mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-29 16:18:01 +01:00
Line ending apocalypse
This commit is contained in:
+638
-638
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Load Diff
+687
-687
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Load Diff
+261
-261
@@ -1,261 +1,261 @@
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//- Are all the floors with or without air, as they should be? (regular or airless)
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//- Does the area have an APC?
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||||
//- Does the area have an Air Alarm?
|
||||
//- Does the area have a Request Console?
|
||||
//- Does the area have lights?
|
||||
//- Does the area have a light switch?
|
||||
//- Does the area have enough intercoms?
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||||
//- Does the area have enough security cameras? (Use the 'Camera Range Display' verb under Debug)
|
||||
//- Is the area connected to the scrubbers air loop?
|
||||
//- Is the area connected to the vent air loop? (vent pumps)
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||||
//- Is everything wired properly?
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||||
//- Does the area have a fire alarm and firedoors?
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||||
//- Do all pod doors work properly?
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||||
//- Are accesses set properly on doors, pod buttons, etc.
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||||
//- Are all items placed properly? (not below vents, scrubbers, tables)
|
||||
//- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
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||||
//- Check for any misplaced or stacked piece of pipe (air and disposal)
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//- Check for any misplaced or stacked piece of wire
|
||||
//- Identify how hard it is to break into the area and where the weak points are
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//- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.
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var/intercom_range_display_status = 0
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/obj/effect/debugging/marker
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icon = 'icons/turf/areas.dmi'
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icon_state = "yellow"
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/obj/effect/debugging/marker/Move()
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return 0
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/client/proc/do_not_use_these()
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set category = "Mapping"
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set name = "-None of these are for ingame use!!"
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..()
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/client/proc/camera_view()
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set category = "Mapping"
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set name = "Camera Range Display"
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var/on = 0
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for(var/turf/T in world)
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if(T.maptext)
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on = 1
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T.maptext = null
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if(!on)
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var/list/seen = list()
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for(var/obj/machinery/camera/C in cameranet.cameras)
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for(var/turf/T in C.can_see())
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seen[T]++
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for(var/turf/T in seen)
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T.maptext = "[seen[T]]"
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feedback_add_details("admin_verb","mCRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/sec_camera_report()
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set category = "Mapping"
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set name = "Camera Report"
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if(!Master)
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alert(usr,"Master_controller not found.","Sec Camera Report")
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return 0
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var/list/obj/machinery/camera/CL = list()
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for(var/obj/machinery/camera/C in cameranet.cameras)
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CL += C
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var/output = {"<B>CAMERA ANNOMALITIES REPORT</B><HR>
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<B>The following annomalities have been detected. The ones in red need immediate attention: Some of those in black may be intentional.</B><BR><ul>"}
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for(var/obj/machinery/camera/C1 in CL)
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for(var/obj/machinery/camera/C2 in CL)
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if(C1 != C2)
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if(C1.c_tag == C2.c_tag)
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output += "<li><font color='red'>c_tag match for sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) and \[[C2.x], [C2.y], [C2.z]\] ([C2.loc.loc]) - c_tag is [C1.c_tag]</font></li>"
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if(C1.loc == C2.loc && C1.dir == C2.dir && C1.pixel_x == C2.pixel_x && C1.pixel_y == C2.pixel_y)
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output += "<li><font color='red'>FULLY overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
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if(C1.loc == C2.loc)
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output += "<li>overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
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var/turf/T = get_step(C1,turn(C1.dir,180))
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if(!T || !isturf(T) || !T.density )
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if(!(locate(/obj/structure/grille,T)))
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var/window_check = 0
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for(var/obj/structure/window/W in T)
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if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
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window_check = 1
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break
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if(!window_check)
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output += "<li><font color='red'>Camera not connected to wall at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Network: [C1.network]</color></li>"
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output += "</ul>"
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usr << browse(output,"window=airreport;size=1000x500")
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feedback_add_details("admin_verb","mCRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/intercom_view()
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set category = "Mapping"
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set name = "Intercom Range Display"
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if(intercom_range_display_status)
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intercom_range_display_status = 0
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else
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intercom_range_display_status = 1
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for(var/obj/effect/debugging/marker/M in world)
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qdel(M)
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if(intercom_range_display_status)
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for(var/obj/item/device/radio/intercom/I in world)
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for(var/turf/T in orange(7,I))
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var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
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if (!(F in view(7,I.loc)))
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qdel(F)
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feedback_add_details("admin_verb","mIRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_show_at_list()
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set category = "Mapping"
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set name = "Show roundstart AT list"
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set desc = "Displays a list of active turfs coordinates at roundstart"
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var/dat = {"<b>Coordinate list of Active Turfs at Roundstart</b>
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<br>Real-time Active Turfs list you can see in Air Subsystem at active_turfs var<br>"}
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for(var/i=1; i<=active_turfs_startlist.len; i++)
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dat += active_turfs_startlist[i]
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dat += "<br>"
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usr << browse(dat, "window=at_list")
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feedback_add_details("admin_verb","mATL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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||||
/client/proc/enable_debug_verbs()
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set category = "Debug"
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set name = "Debug verbs"
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if(!check_rights(R_DEBUG)) return
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src.verbs += /client/proc/do_not_use_these //-errorage
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src.verbs += /client/proc/camera_view //-errorage
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src.verbs += /client/proc/sec_camera_report //-errorage
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src.verbs += /client/proc/intercom_view //-errorage
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src.verbs += /client/proc/air_status //Air things
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src.verbs += /client/proc/Cell //More air things
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src.verbs += /client/proc/atmosscan //check plumbing
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src.verbs += /client/proc/powerdebug //check power
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src.verbs += /client/proc/count_objects_on_z_level
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src.verbs += /client/proc/count_objects_all
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src.verbs += /client/proc/cmd_assume_direct_control //-errorage
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src.verbs += /client/proc/startSinglo
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src.verbs += /client/proc/fps //allows you to set the ticklag.
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src.verbs += /client/proc/cmd_admin_grantfullaccess
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src.verbs += /client/proc/cmd_admin_areatest
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src.verbs += /client/proc/cmd_admin_rejuvenate
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src.verbs += /datum/admins/proc/show_traitor_panel
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src.verbs += /client/proc/disable_communication
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src.verbs += /client/proc/print_pointers
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src.verbs += /client/proc/count_movable_instances
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src.verbs += /client/proc/cmd_show_at_list
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src.verbs += /client/proc/cmd_show_at_list
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src.verbs += /client/proc/manipulate_organs
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feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/count_movable_instances()
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set category = "Debug"
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set name = "Count Movable Instances"
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var/count = 0;
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// Apparently there's a BYOND limit on the number of instances for non-turfs.
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for(var/thing in world)
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if(isturf(thing))
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continue
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count++;
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usr << "There are [count]/[MAX_FLAG] instances of non-turfs in the world."
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/client/proc/count_objects_on_z_level()
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set category = "Mapping"
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set name = "Count Objects On Level"
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var/level = input("Which z-level?","Level?") as text
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if(!level) return
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var/num_level = text2num(level)
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if(!num_level) return
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if(!isnum(num_level)) return
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var/type_text = input("Which type path?","Path?") as text
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if(!type_text) return
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var/type_path = text2path(type_text)
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if(!type_path) return
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var/count = 0
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var/list/atom/atom_list = list()
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||||
for(var/atom/A in world)
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if(istype(A,type_path))
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var/atom/B = A
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while(!(isturf(B.loc)))
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if(B && B.loc)
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B = B.loc
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else
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break
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if(B)
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if(B.z == num_level)
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count++
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atom_list += A
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/*
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var/atom/temp_atom
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for(var/i = 0; i <= (atom_list.len/10); i++)
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var/line = ""
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||||
for(var/j = 1; j <= 10; j++)
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||||
if(i*10+j <= atom_list.len)
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||||
temp_atom = atom_list[i*10+j]
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line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
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world << line*/
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world << "There are [count] objects of type [type_path] on z-level [num_level]"
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feedback_add_details("admin_verb","mOBJZ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/count_objects_all()
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set category = "Mapping"
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set name = "Count Objects All"
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var/type_text = input("Which type path?","") as text
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if(!type_text) return
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var/type_path = text2path(type_text)
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if(!type_path) return
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||||
|
||||
var/count = 0
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||||
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for(var/atom/A in world)
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if(istype(A,type_path))
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count++
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||||
/*
|
||||
var/atom/temp_atom
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for(var/i = 0; i <= (atom_list.len/10); i++)
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var/line = ""
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||||
for(var/j = 1; j <= 10; j++)
|
||||
if(i*10+j <= atom_list.len)
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temp_atom = atom_list[i*10+j]
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||||
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
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world << line*/
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world << "There are [count] objects of type [type_path] in the game world"
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feedback_add_details("admin_verb","mOBJ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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||||
|
||||
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||||
//This proc is intended to detect lag problems relating to communication procs
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||||
var/global/say_disabled = 0
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/client/proc/disable_communication()
|
||||
set category = "Mapping"
|
||||
set name = "Disable all communication verbs"
|
||||
|
||||
say_disabled = !say_disabled
|
||||
if(say_disabled)
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message_admins("[src.ckey] used 'Disable all communication verbs', killing all communication methods.")
|
||||
else
|
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message_admins("[src.ckey] used 'Disable all communication verbs', restoring all communication methods.")
|
||||
//- Are all the floors with or without air, as they should be? (regular or airless)
|
||||
//- Does the area have an APC?
|
||||
//- Does the area have an Air Alarm?
|
||||
//- Does the area have a Request Console?
|
||||
//- Does the area have lights?
|
||||
//- Does the area have a light switch?
|
||||
//- Does the area have enough intercoms?
|
||||
//- Does the area have enough security cameras? (Use the 'Camera Range Display' verb under Debug)
|
||||
//- Is the area connected to the scrubbers air loop?
|
||||
//- Is the area connected to the vent air loop? (vent pumps)
|
||||
//- Is everything wired properly?
|
||||
//- Does the area have a fire alarm and firedoors?
|
||||
//- Do all pod doors work properly?
|
||||
//- Are accesses set properly on doors, pod buttons, etc.
|
||||
//- Are all items placed properly? (not below vents, scrubbers, tables)
|
||||
//- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
|
||||
//- Check for any misplaced or stacked piece of pipe (air and disposal)
|
||||
//- Check for any misplaced or stacked piece of wire
|
||||
//- Identify how hard it is to break into the area and where the weak points are
|
||||
//- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.
|
||||
var/intercom_range_display_status = 0
|
||||
|
||||
/obj/effect/debugging/marker
|
||||
icon = 'icons/turf/areas.dmi'
|
||||
icon_state = "yellow"
|
||||
|
||||
/obj/effect/debugging/marker/Move()
|
||||
return 0
|
||||
|
||||
/client/proc/do_not_use_these()
|
||||
set category = "Mapping"
|
||||
set name = "-None of these are for ingame use!!"
