += toggleslowdown
if(0)
usr << "\blue Movement assist servos engaged."
parent.slowdown -= toggleslowdown
/obj/item/powerarmor/atmoseal
name = "Power armor atmospheric seals"
desc = "Keeps the bad stuff out."
slowdown = 1
var/sealed = 0
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Atmospheric seals disengaged."
parent.gas_transfer_coefficient = 1
parent.permeability_coefficient = 1
parent.heat_transfer_coefficient = 1
parent.flags &= ~SUITSPACE
if(parent.helmrequired)
parent.helm.gas_transfer_coefficient = 1
parent.helm.permeability_coefficient = 1
parent.helm.heat_transfer_coefficient = 1
parent.helm.flags &= ~HEADSPACE
if(parent.glovesrequired)
parent.gloves.gas_transfer_coefficient = 1
parent.gloves.permeability_coefficient = 1
parent.gloves.heat_transfer_coefficient = 1
if(parent.shoesrequired)
parent.shoes.gas_transfer_coefficient = 1
parent.shoes.permeability_coefficient = 1
parent.shoes.heat_transfer_coefficient = 1
sealed = 0
if(0)
usr << "\blue Atmospheric seals engaged."
parent.gas_transfer_coefficient = 0.01
parent.permeability_coefficient = 0.02
parent.heat_transfer_coefficient = 0.02
parent.flags |= SUITSPACE
if(parent.helmrequired)
parent.helm.gas_transfer_coefficient = 0.01
parent.helm.permeability_coefficient = 0.02
parent.helm.heat_transfer_coefficient = 0.02
parent.helm.flags |= HEADSPACE
if(parent.glovesrequired)
parent.gloves.gas_transfer_coefficient = 0.01
parent.gloves.permeability_coefficient = 0.02
parent.gloves.heat_transfer_coefficient = 0.02
if(parent.shoesrequired)
parent.shoes.gas_transfer_coefficient = 0.01
parent.shoes.permeability_coefficient = 0.02
parent.shoes.heat_transfer_coefficient = 0.02
sealed = 1
adminbus
name = "Adminbus power armor atmospheric seals"
desc = "Made with the rare Badminium molecule."
slowdown = 0
optional
name = "Togglable power armor atmospheric seals"
desc = "Keeps the bad stuff out, but lets you remove your helmet without having to turn the whole suit off."
proc/helmtoggle(sudden = 0, manual = 0)
var/mob/living/carbon/human/user = usr
var/obj/item/clothing/head/powered/helm
if(user.head && istype(user.head,/obj/item/clothing/head/powered))
helm = user.head
if(!sealed)
user << "\red Unable to initialize helmet seal, armor seals not active."
return
if(!helm.parent)
user << "\blue Helmet locked."
helm.canremove = 0
parent.helm = helm
helm.parent = parent
sleep(20)
parent.helm.gas_transfer_coefficient = 0.01
parent.helm.permeability_coefficient = 0.02
parent.helm.heat_transfer_coefficient = 0.02
parent.helm.flags |= HEADSPACE
user << "\blue Helmet atmospheric seals engaged."
if(manual)
for (var/armorvar in helm.armor)
helm.armor[armorvar] = parent.armor[armorvar]
return
else
if(manual)
user << "\blue Helmet atmospheric seals disengaged."
parent.helm.gas_transfer_coefficient = 1
parent.helm.permeability_coefficient = 1
parent.helm.heat_transfer_coefficient = 1
parent.helm.flags &= ~HEADSPACE
if(manual)
for (var/armorvar in helm.armor)
helm.armor[armorvar] = parent.reactive.togglearmor[armorvar]
if(!sudden)
if(manual)
sleep(20)
user << "\blue Helmet unlocked."
helm.canremove = 1
parent.helm = null
helm.parent = null
adminbus
name = "Adminbus togglable power armor atmospheric seals"
desc = "Made with the rare Badminium molecule."
slowdown = 0
+289
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@@ -0,0 +1,289 @@
// The scrap item
// a single object type represents all combinations of size and composition of scrap
//
/obj/item/scrap
name = "scrap"
icon = 'scrap.dmi'
icon_state = "1metal0"
item_state = "scrap-metal"
desc = "A piece of scrap"
var/classtext = ""
throwforce = 14.0
m_amt = 0
g_amt = 0
w_amt = 0
var/size = 1 // 1=piece, 2= few pieces, 3=small pile, 4=large pile
var/blood = 0 // 0=none, 1=blood-stained, 2=bloody
throwforce = 8.0
throw_speed = 1
throw_range = 4
w_class = 1
flags = FPRINT | TABLEPASS | CONDUCT
#define MAX_SCRAP 15000 // maximum content amount of a scrap pile
/obj/item/scrap/New()
src.verbs -= /atom/movable/verb/pull
..()
update()
// return a copy
/obj/item/scrap/proc/copy()
var/obj/item/scrap/ret = new()
ret.set_components(m_amt, g_amt, w_amt)
return ret
// set the metal, glass and waste content
/obj/item/scrap/proc/set_components(var/m, var/g, var/w)
m_amt = m
g_amt = g
w_amt = w
update()
// returns the total amount of scrap in this pile
/obj/item/scrap/proc/total()
return m_amt + g_amt + w_amt
// sets the size, appearance, and description of the scrap depending on component amounts
/obj/item/scrap/proc/update()
var/total = total()
// determine size of pile
if(total<=400)
size = 1
else if(total<=1600)
size = 2
else
size = 3
w_class = size
var/sizetext = ""
switch(size)
if(1)
sizetext = "A piece of"
if(2)
sizetext = "A few pieces of"
if(3)
sizetext = "A pile of"
// determine bloodiness
var/bloodtext = ""
switch(blood)
if(0)
bloodtext = ""
if(1)
bloodtext = "blood-stained "
if(2)
bloodtext = "bloody "
// find mixture and composition
var/class = 0 // 0 = mixed, 1=mostly. 2=pure
var/major = "waste" // the major component type
var/max = 0
if(m_amt > max)
max = m_amt
else if(g_amt > max)
max = g_amt
else if(w_amt > max)
max = w_amt
if(max == total)
class = 2 // pure
else if(max/total > 0.6)
class = 1 // mostly
else
class = 0 // mixed
if(class>0)
var/remain = total - max
if(m_amt > remain)
major = "metal"
else if(g_amt > remain)
major = "glass"
else
major = "waste"
if(class == 1)
desc = "[sizetext] mostly [major] [bloodtext]scrap."
classtext = "mostly [major] [bloodtext]"
else
desc = "[sizetext] [bloodtext][major] scrap."
classtext = "[bloodtext][major] "
icon_state = "[size][major][blood]"
else
desc = "[sizetext] [bloodtext]mixed scrap."
classtext = "[bloodtext]mixed"
icon_state = "[size]mixed[blood]"
if(size==0)
pixel_x = rand(-5,5)
pixel_y = rand(-5,5)
else
pixel_x = 0
pixel_y = 0
// clear or set conduction flag depending on whether scrap is mostly metal
if(major=="metal")
flags |= CONDUCT
else
flags &= ~CONDUCT
item_state = "scrap-[major]"
// add a scrap item to this one
// if the resulting pile is too big, transfer only what will fit
// otherwise add them and deleted the added pile
/obj/item/scrap/proc/add_scrap(var/obj/item/scrap/other, var/limit = MAX_SCRAP)
var/total = total()
var/other_total = other.total()
if( (total + other_total) <= limit )
m_amt += other.m_amt
g_amt += other.g_amt
w_amt += other.w_amt
blood = (total*blood + other_total*other.blood) / (total + other_total)
del(other)
else
var/space = limit - total
var/m = round(other.m_amt/other_total*space, 1)
var/g = round(other.g_amt/other_total*space, 1)
var/w = round(other.w_amt/other_total*space, 1)
m_amt += m
g_amt += g
w_amt += w
other.m_amt -= m
other.g_amt -= g
other.w_amt -= w
var/other_trans = m + g + w
other.update()
blood = (total*blood + other_trans*other.blood) / (total + other_trans)
blood = round(blood,1)
src.update()
// limit this pile to maximum size
// return any remainder as a new scrap item (or null if none)
// note return item is not necessarily smaller than max size
/obj/item/scrap/proc/remainder(var/limit = MAX_SCRAP)
var/total = total()
if(total > limit)
var/m = round( m_amt/total * limit, 1)
var/g = round( g_amt/total * limit, 1)
var/w = round( w_amt/total * limit, 1)
var/obj/item/scrap/S = new()
S.set_components(m_amt - m,g_amt - g,w_amt - w)
src.set_components(m,g,w)
return S
return null
// if other pile of scrap tries to enter the same turf, then add that pile to this one
/obj/item/scrap/CanPass(var/obj/item/scrap/O)
if(istype(O))
src.add_scrap(O)
if(O)
return 0 // O still exists if not all could be transfered, so block it
return 1
/obj/item/scrap/proc/to_text()
return "[m_amt],[g_amt],[w_amt] ([total()])"
// attack with hand removes a single piece from a pile
/obj/item/scrap/attack_hand(mob/user)
add_fingerprint(user)
if(src.is_single_piece())
return ..(user)
var/obj/item/scrap/S = src.get_single_piece()
S.attack_hand(user)
return
/obj/item/scrap/attackby(obj/item/I, mob/user)
..()
if(istype(I, /obj/item/scrap))
var/obj/item/scrap/S = I
if( (S.total()+src.total() ) > MAX_SCRAP )
user << "The pile is full."
