Merge branch 'development' into merge/sql_saves_new

This commit is contained in:
skull132
2016-12-10 15:35:10 +02:00
44 changed files with 575 additions and 267 deletions
+3
View File
@@ -601,6 +601,7 @@
#include "code\game\objects\effects\spawners\bombspawner.dm"
#include "code\game\objects\effects\spawners\gibspawner.dm"
#include "code\game\objects\items\apc_frame.dm"
#include "code\game\objects\items\bees_items.dm"
#include "code\game\objects\items\blueprints.dm"
#include "code\game\objects\items\bodybag.dm"
#include "code\game\objects\items\contraband.dm"
@@ -1207,6 +1208,7 @@
#include "code\modules\hydroponics\spreading\spreading_growth.dm"
#include "code\modules\hydroponics\spreading\spreading_response.dm"
#include "code\modules\hydroponics\trays\tray.dm"
#include "code\modules\hydroponics\trays\tray_apiary.dm"
#include "code\modules\hydroponics\trays\tray_process.dm"
#include "code\modules\hydroponics\trays\tray_reagents.dm"
#include "code\modules\hydroponics\trays\tray_soil.dm"
@@ -1465,6 +1467,7 @@
#include "code\modules\mob\living\silicon\robot\drone\drone_items.dm"
#include "code\modules\mob\living\silicon\robot\drone\drone_manufacturer.dm"
#include "code\modules\mob\living\silicon\robot\drone\drone_say.dm"
#include "code\modules\mob\living\simple_animal\bees.dm"
#include "code\modules\mob\living\simple_animal\corpse.dm"
#include "code\modules\mob\living\simple_animal\parrot.dm"
#include "code\modules\mob\living\simple_animal\shade.dm"
+23
View File
@@ -1,3 +1,17 @@
//DVIEW defines
//DVIEW is a hack that uses a mob with darksight in order to find lists of viewable stuff while ignoring darkness
var/mob/dview/dview_mob = new
/mob/dview
invisibility = 101
density = 0
anchored = 1
simulated = 0
see_in_dark = 1e6
#define FOR_DVIEW(type, range, center, invis_flags) \
dview_mob.loc = center; \
dview_mob.see_invisible = invis_flags; \
@@ -5,6 +19,15 @@
#define END_FOR_DVIEW dview_mob.loc = null
#define DVIEW(output, range, center, invis_flags) \
dview_mob.loc = center; \
dview_mob.see_invisible = invis_flags; \
output = view(range, dview_mob); \
dview_mob.loc = null ;
// Night lighting controller times
// The time (in ticks based on worldtime2ticks()) that various actions trigger
#define MORNING_LIGHT_RESET 252000 // 7am or 07:00 - lighting restores to normal in morning
-21
View File
@@ -1296,28 +1296,7 @@ var/list/WALLITEMS = list(
colour += temp_col
return colour
var/mob/dview/dview_mob = new
//Version of view() which ignores darkness, because BYOND doesn't have it.
/proc/dview(var/range = world.view, var/center, var/invis_flags = 0)
if(!center)
return
dview_mob.loc = center
dview_mob.see_invisible = invis_flags
. = view(range, dview_mob)
dview_mob.loc = null
/mob/dview
invisibility = 101
density = 0
anchored = 1
simulated = 0
see_in_dark = 1e6
/atom/proc/get_light_and_color(var/atom/origin)
if(origin)
+2 -1
View File
@@ -2,6 +2,7 @@
#define CLAMP01(x) (Clamp(x, 0, 1))
#define isAI(A) istype(A, /mob/living/silicon/ai)
#define isDrone(A) istype(A, /mob/living/silicon/robot/drone)
#define isalien(A) istype(A, /mob/living/carbon/alien)
@@ -37,4 +38,4 @@
#define issilicon(A) istype(A, /mob/living/silicon)
#define isslime(A) istype(A, /mob/living/carbon/slime)
#define isslime(A) istype(A, /mob/living/carbon/slime)
-6
View File
@@ -75,12 +75,6 @@ datum/controller/game_controller/proc/setup_objects()
sleep(-1)
spawn_cargo_stock()
// Create the mining ore distribution map.
// These values determine the specific area that the map is applied to.
// If you do not use the official Baycode asteroid map, you will need to change them.
asteroid_ore_map = new /datum/random_map/ore(null,13,32,5,217,223)
// Set up antagonists.
populate_antag_type_list()
+2 -1
View File
@@ -13,7 +13,8 @@
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state = null // Base name of the image used for when the item is worn. Suffixes are added to this.