|
||||
|
||||
..()
|
||||
|
||||
/client/proc/camera_view()
|
||||
set category = "Mapping"
|
||||
set name = "Camera Range Display"
|
||||
|
||||
var/on = 0
|
||||
for(var/turf/T in world)
|
||||
if(T.maptext)
|
||||
on = 1
|
||||
T.maptext = null
|
||||
|
||||
if(!on)
|
||||
var/list/seen = list()
|
||||
for(var/obj/machinery/camera/C in cameranet.cameras)
|
||||
for(var/turf/T in C.can_see())
|
||||
seen[T]++
|
||||
for(var/turf/T in seen)
|
||||
T.maptext = "[seen[T]]"
|
||||
feedback_add_details("admin_verb","mCRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
|
||||
/client/proc/sec_camera_report()
|
||||
set category = "Mapping"
|
||||
set name = "Camera Report"
|
||||
|
||||
if(!Master)
|
||||
alert(usr,"Master_controller not found.","Sec Camera Report")
|
||||
return 0
|
||||
|
||||
var/list/obj/machinery/camera/CL = list()
|
||||
|
||||
for(var/obj/machinery/camera/C in cameranet.cameras)
|
||||
CL += C
|
||||
|
||||
var/output = {"<B>CAMERA ANNOMALITIES REPORT</B><HR>
|
||||
<B>The following annomalities have been detected. The ones in red need immediate attention: Some of those in black may be intentional.</B><BR><ul>"}
|
||||
|
||||
for(var/obj/machinery/camera/C1 in CL)
|
||||
for(var/obj/machinery/camera/C2 in CL)
|
||||
if(C1 != C2)
|
||||
if(C1.c_tag == C2.c_tag)
|
||||
output += "<li><font color='red'>c_tag match for sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) and \[[C2.x], [C2.y], [C2.z]\] ([C2.loc.loc]) - c_tag is [C1.c_tag]</font></li>"
|
||||
if(C1.loc == C2.loc && C1.dir == C2.dir && C1.pixel_x == C2.pixel_x && C1.pixel_y == C2.pixel_y)
|
||||
output += "<li><font color='red'>FULLY overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
|
||||
if(C1.loc == C2.loc)
|
||||
output += "<li>overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
|
||||
var/turf/T = get_step(C1,turn(C1.dir,180))
|
||||
if(!T || !isturf(T) || !T.density )
|
||||
if(!(locate(/obj/structure/grille,T)))
|
||||
var/window_check = 0
|
||||
for(var/obj/structure/window/W in T)
|
||||
if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
|
||||
window_check = 1
|
||||
break
|
||||
if(!window_check)
|
||||
output += "<li><font color='red'>Camera not connected to wall at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Network: [C1.network]</color></li>"
|
||||
|
||||
output += "</ul>"
|
||||
usr << browse(output,"window=airreport;size=1000x500")
|
||||
feedback_add_details("admin_verb","mCRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/intercom_view()
|
||||
set category = "Mapping"
|
||||
set name = "Intercom Range Display"
|
||||
|
||||
if(intercom_range_display_status)
|
||||
intercom_range_display_status = 0
|
||||
else
|
||||
intercom_range_display_status = 1
|
||||
|
||||
for(var/obj/effect/debugging/marker/M in world)
|
||||
qdel(M)
|
||||
|
||||
if(intercom_range_display_status)
|
||||
for(var/obj/item/device/radio/intercom/I in world)
|
||||
for(var/turf/T in orange(7,I))
|
||||
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
|
||||
if (!(F in view(7,I.loc)))
|
||||
qdel(F)
|
||||
feedback_add_details("admin_verb","mIRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/cmd_show_at_list()
|
||||
set category = "Mapping"
|
||||
set name = "Show roundstart AT list"
|
||||
set desc = "Displays a list of active turfs coordinates at roundstart"
|
||||
|
||||
var/dat = {"<b>Coordinate list of Active Turfs at Roundstart</b>
|
||||
<br>Real-time Active Turfs list you can see in Air Subsystem at active_turfs var<br>"}
|
||||
|
||||
for(var/i=1; i<=active_turfs_startlist.len; i++)
|
||||
dat += active_turfs_startlist[i]
|
||||
dat += "<br>"
|
||||
|
||||
usr << browse(dat, "window=at_list")
|
||||
|
||||
feedback_add_details("admin_verb","mATL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/enable_debug_verbs()
|
||||
set category = "Debug"
|
||||
set name = "Debug verbs"
|
||||
|
||||
if(!check_rights(R_DEBUG)) return
|
||||
|
||||
src.verbs += /client/proc/do_not_use_these //-errorage
|
||||
src.verbs += /client/proc/camera_view //-errorage
|
||||
src.verbs += /client/proc/sec_camera_report //-errorage
|
||||
src.verbs += /client/proc/intercom_view //-errorage
|
||||
src.verbs += /client/proc/air_status //Air things
|
||||
src.verbs += /client/proc/Cell //More air things
|
||||
src.verbs += /client/proc/atmosscan //check plumbing
|
||||
src.verbs += /client/proc/powerdebug //check power
|
||||
src.verbs += /client/proc/count_objects_on_z_level
|
||||
src.verbs += /client/proc/count_objects_all
|
||||
src.verbs += /client/proc/cmd_assume_direct_control //-errorage
|
||||
src.verbs += /client/proc/startSinglo
|
||||
src.verbs += /client/proc/fps //allows you to set the ticklag.
|
||||
src.verbs += /client/proc/cmd_admin_grantfullaccess
|
||||
src.verbs += /client/proc/cmd_admin_areatest
|
||||
src.verbs += /client/proc/cmd_admin_rejuvenate
|
||||
src.verbs += /datum/admins/proc/show_traitor_panel
|
||||
src.verbs += /client/proc/disable_communication
|
||||
src.verbs += /client/proc/print_pointers
|
||||
src.verbs += /client/proc/count_movable_instances
|
||||
src.verbs += /client/proc/cmd_show_at_list
|
||||
src.verbs += /client/proc/cmd_show_at_list
|
||||
src.verbs += /client/proc/manipulate_organs
|
||||
|
||||
feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/count_movable_instances()
|
||||
set category = "Debug"
|
||||
set name = "Count Movable Instances"
|
||||
|
||||
var/count = 0;
|
||||
|
||||
// Apparently there's a BYOND limit on the number of instances for non-turfs.
|
||||
|
||||
for(var/thing in world)
|
||||
if(isturf(thing))
|
||||
continue
|
||||
count++;
|
||||
usr << "There are [count]/[MAX_FLAG] instances of non-turfs in the world."
|
||||
|
||||
|
||||
/client/proc/count_objects_on_z_level()
|
||||
set category = "Mapping"
|
||||
set name = "Count Objects On Level"
|
||||
var/level = input("Which z-level?","Level?") as text
|
||||
if(!level) return
|
||||
var/num_level = text2num(level)
|
||||
if(!num_level) return
|
||||
if(!isnum(num_level)) return
|
||||
|
||||
var/type_text = input("Which type path?","Path?") as text
|
||||
if(!type_text) return
|
||||
var/type_path = text2path(type_text)
|
||||
if(!type_path) return
|
||||
|
||||
var/count = 0
|
||||
|
||||
var/list/atom/atom_list = list()
|
||||
|
||||
for(var/atom/A in world)
|
||||
if(istype(A,type_path))
|
||||
var/atom/B = A
|
||||
while(!(isturf(B.loc)))
|
||||
if(B && B.loc)
|
||||
B = B.loc
|
||||
else
|
||||
break
|
||||
if(B)
|
||||
if(B.z == num_level)
|
||||
count++
|
||||
atom_list += A
|
||||
/*
|
||||
var/atom/temp_atom
|
||||
for(var/i = 0; i <= (atom_list.len/10); i++)
|
||||
var/line = ""
|
||||
for(var/j = 1; j <= 10; j++)
|
||||
if(i*10+j <= atom_list.len)
|
||||
temp_atom = atom_list[i*10+j]
|
||||
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
|
||||
world << line*/
|
||||
|
||||
world << "There are [count] objects of type [type_path] on z-level [num_level]"
|
||||
feedback_add_details("admin_verb","mOBJZ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/count_objects_all()
|
||||
set category = "Mapping"
|
||||
set name = "Count Objects All"
|
||||
|
||||
var/type_text = input("Which type path?","") as text
|
||||
if(!type_text) return
|
||||
var/type_path = text2path(type_text)
|
||||
if(!type_path) return
|
||||
|
||||
var/count = 0
|
||||
|
||||
for(var/atom/A in world)
|
||||
if(istype(A,type_path))
|
||||
count++
|
||||
/*
|
||||
var/atom/temp_atom
|
||||
for(var/i = 0; i <= (atom_list.len/10); i++)
|
||||
var/line = ""
|
||||
for(var/j = 1; j <= 10; j++)
|
||||
if(i*10+j <= atom_list.len)
|
||||
temp_atom = atom_list[i*10+j]
|
||||
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
|
||||
world << line*/
|
||||
|
||||
world << "There are [count] objects of type [type_path] in the game world"
|
||||
feedback_add_details("admin_verb","mOBJ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
//This proc is intended to detect lag problems relating to communication procs
|
||||
var/global/say_disabled = 0
|
||||
/client/proc/disable_communication()
|
||||
set category = "Mapping"
|
||||
set name = "Disable all communication verbs"
|
||||
|
||||
say_disabled = !say_disabled
|
||||
if(say_disabled)
|
||||
message_admins("[src.ckey] used 'Disable all communication verbs', killing all communication methods.")
|
||||
else
|
||||
message_admins("[src.ckey] used 'Disable all communication verbs', restoring all communication methods.")
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+345
-345
@@ -1,345 +1,345 @@
|
||||
//These are meant for spawning on maps, namely Away Missions.
|
||||
|
||||
//If someone can do this in a neater way, be my guest-Kor
|
||||
|
||||
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
|
||||
|
||||
/obj/effect/landmark/corpse
|
||||
name = "Unknown"
|
||||
var/mobname = "default" //Use for the ghost spawner variant, so they don't come out named "sleeper"
|
||||
var/mobgender = MALE //Set to male by default due to the patriarchy. Other options include FEMALE and NEUTER
|
||||
var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
|
||||
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
|
||||
var/corpsesuit = null
|
||||
var/corpseshoes = null
|
||||
var/corpsegloves = null
|
||||
var/corpseradio = null
|
||||
var/corpseglasses = null
|
||||
var/corpsemask = null
|
||||
var/corpsehelmet = null
|
||||
var/corpsebelt = null
|
||||
var/corpsepocket1 = null
|
||||
var/corpsepocket2 = null
|
||||
var/corpseback = null
|
||||
var/corpseid = 0 //Just set to 1 if you want them to have an ID
|
||||
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
|
||||
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
|
||||
var/corpseidicon = null //For setting it to be a gold, silver, centcom etc ID
|
||||
var/corpsehusk = null
|
||||
var/corpsebrute = null //set brute damage on the corpse
|
||||
var/corpseoxy = null //set suffocation damage on the corpse
|
||||
var/roundstart = TRUE
|
||||
var/death = TRUE
|
||||
var/flavour_text = "The mapper forgot to set this!"
|
||||
var/faction = null
|
||||
density = 1
|
||||
|
||||
/obj/effect/landmark/corpse/initialize()
|
||||
if(roundstart)
|
||||
createCorpse(death = src.death)
|
||||
else
|
||||
return
|
||||
|
||||
/obj/effect/landmark/corpse/New()
|
||||
..()
|
||||
invisibility = 0
|
||||
|
||||
/obj/effect/landmark/corpse/proc/createCorpse(death, ckey) //Creates a mob and checks for gear in each slot before attempting to equip it.