return
if(ismob(src.loc)) // can't combine scrap in hand
return
src.add_scrap(S)
// when dropped, try to make a pile if scrap is already there
/obj/item/scrap/dropped()
spawn(2) // delay to allow drop postprocessing (since src may be destroyed)
for(var/obj/item/scrap/S in oview(0,src)) // excludes src itself
S.add_scrap(src)
// return true if this is a single piece of scrap
// must be total<=400 and of single composition
/obj/item/scrap/proc/is_single_piece()
if(total() > 400)
return 0
var/empty = (m_amt == 0) + (g_amt == 0) + (w_amt == 0)
return (empty==2) // must be 2 components with zero amount
// get a single piece of scrap from a pile
/obj/item/scrap/proc/get_single_piece()
var/obj/item/scrap/S = new()
var/cmp = pick(m_amt;1 , g_amt;2, w_amt;3)
var/amount = 400
switch(cmp)
if(1)
if(m_amt < amount)
amount = m_amt
S.set_components(amount, 0, 0)
src.set_components(m_amt - amount, g_amt, w_amt)
if(2)
if(g_amt < amount)
amount = g_amt
S.set_components(0, amount, 0)
src.set_components(m_amt, g_amt - amount, w_amt)
if(3)
if(w_amt < amount)
amount = w_amt
S.set_components(0, 0, amount)
src.set_components(m_amt, g_amt, w_amt - amount)
return S
+37
View File
@@ -0,0 +1,37 @@
/obj/structure/shuttle
name = "shuttle"
icon = 'icons/turf/shuttle.dmi'
/obj/structure/shuttle/engine
name = "engine"
density = 1
anchored = 1.0
/obj/structure/shuttle/engine/heater
name = "heater"
icon_state = "heater"
/obj/structure/shuttle/engine/platform
name = "platform"
icon_state = "platform"
/obj/structure/shuttle/engine/propulsion
name = "propulsion"
icon_state = "propulsion"
opacity = 1
/obj/structure/shuttle/engine/propulsion/burst
name = "burst"
/obj/structure/shuttle/engine/propulsion/burst/left
name = "left"
icon_state = "burst_l"
/obj/structure/shuttle/engine/propulsion/burst/right
name = "right"
icon_state = "burst_r"
/obj/structure/shuttle/engine/router
name = "router"
icon_state = "router"
+515
View File
@@ -0,0 +1,515 @@
/obj/machinery/atmoalter/siphs/New()
..()
src.gas = new /datum/gas_mixture()
return
/obj/machinery/atmoalter/siphs/proc/releaseall()
src.t_status = 1
src.t_per = max_valve
return
/obj/machinery/atmoalter/siphs/proc/reset(valve, auto)
if(c_status!=0)
return
if (valve < 0)
src.t_per = -valve
src.t_status = 1
else
if (valve > 0)
src.t_per = valve
src.t_status = 2
else
src.t_status = 3
if (auto)
src.t_status = 4
src.setstate()
return
/obj/machinery/atmoalter/siphs/proc/release(amount, flag)
/*
var/T = src.loc
if (!( istype(T, /turf) ))
return
if (locate(/obj/move, T))
T = locate(/obj/move, T)
if (!( amount ))
return
if (!( flag ))
amount = min(amount, max_valve)
src.gas.turf_add(T, amount)
return
*/ //TODO: FIX
/obj/machinery/atmoalter/siphs/proc/siphon(amount, flag)
/*
var/T = src.loc
if (!( istype(T, /turf) ))
return
if (locate(/obj/move, T))
T = locate(/obj/move, T)
if (!( amount ))
return
if (!( flag ))
amount = min(amount, 900000.0)
src.gas.turf_take(T, amount)
return
*/ //TODO: FIX
/obj/machinery/atmoalter/siphs/proc/setstate()
if(stat & NOPOWER)
icon_state = "siphon:0"
return
if (src.holding)
src.icon_state = "siphon:T"
else
if (src.t_status != 3)
src.icon_state = "siphon:1"
else
src.icon_state = "siphon:0"
return
/obj/machinery/atmoalter/siphs/fullairsiphon/New()
/*
..()
if(!empty)
src.gas.oxygen = 2.73E7
src.gas.n2 = 1.027E8
return
*/ //TODO: FIX
/obj/machinery/atmoalter/siphs/fullairsiphon/port/reset(valve, auto)
if (valve < 0)
src.t_per = -valve
src.t_status = 1
else
if (valve > 0)
src.t_per = valve
src.t_status = 2
else
src.t_status = 3
if (auto)
src.t_status = 4
src.setstate()
return
/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent/attackby(W as obj, user as mob)
if (istype(W, /obj/item/weapon/screwdriver))
if (src.c_status)
src.anchored = 1
src.c_status = 0
else
if (locate(/obj/machinery/connector, src.loc))
src.anchored = 1
src.c_status = 3
else
if (istype(W, /obj/item/weapon/wrench))
src.alterable = !( src.alterable )
return
/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent/setstate()
if(stat & NOPOWER)
icon_state = "vent-p"
return
if (src.t_status == 4)
src.icon_state = "vent2"
else
if (src.t_status == 3)
src.icon_state = "vent0"
else
src.icon_state = "vent1"
return
/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent/reset(valve, auto)
if (auto)
src.t_status = 4
return
/obj/machinery/atmoalter/siphs/scrubbers/process()
/*
if(stat & NOPOWER) return
if(src.gas.temperature >= 3000)
src.melt()
if (src.t_status != 3)
var/turf/T = src.loc
if (istype(T, /turf))
if (locate(/obj/move, T))
T = locate(/obj/move, T)
if (T.firelevel < 900000.0)
src.gas.turf_add_all_oxy(T)
else
T = null
switch(src.t_status)
if(1.0)
if( !portable() ) use_power(50, ENVIRON)
if (src.holding)
var/t1 = src.gas.total_moles()
var/t2 = t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.holding.gas.transfer_from(src.gas, t)
else
if (T)
var/t1 = src.gas.total_moles()
var/t2 = t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.gas.turf_add(T, t)
if(2.0)
if( !portable() ) use_power(50, ENVIRON)
if (src.holding)
var/t1 = src.gas.total_moles()
var/t2 = src.maximum - t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.gas.transfer_from(src.holding.gas, t)
else
if (T)
var/t1 = src.gas.total_moles()
var/t2 = src.maximum - t1
var/t = src.t_per
if (t > t2)
t = t2
src.gas.turf_take(T, t)
if(4.0)
if( !portable() ) use_power(50, ENVIRON)
if (T)
if (T.firelevel > 900000.0)
src.f_time = world.time + 400
else
if (world.time > src.f_time)
src.gas.extract_toxs(T)
if( !portable() ) use_power(150, ENVIRON)
var/contain = src.gas.total_moles()
if (contain > 1.3E8)
src.gas.turf_add(T, 1.3E8 - contain)
src.setstate()
src.updateDialog()
return
*/ //TODO: FIX
/obj/machinery/atmoalter/siphs/scrubbers/air_filter/setstate()
if(stat & NOPOWER)
icon_state = "vent-p"
return
if (src.t_status == 4)
src.icon_state = "vent2"
else
if (src.t_status == 3)
src.icon_state = "vent0"
else
src.icon_state = "vent1"
return
/obj/machinery/atmoalter/siphs/scrubbers/air_filter/attackby(W as obj, user as mob)
if (istype(W, /obj/item/weapon/screwdriver))
if (src.c_status)
src.anchored = 1
src.c_status = 0
else
if (locate(/obj/machinery/connector, src.loc))
src.anchored = 1
src.c_status = 3
else
if (istype(W, /obj/item/weapon/wrench))
src.alterable = !( src.alterable )
return
/obj/machinery/atmoalter/siphs/scrubbers/air_filter/reset(valve, auto)
if (auto)
src.t_status = 4
src.setstate()
return
/obj/machinery/atmoalter/siphs/scrubbers/port/setstate()
if(stat & NOPOWER)
icon_state = "scrubber:0"
return
if (src.holding)
src.icon_state = "scrubber:T"
else
if (src.t_status != 3)
src.icon_state = "scrubber:1"
else
src.icon_state = "scrubber:0"
return
/obj/machinery/atmoalter/siphs/scrubbers/port/reset(valve, auto)
if (valve < 0)
src.t_per = -valve
src.t_status = 1
else
if (valve > 0)
src.t_per = valve
src.t_status = 2
else
src.t_status = 3
if (auto)
src.t_status = 4
src.setstate()
return
//true if the siphon is portable (therfore no power needed)
/obj/machinery/proc/portable()
return istype(src, /obj/machinery/atmoalter/siphs/fullairsiphon/port) || istype(src, /obj/machinery/atmoalter/siphs/scrubbers/port)
/obj/machinery/atmoalter/siphs/power_change()
if( portable() )
return
if(!powered(ENVIRON))
spawn(rand(0,15))
stat |= NOPOWER
setstate()
else
stat &= ~NOPOWER
setstate()
/obj/machinery/atmoalter/siphs/process()
/*
// var/dbg = (suffix=="d") && Debug
if(stat & NOPOWER) return
if (src.t_status != 3)
var/turf/T = src.loc
if (istype(T, /turf))
if (locate(/obj/move, T))
T = locate(/obj/move, T)
else
T = null
switch(src.t_status)
if(1.0)
if( !portable() ) use_power(50, ENVIRON)
if (src.holding)
var/t1 = src.gas.total_moles()
var/t2 = t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.holding.gas.transfer_from(src.gas, t)
else
if (T)
var/t1 = src.gas.total_moles()
var/t2 = t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.gas.turf_add(T, t)
if(2.0)
if( !portable() ) use_power(50, ENVIRON)
if (src.holding)
var/t1 = src.gas.total_moles()
var/t2 = src.maximum - t1
var/t = src.t_per
if (src.t_per > t2)
t = t2
src.gas.transfer_from(src.holding.gas, t)
else
if (T)
var/t1 = src.gas.total_moles()
var/t2 = src.maximum - t1
var/t = src.t_per
if (t > t2)
t = t2
//var/g = gas.total_moles()
//if(dbg) world.log << "VP0 : [t] from turf: [gas.total_moles()]"
//if(dbg) Air()
src.gas.turf_take(T, t)
//if(dbg) world.log << "VP1 : now [gas.total_moles()]"
//if(dbg) world.log << "[gas.total_moles()-g] ([t]) from turf to siph"
//if(dbg) Air()
if(4.0)
if( !portable() )
use_power(50, ENVIRON)
if (T)
if (T.firelevel > 900000.0)
src.f_time = world.time + 300
else
if (world.time > src.f_time)
var/difference = CELLSTANDARD - (T.oxygen + T.n2)
if (difference > 0)
var/t1 = src.gas.total_moles()
if (difference > t1)
difference = t1
src.gas.turf_add(T, difference)
src.updateDialog()
src.setstate()
return
*/ //TODO: FIX
/obj/machinery/atmoalter/siphs/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/atmoalter/siphs/attack_paw(user as mob)
return src.attack_hand(user)
return
/obj/machinery/atmoalter/siphs/attack_hand(var/mob/user as mob)
if(stat & NOPOWER) return
if(src.portable() && istype(user, /mob/living/silicon/ai)) //AI can't use portable siphons
return
user.machine = src
var/tt
switch(src.t_status)
if(1.0)
tt = text("Releasing <A href='?src=\ref[];t=2'>Siphon</A> <A href='?src=\ref[];t=3'>Stop</A>", src, src)
if(2.0)
tt = text("<A href='?src=\ref[];t=1'>Release</A> Siphoning <A href='?src=\ref[];t=3'>Stop</A>", src, src)
if(3.0)
tt = text("<A href='?src=\ref[];t=1'>Release</A> <A href='?src=\ref[];t=2'>Siphon</A> Stopped <A href='?src=\ref[];t=4'>Automatic</A>", src, src, src)
else
tt = "Automatic equalizers are on!"