//Also used on holdable mobs for the same info related to their held version
var/auto_init = 1
+38 -11
View File
@@ -26,22 +26,44 @@
var/searching = 0
var/askDelay = 10 * 60 * 1
/obj/item/weapon/antag_spawner/borg_tele/attack_self(mob/user as mob)
if(searching == 0)
//Start the process of searching for a new user.
user << "<span class='notice'>You carefully locate the manual activation switch and start the positronic brain's boot process.</span>"
src.searching = 1
var/datum/ghosttrap/G = get_ghost_trap("syndicate cyborg")
G.request_player(brainmob, "Someone is requesting a syndicate cyborg.", 60 SECONDS)
spawn_antag(G, get_turf(src))
spawn(600) reset_search()
/obj/item/weapon/antag_spawner/borg_tele/attack_self(mob/user)
user << "<span class='notice'>The syndicate robot teleporter is attempting to locate an available cyborg.</span>"
searching = 1
for(var/mob/dead/observer/O in player_list)
if(!O.MayRespawn())
continue
if(jobban_isbanned(O, "Syndicate") && jobban_isbanned(O, "Mercenary") && jobban_isbanned(O, "Cyborg"))
continue
if(O.client && O.client.prefs && (MODE_MERCENARY in O.client.prefs.be_special_role))
question(O.client)
spawn(600)
searching = 0
if(!used)
user << "<span class='warning'>Unable to connect to the Syndicate Command. Perhaps you could try again later?</span>"
obj/item/weapon/antag_spawner/borg_tele/spawn_antag(client/G, turf/T)
/obj/item/weapon/antag_spawner/borg_tele/proc/question(var/client/C)
spawn(0)
if(!C)
return
var/response = alert(C, "Someone is requesting a syndicate cyborg Would you like to play as one?",
"Syndicate robot request","Yes", "No", "Never for this round")
if(response == "Yes")
response = alert(C, "Are you sure you want to play as a syndicate cyborg?", "Syndicate cyborg request", "Yes", "No")
if(!C || used || !searching)
return
if(response == "Yes")
spawn_antag(C, get_turf(src))
else if (response == "Never for this round")
C.prefs.be_special_role ^= MODE_MERCENARY
obj/item/weapon/antag_spawner/borg_tele/spawn_antag(client/C, turf/T)
var/datum/effect/effect/system/spark_spread/S = new /datum/effect/effect/system/spark_spread
S.set_up(4, 1, src)
S.start()
var/mob/living/silicon/robot/H = new /mob/living/silicon/robot/syndicate(T)
H.key = G.key
H.key = C.key
var/newname = sanitizeSafe(input(H,"Enter a name, or leave blank for the default name.", "Name change","") as text, MAX_NAME_LEN)
if (newname != "")
H.real_name = newname
@@ -49,6 +71,11 @@ obj/item/weapon/antag_spawner/borg_tele/spawn_antag(client/G, turf/T)
H.mind.special_role = "Mercenary"
H << "<b>You are a syndicate cyborg, bound to help and follow the orders of the mercenaries that are deploying you. Remember to speak to the other mercenaries to know more about their plans, you are also able to change your name using the name pick command.</b>"
spawn(1)
used = 1
qdel(src)
H << "<b>You are a syndicate cyborg, bound to help and follow the orders of the mercenaries that are deploying you. Remember to speak to the other mercenaries to know more about their plans, you are also able to change your name using the name pick command.</b>"
spawn(1)
used = 1
qdel(src)
@@ -239,11 +239,6 @@ update_flag
healthcheck()
..()
/obj/machinery/portable_atmospherics/canister/meteorhit(var/obj/O as obj)
src.health = 0
healthcheck()
return
/obj/machinery/portable_atmospherics/canister/AltClick(var/mob/dead/observer/admin)
if (istype(admin))
if (admin.client && admin.client.holder && ((R_MOD|R_ADMIN) & admin.client.holder.rights))
+1 -1
View File
@@ -96,7 +96,7 @@
if(!isAI(user))
user.set_machine(src)
usr.reset_view(current)
user.reset_view(current_camera)
ui_interact(user)
proc/switch_to_camera(var/mob/user, var/obj/machinery/camera/C)
+1 -4
View File
@@ -479,10 +479,7 @@
user << "<span class='notice'>You stop [L == user ? "climbing into the cryo pod." : "putting [L] into the cryo pod."]</span>"
return
if(orient_right)
icon_state = "[occupied_icon_state]-r"
else
icon_state = occupied_icon_state
icon_state = occupied_icon_state
L << "\blue You feel cool air surround you. You go numb as your senses turn inward."
L << "\blue <b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"
+1 -1
View File
@@ -76,7 +76,7 @@
return
if (src.operating)
return
if (src.density && (!issmall(M) || ishuman(M)) && src.allowed(AM))
if (src.density && (!issmall(AM) || ishuman(AM)) && src.allowed(AM))
open()
if(src.check_access(null))
sleep(50)
+2 -2
View File
@@ -84,9 +84,9 @@
var/turf/simulated/floor/T = new_turf
if(!T.is_plating())
if(!T.broken && !T.burnt)
new T.floor_type(T)
new T.flooring.build_type()
T.make_plating()
return !new_turf.intact
return T.is_plating()
return 0
/obj/machinery/floorlayer/proc/TakeNewStack()
+122
View File
@@ -0,0 +1,122 @@
/obj/item/queen_bee
name = "queen bee packet"
desc = "Place her into an apiary so she can get busy."
icon = 'icons/obj/seeds.dmi'
icon_state = "seed-kudzu"
w_class = 1
/obj/item/weapon/bee_net
name = "bee net"
desc = "For catching rogue bees."