|
||||
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
|
||||
if(mobname != "default")
|
||||
M.real_name = mobname
|
||||
else
|
||||
M.real_name = src.name
|
||||
M.gender = src.mobgender
|
||||
if(mob_species)
|
||||
M.set_species(mob_species)
|
||||
if(death)
|
||||
M.death(1) //Kills the new mob
|
||||
if(src.corpsehusk)
|
||||
M.Drain()
|
||||
if(faction)
|
||||
M.faction = list(src.faction)
|
||||
M.adjustBruteLoss(src.corpsebrute)
|
||||
M.adjustOxyLoss(src.corpseoxy)
|
||||
if(src.corpseuniform)
|
||||
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
|
||||
if(src.corpsesuit)
|
||||
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
|
||||
if(src.corpseshoes)
|
||||
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
|
||||
if(src.corpsegloves)
|
||||
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
|
||||
if(src.corpseradio)
|
||||
M.equip_to_slot_or_del(new src.corpseradio(M), slot_ears)
|
||||
if(src.corpseglasses)
|
||||
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
|
||||
if(src.corpsemask)
|
||||
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
|
||||
if(src.corpsehelmet)
|
||||
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
|
||||
if(src.corpsebelt)
|
||||
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
|
||||
if(src.corpsepocket1)
|
||||
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
|
||||
if(src.corpsepocket2)
|
||||
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
|
||||
if(src.corpseback)
|
||||
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
|
||||
if(src.corpseid == 1)
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
var/datum/job/jobdatum
|
||||
for(var/jobtype in typesof(/datum/job))
|
||||
var/datum/job/J = new jobtype
|
||||
if(J.title == corpseidaccess)
|
||||
jobdatum = J
|
||||
break
|
||||
if(src.corpseidicon)
|
||||
W.icon_state = corpseidicon
|
||||
if(src.corpseidaccess)
|
||||
if(jobdatum)
|
||||
W.access = jobdatum.get_access()
|
||||
else
|
||||
W.access = list()
|
||||
if(corpseidjob)
|
||||
W.assignment = corpseidjob
|
||||
W.registered_name = M.real_name
|
||||
W.update_label()
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
if(ckey)
|
||||
M.ckey = ckey
|
||||
M << "[flavour_text]"
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/landmark/corpse/AICorpse/createCorpse() //Creates a corrupted AI
|
||||
var/A = locate(/mob/living/silicon/ai) in loc //variable A looks for an AI at the location of the landmark
|
||||
if(A) //if variable A is true
|
||||
return //stop executing the proc
|
||||
var/L = new /datum/ai_laws/default/asimov/ //variable L is a new Asimov lawset
|
||||
var/B = new /obj/item/device/mmi/ //variable B is a new MMI
|
||||
var/mob/living/silicon/ai/M = new(src.loc, L, B, 1) //spawn new AI at landmark as var M
|
||||
M.name = src.name
|
||||
M.real_name = src.name
|
||||
M.aiPDA.toff = 1 //turns the AI's PDA messenger off, stopping it showing up on player PDAs
|
||||
M.death() //call the AI's death proc
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/landmark/corpse/slimeCorpse
|
||||
var/mobcolour = "grey"
|
||||
icon = 'icons/mob/slimes.dmi'
|
||||
icon_state = "grey baby slime" //sets the icon in the map editor
|
||||
|
||||
/obj/effect/landmark/corpse/slimeCorpse/createCorpse() //proc creates a dead slime
|
||||
var/A = locate(/mob/living/simple_animal/slime/) in loc //variable A looks for a slime at the location of the landmark
|
||||
if(A) //if variable A is true
|
||||
return //stop executing the proc
|
||||
var/mob/living/simple_animal/slime/M = new(src.loc) //variable M is a new slime at the location of the landmark
|
||||
M.colour = src.mobcolour //slime colour is set by landmark's mobcolour var
|
||||
M.adjustToxLoss(9001) //kills the slime, death() doesn't update its icon correctly
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/landmark/corpse/facehugCorpse/createCorpse() //Creates a squashed facehugger
|
||||
var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
|
||||
O.name = src.name
|
||||
O.Die() //call the facehugger's death proc
|
||||
qdel(src)
|
||||
|
||||
|
||||
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
|
||||
|
||||
/obj/effect/landmark/corpse/syndicatesoldier
|
||||
name = "Syndicate Operative"
|
||||
corpseuniform = /obj/item/clothing/under/syndicate
|
||||
corpsesuit = /obj/item/clothing/suit/armor/vest
|
||||
corpseshoes = /obj/item/clothing/shoes/combat
|
||||
corpsegloves = /obj/item/clothing/gloves/combat
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/swat
|
||||
corpseback = /obj/item/weapon/storage/backpack
|
||||
corpseid = 1
|
||||
corpseidjob = "Operative"
|
||||
corpseidaccess = "Syndicate"
|
||||
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/syndicatecommando
|
||||
name = "Syndicate Commando"
|
||||
corpseuniform = /obj/item/clothing/under/syndicate
|
||||
corpsesuit = /obj/item/clothing/suit/space/hardsuit/syndi
|
||||
corpseshoes = /obj/item/clothing/shoes/combat
|
||||
corpsegloves = /obj/item/clothing/gloves/combat
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas/syndicate
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
corpseback = /obj/item/weapon/tank/jetpack/oxygen
|
||||
corpsepocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
|
||||
corpseid = 1
|
||||
corpseidjob = "Operative"
|
||||
corpseidaccess = "Syndicate"
|
||||
|
||||
|
||||
|
||||
///////////Civilians//////////////////////
|
||||
|
||||
/obj/effect/landmark/corpse/cook
|
||||
name = "Cook"
|
||||
corpseuniform = /obj/item/clothing/under/rank/chef
|
||||
corpsesuit = /obj/item/clothing/suit/apron/chef
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpsehelmet = /obj/item/clothing/head/chefhat
|
||||
corpseback = /obj/item/weapon/storage/backpack
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpseid = 1
|
||||
corpseidjob = "Cook"
|
||||
corpseidaccess = "Cook"
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/doctor
|
||||
name = "Doctor"
|
||||
corpseradio = /obj/item/device/radio/headset/headset_med
|
||||
corpseuniform = /obj/item/clothing/under/rank/medical
|
||||
corpsesuit = /obj/item/clothing/suit/toggle/labcoat
|
||||
corpseback = /obj/item/weapon/storage/backpack/medic
|
||||
corpsepocket1 = /obj/item/device/flashlight/pen
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpseid = 1
|
||||
corpseidjob = "Medical Doctor"
|
||||
corpseidaccess = "Medical Doctor"
|
||||
|
||||
/obj/effect/landmark/corpse/engineer
|
||||
name = "Engineer"
|
||||
corpseradio = /obj/item/device/radio/headset/headset_eng
|
||||
corpseuniform = /obj/item/clothing/under/rank/engineer
|
||||
corpseback = /obj/item/weapon/storage/backpack/industrial
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/orange
|
||||
corpsebelt = /obj/item/weapon/storage/belt/utility/full
|
||||
corpsegloves = /obj/item/clothing/gloves/color/yellow
|
||||
corpsehelmet = /obj/item/clothing/head/hardhat
|
||||
corpseid = 1
|
||||
corpseidjob = "Station Engineer"
|
||||
corpseidaccess = "Station Engineer"
|
||||
|
||||
/obj/effect/landmark/corpse/engineer/rig
|
||||
corpsesuit = /obj/item/clothing/suit/space/hardsuit/engine
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/effect/landmark/corpse/clown
|
||||
name = "Clown"
|
||||
corpseuniform = /obj/item/clothing/under/rank/clown
|
||||
corpseshoes = /obj/item/clothing/shoes/clown_shoes
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas/clown_hat
|
||||
corpsepocket1 = /obj/item/weapon/bikehorn
|
||||
corpseback = /obj/item/weapon/storage/backpack/clown
|
||||
corpseid = 1
|
||||
corpseidjob = "Clown"
|
||||
corpseidaccess = "Clown"
|
||||
|
||||
/obj/effect/landmark/corpse/scientist
|
||||
name = "Scientist"
|
||||
corpseradio = /obj/item/device/radio/headset/headset_sci
|
||||
corpseuniform = /obj/item/clothing/under/rank/scientist
|
||||
corpsesuit = /obj/item/clothing/suit/toggle/labcoat/science
|
||||
corpseback = /obj/item/weapon/storage/backpack
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/white
|
||||
corpseid = 1
|
||||
corpseidjob = "Scientist"
|
||||
corpseidaccess = "Scientist"
|
||||
|
||||
/obj/effect/landmark/corpse/miner
|
||||
corpseradio = /obj/item/device/radio/headset/headset_cargo
|
||||
corpseuniform = /obj/item/clothing/under/rank/miner
|
||||
corpsegloves = /obj/item/clothing/gloves/fingerless
|
||||
corpseback = /obj/item/weapon/storage/backpack/industrial
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpseid = 1
|
||||
corpseidjob = "Shaft Miner"
|
||||
corpseidaccess = "Shaft Miner"
|
||||
|
||||
/obj/effect/landmark/corpse/miner/rig
|
||||
corpsesuit = /obj/item/clothing/suit/space/hardsuit/mining
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/plasmaman
|
||||
mob_species = /datum/species/plasmaman
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/plasmaman
|
||||
corpseuniform = /obj/item/clothing/under/plasmaman
|
||||
corpseback = /obj/item/weapon/tank/internals/plasmaman/full
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
|
||||
|
||||
|
||||
/////////////////Officers//////////////////////
|
||||
|
||||
/obj/effect/landmark/corpse/bridgeofficer
|
||||
name = "Bridge Officer"
|
||||
corpseradio = /obj/item/device/radio/headset/heads/hop
|
||||
corpseuniform = /obj/item/clothing/under/rank/centcom_officer
|
||||
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpseglasses = /obj/item/clothing/glasses/sunglasses
|
||||
corpseid = 1
|
||||
corpseidjob = "Bridge Officer"
|
||||
corpseidaccess = "Captain"
|
||||
|
||||
/obj/effect/landmark/corpse/commander
|
||||
name = "Commander"
|
||||
corpseuniform = /obj/item/clothing/under/rank/centcom_commander
|
||||
corpsesuit = /obj/item/clothing/suit/armor
|
||||
corpseradio = /obj/item/device/radio/headset/heads/captain
|
||||
corpseglasses = /obj/item/clothing/glasses/eyepatch
|
||||
corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
|
||||
corpsehelmet = /obj/item/clothing/head/centhat
|
||||
corpsegloves = /obj/item/clothing/gloves/combat
|
||||
corpseshoes = /obj/item/clothing/shoes/combat/swat
|
||||
corpsepocket1 = /obj/item/weapon/lighter
|
||||
corpseid = 1
|
||||
corpseidjob = "Commander"
|
||||
corpseidaccess = "Captain"
|
||||
|
||||
/obj/effect/landmark/corpse/commander/alive
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
mobname = "Nanotrasen Commander"
|
||||
name = "sleeper"
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
flavour_text = "You are a Nanotrasen Commander!"
|
||||
|
||||
/obj/effect/landmark/corpse/attack_ghost(mob/user)
|
||||
if(ticker.current_state != GAME_STATE_PLAYING)
|
||||
return
|
||||
var/ghost_role = alert("Become [mobname]? (Warning, You can no longer be cloned!)",,"Yes","No")
|
||||
if(ghost_role == "No")
|
||||
return
|
||||
createCorpse(death = src.death, ckey = user.ckey)
|
||||
|
||||
/////////////////Spooky Undead//////////////////////
|
||||
|
||||
/obj/effect/landmark/corpse/skeleton
|
||||
name = "skeletal remains"
|
||||
mobname = "skeleton"
|
||||
mob_species = /datum/species/skeleton
|
||||
mobgender = NEUTER
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/skeleton/alive
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/zombie
|
||||
name = "rotting corpse"
|
||||
mobname = "zombie"
|
||||
mob_species = /datum/species/zombie
|
||||
|
||||
/obj/effect/landmark/corpse/zombie/alive
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
flavour_text = "By unknown powers, your rotting remains have been resurrected! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
|
||||
//These are meant for spawning on maps, namely Away Missions.
|
||||
|
||||
//If someone can do this in a neater way, be my guest-Kor
|
||||
|
||||
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
|
||||
|
||||
/obj/effect/landmark/corpse
|
||||
name = "Unknown"
|
||||
var/mobname = "default" //Use for the ghost spawner variant, so they don't come out named "sleeper"
|
||||
var/mobgender = MALE //Set to male by default due to the patriarchy. Other options include FEMALE and NEUTER
|
||||
var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
|
||||
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
|
||||
var/corpsesuit = null
|
||||
var/corpseshoes = null
|
||||
var/corpsegloves = null
|
||||
var/corpseradio = null
|
||||
var/corpseglasses = null
|
||||
var/corpsemask = null
|
||||
var/corpsehelmet = null
|
||||
var/corpsebelt = null
|
||||
var/corpsepocket1 = null
|
||||
var/corpsepocket2 = null
|
||||
var/corpseback = null
|
||||
var/corpseid = 0 //Just set to 1 if you want them to have an ID
|
||||
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
|
||||
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
|
||||
var/corpseidicon = null //For setting it to be a gold, silver, centcom etc ID
|
||||
var/corpsehusk = null
|
||||
var/corpsebrute = null //set brute damage on the corpse
|
||||
var/corpseoxy = null //set suffocation damage on the corpse
|
||||
var/roundstart = TRUE
|
||||
var/death = TRUE
|
||||
var/flavour_text = "The mapper forgot to set this!"