var/ct = null
switch(src.c_status)
if(1.0)
ct = text("Releasing <A href='?src=\ref[];c=2'>Accept</A> <A href='?src=\ref[];c=3'>Stop</A>", src, src)
if(2.0)
ct = text("<A href='?src=\ref[];c=1'>Release</A> Accepting <A href='?src=\ref[];c=3'>Stop</A>", src, src)
if(3.0)
ct = text("<A href='?src=\ref[];c=1'>Release</A> <A href='?src=\ref[];c=2'>Accept</A> Stopped", src, src)
else
ct = "Disconnected"
var/at = null
if (src.t_status == 4)
at = text("Automatic On <A href='?src=\ref[];t=3'>Stop</A>", src)
var/dat = text("<TT><B>Canister Valves</B> []<BR>\n\t<FONT color = 'blue'><B>Contains/Capacity</B> [] / []</FONT><BR>\n\tUpper Valve Status: [] []<BR>\n\t\t<A href='?src=\ref[];tp=-[]'>M</A> <A href='?src=\ref[];tp=-10000'>-</A> <A href='?src=\ref[];tp=-1000'>-</A> <A href='?src=\ref[];tp=-100'>-</A> <A href='?src=\ref[];tp=-1'>-</A> [] <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=100'>+</A> <A href='?src=\ref[];tp=1000'>+</A> <A href='?src=\ref[];tp=10000'>+</A> <A href='?src=\ref[];tp=[]'>M</A><BR>\n\tPipe Valve Status: []<BR>\n\t\t<A href='?src=\ref[];cp=-[]'>M</A> <A href='?src=\ref[];cp=-10000'>-</A> <A href='?src=\ref[];cp=-1000'>-</A> <A href='?src=\ref[];cp=-100'>-</A> <A href='?src=\ref[];cp=-1'>-</A> [] <A href='?src=\ref[];cp=1'>+</A> <A href='?src=\ref[];cp=100'>+</A> <A href='?src=\ref[];cp=1000'>+</A> <A href='?src=\ref[];cp=10000'>+</A> <A href='?src=\ref[];cp=[]'>M</A><BR>\n<BR>\n\n<A href='?src=\ref[];mach_close=siphon'>Close</A><BR>\n\t</TT>", (!( src.alterable ) ? "<B>Valves are locked. Unlock with wrench!</B>" : "You can lock this interface with a wrench."), num2text(src.gas.return_pressure(), 10), num2text(src.maximum, 10), (src.t_status == 4 ? text("[]", at) : text("[]", tt)), (src.holding ? text("<BR>(<A href='?src=\ref[];tank=1'>Tank ([]</A>)", src, src.holding.air_contents.return_pressure()) : null), src, num2text(max_valve, 7), src, src, src, src, src.t_per, src, src, src, src, src, num2text(max_valve, 7), ct, src, num2text(max_valve, 7), src, src, src, src, src.c_per, src, src, src, src, src, num2text(max_valve, 7), user)
user << browse(dat, "window=siphon;size=600x300")
onclose(user, "siphon")
return
/obj/machinery/atmoalter/siphs/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if ((!( src.alterable )) && (!istype(usr, /mob/living/silicon/ai)))
return
if (((get_dist(src, usr) <= 1 || usr.telekinesis == 1) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon/ai)))
usr.machine = src
if (href_list["c"])
var/c = text2num(href_list["c"])
switch(c)
if(1.0)
src.c_status = 1
if(2.0)
src.c_status = 2
if(3.0)
src.c_status = 3
else
else
if (href_list["t"])
var/t = text2num(href_list["t"])
if (src.t_status == 0)
return
switch(t)
if(1.0)
src.t_status = 1
if(2.0)
src.t_status = 2
if(3.0)
src.t_status = 3
if(4.0)
src.t_status = 4
src.f_time = 1
else
else
if (href_list["tp"])
var/tp = text2num(href_list["tp"])
src.t_per += tp
src.t_per = min(max(round(src.t_per), 0), max_valve)
else
if (href_list["cp"])
var/cp = text2num(href_list["cp"])
src.c_per += cp
src.c_per = min(max(round(src.c_per), 0), max_valve)
else
if (href_list["tank"])
var/cp = text2num(href_list["tank"])
if (cp == 1)
src.holding.loc = src.loc
src.holding = null
if (src.t_status == 2)
src.t_status = 3
src.updateUsrDialog()
src.add_fingerprint(usr)
else
usr << browse(null, "window=canister")
return
return
/obj/machinery/atmoalter/siphs/attackby(var/obj/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/tank))
if (src.holding)
return
var/obj/item/weapon/tank/T = W
user.drop_item()
T.loc = src
src.holding = T
else
if (istype(W, /obj/item/weapon/screwdriver))
var/obj/machinery/connector/con = locate(/obj/machinery/connector, src.loc)
if (src.c_status)
src.anchored = 0
src.c_status = 0
user.show_message("\blue You have disconnected the siphon.")
if(con)
con.connected = null
else
if (con && !con.connected)
src.anchored = 1
src.c_status = 3
user.show_message("\blue You have connected the siphon.")
con.connected = src
else
user.show_message("\blue There is nothing here to connect to the siphon.")
else
if (istype(W, /obj/item/weapon/wrench))
src.alterable = !( src.alterable )
if (src.alterable)
user << "\blue You unlock the interface!"
else
user << "\blue You lock the interface!"
return
+247
View File
@@ -0,0 +1,247 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
// Entirely unfinished. Mostly just bouncing ideas off the code.
// Smelting
// Grinding
// Spraying
// Crate
/obj/deploycrate
icon = 'icons/obj/mining.dmi'
icon_state = "deploycrate"
density = 1
var/payload
/obj/deploycrate/attack_hand(mob/user as mob)
switch(payload)
if(null)
return
//if("cloner")
// make a cloner
// blah blah
for (var/mob/V in hearers(src))
V.show_message("[src] lets out a pneumatic hiss, its panels rapdily unfolding and expanding to produce its payload.", 2)
del(src)
/obj/machinery/nanosprayer
icon = 'icons/obj/mining.dmi'
icon_state = "sprayer"
density = 1
anchored = 1
var/payload
var/hacked = 0
var/temp = 100
var/usr_density = 5
var/usr_lastupdate = 0
var/time_started = 0
var/points = 0
var/totalpoints = 0
var/state = 0 // 0 - Idle, 1 - Spraying, 2 - Done, 3 - Overheated
obj/machinery/nanosprayer/proc/update_temp()
// 1 second : 1 degree
if(src.state == 0)
var/diff = (world.time - usr_lastupdate) * 10
temp -= diff
if(temp < 100)
temp = 100
usr_lastupdate = world.time
return temp
else if(src.state == 1)
var/diff = (world.time - usr_lastupdate) * 10
diff = diff * usr_density
temp += diff
usr_lastupdate = world.time
return temp
obj/machinery/nanosprayer/process()
src.time_started = world.time
totalpoints = lentext(payload) * rand(5,10)
if(!totalpoints)
totalpoints = 1
while(src.state == 1)
// Each unit of cost is 20 seconds - density
temp += density * rand(1,4)
sleep(200 - (usr_density * 10))
if(src.temp > 350)
src.state = 3
src.overheat()
return 0
points += usr_density
if(points >= totalpoints)
src.state = 2
src.complete()
return 1
obj/machinery/nanosprayer/proc/cooldown()
while(state != 1)
sleep(200)
temp -= rand(5,20)
if(temp < 100)
temp = 100
return
obj/machinery/nanosprayer/proc/overheat()
return
obj/machinery/nanosprayer/proc/complete()
src.totalpoints = 0
src.points = 0
spawn() cooldown()
return
obj/machinery/nanosprayer/attack_hand(user as mob)
var/dat
if(..())
return
dat += text("Core Temp: [temp]C<BR>")
dat += text("Nanocloud Density: [usr_density] million<BR>")
dat += text("\[<A href='?src=\ref[src];minus=1'>-</A> / <A href='?src=\ref[src];plus=1'>+</A>\]<BR>")
if(payload)
dat += text("<BR>Task: [payload]<BR>")
switch(state)
if(0)
dat += text("Status: Idling<BR>")
if(1)
dat += text("Status: Spraying<BR>")
if(2)
dat += text("Status: Spray Task Complete<BR>")
if(3)
dat += text("Status: <B><FONT COLOR=RED>OVERHEATED</FONT><BR>")
if(state == 1)
if(points <= 0)
points = 1
var/complete = (points * 100)/totalpoints
if(complete < 0)
complete = 0
if(complete > 100)
complete = 100
dat += text("Progress: <B>[complete]%</B><BR>")
if(state == 2)
dat += text("Progress: <B>100%</B><BR>")
dat += text("\[<A href='?src=\ref[src];release=1'>Release Payload</A>\]<BR>")
dat += text("<HR><BR><A href='?src=\ref[src];settask=1'>Set Task</A><BR>")
dat += text("<A href='?src=\ref[src];start=1'>Start Spray</A><BR>")
dat += text("<A href='?src=\ref[src];stop=1'>Cancel Spray</A>")
dat += text("<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>")
user << browse("<HEAD><TITLE>NANO SPRAY 1.1</TITLE></HEAD><TT>[dat]</TT>", "window=nanosprayer")
onclose(user, "nanosprayer")
obj/machinery/nanosprayer/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["plus"])
usr_density += 1
if(href_list["minus"])
usr_density -= 1
if(usr_density < 1)
usr_density = 1
if(href_list["start"])
if(state == 0)
state = 1
spawn() src.process()
if(href_list["stop"])
if(state == 1)
state = 0
points = 0
totalpoints = 0
spawn() cooldown()
if(href_list["settask"])
if(state == 0)
var/temppayload = input("Set a Task:", "Job Assignment") as text|null
if(temppayload)
payload = temppayload
//if(href_list["release"])
// if(state == 2)
// Create the crate somewhere
src.updateUsrDialog()
/obj/machinery/smelter
icon = 'icons/obj/mining.dmi'
icon_state = "sprayer"
density = 1
anchored = 1
var/locked = 0
var/closed = 0
var/state = 0 // 0 - Idle, 1 - Smelt, 2 - Cool, 3 - Clean
var/slag = 0
var/hacked = 0
obj/machinery/smelter/attack_hand(user as mob)
var/dat
if(..())
return
dat += text("<h2>Smelt-o-Matic Control Interface</h2>")
dat += text("The red light is [src.closed ? "off" : "on"].<BR>")
dat += text("The green light is [src.locked ? "on" : "off"].<BR>")
switch(slag)
if(0)
dat += text("The meter is resting at zero.<BR>")
if(1 to 2)
dat += text("The meter is wobbling at the mid-point marker.<BR>")
if(3)
dat += text("The meter strains, displaying its maximum value.<BR>")
else
dat += text("The meter has broken.<BR>")
switch(state)
if(0)
dat += text("<b>Status</b>:<i>Idle</i><BR>")
if(1)
dat += text("<b>Status</b>:<i>Smelting</i><BR>")
if(2)
dat += text("<b>Status</b>:<i>Cooling</i><BR>")
if(3)
dat += text("<b>Status</b>:<i>Cleaning</i><BR>")
dat += text("<HR /><BR>Turn key <A href='?src=\ref[src];key=1'>[src.locked ? "to upper-left position" : "to upper-right position"]</A><BR>")
dat += text("Flip switch <A href='?src=\ref[src];switch=1'>[src.closed ? "up" : "down"]</A><BR>")
dat += text("<A href='?src=\ref[src];button=1'>Push large flashing yellow button</A><BR>")
user << browse("<HEAD><TITLE>SMELTOMATIC</TITLE></HEAD><TT>[dat]</TT>", "window=smelter")
onclose(user, "smelter")
obj/machinery/smelter/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["key"])
src.locked = !src.locked
if(href_list["switch"])
src.closed = !src.closed
if(href_list["button"])
//Do stuff to actually smelt shit or something I don't know
return
src.updateUsrDialog()
/obj/machinery/slaggrinder
icon = 'icons/obj/mining.dmi'
density = 1
anchored = 1
/obj/machinery/adminmachine
icon = 'icons/obj/mining.dmi'
icon_state = "sprayer"
density = 1
anchored = 1
var/gameticker
var/gameworld
New()
..()
gameticker = ticker
gameworld = world
+348
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@@ -0,0 +1,348 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/shipcore
icon = 'craft.dmi'
icon_state = "core"
density = 1
var/width = 6
var/height = 8
var/list/turfs = list()
var/list/builders
var/list/components = list()
var/build_status = "unbuilt"
proc/group_self()
builders = list()
turfs = list()
components = list()
src.anchored = 1
var/obj/ship_builder/L = new(locate(src.x, src.y, src.z))
L.dir = WEST
L.distance = width/2
L.core = src
var/obj/ship_builder/R = new(locate(src.x+1, src.y, src.z))
R.dir = EAST
R.distance = (width/2)-1
R.core = src
builders.Add(L, R)
spawn() L.scan()
spawn() R.scan()
var/h
for(h=1, h<height/2, h++)
var/obj/ship_builder/A = new(locate(src.x+1, src.y+h, src.z))
A.dir = EAST
A.distance = (width/2)-1
A.core = src
var/obj/ship_builder/B = new(locate(src.x, src.y+h, src.z))
B.dir = WEST
B.distance = width/2
B.core = src
var/obj/ship_builder/C = new(locate(src.x+1, src.y-h, src.z))
C.dir = EAST
C.distance = (width/2)-1
C.core = src
var/obj/ship_builder/D = new(locate(src.x, src.y-h, src.z))
D.dir = WEST
D.distance = width/2
D.core = src
builders.Add(A, B, C, D)
spawn() A.scan()
spawn() B.scan()
spawn() C.scan()
spawn() D.scan()
while(src.builders.len)
sleep(50)
del(src.builders)
for(var/turf/T in turfs)
for(var/obj/O in T.contents)
if(istype(O, /obj/machinery/ship_component))
O:core = src
src.components.Add(O)
src.build_status = "built"
//world << "Ship initialization complete. [src.turfs.len] tiles added."