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "bee_net"
item_state = "bedsheet"
w_class = 3
var/caught_bees = 0
/obj/item/weapon/bee_net/attack_self(mob/user as mob)
var/turf/T = get_step(get_turf(user), user.dir)
for(var/mob/living/simple_animal/bee/B in T)
if(B.feral < 0)
caught_bees += B.strength
qdel(B)
user.visible_message("\blue [user] nets some bees.","\blue You net up some of the becalmed bees.")
else
user.visible_message("\red [user] swings at some bees, they don't seem to like it.","\red You swing at some bees, they don't seem to like it.")
B.feral = 5
B.target_mob = user
/obj/item/weapon/bee_net/verb/empty_bees()
set src in usr
set name = "Empty bee net"
set category = "Object"
var/mob/living/carbon/M
if(iscarbon(usr))
M = usr
while(caught_bees > 0)
//release a few super massive swarms
while(caught_bees > 5)
var/mob/living/simple_animal/bee/B = new(src.loc)
B.feral = 5
B.target_mob = M
B.strength = 6
B.icon_state = "bees_swarm"
caught_bees -= 6
//what's left over
var/mob/living/simple_animal/bee/B = new(src.loc)
B.strength = caught_bees
B.icon_state = "bees[B.strength]"
B.feral = 5
B.target_mob = M
caught_bees = 0
/obj/item/apiary
name = "moveable apiary"
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "apiary_item"
item_state = "giftbag"
w_class = 5
/obj/item/beezeez
name = "bottle of BeezEez"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
New()
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
/obj/item/weapon/reagent_containers/food/snacks/honeycomb
name = "honeycomb"
icon_state = "honeycomb"
desc = "Dripping with sugary sweetness."
New()
..()
/obj/item/weapon/reagent_containers/food/snacks/honeycomb/New()
..()
reagents.add_reagent("honey",10)
reagents.add_reagent("nutriment", 0.5)
reagents.add_reagent("sugar", 2)
bitesize = 2
/datum/reagent/honey
name = "Honey"
id = "honey"
description = "A golden yellow syrup, loaded with sugary sweetness."
color = "#FFFF00"
/obj/item/weapon/book/manual/hydroponics_beekeeping
name = "The Ins and Outs of Apiculture - A Precise Art"
icon_state ="bookHydroponicsBees"
author = "Beekeeper Dave"
title = "The Ins and Outs of Apiculture - A Precise Art"
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
h2 {font-size: 15px; margin: 15px 0px 5px;}
li {margin: 2px 0px 2px 15px;}
ul {margin: 5px; padding: 0px;}
ol {margin: 5px; padding: 0px 15px;}
body {font-size: 13px; font-family: Verdana;}
</style>
</head>
<body>
<h1>Raising Bees</h1>
Bees are loving but fickle creatures. Don't mess with their hive and stay away from any clusters of them, and you'll avoid their ire.
Sometimes, you'll need to dig around in there for those delicious sweeties though - in that case make sure you wear sealed protection gear
and carry an extinguisher or smoker with you - any bees chasing you, once calmed down, can thusly be netted and returned safely to the hive.<br.
<br>
BeezEez is a cure-all panacea for them, but use it too much and the hive may grow to apocalyptic proportions. Other than that, bees are excellent pets
for all the family and are excellent caretakers of one's garden: having a hive or two around will aid in the longevity and growth rate of plants,
and aid them in fighting off poisons and disease.
</body>
</html>
"}
@@ -956,7 +956,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/proc/create_message(var/mob/living/U = usr, var/obj/item/device/pda/P, var/tap = 1)
if(tap)
U.visible_message("<span class='notice'>\The [U] taps on \his PDA's screen.</span>")
U.last_target_click = world.time
var/t = input(U, "Please enter message", P.name, null) as text|null
t = sanitize(t)
//t = readd_quotes(t)
@@ -1,66 +1,10 @@
/*
CONTAINS:
T-RAY
DETECTIVE SCANNER
HEALTH ANALYZER
GAS ANALYZER
MASS SPECTROMETER
REAGENT SCANNER
*/
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/t_scanner/attack_self(mob/user)
on = !on
icon_state = "t-ray[on]"
if(on)
processing_objects.Add(src)
/obj/item/device/t_scanner/process()
if(!on)
processing_objects.Remove(src)
return null
for(var/turf/T in range(1, src.loc) )
if(!T || !T.is_intact())
continue
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
O.invisibility = 0
O.alpha = 128
spawn(10)
if(O)
var/turf/U = O.loc
if(U.is_intact())
O.invisibility = 101
O.alpha = 255
var/mob/living/M = locate() in T
if(M && M.invisibility == 2)
M.invisibility = 0
spawn(2)
if(M)
M.invisibility = INVISIBILITY_LEVEL_TWO
/obj/item/device/healthanalyzer
name = "health analyzer"
+17 -1
View File
@@ -258,8 +258,24 @@ A list of items and costs is stored under the datum of every game mode, alongsid
establish_db_connection(dbcon)
if (dbcon.IsConnected())
nanoui_data["contracts"] = list()
if (!nanoui_data["contracts_current_page"])
nanoui_data["contracts_current_page"] = 1
if (!nanoui_data["contracts_view"])
nanoui_data["contracts_view"] = 1
var/query_details[0]
query_details[":contract_id"] = text2num(id)
switch (nanoui_data["contracts_view"])
if (1)
query_details[":status"] = "open"
if (2)
query_details[":status"] = "closed"
else
nanoui_data["contracts_view"] = 1
query_details[":status"] = "open"
var/DBQuery/select_query = dbcon.NewQuery("SELECT contract_id, contractee_name, status, title, description, reward_other FROM ss13_syndie_contracts WHERE contract_id = :contract_id")