|
||||
var/faction = null
|
||||
density = 1
|
||||
|
||||
/obj/effect/landmark/corpse/initialize()
|
||||
if(roundstart)
|
||||
createCorpse(death = src.death)
|
||||
else
|
||||
return
|
||||
|
||||
/obj/effect/landmark/corpse/New()
|
||||
..()
|
||||
invisibility = 0
|
||||
|
||||
/obj/effect/landmark/corpse/proc/createCorpse(death, ckey) //Creates a mob and checks for gear in each slot before attempting to equip it.
|
||||
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
|
||||
if(mobname != "default")
|
||||
M.real_name = mobname
|
||||
else
|
||||
M.real_name = src.name
|
||||
M.gender = src.mobgender
|
||||
if(mob_species)
|
||||
M.set_species(mob_species)
|
||||
if(death)
|
||||
M.death(1) //Kills the new mob
|
||||
if(src.corpsehusk)
|
||||
M.Drain()
|
||||
if(faction)
|
||||
M.faction = list(src.faction)
|
||||
M.adjustBruteLoss(src.corpsebrute)
|
||||
M.adjustOxyLoss(src.corpseoxy)
|
||||
if(src.corpseuniform)
|
||||
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
|
||||
if(src.corpsesuit)
|
||||
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
|
||||
if(src.corpseshoes)
|
||||
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
|
||||
if(src.corpsegloves)
|
||||
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
|
||||
if(src.corpseradio)
|
||||
M.equip_to_slot_or_del(new src.corpseradio(M), slot_ears)
|
||||
if(src.corpseglasses)
|
||||
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
|
||||
if(src.corpsemask)
|
||||
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
|
||||
if(src.corpsehelmet)
|
||||
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
|
||||
if(src.corpsebelt)
|
||||
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
|
||||
if(src.corpsepocket1)
|
||||
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
|
||||
if(src.corpsepocket2)
|
||||
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
|
||||
if(src.corpseback)
|
||||
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
|
||||
if(src.corpseid == 1)
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
var/datum/job/jobdatum
|
||||
for(var/jobtype in typesof(/datum/job))
|
||||
var/datum/job/J = new jobtype
|
||||
if(J.title == corpseidaccess)
|
||||
jobdatum = J
|
||||
break
|
||||
if(src.corpseidicon)
|
||||
W.icon_state = corpseidicon
|
||||
if(src.corpseidaccess)
|
||||
if(jobdatum)
|
||||
W.access = jobdatum.get_access()
|
||||
else
|
||||
W.access = list()
|
||||
if(corpseidjob)
|
||||
W.assignment = corpseidjob
|
||||
W.registered_name = M.real_name
|
||||
W.update_label()
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
if(ckey)
|
||||
M.ckey = ckey
|
||||
M << "[flavour_text]"
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/landmark/corpse/AICorpse/createCorpse() //Creates a corrupted AI
|
||||
var/A = locate(/mob/living/silicon/ai) in loc //variable A looks for an AI at the location of the landmark
|
||||
if(A) //if variable A is true
|
||||
return //stop executing the proc
|
||||
var/L = new /datum/ai_laws/default/asimov/ //variable L is a new Asimov lawset
|
||||
var/B = new /obj/item/device/mmi/ //variable B is a new MMI
|
||||
var/mob/living/silicon/ai/M = new(src.loc, L, B, 1) //spawn new AI at landmark as var M
|
||||
M.name = src.name
|
||||
M.real_name = src.name
|
||||
M.aiPDA.toff = 1 //turns the AI's PDA messenger off, stopping it showing up on player PDAs
|
||||
M.death() //call the AI's death proc
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/landmark/corpse/slimeCorpse
|
||||
var/mobcolour = "grey"
|
||||
icon = 'icons/mob/slimes.dmi'
|
||||
icon_state = "grey baby slime" //sets the icon in the map editor
|
||||
|
||||
/obj/effect/landmark/corpse/slimeCorpse/createCorpse() //proc creates a dead slime
|
||||
var/A = locate(/mob/living/simple_animal/slime/) in loc //variable A looks for a slime at the location of the landmark
|
||||
if(A) //if variable A is true
|
||||
return //stop executing the proc
|
||||
var/mob/living/simple_animal/slime/M = new(src.loc) //variable M is a new slime at the location of the landmark
|
||||
M.colour = src.mobcolour //slime colour is set by landmark's mobcolour var
|
||||
M.adjustToxLoss(9001) //kills the slime, death() doesn't update its icon correctly
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/landmark/corpse/facehugCorpse/createCorpse() //Creates a squashed facehugger
|
||||
var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
|
||||
O.name = src.name
|
||||
O.Die() //call the facehugger's death proc
|
||||
qdel(src)
|
||||
|
||||
|
||||
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
|
||||
|
||||
/obj/effect/landmark/corpse/syndicatesoldier
|
||||
name = "Syndicate Operative"
|
||||
corpseuniform = /obj/item/clothing/under/syndicate
|
||||
corpsesuit = /obj/item/clothing/suit/armor/vest
|
||||
corpseshoes = /obj/item/clothing/shoes/combat
|
||||
corpsegloves = /obj/item/clothing/gloves/combat
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/swat
|
||||
corpseback = /obj/item/weapon/storage/backpack
|
||||
corpseid = 1
|
||||
corpseidjob = "Operative"
|
||||
corpseidaccess = "Syndicate"
|
||||
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/syndicatecommando
|
||||
name = "Syndicate Commando"
|
||||
corpseuniform = /obj/item/clothing/under/syndicate
|
||||
corpsesuit = /obj/item/clothing/suit/space/hardsuit/syndi
|
||||
corpseshoes = /obj/item/clothing/shoes/combat
|
||||
corpsegloves = /obj/item/clothing/gloves/combat
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas/syndicate
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
corpseback = /obj/item/weapon/tank/jetpack/oxygen
|
||||
corpsepocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
|
||||
corpseid = 1
|
||||
corpseidjob = "Operative"
|
||||
corpseidaccess = "Syndicate"
|
||||
|
||||
|
||||
|
||||
///////////Civilians//////////////////////
|
||||
|
||||
/obj/effect/landmark/corpse/cook
|
||||
name = "Cook"
|
||||
corpseuniform = /obj/item/clothing/under/rank/chef
|
||||
corpsesuit = /obj/item/clothing/suit/apron/chef
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpsehelmet = /obj/item/clothing/head/chefhat
|
||||
corpseback = /obj/item/weapon/storage/backpack
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpseid = 1
|
||||
corpseidjob = "Cook"
|
||||
corpseidaccess = "Cook"
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/doctor
|
||||
name = "Doctor"
|
||||
corpseradio = /obj/item/device/radio/headset/headset_med
|
||||
corpseuniform = /obj/item/clothing/under/rank/medical
|
||||
corpsesuit = /obj/item/clothing/suit/toggle/labcoat
|
||||
corpseback = /obj/item/weapon/storage/backpack/medic
|
||||
corpsepocket1 = /obj/item/device/flashlight/pen
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpseid = 1
|
||||
corpseidjob = "Medical Doctor"
|
||||
corpseidaccess = "Medical Doctor"
|
||||
|
||||
/obj/effect/landmark/corpse/engineer
|
||||
name = "Engineer"
|
||||
corpseradio = /obj/item/device/radio/headset/headset_eng
|
||||
corpseuniform = /obj/item/clothing/under/rank/engineer
|
||||
corpseback = /obj/item/weapon/storage/backpack/industrial
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/orange
|
||||
corpsebelt = /obj/item/weapon/storage/belt/utility/full
|
||||
corpsegloves = /obj/item/clothing/gloves/color/yellow
|
||||
corpsehelmet = /obj/item/clothing/head/hardhat
|
||||
corpseid = 1
|
||||
corpseidjob = "Station Engineer"
|
||||
corpseidaccess = "Station Engineer"
|
||||
|
||||
/obj/effect/landmark/corpse/engineer/rig
|
||||
corpsesuit = /obj/item/clothing/suit/space/hardsuit/engine
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/effect/landmark/corpse/clown
|
||||
name = "Clown"
|
||||
corpseuniform = /obj/item/clothing/under/rank/clown
|
||||
corpseshoes = /obj/item/clothing/shoes/clown_shoes
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas/clown_hat
|
||||
corpsepocket1 = /obj/item/weapon/bikehorn
|
||||
corpseback = /obj/item/weapon/storage/backpack/clown
|
||||
corpseid = 1
|
||||
corpseidjob = "Clown"
|
||||
corpseidaccess = "Clown"
|
||||
|
||||
/obj/effect/landmark/corpse/scientist
|
||||
name = "Scientist"
|
||||
corpseradio = /obj/item/device/radio/headset/headset_sci
|
||||
corpseuniform = /obj/item/clothing/under/rank/scientist
|
||||
corpsesuit = /obj/item/clothing/suit/toggle/labcoat/science
|
||||
corpseback = /obj/item/weapon/storage/backpack
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/white
|
||||
corpseid = 1
|
||||
corpseidjob = "Scientist"
|
||||
corpseidaccess = "Scientist"
|
||||
|
||||
/obj/effect/landmark/corpse/miner
|
||||
corpseradio = /obj/item/device/radio/headset/headset_cargo
|
||||
corpseuniform = /obj/item/clothing/under/rank/miner
|
||||
corpsegloves = /obj/item/clothing/gloves/fingerless
|
||||
corpseback = /obj/item/weapon/storage/backpack/industrial
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpseid = 1
|
||||
corpseidjob = "Shaft Miner"
|
||||
corpseidaccess = "Shaft Miner"
|
||||
|
||||
/obj/effect/landmark/corpse/miner/rig
|
||||
corpsesuit = /obj/item/clothing/suit/space/hardsuit/mining
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/plasmaman
|
||||
mob_species = /datum/species/plasmaman
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/plasmaman
|
||||
corpseuniform = /obj/item/clothing/under/plasmaman
|
||||
corpseback = /obj/item/weapon/tank/internals/plasmaman/full
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
|
||||
|
||||
|
||||
/////////////////Officers//////////////////////
|
||||
|
||||
/obj/effect/landmark/corpse/bridgeofficer
|
||||
name = "Bridge Officer"
|
||||
corpseradio = /obj/item/device/radio/headset/heads/hop
|
||||
corpseuniform = /obj/item/clothing/under/rank/centcom_officer
|
||||
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
|
||||
corpseshoes = /obj/item/clothing/shoes/sneakers/black
|
||||
corpseglasses = /obj/item/clothing/glasses/sunglasses
|
||||
corpseid = 1
|
||||
corpseidjob = "Bridge Officer"
|
||||
corpseidaccess = "Captain"
|
||||
|
||||
/obj/effect/landmark/corpse/commander
|
||||
name = "Commander"
|
||||
corpseuniform = /obj/item/clothing/under/rank/centcom_commander
|
||||
corpsesuit = /obj/item/clothing/suit/armor
|
||||
corpseradio = /obj/item/device/radio/headset/heads/captain
|
||||
corpseglasses = /obj/item/clothing/glasses/eyepatch
|
||||
corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
|
||||
corpsehelmet = /obj/item/clothing/head/centhat
|
||||
corpsegloves = /obj/item/clothing/gloves/combat
|
||||
corpseshoes = /obj/item/clothing/shoes/combat/swat
|
||||
corpsepocket1 = /obj/item/weapon/lighter
|
||||
corpseid = 1
|
||||
corpseidjob = "Commander"
|
||||
corpseidaccess = "Captain"
|
||||
|
||||
/obj/effect/landmark/corpse/commander/alive
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
mobname = "Nanotrasen Commander"
|
||||
name = "sleeper"
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
flavour_text = "You are a Nanotrasen Commander!"