proc/receive_turf(var/turf/T)
turfs.Add(T)
proc/MoveShip(var/turf/Center) // Center - The new position of the ship's core
src.anchored = 0
var/turf/lowerleft = locate(Center.x - (src.width/2), Center.y - (src.height/2), Center.z)
var/turf/upperright = locate(Center.x + (src.width/2), Center.y + (src.height/2), Center.z)
var/xsav = src.loc.x
var/ysav = src.loc.y
var/zsav = src.loc.z
for(var/turf/T in block(lowerleft, upperright))
if(!istype(T, /turf/space))
return 0 // One of the tiles in the range we're moving to isn't a space tile - something's in the way!
// Alright, the way is clear, we can actually begin transferring everything over now.
for(var/turf/T in src.turfs)
for(var/obj/O in T)
if(istype(O, /obj/effect/ship_landing_beacon)) // Leave beacons where they are, we don't want to take them with us.
continue
var/
_x = Center.x + O.x - xsav
_y = Center.y + O.y - ysav
_z = Center.z + O.z - zsav
O.loc = locate(_x, _y, _z)
for(var/mob/M in T)
var/
_x = Center.x + M.x - xsav
_y = Center.y + M.y - ysav
_z = Center.z + M.z - zsav
M.loc = locate(_x, _y, _z)
var/
_x = Center.x + T.x - xsav
_y = Center.y + T.y - ysav
_z = Center.z + T.z - zsav
var/turf/Newloc = locate(_x, _y, _z)
//new T(Newloc)
new T.type(Newloc)
T.ChangeTurf(/turf/space)
if(Newloc)
Newloc.assume_air(T.return_air())
T.remove_air(T.return_air())
src.build_status = "rebuilding"
src.group_self()
proc/draw_power(var/n as num)
for(var/obj/machinery/ship_component/engine/E in components)
if(E.draw_power(n))
return 1
return 0
obj/machinery/shipcore/attack_hand(user as mob)
var/dat
if(..())
return
if (1 == 1) // Haha why did I even do this what the fuck. Whatever. It's too entertaining to remove now. -- TLE
/*
dat += "Autolathe Wires:<BR>"
var/wire
for(wire in src.wires)
dat += text("[wire] Wire: <A href='?src=\ref[src];wire=[wire];act=wire'>[src.wires[wire] ? "Mend" : "Cut"]</A> <A href='?src=\ref[src];wire=[wire];act=pulse'>Pulse</A><BR>")
dat += text("The red light is [src.disabled ? "off" : "on"].<BR>")
dat += text("The green light is [src.shocked ? "off" : "on"].<BR>")
dat += text("The blue light is [src.hacked ? "off" : "on"].<BR>")
*/
switch(src.build_status)
if("unbuilt")
dat += "<h3>Core Status: <font color =#FF3300>Undeployed</font></h3><BR>"
dat += "<A href='?src=\ref[src];groupself=1'>Build Ship</A><BR>"
if("built")
dat += "<h3>Core Status: <font color =#00CC00>Deployed</font></h3><BR>"
dat += "<A href='?src=\ref[src];move=1'>Move</A><BR>"
if("rebuilding")
dat += "<h3>Core Status: <font color =#FFCC00>Recalibrating</font></h3><BR>"
user << browse("<HEAD><TITLE>Ship Core</TITLE></HEAD>[dat]","window=shipcore")
onclose(user, "shipcore")
return
user << browse("<HEAD><TITLE>Ship Core Control Panel</TITLE></HEAD><TT>[dat]</TT>", "window=shipcore")
onclose(user, "shipcore")
return
obj/machinery/shipcore/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["groupself"])
src.group_self()
if (href_list["move"])
var/list/beacons = list()
for(var/obj/effect/ship_landing_beacon/b in world)
if(istype(b, /obj/effect/ship_landing_beacon))
if(b.active)
beacons.Add(b)
if(!beacons.len)
return
var/obj/choice = input("Choose a beacon to land at.", "Beacon Selection") in beacons
if(choice)
src.MoveShip(choice.loc)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.attack_hand(M)
src.updateUsrDialog()
return
obj/machinery/ship_component
name = "ship component"
icon = 'craft.dmi'
var/obj/machinery/shipcore/core
var/required_draw = 0
var/active = 1
proc
draw_power(var/n as num)
if(!n)
n = required_draw
if(core.draw_power(n))
return 1
else
return 0
obj/machinery/ship_component/thruster
name = "thruster"
icon_state = "thruster"
density = 1
opacity = 1
var/cooldown = 600 // In 1/10th seconds
var/lastused
var/ready = 0
required_draw = 100
proc
check_ready()
if(ready)
return 1
if(lastused + cooldown <= world.time)
for(var/turf/T in range(1,src))
if(istype(T, /turf/space))
src.ready = 1
break
else
src.ready = 0
return src.ready
fire()
src.check_ready()
if(!ready)
return 0
if(src.draw_power())
src.ready = 0
src.lastused = world.time
return 1
else
return 0
obj/machinery/ship_component/engine
name = "engine"
icon_state = "engine"
density = 1
opacity = 1
var/charge = 1000
var/capacity = 1000
draw_power(var/n as num)
if(charge >= n)
charge -= n
return 1
else
return 0
obj/machinery/ship_component/control_panel
name = "control panel"
icon_state = "controlpanel"
density = 1
opacity = 0
attack_hand(user as mob)
var/dat
if(..())
return
if(!src.core)
dat += "<b>No linked core found. Deploy ship core first.</b>"
else
dat += "Ship Status: [src.core.build_status]<br><br>"
dat += "<h3>Installed Components:</h3><br><br>"
dat += "<table>"
for(var/obj/machinery/ship_component/C in core.components)
dat += "<tr><td><b>[C.name]</b></td><td>[C.active ? "<font color=green>Active</font>" : "<font color=red>Inactive</font>"]</td></tr>"
if(istype(C, /obj/machinery/ship_component/engine))
dat += "<tr><td></td><td><i>Fuel: [C:charge]/[C:capacity]</i></td></tr>"
if(istype(C, /obj/machinery/ship_component/thruster))
dat += "<tr><td></td><td><i>Status: [C:check_ready() ? "Ready" : "On Cooldown"]</i></td></tr>"
dat += "</table>"
user << browse("<HEAD><TITLE>Ship Controls</TITLE></HEAD>[dat]","window=shipcontrols")
onclose(user, "shipcontrols")
Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
/obj/ship_builder
icon = 'craft.dmi'
icon_state = "builder"
density = 0
opacity = 0
var/obj/machinery/shipcore/core
var/distance = 0
proc/scan()
if(distance < 0)
cleanup_self()
var/i
for(i=0, i<distance, i++)
if(istype(src.loc, /turf/space))
break
else
core.receive_turf(src.loc)
src.loc = get_step(src, src.dir)
sleep(0)
cleanup_self()
proc/cleanup_self()
core.builders.Remove(src)
del(src)
/obj/ship_overlay
icon = 'craft.dmi'
icon_state = "ship_overlay"
/obj/effect/ship_landing_beacon
icon = 'craft.dmi'
icon_state = "beacon"
name = "Beacon"
var/active = 0
proc
deploy()
if(active)
return
src.active = 1
src.anchored = 1
deactivate()
if(!active)
return
src.active = 0
src.anchored = 0
+585
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@@ -0,0 +1,585 @@
//the old style proc spells. not sure why these were removed in favour of obj style spells, in all honesty.
//BLIND
/client/proc/blind()
set category = "Spells"
set name = "Blind"
set desc = "This spell temporarly blinds a single person and does not require wizard garb."
var/mob/M = input(usr, "Who do you wish to blind?") as mob in oview()
if(M)
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/blind
spawn(300)
usr.verbs += /client/proc/blind
usr.whisper("STI KALY")
var/obj/effect/overlay/B = new /obj/effect/overlay( M.loc )
B.icon_state = "blspell"
B.icon = 'icons/obj/wizard.dmi'
B.name = "spell"
B.anchored = 1
B.density = 0
B.layer = 4
M.canmove = 0
spawn(5)
del(B)
M.canmove = 1
M << text("\blue Your eyes cry out in pain!")
M.disabilities |= NEARSIGHTED
spawn(300)
M.disabilities &= ~NEARSIGHTED
M.eye_blind = 10
M.eye_blurry = 20
return
//MAGIC MISSILE
/client/proc/magicmissile()
set category = "Spells"
set name = "Magic missile"
set desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.say("FORTI GY AMA")
for (var/mob/living/M as mob in oview())
spawn(0)
var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
A.icon_state = "magicm"
A.icon = 'icons/obj/wizard.dmi'
A.name = "a magic missile"
A.anchored = 0
A.density = 0
A.layer = 4
var/i
for(i=0, i<20, i++)
if (!istype(M)) //it happens sometimes --rastaf0
break
var/obj/effect/overlay/B = new /obj/effect/overlay( A.loc )
B.icon_state = "magicmd"
B.icon = 'icons/obj/wizard.dmi'
B.name = "trail"
B.anchored = 1
B.density = 0
B.layer = 3
spawn(5)
del(B)
step_to(A,M,0)
if (get_dist(A,M) == 0)
M.Weaken(5)
M.take_overall_damage(0,10)
del(A)
return
sleep(5)
del(A)
usr.verbs -= /client/proc/magicmissile
spawn(100)
usr.verbs += /client/proc/magicmissile
//SMOKE
/client/proc/smokecloud()
set category = "Spells"
set name = "Smoke"
set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/smokecloud
spawn(120)
usr.verbs += /client/proc/smokecloud
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
smoke.set_up(10, 0, usr.loc)
smoke.start()
//SLEEP SMOKE
///client/proc/smokecloud()
//
// set category = "Spells"
// set name = "Sleep Smoke"
// set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb. But, without the robes, you have no protection against the magic."
// if(usr.stat)
// src << "Not when you are incapacitated."