select_query.Execute(query_details)
+3 -3
View File
@@ -100,7 +100,7 @@ var/const/NO_EMAG_ACT = -50
"Resomi" = 'icons/mob/species/resomi/id.dmi'
)
var/access = list()
var/list/access = list()
var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID
@@ -152,8 +152,6 @@ var/const/NO_EMAG_ACT = -50
id_card.registered_name = real_name
id_card.sex = capitalize(gender)
id_card.set_id_photo(src)
id_card.citizenship = citizenship
id_card.religion = religion
if(dna)
id_card.blood_type = dna.b_type
@@ -164,6 +162,8 @@ var/const/NO_EMAG_ACT = -50
/mob/living/carbon/human/set_id_info(var/obj/item/weapon/card/id/id_card)
..()
id_card.age = age
id_card.citizenship = citizenship
id_card.religion = religion
/obj/item/weapon/card/id/proc/dat()
var/dat = ("<table><tr><td>")
+4 -7
View File
@@ -289,7 +289,7 @@
if (istype(location, /turf))
location.hotspot_expose(700, 5)
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
/obj/item/weapon/weldingtool/attack(mob/living/M as mob, mob/user as mob)
if(hasorgans(M))
@@ -299,12 +299,9 @@
if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
return ..()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
if(M == user)
user << "<span class='warning'>You can't repair damage to your own body - it's against OH&S.</span>"
return
if(M.isSynthetic() && M == user)
user << "<span class='warning'>You can't repair damage to your own body - it's against OH&S.</span>"
return
if(S.brute_dam == 0)
// Organ undamaged
user << "Nothing to fix here!"
+1 -1
View File
@@ -148,7 +148,7 @@
/obj/item/weapon/tray/var/cooldown = 0 //shield bash cooldown. based on world.time
/obj/item/weapon/tray/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (issilicon(M))//safety to stop robots losing their items
if (istype(user,/mob/living/silicon/robot))//safety to stop robots losing their items
return
if (istype(W, /obj/item/weapon/tray))//safety to prevent tray stacking
-1
View File
@@ -16,7 +16,6 @@
var/being_shocked = 0
var/item_state // Base name of the image used for when the item is worn. Suffixes are added to this.
var/icon_species_tag = ""//If set, this holds the 3-letter shortname of a species, used for species-specific worn icons
var/icon_auto_adapt = 0//If 1, this item will automatically change its species tag to match the wearer's species.
//requires that the wearer's species is listed in icon_supported_species_tags
@@ -62,9 +62,6 @@
content_size += Ceiling(I.w_class/2)
return content_size
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0 || wall_mounted)) return 1
return (!density)
+1 -1
View File
@@ -143,7 +143,7 @@ var/list/flooring_types
damage_temperature = T0C+200
descriptor = "planks"
build_type = /obj/item/stack/tile/wood
flags = TURF_CAN_BREAK | TURF_IS_FRAGILE | TURF_REMOVE_SCREWDRIVER
flags = TURF_CAN_BREAK | TURF_IS_FRAGILE | TURF_REMOVE_SCREWDRIVER | TURF_CAN_BURN
/decl/flooring/reinforced
name = "reinforced floor"
+1 -1
View File
@@ -747,7 +747,7 @@ proc/admin_notice(var/message, var/rights)
world.visibility = !(world.visibility)
var/long_message = " toggled hub visibility. The server is now [world.visibility ? "visible" : "invisible"] ([world.visibility])."
send2adminirc("[key_name(src)]" + long_message)
discord_bot.send_to_admins("[key_name(src)]" + long_message)
message_admins("[key_name_admin(usr)]" + long_message, 1)
log_admin("[key_name(usr)] toggled hub visibility.")
feedback_add_details("admin_verb","THUB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc
+1 -7
View File
@@ -150,7 +150,6 @@ var/list/global/random_stock_uncommon = list(
"crimekit" = 1,
"carpet" = 2,
"gift" = 4,
"lightfloor" = 2,
"linenbin" = 1,
"coatrack" = 1,
"riotshield" = 2,
@@ -1172,8 +1171,6 @@ var/list/global/random_stock_large = list(
new /obj/item/stack/tile/carpet(L, 50)
if ("gift")
new /obj/item/weapon/a_gift(L)
if ("lightfloor")
new /obj/item/stack/tile/light(L, 50)
if ("linenbin")
new /obj/structure/bedsheetbin(get_turf(L))
if ("coatrack")
@@ -1217,7 +1214,7 @@ var/list/global/random_stock_large = list(
var/mob/living/bot/newbot = new type(L)
newbot.on = 0//Deactivated
if (prob(10))
newbot.Emag(null)
newbot.emag_act(9999,null)
if ("latexb")
new /obj/item/latexballon(L)
@@ -1884,6 +1881,3 @@ var/list/global/random_stock_large = list(
exosuit.pr_manage_warnings.process(exosuit)
else
log_debug("ERROR: Random cargo spawn failed for [stock]")
+13 -11
View File
@@ -5,23 +5,25 @@
/obj/item/proc/disguise(var/newtype)
//this is necessary, unfortunately, as initial() does not play well with list vars
var/obj/item/copy = new newtype(null) //so that it is GCed once we exit
desc = copy.desc
name = copy.name
icon_state = copy.icon_state
item_state = copy.item_state
body_parts_covered = copy.body_parts_covered
item_icons = copy.item_icons.Copy()
item_state_slots = copy.item_state_slots.Copy()
sprite_sheets = copy.sprite_sheets.Copy()
flags_inv = copy.flags_inv
if(copy.item_icons)
item_icons = copy.item_icons.Copy()
if(copy.sprite_sheets)
sprite_sheets = copy.sprite_sheets.Copy()
//copying sprite_sheets_obj should be unnecessary as chameleon items are not refittable.