|
||||
|
||||
/obj/effect/landmark/corpse/attack_ghost(mob/user)
|
||||
if(ticker.current_state != GAME_STATE_PLAYING)
|
||||
return
|
||||
var/ghost_role = alert("Become [mobname]? (Warning, You can no longer be cloned!)",,"Yes","No")
|
||||
if(ghost_role == "No")
|
||||
return
|
||||
createCorpse(death = src.death, ckey = user.ckey)
|
||||
|
||||
/////////////////Spooky Undead//////////////////////
|
||||
|
||||
/obj/effect/landmark/corpse/skeleton
|
||||
name = "skeletal remains"
|
||||
mobname = "skeleton"
|
||||
mob_species = /datum/species/skeleton
|
||||
mobgender = NEUTER
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/skeleton/alive
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
|
||||
|
||||
|
||||
/obj/effect/landmark/corpse/zombie
|
||||
name = "rotting corpse"
|
||||
mobname = "zombie"
|
||||
mob_species = /datum/species/zombie
|
||||
|
||||
/obj/effect/landmark/corpse/zombie/alive
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
flavour_text = "By unknown powers, your rotting remains have been resurrected! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
|
||||
|
||||
+240
-240
@@ -1,240 +1,240 @@
|
||||
/*
|
||||
Asset cache quick users guide:
|
||||
|
||||
Make a datum at the bottom of this file with your assets for your thing.
|
||||
The simple subsystem will most like be of use for most cases.
|
||||
Then call get_asset_datum() with the type of the datum you created and store the return
|
||||
Then call .send(client) on that stored return value.
|
||||
|
||||
You can set verify to TRUE if you want send() to sleep until the client has the assets.
|
||||
*/
|
||||
|
||||
|
||||
// Amount of time(ds) MAX to send per asset, if this get exceeded we cancel the sleeping.
|
||||
// This is doubled for the first asset, then added per asset after
|
||||
#define ASSET_CACHE_SEND_TIMEOUT 7
|
||||
|
||||
//When sending mutiple assets, how many before we give the client a quaint little sending resources message
|
||||
#define ASSET_CACHE_TELL_CLIENT_AMOUNT 8
|
||||
|
||||
/client
|
||||
var/list/cache = list() // List of all assets sent to this client by the asset cache.
|
||||
var/list/completed_asset_jobs = list() // List of all completed jobs, awaiting acknowledgement.
|
||||
var/list/sending = list()
|
||||
var/last_asset_job = 0 // Last job done.
|
||||
|
||||
//This proc sends the asset to the client, but only if it needs it.
|
||||
//This proc blocks(sleeps) unless verify is set to false
|
||||
/proc/send_asset(var/client/client, var/asset_name, var/verify = TRUE)
|
||||
if(!istype(client))
|
||||
if(ismob(client))
|
||||
var/mob/M = client
|
||||
if(M.client)
|
||||
client = M.client
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
if(client.cache.Find(asset_name) || client.sending.Find(asset_name))
|
||||
return 0
|
||||
|
||||
client << browse_rsc(SSasset.cache[asset_name], asset_name)
|
||||
if(!verify || !winexists(client, "asset_cache_browser")) // Can't access the asset cache browser, rip.
|
||||
if (client)
|
||||
client.cache += asset_name
|
||||
return 1
|
||||
if (!client)
|
||||
return 0
|
||||
|
||||
client.sending |= asset_name
|
||||
var/job = ++client.last_asset_job
|
||||
|
||||
client << browse({"
|
||||
<script>
|
||||
window.location.href="?asset_cache_confirm_arrival=[job]"
|
||||
</script>
|
||||
"}, "window=asset_cache_browser")
|
||||
|
||||
var/t = 0
|
||||
var/timeout_time = (ASSET_CACHE_SEND_TIMEOUT * client.sending.len) + ASSET_CACHE_SEND_TIMEOUT
|
||||
while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
|
||||
sleep(1) // Lock up the caller until this is received.
|
||||
t++
|
||||
|
||||
if(client)
|
||||
client.sending -= asset_name
|
||||
client.cache |= asset_name
|
||||
client.completed_asset_jobs -= job
|
||||
|
||||
return 1
|
||||
|
||||
//This proc blocks(sleeps) unless verify is set to false
|
||||
/proc/send_asset_list(var/client/client, var/list/asset_list, var/verify = TRUE)
|
||||
if(!istype(client))
|
||||
if(ismob(client))
|
||||
var/mob/M = client
|
||||
if(M.client)
|
||||
client = M.client
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
var/list/unreceived = asset_list - (client.cache + client.sending)
|
||||
if(!unreceived || !unreceived.len)
|
||||
return 0
|
||||
if (unreceived.len >= ASSET_CACHE_TELL_CLIENT_AMOUNT)
|
||||
client << "Sending Resources..."
|
||||
for(var/asset in unreceived)
|
||||
if (asset in SSasset.cache)
|
||||
client << browse_rsc(SSasset.cache[asset], asset)
|
||||
|
||||
if(!verify || !winexists(client, "asset_cache_browser")) // Can't access the asset cache browser, rip.
|
||||
if (client)
|
||||
client.cache += unreceived
|
||||
return 1
|
||||
if (!client)
|
||||
return 0
|
||||
client.sending |= unreceived
|
||||
var/job = ++client.last_asset_job
|
||||
|
||||
client << browse({"
|
||||
<script>
|
||||
window.location.href="?asset_cache_confirm_arrival=[job]"
|
||||
</script>
|
||||
"}, "window=asset_cache_browser")
|
||||
|
||||
var/t = 0
|
||||
var/timeout_time = ASSET_CACHE_SEND_TIMEOUT * client.sending.len
|
||||
while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
|
||||
sleep(1) // Lock up the caller until this is received.
|
||||
t++
|
||||
|
||||
if(client)
|
||||
client.sending -= unreceived
|
||||
client.cache |= unreceived
|
||||
client.completed_asset_jobs -= job
|
||||
|
||||
return 1
|
||||
|
||||
//This proc will download the files without clogging up the browse() queue, used for passively sending files on connection start.
|
||||
//The proc calls procs that sleep for long times.
|
||||
/proc/getFilesSlow(var/client/client, var/list/files, var/register_asset = TRUE)
|
||||
for(var/file in files)
|
||||
if (!client)
|
||||
break
|
||||
if (register_asset)
|
||||
register_asset(file,files[file])
|
||||
send_asset(client,file)
|
||||
sleep(-1) //queuing calls like this too quickly can cause issues in some client versions
|
||||
|
||||
//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up.
|
||||
//if it's an icon or something be careful, you'll have to copy it before further use.
|
||||
/proc/register_asset(var/asset_name, var/asset)
|
||||
SSasset.cache[asset_name] = asset
|
||||
|
||||
//These datums are used to populate the asset cache, the proc "register()" does this.
|
||||
|
||||
//all of our asset datums, used for referring to these later
|
||||
/var/global/list/asset_datums = list()
|
||||
|
||||
//get a assetdatum or make a new one
|
||||
/proc/get_asset_datum(var/type)
|
||||
if (!(type in asset_datums))
|
||||
return new type()
|
||||
return asset_datums[type]
|
||||
|
||||
/datum/asset/New()
|
||||
asset_datums[type] = src
|
||||
|
||||
/datum/asset/proc/register()
|
||||
return
|
||||
|
||||
/datum/asset/proc/send(client)
|
||||
return
|
||||
|
||||
//If you don't need anything complicated.
|
||||
/datum/asset/simple
|
||||
var/assets = list()
|
||||
var/verify = FALSE
|
||||
|
||||
/datum/asset/simple/register()
|
||||
for(var/asset_name in assets)
|
||||
register_asset(asset_name, assets[asset_name])
|
||||
/datum/asset/simple/send(client)
|
||||
send_asset_list(client,assets,verify)
|
||||
|
||||
|
||||
//DEFINITIONS FOR ASSET DATUMS START HERE.
|
||||
|
||||
|
||||
/datum/asset/simple/nanoui
|
||||
assets = list(
|
||||
"nanoui.lib.js" = 'nano/assets/nanoui.lib.js',
|
||||
"nanoui.main.js" = 'nano/assets/nanoui.main.js',
|
||||
"nanoui.templates.js" = 'nano/assets/nanoui.templates.js',
|
||||
"nanoui.lib.css" = 'nano/assets/nanoui.lib.css',
|
||||
"nanoui.common.css" = 'nano/assets/nanoui.common.css',
|
||||
"nanoui.generic.css" = 'nano/assets/nanoui.generic.css',
|
||||
"nanoui.nanotrasen.css" = 'nano/assets/nanoui.nanotrasen.css',
|
||||
"fontawesome-webfont.eot" = 'nano/assets/fontawesome-webfont.eot',
|
||||
"fontawesome-webfont.woff2" = 'nano/assets/fontawesome-webfont.woff2'
|
||||
)
|
||||
|
||||
/datum/asset/simple/pda
|
||||
assets = list(
|
||||
"pda_atmos.png" = 'icons/pda_icons/pda_atmos.png',
|
||||
"pda_back.png" = 'icons/pda_icons/pda_back.png',
|
||||
"pda_bell.png" = 'icons/pda_icons/pda_bell.png',
|
||||
"pda_blank.png" = 'icons/pda_icons/pda_blank.png',
|
||||
"pda_boom.png" = 'icons/pda_icons/pda_boom.png',
|
||||
"pda_bucket.png" = 'icons/pda_icons/pda_bucket.png',
|
||||
"pda_medbot.png" = 'icons/pda_icons/pda_medbot.png',
|
||||
"pda_floorbot.png" = 'icons/pda_icons/pda_floorbot.png',
|
||||
"pda_cleanbot.png" = 'icons/pda_icons/pda_cleanbot.png',
|
||||
"pda_crate.png" = 'icons/pda_icons/pda_crate.png',
|
||||
"pda_cuffs.png" = 'icons/pda_icons/pda_cuffs.png',
|
||||
"pda_eject.png" = 'icons/pda_icons/pda_eject.png',
|
||||
"pda_exit.png" = 'icons/pda_icons/pda_exit.png',
|
||||
"pda_flashlight.png" = 'icons/pda_icons/pda_flashlight.png',
|
||||
"pda_honk.png" = 'icons/pda_icons/pda_honk.png',
|
||||
"pda_mail.png" = 'icons/pda_icons/pda_mail.png',
|
||||
"pda_medical.png" = 'icons/pda_icons/pda_medical.png',
|
||||
"pda_menu.png" = 'icons/pda_icons/pda_menu.png',
|
||||
"pda_mule.png" = 'icons/pda_icons/pda_mule.png',
|
||||
"pda_notes.png" = 'icons/pda_icons/pda_notes.png',
|
||||
"pda_power.png" = 'icons/pda_icons/pda_power.png',
|
||||
"pda_rdoor.png" = 'icons/pda_icons/pda_rdoor.png',
|
||||
"pda_reagent.png" = 'icons/pda_icons/pda_reagent.png',
|
||||
"pda_refresh.png" = 'icons/pda_icons/pda_refresh.png',
|
||||
"pda_scanner.png" = 'icons/pda_icons/pda_scanner.png',
|
||||
"pda_signaler.png" = 'icons/pda_icons/pda_signaler.png',
|
||||
"pda_status.png" = 'icons/pda_icons/pda_status.png'
|
||||
)
|
||||
|
||||
/datum/asset/simple/paper
|
||||
assets = list(
|
||||
"large_stamp-clown.png" = 'icons/stamp_icons/large_stamp-clown.png',
|
||||
"large_stamp-deny.png" = 'icons/stamp_icons/large_stamp-deny.png',
|
||||
"large_stamp-ok.png" = 'icons/stamp_icons/large_stamp-ok.png',
|
||||
"large_stamp-hop.png" = 'icons/stamp_icons/large_stamp-hop.png',
|
||||
"large_stamp-cmo.png" = 'icons/stamp_icons/large_stamp-cmo.png',
|
||||
"large_stamp-ce.png" = 'icons/stamp_icons/large_stamp-ce.png',
|
||||
"large_stamp-hos.png" = 'icons/stamp_icons/large_stamp-hos.png',
|
||||
"large_stamp-rd.png" = 'icons/stamp_icons/large_stamp-rd.png',
|
||||
"large_stamp-cap.png" = 'icons/stamp_icons/large_stamp-cap.png',
|
||||
"large_stamp-qm.png" = 'icons/stamp_icons/large_stamp-qm.png',
|
||||
"large_stamp-law.png" = 'icons/stamp_icons/large_stamp-law.png'
|
||||
)
|
||||
|
||||
|
||||
//Registers HTML Interface assets.