// return
// if(!usr.casting()) return
// usr.verbs -= /client/proc/smokecloud
// spawn(120)
// usr.verbs += /client/proc/smokecloud
// var/datum/effect/system/sleep_smoke_spread/smoke = new /datum/effect/system/sleep_smoke_spread()
// smoke.set_up(10, 0, usr.loc)
// smoke.start()
//FORCE WALL
/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon = 'icons/effects/effects.dmi'
icon_state = "m_shield"
anchored = 1.0
opacity = 0
density = 1
unacidable = 1
bullet_act(var/obj/item/projectile/Proj, var/def_zone)
var/turf/T = get_turf(src.loc)
if(T)
for(var/mob/M in T)
Proj.on_hit(M,M.bullet_act(Proj, def_zone))
return
/client/proc/forcewall()
set category = "Spells"
set name = "Forcewall"
set desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/forcewall
spawn(100)
usr.verbs += /client/proc/forcewall
var/forcefield
usr.whisper("TARCOL MINTI ZHERI")
forcefield = new /obj/effect/forcefield(locate(usr.x,usr.y,usr.z))
spawn (300)
del (forcefield)
return
//FIREBALLAN
/client/proc/fireball()
set category = "Spells"
set name = "Fireball"
set desc = "This spell fires a fireball at a target and does not require wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/fireball
spawn(100)
usr.verbs += /client/proc/fireball
usr.say("ONI SOMA")
var/mob/living/user = src
if(!istype(user))
return
var/i
var/turf/T
var/range = 15
var/x = user.loc.x
var/y = user.loc.y
var/z = user.loc.z
switch(user.dir)
if(NORTH)
T = get_turf(locate(x, y + range, z))
if(EAST)
T = get_turf(locate(x + range, y, z))
if(SOUTH)
T = get_turf(locate(x, y - range, z))
if(WEST)
T = get_turf(locate(x - range, y, z))
else
return
var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
A.icon_state = "fireball"
A.icon = 'icons/obj/wizard.dmi'
A.name = "a fireball"
A.anchored = 0
A.density = 0
A.luminosity = 3
step_to(A, T, 0)
for(i=0, i<100, i++)
var/hit = 0
var/moving = step_to(A,T,0)
for(var/mob/living/target in range(1, A))
hit = 1
target.take_overall_damage(20,25)
if(hit)
explosion(A.loc, -1, -1, 2, 2)
del(A)
return
if(!moving)
explosion(A.loc, -1, -1, 2, 2)
del(A)
return
sleep(2)
if(A)
explosion(A.loc, -1, -1, 2, 2)
del(A)
return
//KNOCK
/client/proc/knock()
set category = "Spells"
set name = "Knock"
set desc = "This spell opens nearby doors and does not require wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/knock
spawn(100)
usr.verbs += /client/proc/knock
usr.whisper("AULIE OXIN FIERA")
for(var/obj/machinery/door/G in oview(3))
spawn(1)
G.open()
return
//KILL
/mob/proc/kill(mob/living/M as mob in oview(1))
set category = "Spells"
set name = "Disintegrate"
set desc = "This spell instantly kills somebody adjacent to you with the vilest of magick."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /mob/proc/kill
spawn(600)
usr.verbs += /mob/proc/kill
usr.say("EI NATH")
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(4, 1, M)
s.start()
M.dust()
//DISABLE TECH
/mob/proc/tech()
set category = "Spells"
set name = "Disable Technology"
set desc = "This spell disables all weapons, cameras and most other technology in range."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /mob/proc/tech
spawn(400)
usr.verbs += /mob/proc/tech
usr.say("NEC CANTIO")
empulse(src, 6, 10)
return
//BLINK
/client/proc/blink()
set category = "Spells"
set name = "Blink"
set desc = "This spell randomly teleports you a short distance."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
var/list/turfs = new/list()
for(var/turf/T in orange(6))
if(istype(T,/turf/space)) continue
if(T.density) continue
if(T.x>world.maxx-4 || T.x<4) continue //putting them at the edge is dumb
if(T.y>world.maxy-4 || T.y<4) continue
turfs += T
if(!turfs.len) turfs += pick(/turf in orange(6))
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(10, 0, usr.loc)
smoke.start()
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
usr.loc = picked
usr.verbs -= /client/proc/blink
spawn(40)
usr.verbs += /client/proc/blink
//TELEPORT
/mob/proc/teleport()
set category = "Spells"
set name = "Teleport"
set desc = "This spell teleports you to a type of area of your selection."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
var/A
usr.verbs -= /mob/proc/teleport
/*
var/list/theareas = new/list()
for(var/area/AR in world)
if(istype(AR, /area/shuttle) || istype(AR, /area/syndicate_station)) continue
if(theareas.Find(AR.name)) continue
var/turf/picked = pick(get_area_turfs(AR.type))
if (picked.z == src.z)
theareas += AR.name
theareas[AR.name] = AR
*/
A = input("Area to jump to", "BOOYEA", A) in teleportlocs
spawn(600)
usr.verbs += /mob/proc/teleport
var/area/thearea = teleportlocs[A]
usr.say("SCYAR NILA [uppertext(A)]")
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(5, 0, usr.loc)
smoke.attach(usr)
smoke.start()
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
if(!T.density)
var/clear = 1
for(var/obj/O in T)
if(O.density)
clear = 0
break
if(clear)
L+=T
if(!L.len)
usr <<"The spell matrix was unable to locate a suitable teleport destination for an unknown reason. Sorry."
return
var/attempt = 0
var/success = 0
while(!success)
success = Move(pick(L))
if(attempt > 20) break //Failsafe
if(!success)
usr.loc = pick(L)
smoke.start()
//JAUNT
/client/proc/jaunt()
set category = "Spells"
set name = "Ethereal Jaunt"
set desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /client/proc/jaunt
spawn(300)
usr.verbs += /client/proc/jaunt
spell_jaunt(usr)
/proc/spell_jaunt(var/mob/H, time = 50)
if(H.stat) return
spawn(0)
var/mobloc = get_turf(H.loc)
var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "water"
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/mob/mob.dmi'
animation.icon_state = "liquify"
animation.layer = 5
animation.master = holder
flick("liquify",animation)
H.loc = holder
H.client.eye = holder
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, mobloc)
steam.start()
sleep(time)
mobloc = get_turf(H.loc)
animation.loc = mobloc
steam.location = mobloc
steam.start()
H.canmove = 0
sleep(20)
flick("reappear",animation)
sleep(5)
if(!H.Move(mobloc))
for(var/direction in list(1,2,4,8,5,6,9,10))
var/turf/T = get_step(mobloc, direction)
if(T)
if(H.Move(T))
break
H.canmove = 1
H.client.eye = H
del(animation)
del(holder)
/*
/obj/effect/dummy/spell_jaunt
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
if (!src.canmove) return
switch(direction)
if(NORTH)
src.y++
if(SOUTH)
src.y--
if(EAST)
src.x++
if(WEST)
src.x--
if(NORTHEAST)
src.y++
src.x++
if(NORTHWEST)
src.y++
src.x--
if(SOUTHEAST)
src.y--
src.x++
if(SOUTHWEST)
src.y--
src.x--
src.canmove = 0
spawn(2) src.canmove = 1
/obj/effect/dummy/spell_jaunt/ex_act(blah)
return
/obj/effect/dummy/spell_jaunt/bullet_act(blah,blah)
return
*/
//MUTATE
/client/proc/mutate()
set category = "Spells"
set name = "Mutate"
set desc = "This spell causes you to turn into a hulk and gain laser vision for a short while."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /client/proc/mutate
spawn(400)
usr.verbs += /client/proc/mutate
usr.say("BIRUZ BENNAR")
usr << text("\blue You feel strong! You feel pressure building behind your eyes!")
if (!(HULK in usr.mutations))
usr.mutations.Add(HULK)
if (!(LASER in usr.mutations))
usr.mutations.Add(LASER)
spawn (300)
if (LASER in usr.mutations) usr.mutations.Remove(LASER)
if (HULK in usr.mutations) usr.mutations.Remove(HULK)
return
//BODY SWAP /N
/mob/proc/swap(mob/living/M as mob in oview())
set category = "Spells"
set name = "Mind Transfer"
set desc = "This spell allows the user to switch bodies with a target."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(M.client && M.mind)
if(M.mind.special_role != "Wizard" || "Fake Wizard" || "Changeling" || "Cultist" || "Space Ninja")//Wizards, changelings, ninjas, and cultists are protected.
if( (istype(M, /mob/living/carbon/human)) || (istype(M, /mob/living/carbon/monkey)) && M.stat != 2)
var/mob/living/carbon/human/H = M //so it does not freak out when looking at the variables.
var/mob/living/carbon/human/U = src
U.whisper("GIN'YU CAPAN")
U.verbs -= /mob/proc/swap
//Remove special verbs from both mobs
if(U.mind.special_verbs.len)
for(var/V in U.mind.special_verbs)
U.verbs -= V
if(H.mind.special_verbs.len)
for(var/V in H.mind.special_verbs)
H.verbs -= V
//empty out H
var/mob/dead/observer/G = H.ghostize(0) //Transfers H to a temporary mob
//Start the Transfer
U.mind.transfer_to(H)
G.mind.transfer_to(U)
U.key = G.key //has to be called explicitly since ghostize() set the datum/mind/var/active = 0
//Re-add those special verbs and stuff
if(H.mind.special_verbs.len)
var/spell_loss = 1//Can lose only one spell during transfer.
var/probability = 95 //To determine the chance of wizard losing their spell.
for(var/V in H.mind.special_verbs)
if(spell_loss == 0)
H.verbs += V
else
if(prob(probability))
H.verbs += V
probability -= 7//Chance of of keeping spells goes down each time a spell is added. Less spells means less chance of losing them.
else
spell_loss = 0
H.mind.special_verbs -= V
spawn(500)
H << "The mind transfer has robbed you of a spell."
if(U.mind.special_verbs.len)//Basic fix to swap verbs for any mob if needed.
for(var/V in U.mind.special_verbs)
U.verbs += V
spawn(500)
U << "Something about your body doesn't seem quite right..."