return copy //for inheritance
/proc/generate_chameleon_choices(var/basetype, var/blacklist=list())
. = list()
var/i = 1 //in case there is a collision with both name AND icon_state
for(var/typepath in typesof(basetype) - blacklist)
var/obj/O = typepath
@@ -100,7 +102,7 @@
if(!ispath(clothing_choices[picked]))
return
disguise(clothing_choices[picked])
update_clothing_icon() //so our overlays update.
@@ -333,19 +335,19 @@
w_class = 3
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
matter = list()
fire_sound = 'sound/weapons/Gunshot.ogg'
projectile_type = /obj/item/projectile/chameleon
charge_meter = 0
charge_cost = 20 //uses next to no power, since it's just holograms
max_shots = 50
var/obj/item/projectile/copy_projectile
var/global/list/gun_choices
/obj/item/weapon/gun/energy/chameleon/New()
..()
if(!gun_choices)
gun_choices = list()
for(var/gun_type in typesof(/obj/item/weapon/gun/) - src.type)
@@ -156,8 +156,6 @@
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
ears.Blend(earbit, ICON_OVERLAY)
item_icons[icon_head] = ears
/obj/item/clothing/head/richard
name = "chicken mask"
desc = "You can hear the distant sounds of rhythmic electronica."
+2 -2
View File
@@ -54,7 +54,7 @@
desc = "Use in case of bomb."
icon_state = "bombsuit"
w_class = 5//Too large to fit in a backpack
flags_item = STOPPRESSUREDAMAGE|THICKMATERIAL|BLOCK_GAS_SMOKE_EFFECT
item_flags = STOPPRESSUREDAMAGE|THICKMATERIAL|BLOCK_GAS_SMOKE_EFFECT
armor = list(melee = 30, bullet = 20, laser = 25,energy = 30, bomb = 100, bio = 60, rad = 60)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
body_parts_covered = HEAD|FACE|EYES
@@ -77,7 +77,7 @@
permeability_coefficient = 0.01
slowdown = 8
armor = list(melee = 55, bullet = 55, laser = 55,energy = 60, bomb = 100, bio = 60, rad = 60)
flags_item = STOPPRESSUREDAMAGE|THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE|THICKMATERIAL
flags_inv = HIDEJUMPSUIT|HIDETAIL
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
@@ -0,0 +1,240 @@
//http://www.youtube.com/watch?v=-1GadTfGFvU
//i could have done these as just an ordinary plant, but fuck it - there would have been too much snowflake code
/obj/machinery/apiary
name = "apiary tray"
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "hydrotray3"
density = 1
anchored = 1
var/nutrilevel = 0
var/yieldmod = 1
var/mut = 1
var/toxic = 0
var/dead = 0
var/health = -1
var/maxhealth = 100
var/lastcycle = 0
var/cycledelay = 100
var/harvestable_honey = 0
var/beezeez = 0
var/swarming = 0
var/bees_in_hive = 0
var/list/owned_bee_swarms = list()
var/hydrotray_type = /obj/machinery/portable_atmospherics/hydroponics
//overwrite this after it's created if the apiary needs a custom machinery sprite
/obj/machinery/apiary/New()
..()
overlays += image('icons/obj/apiary_bees_etc.dmi', icon_state="apiary")
/obj/machinery/apiary/bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
if(istype(Proj ,/obj/item/projectile/energy/floramut))
mut++
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
if(!yieldmod)
yieldmod += 1
//world << "Yield increased by 1, from 0, to a total of [myseed.yield]"
else if (prob(1/(yieldmod * yieldmod) *100))//This formula gives you diminishing returns based on yield. 100% with 1 yield, decreasing to 25%, 11%, 6, 4, 2...
yieldmod += 1
//world << "Yield increased by 1, to a total of [myseed.yield]"
else
..()
return
/obj/machinery/apiary/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/queen_bee))
if(health > 0)
user << "\red There is already a queen in there."
else
health = 10
nutrilevel += 10
user.drop_item()
qdel(O)
user << "\blue You carefully insert the queen into [src], she gets busy making a hive."
bees_in_hive = 0
else if(istype(O, /obj/item/beezeez))
beezeez += 100
nutrilevel += 10
user.drop_item()
if(health > 0)
user << "\blue You insert [O] into [src]. A relaxed humming appears to pick up."