|
||||
/datum/asset/HTML_interface/register()
|
||||
for(var/path in typesof(/datum/html_interface))
|
||||
var/datum/html_interface/hi = new path()
|
||||
hi.registerResources()
|
||||
/*
|
||||
Asset cache quick users guide:
|
||||
|
||||
Make a datum at the bottom of this file with your assets for your thing.
|
||||
The simple subsystem will most like be of use for most cases.
|
||||
Then call get_asset_datum() with the type of the datum you created and store the return
|
||||
Then call .send(client) on that stored return value.
|
||||
|
||||
You can set verify to TRUE if you want send() to sleep until the client has the assets.
|
||||
*/
|
||||
|
||||
|
||||
// Amount of time(ds) MAX to send per asset, if this get exceeded we cancel the sleeping.
|
||||
// This is doubled for the first asset, then added per asset after
|
||||
#define ASSET_CACHE_SEND_TIMEOUT 7
|
||||
|
||||
//When sending mutiple assets, how many before we give the client a quaint little sending resources message
|
||||
#define ASSET_CACHE_TELL_CLIENT_AMOUNT 8
|
||||
|
||||
/client
|
||||
var/list/cache = list() // List of all assets sent to this client by the asset cache.
|
||||
var/list/completed_asset_jobs = list() // List of all completed jobs, awaiting acknowledgement.
|
||||
var/list/sending = list()
|
||||
var/last_asset_job = 0 // Last job done.
|
||||
|
||||
//This proc sends the asset to the client, but only if it needs it.
|
||||
//This proc blocks(sleeps) unless verify is set to false
|
||||
/proc/send_asset(var/client/client, var/asset_name, var/verify = TRUE)
|
||||
if(!istype(client))
|
||||
if(ismob(client))
|
||||
var/mob/M = client
|
||||
if(M.client)
|
||||
client = M.client
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
if(client.cache.Find(asset_name) || client.sending.Find(asset_name))
|
||||
return 0
|
||||
|
||||
client << browse_rsc(SSasset.cache[asset_name], asset_name)
|
||||
if(!verify || !winexists(client, "asset_cache_browser")) // Can't access the asset cache browser, rip.
|
||||
if (client)
|
||||
client.cache += asset_name
|
||||
return 1
|
||||
if (!client)
|
||||
return 0
|
||||
|
||||
client.sending |= asset_name
|
||||
var/job = ++client.last_asset_job
|
||||
|
||||
client << browse({"
|
||||
<script>
|
||||
window.location.href="?asset_cache_confirm_arrival=[job]"
|
||||
</script>
|
||||
"}, "window=asset_cache_browser")
|
||||
|
||||
var/t = 0
|
||||
var/timeout_time = (ASSET_CACHE_SEND_TIMEOUT * client.sending.len) + ASSET_CACHE_SEND_TIMEOUT
|
||||
while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
|
||||
sleep(1) // Lock up the caller until this is received.
|
||||
t++
|
||||
|
||||
if(client)
|
||||
client.sending -= asset_name
|
||||
client.cache |= asset_name
|
||||
client.completed_asset_jobs -= job
|
||||
|
||||
return 1
|
||||
|
||||
//This proc blocks(sleeps) unless verify is set to false
|
||||
/proc/send_asset_list(var/client/client, var/list/asset_list, var/verify = TRUE)
|
||||
if(!istype(client))
|
||||
if(ismob(client))
|
||||
var/mob/M = client
|
||||
if(M.client)
|
||||
client = M.client
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
else
|
||||
return 0
|
||||
|
||||
var/list/unreceived = asset_list - (client.cache + client.sending)
|
||||
if(!unreceived || !unreceived.len)
|
||||
return 0
|
||||
if (unreceived.len >= ASSET_CACHE_TELL_CLIENT_AMOUNT)
|
||||
client << "Sending Resources..."
|
||||
for(var/asset in unreceived)
|
||||
if (asset in SSasset.cache)
|
||||
client << browse_rsc(SSasset.cache[asset], asset)
|
||||
|
||||
if(!verify || !winexists(client, "asset_cache_browser")) // Can't access the asset cache browser, rip.
|
||||
if (client)
|
||||
client.cache += unreceived
|
||||
return 1
|
||||
if (!client)
|
||||
return 0
|
||||
client.sending |= unreceived
|
||||
var/job = ++client.last_asset_job
|
||||
|
||||
client << browse({"
|
||||
<script>
|
||||
window.location.href="?asset_cache_confirm_arrival=[job]"
|
||||
</script>
|
||||
"}, "window=asset_cache_browser")
|
||||
|
||||
var/t = 0
|
||||
var/timeout_time = ASSET_CACHE_SEND_TIMEOUT * client.sending.len
|
||||
while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
|
||||
sleep(1) // Lock up the caller until this is received.
|
||||
t++
|
||||
|
||||
if(client)
|
||||
client.sending -= unreceived
|
||||
client.cache |= unreceived
|
||||
client.completed_asset_jobs -= job
|
||||
|
||||
return 1
|
||||
|
||||
//This proc will download the files without clogging up the browse() queue, used for passively sending files on connection start.
|
||||
//The proc calls procs that sleep for long times.
|
||||
/proc/getFilesSlow(var/client/client, var/list/files, var/register_asset = TRUE)
|
||||
for(var/file in files)
|
||||
if (!client)
|
||||
break
|
||||
if (register_asset)
|
||||
register_asset(file,files[file])
|
||||
send_asset(client,file)
|
||||
sleep(-1) //queuing calls like this too quickly can cause issues in some client versions
|
||||
|
||||
//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up.
|
||||
//if it's an icon or something be careful, you'll have to copy it before further use.
|
||||
/proc/register_asset(var/asset_name, var/asset)
|
||||
SSasset.cache[asset_name] = asset
|
||||
|
||||
//These datums are used to populate the asset cache, the proc "register()" does this.
|
||||
|
||||
//all of our asset datums, used for referring to these later
|
||||
/var/global/list/asset_datums = list()
|
||||
|
||||
//get a assetdatum or make a new one
|
||||
/proc/get_asset_datum(var/type)
|
||||
if (!(type in asset_datums))
|
||||
return new type()
|
||||
return asset_datums[type]
|
||||
|
||||
/datum/asset/New()
|
||||
asset_datums[type] = src
|
||||
|
||||
/datum/asset/proc/register()
|
||||
return
|
||||
|
||||
/datum/asset/proc/send(client)
|
||||
return
|
||||
|
||||
//If you don't need anything complicated.
|
||||
/datum/asset/simple
|
||||
var/assets = list()
|
||||
var/verify = FALSE
|
||||
|
||||
/datum/asset/simple/register()
|
||||
for(var/asset_name in assets)
|
||||
register_asset(asset_name, assets[asset_name])
|
||||
/datum/asset/simple/send(client)
|
||||
send_asset_list(client,assets,verify)
|
||||
|
||||
|
||||
//DEFINITIONS FOR ASSET DATUMS START HERE.
|
||||
|
||||
|
||||
/datum/asset/simple/nanoui
|
||||
assets = list(
|
||||
"nanoui.lib.js" = 'nano/assets/nanoui.lib.js',
|
||||
"nanoui.main.js" = 'nano/assets/nanoui.main.js',
|
||||
"nanoui.templates.js" = 'nano/assets/nanoui.templates.js',
|
||||
"nanoui.lib.css" = 'nano/assets/nanoui.lib.css',
|
||||
"nanoui.common.css" = 'nano/assets/nanoui.common.css',
|
||||
"nanoui.generic.css" = 'nano/assets/nanoui.generic.css',
|
||||
"nanoui.nanotrasen.css" = 'nano/assets/nanoui.nanotrasen.css',
|
||||
"fontawesome-webfont.eot" = 'nano/assets/fontawesome-webfont.eot',
|
||||
"fontawesome-webfont.woff2" = 'nano/assets/fontawesome-webfont.woff2'
|
||||
)
|
||||
|
||||
/datum/asset/simple/pda
|
||||
assets = list(
|
||||
"pda_atmos.png" = 'icons/pda_icons/pda_atmos.png',
|
||||
"pda_back.png" = 'icons/pda_icons/pda_back.png',
|
||||
"pda_bell.png" = 'icons/pda_icons/pda_bell.png',
|
||||
"pda_blank.png" = 'icons/pda_icons/pda_blank.png',
|
||||
"pda_boom.png" = 'icons/pda_icons/pda_boom.png',
|
||||
"pda_bucket.png" = 'icons/pda_icons/pda_bucket.png',
|
||||
"pda_medbot.png" = 'icons/pda_icons/pda_medbot.png',
|
||||
"pda_floorbot.png" = 'icons/pda_icons/pda_floorbot.png',
|
||||
"pda_cleanbot.png" = 'icons/pda_icons/pda_cleanbot.png',
|
||||
"pda_crate.png" = 'icons/pda_icons/pda_crate.png',
|
||||
"pda_cuffs.png" = 'icons/pda_icons/pda_cuffs.png',
|
||||
"pda_eject.png" = 'icons/pda_icons/pda_eject.png',
|
||||
"pda_exit.png" = 'icons/pda_icons/pda_exit.png',
|
||||
"pda_flashlight.png" = 'icons/pda_icons/pda_flashlight.png',
|
||||
"pda_honk.png" = 'icons/pda_icons/pda_honk.png',
|
||||
"pda_mail.png" = 'icons/pda_icons/pda_mail.png',
|
||||
"pda_medical.png" = 'icons/pda_icons/pda_medical.png',
|
||||
"pda_menu.png" = 'icons/pda_icons/pda_menu.png',
|
||||
"pda_mule.png" = 'icons/pda_icons/pda_mule.png',
|
||||
"pda_notes.png" = 'icons/pda_icons/pda_notes.png',
|
||||
"pda_power.png" = 'icons/pda_icons/pda_power.png',
|
||||
"pda_rdoor.png" = 'icons/pda_icons/pda_rdoor.png',
|
||||
"pda_reagent.png" = 'icons/pda_icons/pda_reagent.png',
|
||||
"pda_refresh.png" = 'icons/pda_icons/pda_refresh.png',
|
||||
"pda_scanner.png" = 'icons/pda_icons/pda_scanner.png',
|
||||
"pda_signaler.png" = 'icons/pda_icons/pda_signaler.png',
|
||||
"pda_status.png" = 'icons/pda_icons/pda_status.png'
|
||||
)
|
||||
|
||||
/datum/asset/simple/paper
|
||||
assets = list(
|
||||
"large_stamp-clown.png" = 'icons/stamp_icons/large_stamp-clown.png',
|
||||
"large_stamp-deny.png" = 'icons/stamp_icons/large_stamp-deny.png',
|
||||
"large_stamp-ok.png" = 'icons/stamp_icons/large_stamp-ok.png',
|
||||
"large_stamp-hop.png" = 'icons/stamp_icons/large_stamp-hop.png',
|
||||
"large_stamp-cmo.png" = 'icons/stamp_icons/large_stamp-cmo.png',
|
||||
"large_stamp-ce.png" = 'icons/stamp_icons/large_stamp-ce.png',
|
||||
"large_stamp-hos.png" = 'icons/stamp_icons/large_stamp-hos.png',
|
||||
"large_stamp-rd.png" = 'icons/stamp_icons/large_stamp-rd.png',
|
||||
"large_stamp-cap.png" = 'icons/stamp_icons/large_stamp-cap.png',
|
||||
"large_stamp-qm.png" = 'icons/stamp_icons/large_stamp-qm.png',
|
||||
"large_stamp-law.png" = 'icons/stamp_icons/large_stamp-law.png'
|
||||
)
|
||||
|
||||
|
||||
//Registers HTML Interface assets.