U.Paralyse(20)
H.Paralyse(20)
spawn(600)
H.verbs += /mob/proc/swap
else
src << "Their mind is not compatible."
return
else
src << "Their mind is resisting your spell."
return
else
src << "They appear to be brain-dead."
return
+876
View File
@@ -0,0 +1,876 @@
#define PLAYER_WEIGHT 5
#define HUMAN_DEATH -5000
#define OTHER_DEATH -5000
#define EXPLO_SCORE -10000 //boum
#define COOLDOWN_TIME 12000 // Twenty minutes
#define MIN_ROUND_TIME 18000
#define FLAT_PERCENT 0
//estimated stats
//80 minute round
//60 player server
//48k player-ticks
//60 deaths (ideally)
//20 explosions
var/global/datum/tension/tension_master
/datum/tension
var/score
var/deaths
var/human_deaths
var/explosions
var/adminhelps
var/air_alarms
var/nuketeam = 0
var/malfAI = 0
var/wizard = 0
var/forcenexttick = 0
var/supress = 0
var/eversupressed = 0
var/cooldown = 0
var/round1 = 0
var/round2 = 0
var/round3 = 0
var/round4 = 0
var/list/antagonistmodes = null
var/list/potentialgames = list()
New()
score = 0
deaths=0
human_deaths=0
explosions=0
adminhelps=0
air_alarms=0
if(FLAT_PERCENT) // I cannot into balance
antagonistmodes = list (
"POINTS_FOR_TRATIOR" = 6,
"POINTS_FOR_CHANGLING" = 6,
"POINTS_FOR_REVS" = 3,
"POINTS_FOR_MALF" = 1,
"POINTS_FOR_WIZARD" = 2,
"POINTS_FOR_CULT" = 3,
"POINTS_FOR_NUKETEAM" = 2,
"POINTS_FOR_ALIEN" = 5,
"POINTS_FOR_NINJA" = 3,
"POINTS_FOR_DEATHSQUAD" = 2,
"POINTS_FOR_BORGDEATHSQUAD" = 2
)
else
antagonistmodes = list (
"POINTS_FOR_TRATIOR" = 100000,
"POINTS_FOR_CHANGLING" = 120000,
"POINTS_FOR_REVS" = 150000,
"POINTS_FOR_MALF" = 250000,
"POINTS_FOR_WIZARD" = 150000,
"POINTS_FOR_CULT" = 150000,
"POINTS_FOR_NUKETEAM" = 250000,
"POINTS_FOR_ALIEN" = 200000,
"POINTS_FOR_NINJA" = 200000,
"POINTS_FOR_DEATHSQUAD" = 500000,
"POINTS_FOR_BORGDEATHSQUAD" = 500000
)
proc/process()
score += get_num_players()*PLAYER_WEIGHT
if(config.Tensioner_Active)
if(world.time > MIN_ROUND_TIME)
round1++
if(!supress && !cooldown)
if(prob(1) || forcenexttick)
round2++
if(prob(10) || forcenexttick)
round3++
if(forcenexttick)
forcenexttick = 0
for (var/client/C in admin_list)
C << "<font color='red' size='3'><b> The tensioner wishes to create additional antagonists! Press (<a href='?src=\ref[tension_master];Supress=1'>this</a>) in 60 seconds to abort!</b></font>"
spawn(600)
if(!supress)
cooldown = 1
spawn(COOLDOWN_TIME)
cooldown = 0
round4++
if(!antagonistmodes.len)
return
var/thegame = null
if(FLAT_PERCENT)
thegame = pickweight(antagonistmodes)
antagonistmodes.Remove(thegame)
else
for(var/V in antagonistmodes) // OH SHIT SOMETHING IS GOING TO HAPPEN NOW
if(antagonistmodes[V] < score)
potentialgames.Add(V)
antagonistmodes.Remove(V)
if(potentialgames.len)
thegame = pick(potentialgames)
if(thegame)
log_admin("The tensioner fired, and decided on [thegame]")
switch(thegame)
if("POINTS_FOR_TRATIOR")
if(!makeTratiors())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_CHANGLING")
if(!makeChanglings())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_REVS")
if(!makeRevs())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_MALF")
if(!makeMalfAImode())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_WIZARD")
if(!makeWizard())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_CULT")
if(!makeCult())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_NUKETEAM")
if(!makeNukeTeam())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_ALIEN")
if(!makeAliens())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_NINJA")
if(!makeSpaceNinja())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_DEATHSQUAD")
if(!makeDeathsquad())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_BORG_DEATHSQUAD")
if(!makeBorgDeathsquad())
forcenexttick = 1
else
potentialgames.Remove(thegame)
proc/get_num_players()
var/peeps = 0
for (var/mob/M in player_list)
if (!M.client)
continue
peeps += 1
return peeps
proc/death(var/mob/M)
if (!M) return
deaths++
if (istype(M,/mob/living/carbon/human))
score += HUMAN_DEATH
human_deaths++
else
score += OTHER_DEATH
proc/explosion()
score += EXPLO_SCORE
explosions++
proc/new_adminhelp()
adminhelps++
proc/new_air_alarm()
air_alarms++
Topic(href, href_list)
if(!usr || !usr.client)
return //This shouldnt happen
if(!usr.client.holder)
message_admins("\red [key_name(usr)] tried to use the tensioner without authorization.")
log_admin("[key_name(usr)] tried to use the tensioner without authorization.")
return
log_admin("[key_name(usr)] used a tensioner override. The override was [href]")
message_admins("[key_name(usr)] used a tensioner override. The override was [href]")
if(href_list["addScore"])
score += 50000
if (href_list["makeTratior"])
makeTratiors()
else if (href_list["makeChanglings"])
makeChanglings()
else if (href_list["makeRevs"])
makeRevs()
else if (href_list["makeWizard"])
makeWizard()
else if (href_list["makeCult"])
makeCult()
else if (href_list["makeMalf"])
makeMalfAImode()
else if (href_list["makeNukeTeam"])
makeNukeTeam()
else if (href_list["makeAliens"])
makeAliens()
else if (href_list["makeSpaceNinja"])
makeSpaceNinja()
else if (href_list["makeDeathsquad"])
makeDeathsquad()
else if (href_list["makeBorgDeathsquad"])
makeBorgDeathsquad()
else if (href_list["Supress"])
supress = 1
eversupressed++
spawn(6000)
supress = 0
else if (href_list["ToggleStatus"])
config.Tensioner_Active = !config.Tensioner_Active
proc/makeMalfAImode()
var/list/mob/living/silicon/AIs = list()
var/mob/living/silicon/malfAI = null
var/datum/mind/themind = null
for(var/mob/living/silicon/ai/ai in player_list)
if(ai.client)
AIs += ai
if(AIs.len)
malfAI = pick(AIs)
else
return 0
if(malfAI)
themind = malfAI.mind
themind.make_AI_Malf()
return 1
/*
if(BE_CHANGELING) roletext="changeling"
if(BE_TRAITOR) roletext="traitor"
if(BE_OPERATIVE) roletext="operative"
if(BE_WIZARD) roletext="wizard"
if(BE_REV) roletext="revolutionary"
if(BE_CULTIST) roletext="cultist"
for(var/mob/new_player/player in world)
if(player.client && player.ready)
if(player.preferences.be_special & role)
*/
proc/makeTratiors()
var/datum/game_mode/traitor/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "traitor") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_TRAITOR)
candidates += applicant
if(candidates.len)
var/numTratiors = min(candidates.len, 3)
for(var/i = 0, i<numTratiors, i++)
H = pick(candidates)
H.mind.make_Tratior()
candidates.Remove(H)
return 1
else
return 0
proc/makeChanglings()
var/datum/game_mode/changeling/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "changeling") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_CHANGELING)
candidates += applicant
if(candidates.len)
var/numChanglings = min(candidates.len, 3)
for(var/i = 0, i<numChanglings, i++)
H = pick(candidates)
H.mind.make_Changling()
candidates.Remove(H)
return 1
else
return 0
proc/makeRevs()
var/datum/game_mode/revolution/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "revolutionary") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_REV)
candidates += applicant
if(candidates.len)
var/numRevs = min(candidates.len, 3)
for(var/i = 0, i<numRevs, i++)
H = pick(candidates)
H.mind.make_Rev()
candidates.Remove(H)
return 1
else
return 0
proc/makeWizard()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client)
candidates.Remove(G)
spawn(0)
if(candidates.len)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
return 0
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Wizard()
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeCult()
var/datum/game_mode/cult/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "cultist") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_CULTIST)
candidates += applicant
if(candidates.len)
var/numCultists = min(candidates.len, 4)
// var/list/runeWords = list()
for(var/i = 0, i<numCultists, i++)
H = pick(candidates)
H.mind.make_Cultist()
candidates.Remove(H)
temp.grant_runeword(H)
// runeWords.Add(H)
// for(var/i = 0, i < 4, i++) // Four rune words
return 1
else
return 0
proc/makeNukeTeam()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "operative") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G,"Do you wish to be considered for a nuke team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client)
candidates.Remove(G)
spawn(0)
if(candidates.len)
var/numagents = 5
syndicate_begin()
for(var/i = 0, i<numagents,i++)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
break
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Nuke()
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
var/nuke_code = "[rand(10000, 99999)]"
if(nuke_spawn)
var/obj/item/weapon/paper/P = new
P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code and instructions"
P.loc = nuke_spawn.loc
if(closet_spawn)
new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
if (A.name == "Syndicate-Gear-Closet")
new /obj/structure/closet/syndicate/personal(A.loc)
del(A)
continue
if (A.name == "Syndicate-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
del(A)
continue
spawn(0)
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/image/I in synd_mind.current.client.images)
if(I.icon_state == "synd")
del(I)
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/datum/mind/synd_mind_1 in ticker.mode.syndicates)
if(synd_mind_1.current)
var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
synd_mind.current.client.images += I
for (var/obj/machinery/nuclearbomb/bomb in world)
bomb.r_code = nuke_code // All the nukes are set to this code.
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeAliens()
alien_infestation(3)
return 1
proc/makeSpaceNinja()
space_ninja_arrival()
return 1
proc/makeDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/input = "Purify the station."
if(prob(10))
input = "Save Runtime and any other cute things on the station."
/*
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
emergency_shuttle.recall()
world << "\blue <B>Alert: The shuttle is going back!</B>"
var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader
*/
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 6
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
if(numagents<=0)
break
if (L.name == "Syndicate-Commando")
syndicate_leader_selected = numagents == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_syndicate_commando)
break
new_syndicate_commando.key = theghost.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>"
numagents--
//Spawns the rest of the commando gear.
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
// P.name = "Spec. Ops. Manual"
for (var/obj/effect/landmark/L in /area/shuttle/syndicate_elite)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
// del(L)
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeBorgDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/list/namelist = list("Tyr","Fenrir","Lachesis","Clotho","Atropos","Nyx")
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for a cyborg strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client || !G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 3
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in /area/borg_deathsquad)
if(numagents<=0)
break
if (L.name == "Borg-Deathsquad")
var/name = pick(namelist)
namelist.Remove(name)
var/mob/living/silicon/robot/new_borg_deathsquad = create_borg_death_commando(L, name)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_borg_deathsquad)
break
new_borg_deathsquad.key = theghost.key
//So they don't forget their code or mission.
new_borg_deathsquad << "You are a borg deathsquad operative. Follow your laws."
numagents--
//Spawns the rest of the commando gear.
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
// P.name = "Spec. Ops. Manual"
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found || !G_found.key) return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
new_character.gender = pick(MALE,FEMALE)
var/datum/preferences/A = new()
A.randomize_appearance_for(new_character)
if(new_character.gender == MALE)
new_character.real_name = "[pick(first_names_male)] [pick(last_names)]"
else
new_character.real_name = "[pick(first_names_female)] [pick(last_names)]"
new_character.name = new_character.real_name
new_character.age = rand(17,45)
new_character.dna.ready_dna(new_character)
new_character.key = G_found.key
return new_character
/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/syndicate_commando_name = pick(last_names)
new_syndicate_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_syndicate_commando)
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
new_syndicate_commando.name = new_syndicate_commando.real_name
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
//Creates mind stuff.
new_syndicate_commando.mind_initialize()
new_syndicate_commando.mind.assigned_role = "MODE"
new_syndicate_commando.mind.special_role = "Syndicate Commando"
//Adds them to current traitor list. Which is really the extra antagonist list.
ticker.mode.traitors += new_syndicate_commando.mind
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
return new_syndicate_commando
/proc/create_borg_death_commando(obj/spawn_location, name)
var/mob/living/silicon/robot/new_borg_deathsquad = new(spawn_location.loc, 1)
new_borg_deathsquad.real_name = name
new_borg_deathsquad.name = name
//Creates mind stuff.
new_borg_deathsquad.mind_initialize()
new_borg_deathsquad.mind.assigned_role = "MODE"
new_borg_deathsquad.mind.special_role = "Borg Commando"
//Adds them to current traitor list. Which is really the extra antagonist list.
ticker.mode.traitors += new_borg_deathsquad.mind
//del(spawn_location) // Commenting this out for multiple commando teams.
return new_borg_deathsquad
/obj/machinery/computer/Borg_station
name = "Cyborg Station Terminal"
icon = 'icons/obj/computer.dmi'
icon_state = "syndishuttle"
req_access = list()
var/temp = null
var/hacked = 0
var/jumpcomplete = 0
/obj/machinery/computer/Borg_station/attack_hand()
if(jumpcomplete)
return
if(alert(usr, "Are you sure you want to send a cyborg deathsquad?", "Confirmation", "Yes", "No") == "Yes")
var/area/start_location = locate(/area/borg_deathsquad/start)
var/area/end_location = locate(/area/borg_deathsquad/station)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/obj/machinery/door/poddoor/P in end_location)
P.open()
jumpcomplete = 1
command_alert("DRADIS contact! Set condition one throughout the station!")