else
user << "\blue You insert [O] into [src]. Now it just needs some bees."
qdel(O)
else if(istype(O, /obj/item/weapon/material/minihoe))
if(health > 0)
user << "\red <b>You begin to dislodge the apiary from the tray, the bees don't like that.</b>"
angry_swarm(user)
else
user << "\blue You begin to dislodge the dead apiary from the tray."
if(do_after(user, 50))
new hydrotray_type(src.loc)
new /obj/item/apiary(src.loc)
user << "\red You dislodge the apiary from the tray."
qdel(src)
else if(istype(O, /obj/item/weapon/bee_net))
var/obj/item/weapon/bee_net/N = O
if(N.caught_bees > 0)
user << "\blue You empty the bees into the apiary."
bees_in_hive += N.caught_bees
N.caught_bees = 0
else
user << "\blue There are no more bees in the net."
else if(istype(O, /obj/item/weapon/reagent_containers/glass))
var/obj/item/weapon/reagent_containers/glass/G = O
if(harvestable_honey > 0)
if(health > 0)
user << "\red You begin to harvest the honey. The bees don't seem to like it."
angry_swarm(user)
else
user << "\blue You begin to harvest the honey."
if(do_after(user,50))
G.reagents.add_reagent("honey",harvestable_honey)
harvestable_honey = 0
user << "\blue You successfully harvest the honey."
else
user << "\blue There is no honey left to harvest."
else
angry_swarm(user)
..()
/obj/machinery/apiary/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
/obj/machinery/apiary/process()
if(swarming > 0)
swarming -= 1
if(swarming <= 0)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
else if(bees_in_hive < 10)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
if(world.time > (lastcycle + cycledelay))
lastcycle = world.time
if(health < 0)
return
//magical bee formula
if(beezeez > 0)
beezeez -= 1
nutrilevel += 2
health += 1
toxic = max(0, toxic - 1)
//handle nutrients
nutrilevel -= bees_in_hive / 10 + owned_bee_swarms.len / 5
if(nutrilevel > 0)
bees_in_hive += 1 * yieldmod
if(health < maxhealth)
health++
else
//nutrilevel is less than 1, so we're effectively subtracting here
health += max(nutrilevel - 1, round(-health / 2))
bees_in_hive += max(nutrilevel - 1, round(-bees_in_hive / 2))
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
//clear out some toxins
if(toxic > 0)
toxic -= 1
health -= 1
if(health <= 0)
return
//make a bit of honey
if(harvestable_honey < 50)
harvestable_honey += 0.5
//make some new bees
if(bees_in_hive >= 10 && prob(bees_in_hive * 10))
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
owned_bee_swarms.Add(B)
B.mut = mut
B.toxic = toxic
bees_in_hive -= 1
//find some plants, harvest
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead && prob(owned_bee_swarms.len * 10))
src.nutrilevel++
H.nutrilevel++
if(mut < H.mutation_mod - 1)
mut = H.mutation_mod - 1
else if(mut > H.mutation_mod - 1)
H.mutation_mod = mut
//flowers give us pollen (nutrients)
/* - All plants should be giving nutrients to the hive.
if(H.myseed.type == /obj/item/seeds/harebell || H.myseed.type == /obj/item/seeds/sunflowerseed)
src.nutrilevel++
H.nutrilevel++
*/
//have a few beneficial effects on nearby plants
if(prob(10))
H.lastcycle -= 5
if(prob(10))
H.seed.set_trait(TRAIT_ENDURANCE,max(H.seed.get_trait(TRAIT_ENDURANCE)*1.5,H.seed.get_trait(TRAIT_ENDURANCE)+1))
if(H.toxins && prob(10))
H.toxins = min(0, H.toxins - 1)
toxic++
/obj/machinery/apiary/proc/die()
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
B.strength -= 1
if(B.strength <= 0)
qdel(B)
else if(B.strength <= 5)
B.icon_state = "bees[B.strength]"
bees_in_hive = 0
health = 0
/obj/machinery/apiary/proc/angry_swarm(var/mob/M)
for(var/mob/living/simple_animal/bee/B in owned_bee_swarms)
B.feral = 25
B.target_mob = M
swarming = 25
while(bees_in_hive > 0)
var/spawn_strength = bees_in_hive
if(bees_in_hive >= 5)
spawn_strength = 6
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
B.target_mob = M
B.strength = spawn_strength
B.feral = 25
B.mut = mut
B.toxic = toxic
bees_in_hive -= spawn_strength
/obj/machinery/apiary/verb/harvest_honeycomb()
set src in oview(1)
set name = "Harvest honeycomb"
set category = "Object"
while(health > 15)
health -= 15
var/obj/item/weapon/reagent_containers/food/snacks/honeycomb/H = new(src.loc)
if(toxic > 0)
H.reagents.add_reagent("toxin", toxic)
usr << "\blue You harvest the honeycomb from the hive. There is a wild buzzing!"
angry_swarm(usr)
+1 -1
View File
@@ -182,7 +182,7 @@ Works together with spawning an observer, noted above.