|
||||
/datum/asset/HTML_interface/register()
|
||||
for(var/path in typesof(/datum/html_interface))
|
||||
var/datum/html_interface/hi = new path()
|
||||
hi.registerResources()
|
||||
|
||||
+339
-339
@@ -1,339 +1,339 @@
|
||||
////////////
|
||||
//SECURITY//
|
||||
////////////
|
||||
#define UPLOAD_LIMIT 1048576 //Restricts client uploads to the server to 1MB //Could probably do with being lower.
|
||||
#define MIN_CLIENT_VERSION 0 //Just an ambiguously low version for now, I don't want to suddenly stop people playing.
|
||||
//I would just like the code ready should it ever need to be used.
|
||||
/*
|
||||
When somebody clicks a link in game, this Topic is called first.
|
||||
It does the stuff in this proc and then is redirected to the Topic() proc for the src=[0xWhatever]
|
||||
(if specified in the link). ie locate(hsrc).Topic()
|
||||
|
||||
Such links can be spoofed.
|
||||
|
||||
Because of this certain things MUST be considered whenever adding a Topic() for something:
|
||||
- Can it be fed harmful values which could cause runtimes?
|
||||
- Is the Topic call an admin-only thing?
|
||||
- If so, does it have checks to see if the person who called it (usr.client) is an admin?
|
||||
- Are the processes being called by Topic() particularly laggy?
|
||||
- If so, is there any protection against somebody spam-clicking a link?
|
||||
If you have any questions about this stuff feel free to ask. ~Carn
|
||||
*/
|
||||
/client/Topic(href, href_list, hsrc)
|
||||
if(!usr || usr != mob) //stops us calling Topic for somebody else's client. Also helps prevent usr=null
|
||||
return
|
||||
// NanoUI
|
||||
if(href_list["nano_error"])
|
||||
src << href_list["nano_error"]
|
||||
throw EXCEPTION("NanoUI: [href_list["nano_error"]]")
|
||||
if(href_list["nano_log"])
|
||||
src << href_list["nano_log"]
|
||||
return
|
||||
// asset_cache
|
||||
if(href_list["asset_cache_confirm_arrival"])
|
||||
//src << "ASSET JOB [href_list["asset_cache_confirm_arrival"]] ARRIVED."
|
||||
var/job = text2num(href_list["asset_cache_confirm_arrival"])
|
||||
completed_asset_jobs += job
|
||||
return
|
||||
//Admin PM
|
||||
if(href_list["priv_msg"])
|
||||
if (href_list["ahelp_reply"])
|
||||
cmd_ahelp_reply(href_list["priv_msg"])
|
||||
return
|
||||
cmd_admin_pm(href_list["priv_msg"],null)
|
||||
return
|
||||
|
||||
//Logs all hrefs
|
||||
if(config && config.log_hrefs && href_logfile)
|
||||
href_logfile << "<small>[time2text(world.timeofday,"hh:mm")] [src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]<br>"
|
||||
|
||||
switch(href_list["_src_"])
|
||||
if("holder") hsrc = holder
|
||||
if("usr") hsrc = mob
|
||||
if("prefs") return prefs.process_link(usr,href_list)
|
||||
if("vars") return view_var_Topic(href,href_list,hsrc)
|
||||
|
||||
..() //redirect to hsrc.Topic()
|
||||
|
||||
/client/proc/is_content_unlocked()
|
||||
if(!prefs.unlock_content)
|
||||
src << "Become a BYOND member to access member-perks and features, as well as support the engine that makes this game possible. Only 10 bucks for 3 months! <a href='http://www.byond.com/membership'>Click Here to find out more</a>."
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/client/proc/handle_spam_prevention(message, mute_type)
|
||||
if(config.automute_on && !holder && src.last_message == message)
|
||||
src.last_message_count++
|
||||
if(src.last_message_count >= SPAM_TRIGGER_AUTOMUTE)
|
||||
src << "<span class='danger'>You have exceeded the spam filter limit for identical messages. An auto-mute was applied.</span>"
|
||||
cmd_admin_mute(src, mute_type, 1)
|
||||
return 1
|
||||
if(src.last_message_count >= SPAM_TRIGGER_WARNING)
|
||||
src << "<span class='danger'>You are nearing the spam filter limit for identical messages.</span>"
|
||||
return 0
|
||||
else
|
||||
last_message = message
|
||||
src.last_message_count = 0
|
||||
return 0
|
||||
|
||||
//This stops files larger than UPLOAD_LIMIT being sent from client to server via input(), client.Import() etc.
|
||||
/client/AllowUpload(filename, filelength)
|
||||
if(filelength > UPLOAD_LIMIT)
|
||||
src << "<font color='red'>Error: AllowUpload(): File Upload too large. Upload Limit: [UPLOAD_LIMIT/1024]KiB.</font>"
|
||||
return 0
|
||||
/* //Don't need this at the moment. But it's here if it's needed later.
|
||||
//Helps prevent multiple files being uploaded at once. Or right after eachother.
|
||||
var/time_to_wait = fileaccess_timer - world.time
|
||||
if(time_to_wait > 0)
|
||||
src << "<font color='red'>Error: AllowUpload(): Spam prevention. Please wait [round(time_to_wait/10)] seconds.</font>"
|
||||
return 0
|
||||
fileaccess_timer = world.time + FTPDELAY */
|
||||
return 1
|
||||
|
||||
|
||||
///////////
|
||||
//CONNECT//
|
||||
///////////
|
||||
#if (PRELOAD_RSC == 0)
|
||||
var/list/external_rsc_urls
|
||||
var/next_external_rsc = 0
|
||||
#endif
|
||||
|
||||
|
||||
/client/New(TopicData)
|
||||
|
||||
TopicData = null //Prevent calls to client.Topic from connect
|
||||
|
||||
if(connection != "seeker" && connection != "web")//Invalid connection type.
|
||||
return null
|
||||
if(byond_version < MIN_CLIENT_VERSION) //Out of date client.
|
||||
return null
|
||||
|
||||
#if (PRELOAD_RSC == 0)
|
||||
if(external_rsc_urls && external_rsc_urls.len)
|
||||
next_external_rsc = Wrap(next_external_rsc+1, 1, external_rsc_urls.len+1)
|
||||
preload_rsc = external_rsc_urls[next_external_rsc]
|
||||
#endif
|
||||
|
||||
clients += src
|
||||
directory[ckey] = src
|
||||
|
||||
//Admin Authorisation
|
||||
if(protected_config.autoadmin)
|
||||
if(!admin_datums[ckey])
|
||||
var/datum/admin_rank/autorank
|
||||
for(var/datum/admin_rank/R in admin_ranks)
|
||||
if(R.name == protected_config.autoadmin_rank)
|
||||
autorank = R
|
||||
break
|
||||
if(!autorank)
|
||||
world << "Autoadmin rank not found"
|
||||
else
|
||||
var/datum/admins/D = new(autorank, ckey)
|
||||
admin_datums[ckey] = D
|
||||
holder = admin_datums[ckey]
|
||||
if(holder)
|
||||
admins += src
|
||||
holder.owner = src
|
||||
|
||||
//preferences datum - also holds some persistant data for the client (because we may as well keep these datums to a minimum)
|
||||
prefs = preferences_datums[ckey]
|
||||
if(!prefs)
|
||||
prefs = new /datum/preferences(src)
|
||||
preferences_datums[ckey] = prefs
|
||||
prefs.last_ip = address //these are gonna be used for banning
|
||||
prefs.last_id = computer_id //these are gonna be used for banning
|
||||
|
||||
. = ..() //calls mob.Login()
|
||||
|
||||
if (connection == "web")
|
||||
if (!config.allowwebclient)
|
||||
src << "Web client is disabled"
|
||||
del(src)
|
||||
return 0
|
||||
if (config.webclientmembersonly && !IsByondMember())
|
||||
src << "Sorry, but the web client is restricted to byond members only."
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
if( (world.address == address || !address) && !host )
|
||||
host = key
|
||||
world.update_status()
|
||||
|
||||
if(holder)
|
||||
add_admin_verbs()
|
||||
admin_memo_output("Show")
|
||||
adminGreet()
|
||||
if((global.comms_key == "default_pwd" || length(global.comms_key) <= 6) && global.comms_allowed) //It's the default value or less than 6 characters long, but it somehow didn't disable comms.
|
||||
src << "<span class='danger'>The server's API key is either too short or is the default value! Consider changing it immediately!</span>"
|
||||
|
||||
add_verbs_from_config()
|
||||
set_client_age_from_db()
|
||||
|
||||
if (isnum(player_age) && player_age == -1) //first connection
|
||||
if (config.panic_bunker && !holder && !(ckey in deadmins))
|
||||
log_access("Failed Login: [key] - New account attempting to connect during panic bunker")
|
||||
message_admins("<span class='adminnotice'>Failed Login: [key] - New account attempting to connect during panic bunker</span>")
|
||||
src << "Sorry but the server is currently not accepting connections from never before seen players."
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
if (config.notify_new_player_age >= 0)
|
||||
message_admins("New user: [key_name_admin(src)] is connecting here for the first time.")
|
||||
if (config.irc_first_connection_alert)
|
||||
send2irc_adminless_only("New-user", "[key_name(src)] is connecting for the first time!")
|
||||
|
||||
player_age = 0 // set it from -1 to 0 so the job selection code doesn't have a panic attack
|
||||
|
||||
else if (isnum(player_age) && player_age < config.notify_new_player_age)
|
||||
message_admins("New user: [key_name_admin(src)] just connected with an age of [player_age] day[(player_age==1?"":"s")]")
|
||||
|
||||
sync_client_with_db()
|
||||
|
||||
send_resources()
|
||||
|
||||
if(!void)
|
||||
void = new()
|
||||
|
||||
screen += void
|
||||
|
||||
if(prefs.lastchangelog != changelog_hash) //bolds the changelog button on the interface so we know there are updates.
|
||||
src << "<span class='info'>You have unread updates in the changelog.</span>"
|
||||
if(config.aggressive_changelog)
|
||||
src.changes()
|
||||
else
|
||||
winset(src, "rpane.changelogb", "background-color=#eaeaea;font-style=bold")
|
||||
|
||||
if (ckey in clientmessages)
|
||||
for (var/message in clientmessages[ckey])
|
||||
src << message
|
||||
clientmessages.Remove(ckey)
|
||||
|
||||
if (config && config.autoconvert_notes)
|
||||
convert_notes_sql(ckey)
|
||||
|
||||
if(!winexists(src, "asset_cache_browser")) // The client is using a custom skin, tell them.