+96
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@@ -0,0 +1,96 @@
/*
CONTAINS:
TOILET
/obj/item/weapon/storage/toilet
name = "toilet"
w_class = 4.0
anchored = 1.0
density = 0.0
var/status = 0.0
var/clogged = 0.0
anchored = 1.0
icon = 'icons/obj/stationobjs.dmi'
icon_state = "toilet"
item_state = "syringe_kit"
/obj/item/weapon/storage/toilet/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (src.contents.len >= 7)
user << "The toilet is clogged!"
return
if (istype(W, /obj/item/weapon/disk/nuclear))
user << "This is far too important to flush!"
return
if (istype(W, /obj/item/weapon/storage/))
return
if (istype(W, /obj/item/weapon/grab))
playsound(src.loc, 'sound/effects/slosh.ogg', 50, 1)
for(var/mob/O in viewers(user, null))
O << text("\blue [] gives [] a swirlie!", user, W)
return
var/t
for(var/obj/item/weapon/O in src)
t += O.w_class
t += W.w_class
if (t > 30)
user << "You cannot fit the item inside."
return
user.u_equip(W)
W.loc = src
if ((user.client && user.s_active != src))
user.client.screen -= W
src.orient2hud(user)
W.dropped(user)
add_fingerprint(user)
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [] has put [] in []!", user, W, src), 1)
return
/obj/item/weapon/storage/toilet/MouseDrop_T(mob/M as mob, mob/user as mob)
if (!ticker)
user << "You can't help relieve anyone before the game starts."
return
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat))
return
if (M == usr)
for(var/mob/O in viewers(user, null))
if ((O.client && !( O.blinded )))
O << text("\blue [] sits on the toilet.", user)
else
for(var/mob/O in viewers(user, null))
if ((O.client && !( O.blinded )))
O << text("\blue [] is seated on the toilet by []!", M, user)
M.anchored = 1
M.buckled = src
M.loc = src.loc
src.add_fingerprint(user)
return
/obj/item/weapon/storage/toilet/attack_hand(mob/user as mob)
for(var/mob/M in src.loc)
if (M.buckled)
if (M != user)
for(var/mob/O in viewers(user, null))
if ((O.client && !( O.blinded )))
O << text("\blue [] is zipped up by [].", M, user)
else
for(var/mob/O in viewers(user, null))
if ((O.client && !( O.blinded )))
O << text("\blue [] zips up.", M)
// world << "[M] is no longer buckled to [src]"
M.anchored = 0
M.buckled = null
src.add_fingerprint(user)
if((src.clogged < 1) || (src.contents.len < 7) || (user.loc != src.loc))
for(var/mob/O in viewers(user, null))
O << text("\blue [] flushes the toilet.", user)
src.clogged = 0
src.contents.len = 0
else if((src.clogged >= 1) || (src.contents.len >= 7) || (user.buckled != src.loc))
for(var/mob/O in viewers(user, null))
O << text("\blue The toilet is clogged!")
return
*/
+225
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/obj/effect/pressure_plate
name = "pressure plate"
desc = "A pressure plate that triggers a trap or a few of them."
density = 0
var/list/connected_traps_names = list() //mappers, edit this when you place pressure plates on the map. don't forget to make the connected traps have an UNIQUE name
var/list/connected_traps = list() //actual references to the connected traps. leave empty, it is generated at runtime from connected_traps_names
var/trigger_type = "mob and obj" //can be "mob", "obj" or "mob and obj", the only moveable types
/obj/effect/pressure_plate/New()
..()
src:visibility = 0
refresh()
/obj/effect/pressure_plate/verb/refresh()
set name = "Refresh Pressure Plate Links"
set category = "Object"
set src in view()
connected_traps = list() //emptying the list first
for(var/trap_name in connected_traps_names)
for(var/obj/effect/trap/the_trap in world)
if(the_trap.name == trap_name)
connected_traps += the_trap //adding the trap with the matching name
/obj/effect/pressure_plate/HasEntered(atom/victim as mob|obj)
if(victim.density && (trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj))))
for(var/obj/effect/trap/T in connected_traps)
T.trigger(victim)
/obj/effect/pressure_plate/Bumped(atom/victim as mob|obj)
if(victim.density && (trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj))))
for(var/obj/effect/trap/T in connected_traps)
T.trigger(victim)
/obj/effect/trap //has three subtypes - /aoe, /area (ie affects an entire area), /single (only the victim is affected)
name = "trap"
desc = "It's a trap!"
density = 0
var/uses = 1 //how many times it can be triggered
var/trigger_type = "mob and obj" //can be "mob", "obj" or "mob and obj", the only moveable types. can also be "none" to not be triggered by entering its square (needs to have a pressure plate attached in that case)
var/target_type = "mob" //if it targets mobs, turfs or objs
var/include_dense = 1 //if it includes dense targets in the aoe (may be important for some reason). you'll probably want to change it to 1 if you target mobs or objs
/obj/effect/trap/New()
..()
src:visibility = 0 //seriously, it keeps saying "undefined var" when I try to do it in the define
/obj/effect/trap/HasEntered(victim as mob|obj)
if(trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj)))
trigger(victim)
/obj/effect/trap/Bumped(victim as mob|obj)
if(trigger_type == "mob and obj" || (trigger_type == "mob" && istype(victim,/mob)) || (trigger_type == "obj" && istype(victim,/obj)))
trigger(victim)
/obj/effect/trap/proc/trigger(victim)
if(!uses)
return
uses--
activate(victim)
/obj/effect/trap/proc/activate()
/obj/effect/trap/aoe
name = "aoe trap"
desc = "This trap affects a number of mobs, turfs or objs in an aoe"
var/aoe_radius = 3 //radius of aoe
var/aoe_range_or_view = "view" //if it includes all tiles in [radius] range or view
/obj/effect/trap/aoe/proc/picktargets()
var/list/targets = list()
switch(target_type)
if("turf")
switch(aoe_range_or_view)
if("view")
for(var/turf/T in view(src,aoe_radius))
if(!T.density || include_dense)
targets += T
if("range")
for(var/turf/T in range(src,aoe_radius))
if(!T.density || include_dense)
targets += T
if("mob")
switch(aoe_range_or_view)
if("view")
for(var/mob/living/M in view(src,aoe_radius))
if(!M.density || include_dense)
targets += M
if("range")
for(var/mob/living/M in range(src,aoe_radius))
if(!M.density || include_dense)
targets += M
if("obj")
switch(aoe_range_or_view)
if("view")
for(var/obj/O in view(src,aoe_radius))
if(!O.density || include_dense)
targets += O
if("range")
for(var/obj/O in range(src,aoe_radius))
if(!O.density || include_dense)
targets += O
return targets
/obj/effect/trap/aoe/rocksfall
name = "rocks fall trap"
desc = "Your DM must really hate you."
target_type = "turf"
include_dense = 0
var/rocks_amt = 10 //amount of rocks falling
var/rocks_min_dmg = 50 //min damage per rock
var/rocks_max_dmg = 100 //max damage per rock
var/rocks_hit_chance = 100 //the chance for a rock to hit you
var/list/rocks_type = list() //what rocks might it drop on the target. with var editing, not even limited to rocks.
/obj/effect/trap/aoe/rocksfall/New()
..()
rocks_type = pick_rock_types()
/obj/effect/trap/aoe/rocksfall/proc/pick_rock_types() //since we may want subtypes of the trap with completely different rock types, which is best done this way
var/list/varieties = list()
varieties = typesof(/obj/item/weapon/ore)
varieties -= /obj/item/weapon/ore/diamond //don't want easily available rare ores, hmm?
varieties -= /obj/item/weapon/ore/uranium
varieties -= /obj/item/weapon/ore/slag //that'd be just stupid
return varieties
/obj/effect/trap/aoe/rocksfall/activate()
var/list/targets = list()
targets = picktargets()
if(target_type == "turf")
for(var/i=0,i<rocks_amt,i++)
var/turf/hit_loc = pick(targets)
var/rock_type = pick(rocks_type)
var/obj/item/weapon/ore/rock = new rock_type(hit_loc)
for(var/mob/living/M in hit_loc)
if(prob(rocks_hit_chance))
M.take_organ_damage(rand(rocks_min_dmg,rocks_max_dmg))
M << "A chunk of [lowertext(rock.name)] hits you in the head!"
if(target_type == "mob")
for(var/i=0,i<rocks_amt,i++)
var/mob/living/hit_loc = pick(targets)
var/rock_type = pick(rocks_type)
var/obj/item/weapon/ore/rock = new rock_type(hit_loc.loc)
if(prob(rocks_hit_chance))
hit_loc.take_organ_damage(rand(rocks_min_dmg,rocks_max_dmg))
hit_loc << "A chunk of [lowertext(rock.name)] hits you in the head!"
/obj/effect/trap/single
name = "single-target trap"
desc = "This trap targets a single movable atom, usually the one who triggered it" //usually as in I will code only those ones. if you want to add a different type of targeting, go ahead.
/obj/effect/trap/single/rockfalls
name = "rock falls trap"
desc = "Your DM must really hate <b>YOU</b>."
trigger_type = "mob"
var/rock_min_dmg = 100 //min damage of the rock
var/rock_max_dmg = 200 //max damage of the rock
var/rock_hit_chance = 100 //the chance for the rock to hit you
var/list/rocks_type = list() //what rocks might it drop on the target. with var editing, not even limited to rocks.
/obj/effect/trap/single/rockfalls/New()
..()
rocks_type = pick_rock_types()
/obj/effect/trap/single/rockfalls/proc/pick_rock_types() //since we may want subtypes of the trap with completely different rock types, which is best done this way
var/list/varieties = list()
varieties = typesof(/obj/item/weapon/ore)
varieties -= /obj/item/weapon/ore/diamond //don't want easily available rare ores, hmm?
varieties -= /obj/item/weapon/ore/uranium
varieties -= /obj/item/weapon/ore/slag //that'd be just stupid
return varieties
/obj/effect/trap/single/rockfalls/activate(mob/living/victim)
var/rock_type = pick(rocks_type)
var/obj/item/weapon/ore/rock = new rock_type(victim:loc)
if (istype(victim) && prob(rock_hit_chance))
var/dmg = rand(rock_min_dmg,rock_max_dmg)
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
var/datum/organ/external/affecting = H.organs["head"]
affecting.take_damage(dmg)
H.updatehealth()
else
victim.take_organ_damage(dmg)
victim << "A chunk of [lowertext(rock.name)] hits you in the head!"