//It is also set in the mob/death proc
if (isanimal(src))
set_death_time(ANIMAL, world.time)
else if (ispAI(src) || isdrone(src))
else if (ispAI(src) || isDrone(src))
set_death_time(MINISYNTH, world.time)
else
set_death_time(CREW, world.time)//Crew is the fallback
+1 -1
View File
@@ -82,7 +82,7 @@
timeofdeath = world.time
if (isanimal(src))
set_death_time(ANIMAL, world.time)
else if (ispAI(src) || isdrone(src))
else if (ispAI(src) || isDrone(src))
set_death_time(MINISYNTH, world.time)
else if (isliving(src))
set_death_time(CREW, world.time)//Crew is the fallback
+4 -3
View File
@@ -36,9 +36,6 @@ var/list/holder_mob_icon_cache = list()
else
..()
/obj/item/weapon/holder/process()
update_state()
/obj/item/weapon/holder/GetID()
for(var/mob/M in contents)
@@ -101,6 +98,7 @@ var/list/holder_mob_icon_cache = list()
if (isalive && contained.stat == DEAD)
held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
//This function checks if the current location is safe to release inside
//it returns 1 if the creature will bug out when released
/obj/item/weapon/holder/proc/is_unsafe_container(var/obj/place)
@@ -306,6 +304,9 @@ var/list/holder_mob_icon_cache = list()
// Handle the rest of sync().
..(M)
//#TODO-MERGE
//Port the reduced-duplication holder method from baystation upstream:
//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
//Mob specific holders.
//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
@@ -378,7 +378,7 @@
src << browse(null, t1)
if(href_list["item"])
if (handle_strip(href_list["item"],usr))
handle_strip(href_list["item"],usr)
if(href_list["criminal"])
if(hasHUD(usr,"security"))
+17 -65
View File
@@ -604,57 +604,12 @@
apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
fire_alert = max(fire_alert, 1)
//breathing in hot/cold air also heats/cools you a bit
var/temp_adj = breath.temperature - bodytemperature
if (temp_adj < 0)
temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
else
failed_last_breath = 0
adjustOxyLoss(-3)
// Hot air hurts :(
if((breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
if(breath.temperature <= species.cold_level_1)
if(prob(20))
src << "<span class='danger'>You feel your face freezing and icicles forming in your lungs!</span>"
else if(breath.temperature >= species.heat_level_1)
if(prob(20))
src << "<span class='danger'>You feel your face burning and a searing heat in your lungs!</span>"
if(breath.temperature >= species.heat_level_1)
if(breath.temperature < species.heat_level_2)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat")
fire_alert = max(fire_alert, 2)
else if(breath.temperature < species.heat_level_3)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Heat")
fire_alert = max(fire_alert, 2)
else
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
fire_alert = max(fire_alert, 2)
else if(breath.temperature <= species.cold_level_1)
if(breath.temperature > species.cold_level_2)
apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold")
fire_alert = max(fire_alert, 1)
else if(breath.temperature > species.cold_level_3)
apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold")
fire_alert = max(fire_alert, 1)
else
apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
fire_alert = max(fire_alert, 1)
//breathing in hot/cold air also heats/cools you a bit
var/temp_adj = breath.temperature - bodytemperature
if (temp_adj < 0)
temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
else
temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
var/relative_density = breath.total_moles / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE)
temp_adj *= relative_density
@@ -1077,26 +1032,23 @@
if(hallucination)
//Machines do not hallucinate.
if (species.flags & IS_SYNTHETIC)
hallucination = 0
else
if(hallucination >= 20)
if(prob(3))
fake_attack(src)
if(!handling_hal)
spawn handle_hallucinations() //The not boring kind!
if(client && prob(5))
client.dir = pick(2,4,8)
var/client/C = client
spawn(rand(20,50))
if(C)
C.dir = 1
if (hallucination >= 20 && !(species.flags & (NO_POISON|IS_PLANT)))
if(prob(3))
fake_attack(src)
if(!handling_hal)
spawn handle_hallucinations() //The not boring kind!
if(client && prob(5))
client.dir = pick(2,4,8)
var/client/C = client
spawn(rand(20,50))
if(C)
C.dir = 1
if(hallucination<=2)
hallucination = 0
halloss = 0
else
hallucination -= 2
if(hallucination<=2)
hallucination = 0
halloss = 0
else
hallucination -= 2
else
for(var/atom/a in hallucinations)
+2 -7
View File
@@ -481,14 +481,9 @@ var/list/ai_verbs_default = list(
return
/mob/living/silicon/ai/meteorhit(obj/O as obj)
for(var/mob/M in viewers(src, null))
M.show_message(text("\red [] has been hit by []", src, O), 1)
//Foreach goto(19)
/mob/living/silicon/ai/ex_act(severity)
if (health > 0)
adjustBruteLoss(30)
if ((O.icon_state == "flaming"))
adjustFireLoss(40)
adjustBruteLoss(min(30/severity, health))
updatehealth()
return
@@ -28,13 +28,10 @@
user << "You activate the analyzer's microlaser, analyzing \the [loaded_item] and breaking it down."
flick("portable_analyzer_scan", src)
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(loaded_item.reliability >= min_reliability)
var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
else
user << "\The [loaded_item] was not reliable enough to advance research."
var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
loaded_item = null
for(var/obj/I in contents)
for(var/mob/M in I.contents)
@@ -374,7 +374,6 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
/mob/living/simple_animal/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/stack/medical))
user.changeNext_move(4)
if(stat != DEAD)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
@@ -399,7 +398,6 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
//TODO: refactor mob attackby(), attacked_by(), and friends.
/mob/living/simple_animal/proc/attacked_with_item(var/obj/item/O, var/mob/user)
user.changeNext_move(8)
if(!O.force)
visible_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
return
+39 -11
View File
@@ -30,6 +30,44 @@
/mob/living/carbon/human/isMonkey()
return istype(species, /datum/species/monkey)
/proc/ishuman_species(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Human"))
return 1
return 0
/proc/isunathi(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Unathi"))
return 1
return 0
/proc/istajara(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Tajara"))
return 1
return 0
/proc/isskrell(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Skrell"))
return 1
return 0
/proc/isvaurca(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Vaurca"))
return 1
return 0
/proc/isipc(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Machine"))
return 1
return 0
/proc/isvox(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Vox"))
return 1
return 0
/mob/proc/is_diona()
//returns which type of diona we are, or zero
if (istype(src, /mob/living/carbon/human))
@@ -952,8 +990,7 @@ var/list/wierd_mobs_inclusive = list( /mob/living/simple_animal/construct,
else if (mob_listed(src, synthetic_mobs_inclusive,0))
mobtypes |= TYPE_SYNTHETIC
else
var/datum/species/S = src.get_species(1)
if (S && (S.flags & IS_SYNTHETIC))
if (isSynthetic())
mobtypes |= TYPE_SYNTHETIC
if (mob_listed(src, wierd_mobs_specific,1))
@@ -1068,15 +1105,6 @@ var/list/wierd_mobs_inclusive = list( /mob/living/simple_animal/construct,
else
return "its"//Something went wrong
/mob/proc/isHoldingShield()
var/obj/item/test = l_hand
if (istype(test, /obj/item) && test.IsShield())
return 1
test = r_hand
if (istype(test, /obj/item) && test.IsShield())
return 1
return 0
#undef SAFE_PERP
/mob/proc/get_multitool(var/obj/item/device/multitool/P)
+1 -5
View File
@@ -266,11 +266,7 @@
src << "\blue You're pinned to a wall by [mob.pinned[1]]!"
return 0
move_delay = world.time//set move delay
mob.last_move_intent = world.time + 10
move_delay = world.time //set move delay
if (mob.buckled || mob.pulledby)
if(istype(mob.buckled, /obj/vehicle))
+21 -3
View File
@@ -161,6 +161,27 @@
qdel(src)
return O
//human -> alien
/mob/living/carbon/human/proc/Alienize()
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/human/new_xeno = create_new_xenomorph(alien_caste,loc)
new_xeno.a_intent = I_HURT
new_xeno.key = key
new_xeno << "<B>You are now an alien.</B>"
qdel(src)
return
/mob/living/carbon/human/proc/slimeize(adult as num, reproduce as num)
if (transforming)
return
@@ -317,6 +338,3 @@
//Not in here? Must be untested!
return 0
+1 -1
View File
@@ -183,7 +183,7 @@
process_point_blank(projectile, user, target)
if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
handle_post_fire(user, target, pointblank, reflex, i == _burst)
handle_post_fire(user, target, pointblank, reflex)
update_icon()
if(i < burst)
@@ -32,6 +32,7 @@
force = 8 //looks heavier than a pistol
self_recharge = 1
modifystate = null
var/reliability = 95
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
@@ -98,11 +99,11 @@
switch(current_mode.name)
if("stun") overlays += "nucgun-stun"
if("lethal") overlays += "nucgun-kill"
/*
/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
..()
reliability -= round(15/severity)
*/
/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
overlays.Cut()
update_charge()
-2
View File
@@ -1468,7 +1468,6 @@ datum/design/item/weapon/lasshotgun
id = "laser_shotgun"
req_tech = list("combat" = 3, "materials" = 5, "powerstorage" = 4)
materials = list("$metal" = 5000, "$glass" = 1500, "$uranium" = 500, "$diamond" = 500)
reliability_base = 76
build_path = /obj/item/weapon/gun/energy/laser/shotgun
datum/design/item/weapon/stunrevolver
@@ -1559,7 +1558,6 @@ datum/design/item/weapon/large_grenade
id = "large_Grenade"
req_tech = list("combat" = 3, "materials" = 2)
materials = list("$metal" = 3000)
reliability_base = 79
build_path = /obj/item/weapon/grenade/chem_grenade/large
/datum/design/aimodule
@@ -30,11 +30,6 @@ Note: Must be placed within 3 tiles of the R&D Console
for(var/obj/item/weapon/stock_parts/S in component_parts)
T += S.rating
decon_mod = T * 0.1
min_reliability = 90 - T
/obj/machinery/r_n_d/destructive_analyzer/meteorhit()
qdel(src)
return
/obj/machinery/r_n_d/destructive_analyzer/update_icon()
if(panel_open)
+2 -1
View File
@@ -135,7 +135,8 @@
..()
if (prob(20))
PoolOrNew(/obj/effect/effect/sparks, loc)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
healthcheck()