/obj/effect/trap/area
name = "area trap"
desc = "This trap targets all atoms of the target_type in its area"
/obj/effect/trap/area/proc/pick_targets() //src.loc.loc should be the area
var/list/targets = list()
switch(target_type)
if("turf")
for(var/turf/T in src.loc.loc)
if(!T.density || include_dense)
targets += T
if("mob")
for(var/mob/living/M in src.loc.loc)
if(!M.density || include_dense)
targets += M
if("obj")
for(var/obj/O in src.loc.loc)
if(!O.density || include_dense)
targets += O
return targets
+90
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/*
/obj/machinery/travel
name = "travel thingie"
desc = "it is used for travel idunno"
icon = 'travel.dmi'
density = 1
anchored = 1
//note - didn't use a single loc list just because it's easier to edit via adminmagics if this is done this way
var/list/z_connect = list() //the z position of the tiles it connects to
var/list/x_connect = list() //the x position of the tiles it connects to
var/list/y_connect = list() //the y position of the tiles it connects to
/obj/machinery/travel/ladder
icon_state = "ladder_up"
name = "ladder"
desc = "It is a ladder."
/obj/machinery/travel/elevator
icon_state = "elevator_closed"
name = "elevator"
desc = "It is an elevator. The display shows \"1\"."
var/current_floor = 1 //current floor the elevator is on. do NOT confuse with current z-level of the elevator
var/list/elevators_connected = list() //list of elevators it is connected to
var/list/floors = list() //dependant on the number of elevators, converts z-levels to floors, basically
*/
/obj/machinery/travel/ladder/New()
for(var/i=src.z,i<=world.maxz,i++)
var/isladder = 0
for(var/obj/machinery/travel/ladder/L in locate(src.x,src.y,i))
if(L==src)
continue
src.x_connect[i] = L.x
src.y_connect[i] = L.y
src.z_connect[i] = L.z
L.icon_state = "ladder_down"
L.x_connect[src.z] = src.x
L.y_connect[src.z] = src.y
L.z_connect[src.z] = src.z
isladder = 1
L.connected = src.z
if(isladder)
src.connected = i
break
if(!src.connected)
for(var/i=1,i<=src.z,i++)
var/isladder = 0
for(var/obj/machinery/travel/ladder/L in locate(src.x,src.y,i))
if(L==src)
continue
src.x_connect[i] = L.x
src.y_connect[i] = L.y
src.z_connect[i] = L.z
src.icon_state = "ladder_down"
L.x_connect[src.z] = src.x
L.y_connect[src.z] = src.y
L.z_connect[src.z] = src.z
isladder = 1
L.connected = src.z
if(isladder)
src.connected = i
break
..()
/obj/machinery/travel/ladder/attack_hand(mob/user as mob)
if(!src.connected)
return
user.x = src.x_connect[src.connected]
user.y = src.y_connect[src.connected]
user.z = src.z_connect[src.connected]
/*
/obj/machinery/travel/elevator/proc/check_connect()
for(var/i=1,i<=world.maxz,i++)
var/iselevator = 0
for(var/obj/machinery/travel/elevator/E in src.x,src.y,i)
src.elevators_connected[i] = E
src.x_connect[i] = E.x
src.y_connect[i] = E.y
src.z_connect[i] = E.z
iselevator = 1
if(!iselevator)
src.elevators_connected[i] = null
src.x_connect[i] = null
src.y_connect[i] = null
src.z_connect[i] = null
*/
+328
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/obj/machinery/vehicle
name = "Vehicle Pod"
icon = 'escapepod.dmi'
icon_state = "podfire"
density = 1
flags = FPRINT
anchored = 1.0
var/speed = 10.0
var/maximum_speed = 10.0
var/can_rotate = 1
var/can_maximize_speed = 0
var/one_person_only = 0
use_power = 0
/obj/machinery/vehicle/pod
name = "Escape Pod"
desc = "A pod, for, moving in space"
icon = 'escapepod.dmi'
icon_state = "pod"
can_rotate = 0
var/id = 1.0
/obj/machinery/vehicle/recon
name = "Reconaissance Pod"
desc = "A fast moving pod."
icon = 'escapepod.dmi'
icon_state = "recon"
speed = 1.0
maximum_speed = 30.0
can_maximize_speed = 1
one_person_only = 1
/obj/machinery/vehicle/process()
if (src.speed)
if (src.speed <= 10)
var/t1 = 10 - src.speed
while(t1 > 0)
step(src, src.dir)
sleep(1)
t1--
else
var/t1 = round(src.speed / 5)
while(t1 > 0)
step(src, src.dir)
t1--
return
/obj/machinery/vehicle/meteorhit(var/obj/O as obj)
for (var/obj/item/I in src)
I.loc = src.loc
for (var/mob/M in src)
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
del(src)
/obj/machinery/vehicle/ex_act(severity)
switch (severity)
if (1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//SN src = null
del(src)
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//SN src = null
del(src)
/obj/machinery/vehicle/blob_act()
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
/obj/machinery/vehicle/Bump(var/atom/A)
//world << "[src] bumped into [A]"
spawn (0)
..()
src.speed = 0
return
return
/obj/machinery/vehicle/relaymove(mob/user as mob, direction)
if (user.stat)
return
if ((user in src))
if (direction & 1)
src.speed = max(src.speed - 1, 1)
else if (direction & 2)
src.speed = min(src.maximum_speed, src.speed + 1)
else if (src.can_rotate && direction & 4)
src.dir = turn(src.dir, -90.0)
else if (src.can_rotate && direction & 8)
src.dir = turn(src.dir, 90)
else if (direction & 16 && src.can_maximize_speed)
src.speed = src.maximum_speed
/obj/machinery/vehicle/verb/eject()
set src = usr.loc
if (usr.stat)
return
var/mob/M = usr
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
step(M, turn(src.dir, 180))
return
/obj/machinery/vehicle/verb/board()
set src in oview(1)
if (usr.stat)
return
if (src.one_person_only && locate(/mob, src))
usr << "There is no room! You can only fit one person."
return
var/mob/M = usr
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
/obj/machinery/vehicle/verb/unload(var/atom/movable/A in src)
set src in oview(1)
if (usr.stat)
return
if (istype(A, /atom/movable))
A.loc = src.loc
for(var/mob/O in view(src, null))
if ((O.client && !(O.blinded)))
O << text("\blue <B> [] unloads [] from []!</B>", usr, A, src)
if (ismob(A))
var/mob/M = A
if (M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = M
/obj/machinery/vehicle/verb/load()
set src in oview(1)
if (usr.stat)
return
if (((istype(usr, /mob/living/carbon/human)) && (!(ticker) || (ticker && ticker.mode != "monkey"))))
var/mob/living/carbon/human/H = usr
if ((H.pulling && !(H.pulling.anchored)))
if (src.one_person_only && !(istype(H.pulling, /obj/item/weapon)))
usr << "You may only place items in."
else
H.pulling.loc = src
if (ismob(H.pulling))
var/mob/M = H.pulling
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << text("\blue <B> [] loads [] into []!</B>", H, H.pulling, src)
H.stop_pulling()
/obj/machinery/vehicle/space_ship
icon = 'escapepod.dmi'
icon_state = "pod"
var/datum/global_iterator/space_ship_inertial_movement/pr_inertial_movement
var/datum/global_iterator/space_ship_speed_increment/pr_speed_increment
var/last_relay = 0
var/obj/machinery/portable_atmospherics/canister/internal_tank
var/health = 100
var/datum/effects/system/spark_spread/spark_system = new
New()
..()
internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src)
pr_inertial_movement = new /datum/global_iterator/space_ship_inertial_movement(list(src),0)
pr_speed_increment = new /datum/global_iterator/space_ship_speed_increment(list(src),0)
src.spark_system.set_up(2, 0, src)
src.spark_system.attach(src)
return
proc/inspace()
if(istype(src.loc, /turf/space))
return 1
return 0
remove_air(amount)
if(src.internal_tank)
return src.internal_tank.air_contents.remove(amount)
else
var/turf/T = get_turf(src)
return T.remove_air(amount)
return_air()
if(src.internal_tank)
return src.internal_tank.return_air()
return
proc/return_pressure()
if(src.internal_tank)
return src.internal_tank.return_pressure()
return 0
proc/return_temperature()
if(src.internal_tank)
return src.internal_tank.return_temperature()
return 0
Bump(var/atom/movable/A)
if(istype(A))
step(A, src.dir)
else
if(pr_inertial_movement.cur_delay<2)
take_damage(25)
pr_speed_increment.stop()
pr_inertial_movement.stop()
return
proc/take_damage(value)
if(isnum(value))
src.health -= value
if(src.health>0)
src.spark_system.start()
// world << "[src] health is [health]"
else
src.ex_act(1)
return
process()
return
proc/get_desired_speed()
return (pr_inertial_movement.max_delay-pr_inertial_movement.desired_delay)/(pr_inertial_movement.max_delay-pr_inertial_movement.min_delay)*100
proc/get_current_speed()
return (pr_inertial_movement.max_delay-pr_inertial_movement.cur_delay)/(pr_inertial_movement.max_delay-pr_inertial_movement.min_delay)*100
/obj/machinery/vehicle/space_ship/relaymove(mob/user as mob, direction)
spawn()
if (user.stat || world.time-last_relay<2)
return
last_relay = world.time
var/speed_change = 0
if(direction & NORTH)
pr_inertial_movement.desired_delay = between(pr_inertial_movement.min_delay, pr_inertial_movement.desired_delay-1, pr_inertial_movement.max_delay)
speed_change = 1
else if (direction & SOUTH)
pr_inertial_movement.desired_delay = between(pr_inertial_movement.min_delay, pr_inertial_movement.desired_delay+1, pr_inertial_movement.max_delay)
speed_change = 1
else if (src.can_rotate && direction & 4)
src.dir = turn(src.dir, -90.0)
else if (src.can_rotate && direction & 8)
src.dir = turn(src.dir, 90)
if(speed_change)
// user << "Desired speed: [get_desired_speed()]%"
src.pr_speed_increment.start()
src.pr_inertial_movement.start()
return
//should try two directional iterator datums, one for vertical, one for horizontal movement.
/datum/global_iterator/space_ship_inertial_movement
delay = 1
var/min_delay = 0
var/max_delay = 15
var/desired_delay
var/cur_delay
var/last_move
New()
..()
desired_delay = max_delay
cur_delay = max_delay
stop()
src.cur_delay = max_delay
src.desired_delay = max_delay
return ..()
process(var/obj/machinery/vehicle/space_ship/SS as obj)
if(cur_delay >= max_delay)
return src.stop()
if(world.time - last_move < cur_delay)
return
last_move = world.time
/*
if(src.delay>=SS.max_delay)
return src.stop()
*/
if(!step(SS, SS.dir) || !SS.inspace())
src.stop()
return
proc/set_desired_delay(var/num as num)
src.desired_delay = num
return
/datum/global_iterator/space_ship_speed_increment
delay = 5
process(var/obj/machinery/vehicle/space_ship/SS as obj)
if(SS.pr_inertial_movement.desired_delay!=SS.pr_inertial_movement.cur_delay)
var/delta = SS.pr_inertial_movement.desired_delay - SS.pr_inertial_movement.cur_delay
SS.pr_inertial_movement.cur_delay += delta>0?1:-1
/*
for(var/mob/M in SS)
M << "Current speed: [SS.get_current_speed()]"
*/
else
src.stop()
return