|
||||
src << "<span class='warning'>Unable to access asset cache browser, if you are using a custom skin file, please allow DS to download the updated version, if you are not, then make a bug report. This is not a critical issue but can cause issues with resource downloading, as it is impossible to know when extra resources arrived to you.</span>"
|
||||
|
||||
|
||||
//This is down here because of the browse() calls in tooltip/New()
|
||||
if(!tooltips)
|
||||
tooltips = new /datum/tooltip(src)
|
||||
|
||||
|
||||
//////////////
|
||||
//DISCONNECT//
|
||||
//////////////
|
||||
|
||||
/client/Del()
|
||||
if(holder)
|
||||
adminGreet(1)
|
||||
holder.owner = null
|
||||
admins -= src
|
||||
directory -= ckey
|
||||
clients -= src
|
||||
return ..()
|
||||
|
||||
|
||||
/client/proc/set_client_age_from_db()
|
||||
if (IsGuestKey(src.key))
|
||||
return
|
||||
|
||||
establish_db_connection()
|
||||
if(!dbcon.IsConnected())
|
||||
return
|
||||
|
||||
var/sql_ckey = sanitizeSQL(src.ckey)
|
||||
|
||||
var/DBQuery/query = dbcon.NewQuery("SELECT id, datediff(Now(),firstseen) as age FROM [format_table_name("player")] WHERE ckey = '[sql_ckey]'")
|
||||
if (!query.Execute())
|
||||
return
|
||||
|
||||
while (query.NextRow())
|
||||
player_age = text2num(query.item[2])
|
||||
return
|
||||
|
||||
//no match mark it as a first connection for use in client/New()
|
||||
player_age = -1
|
||||
|
||||
|
||||
/client/proc/sync_client_with_db()
|
||||
if (IsGuestKey(src.key))
|
||||
return
|
||||
|
||||
establish_db_connection()
|
||||
if (!dbcon.IsConnected())
|
||||
return
|
||||
|
||||
var/sql_ckey = sanitizeSQL(src.ckey)
|
||||
|
||||
var/DBQuery/query_ip = dbcon.NewQuery("SELECT ckey FROM [format_table_name("player")] WHERE ip = '[address]' AND ckey != '[sql_ckey]'")
|
||||
query_ip.Execute()
|
||||
related_accounts_ip = ""
|
||||
while(query_ip.NextRow())
|
||||
related_accounts_ip += "[query_ip.item[1]], "
|
||||
|
||||
var/DBQuery/query_cid = dbcon.NewQuery("SELECT ckey FROM [format_table_name("player")] WHERE computerid = '[computer_id]' AND ckey != '[sql_ckey]'")
|
||||
query_cid.Execute()
|
||||
related_accounts_cid = ""
|
||||
while (query_cid.NextRow())
|
||||
related_accounts_cid += "[query_cid.item[1]], "
|
||||
|
||||
var/watchreason = check_watchlist(sql_ckey)
|
||||
if(watchreason)
|
||||
message_admins("<font color='red'><B>Notice: </B></font><font color='blue'>[key_name_admin(src)] is on the watchlist and has just connected - Reason: [watchreason]</font>")
|
||||
send2irc_adminless_only("Watchlist", "[key_name(src)] is on the watchlist and has just connected - Reason: [watchreason]")
|
||||
|
||||
var/admin_rank = "Player"
|
||||
if (src.holder && src.holder.rank)
|
||||
admin_rank = src.holder.rank.name
|
||||
|
||||
var/sql_ip = sanitizeSQL(src.address)
|
||||
var/sql_computerid = sanitizeSQL(src.computer_id)
|
||||
var/sql_admin_rank = sanitizeSQL(admin_rank)
|
||||
|
||||
|
||||
var/DBQuery/query_insert = dbcon.NewQuery("INSERT INTO [format_table_name("player")] (id, ckey, firstseen, lastseen, ip, computerid, lastadminrank) VALUES (null, '[sql_ckey]', Now(), Now(), '[sql_ip]', '[sql_computerid]', '[sql_admin_rank]') ON DUPLICATE KEY UPDATE lastseen = VALUES(lastseen), ip = VALUES(ip), computerid = VALUES(computerid), lastadminrank = VALUES(lastadminrank)")
|
||||
query_insert.Execute()
|
||||
|
||||
//Logging player access
|
||||
var/serverip = "[world.internet_address]:[world.port]"
|
||||
var/DBQuery/query_accesslog = dbcon.NewQuery("INSERT INTO `[format_table_name("connection_log")]` (`id`,`datetime`,`serverip`,`ckey`,`ip`,`computerid`) VALUES(null,Now(),'[serverip]','[sql_ckey]','[sql_ip]','[sql_computerid]');")
|
||||
query_accesslog.Execute()
|
||||
|
||||
/client/proc/add_verbs_from_config()
|
||||
if(config.see_own_notes)
|
||||
verbs += /client/proc/self_notes
|
||||
|
||||
|
||||
#undef TOPIC_SPAM_DELAY
|
||||
#undef UPLOAD_LIMIT
|
||||
#undef MIN_CLIENT_VERSION
|
||||
|
||||
//checks if a client is afk
|
||||
//3000 frames = 5 minutes
|
||||
/client/proc/is_afk(duration=3000)
|
||||
if(inactivity > duration) return inactivity
|
||||
return 0
|
||||
|
||||
// Byond seemingly calls stat, each tick.
|
||||
// Calling things each tick can get expensive real quick.
|
||||
// So we slow this down a little.
|
||||
// See: http://www.byond.com/docs/ref/info.html#/client/proc/Stat
|
||||
/client/Stat()
|
||||
. = ..()
|
||||
sleep(1)
|
||||
|
||||
//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
|
||||
/client/proc/send_resources()
|
||||
//get the common files
|
||||
getFiles(
|
||||
'html/search.js',
|
||||
'html/panels.css',
|
||||
'html/browser/common.css',
|
||||
'html/browser/scannernew.css',
|
||||
'html/browser/playeroptions.css',
|
||||
)
|
||||
spawn (10)
|
||||
//Precache the client with all other assets slowly, so as to not block other browse() calls
|
||||
getFilesSlow(src, SSasset.cache, register_asset = FALSE)
|
||||
////////////
|
||||
//SECURITY//
|
||||
////////////
|
||||
#define UPLOAD_LIMIT 1048576 //Restricts client uploads to the server to 1MB //Could probably do with being lower.
|
||||
#define MIN_CLIENT_VERSION 0 //Just an ambiguously low version for now, I don't want to suddenly stop people playing.
|
||||
//I would just like the code ready should it ever need to be used.
|
||||
/*
|
||||
When somebody clicks a link in game, this Topic is called first.
|
||||
It does the stuff in this proc and then is redirected to the Topic() proc for the src=[0xWhatever]
|
||||
(if specified in the link). ie locate(hsrc).Topic()
|
||||
|
||||
Such links can be spoofed.
|
||||
|
||||
Because of this certain things MUST be considered whenever adding a Topic() for something:
|
||||
- Can it be fed harmful values which could cause runtimes?
|
||||
- Is the Topic call an admin-only thing?
|
||||
- If so, does it have checks to see if the person who called it (usr.client) is an admin?
|
||||
- Are the processes being called by Topic() particularly laggy?
|
||||
- If so, is there any protection against somebody spam-clicking a link?
|
||||
If you have any questions about this stuff feel free to ask. ~Carn
|
||||
*/
|
||||
/client/Topic(href, href_list, hsrc)
|
||||
if(!usr || usr != mob) //stops us calling Topic for somebody else's client. Also helps prevent usr=null
|
||||
return
|
||||
// NanoUI
|
||||
if(href_list["nano_error"])
|
||||
src << href_list["nano_error"]
|
||||
throw EXCEPTION("NanoUI: [href_list["nano_error"]]")
|
||||
if(href_list["nano_log"])
|
||||
src << href_list["nano_log"]
|
||||
return
|
||||
// asset_cache
|
||||
if(href_list["asset_cache_confirm_arrival"])
|
||||
//src << "ASSET JOB [href_list["asset_cache_confirm_arrival"]] ARRIVED."
|
||||
var/job = text2num(href_list["asset_cache_confirm_arrival"])
|
||||
completed_asset_jobs += job
|
||||
return
|
||||
//Admin PM
|
||||
if(href_list["priv_msg"])
|
||||
if (href_list["ahelp_reply"])
|
||||
cmd_ahelp_reply(href_list["priv_msg"])
|
||||
return
|
||||
cmd_admin_pm(href_list["priv_msg"],null)
|
||||
return
|
||||
|
||||
//Logs all hrefs
|
||||
if(config && config.log_hrefs && href_logfile)
|
||||
href_logfile << "<small>[time2text(world.timeofday,"hh:mm")] [src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]<br>"
|
||||
|
||||
switch(href_list["_src_"])
|
||||
if("holder") hsrc = holder
|
||||
if("usr") hsrc = mob
|
||||
if("prefs") return prefs.process_link(usr,href_list)
|
||||
if("vars") return view_var_Topic(href,href_list,hsrc)
|
||||
|
||||
..() //redirect to hsrc.Topic()
|
||||
|
||||
/client/proc/is_content_unlocked()
|
||||
if(!prefs.unlock_content)
|
||||
src << "Become a BYOND member to access member-perks and features, as well as support the engine that makes this game possible. Only 10 bucks for 3 months! <a href='http://www.byond.com/membership'>Click Here to find out more</a>."
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/client/proc/handle_spam_prevention(message, mute_type)
|
||||
if(config.automute_on && !holder && src.last_message == message)
|
||||
src.last_message_count++
|
||||
if(src.last_message_count >= SPAM_TRIGGER_AUTOMUTE)
|
||||
src << "<span class='danger'>You have exceeded the spam filter limit for identical messages. An auto-mute was applied.</span>"
|
||||
cmd_admin_mute(src, mute_type, 1)
|
||||
return 1
|
||||
if(src.last_message_count >= SPAM_TRIGGER_WARNING)
|
||||
src << "<span class='danger'>You are nearing the spam filter limit for identical messages.</span>"
|
||||
return 0
|
||||
else
|
||||
last_message = message
|
||||
src.last_message_count = 0
|
||||
return 0
|
||||
|
||||
//This stops files larger than UPLOAD_LIMIT being sent from client to server via input(), client.Import() etc.
|
||||
/client/AllowUpload(filename, filelength)
|
||||
if(filelength > UPLOAD_LIMIT)
|
||||
src << "<font color='red'>Error: AllowUpload(): File Upload too large. Upload Limit: [UPLOAD_LIMIT/1024]KiB.</font>"
|
||||
return 0
|
||||
/* //Don't need this at the moment. But it's here if it's needed later.
|
||||
//Helps prevent multiple files being uploaded at once. Or right after eachother.
|
||||
var/time_to_wait = fileaccess_timer - world.time
|
||||
if(time_to_wait > 0)
|
||||
src << "<font color='red'>Error: AllowUpload(): Spam prevention. Please wait [round(time_to_wait/10)] seconds.</font>"
|
||||
return 0
|
||||
fileaccess_timer = world.time + FTPDELAY */
|
||||
return 1
|
||||
|
||||
|
||||
///////////
|
||||
//CONNECT//
|
||||
///////////
|
||||
#if (PRELOAD_RSC == 0)
|
||||
var/list/external_rsc_urls
|
||||
var/next_external_rsc = 0
|
||||
#endif
|
||||
|
||||
|
||||
/client/New(TopicData)
|
||||
|
||||
TopicData = null //Prevent calls to client.Topic from connect
|
||||
|
||||
if(connection != "seeker" && connection != "web")//Invalid connection type.
|
||||
return null
|
||||
if(byond_version < MIN_CLIENT_VERSION) //Out of date client.
|
||||
return null
|
||||
|
||||
#if (PRELOAD_RSC == 0)
|
||||
if(external_rsc_urls && external_rsc_urls.len)
|
||||
next_external_rsc = Wrap(next_external_rsc+1, 1, external_rsc_urls.len+1)
|
||||
preload_rsc = external_rsc_urls[next_external_rsc]
|
||||
#endif
|
||||
|
||||
clients += src
|
||||
directory[ckey] = src
|
||||
|
||||
//Admin Authorisation
|
||||
if(protected_config.autoadmin)
|
||||
if(!admin_datums[ckey])
|
||||
var/datum/admin_rank/autorank
|
||||
for(var/datum/admin_rank/R in admin_ranks)
|
||||
if(R.name == protected_config.autoadmin_rank)
|
||||
autorank = R
|
||||
break
|
||||
if(!autorank)
|
||||
world << "Autoadmin rank not found"
|
||||
else
|
||||
var/datum/admins/D = new(autorank, ckey)
|
||||
admin_datums[ckey] = D
|
||||
holder = admin_datums[ckey]
|
||||
if(holder)
|
||||
admins += src
|
||||
holder.owner = src
|
||||
|
||||
//preferences datum - also holds some persistant data for the client (because we may as well keep these datums to a minimum)
|
||||
prefs = preferences_datums[ckey]
|
||||
if(!prefs)
|
||||
prefs = new /datum/preferences(src)
|
||||
preferences_datums[ckey] = prefs
|
||||
prefs.last_ip = address //these are gonna be used for banning
|
||||
prefs.last_id = computer_id //these are gonna be used for banning
|
||||
|
||||
. = ..() //calls mob.Login()
|
||||
|
||||
if (connection == "web")
|
||||
if (!config.allowwebclient)
|
||||
src << "Web client is disabled"
|
||||
del(src)
|
||||
return 0
|
||||
if (config.webclientmembersonly && !IsByondMember())
|
||||
src << "Sorry, but the web client is restricted to byond members only."
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
if( (world.address == address || !address) && !host )
|
||||
host = key
|
||||
world.update_status()
|
||||
|
||||
if(holder)
|
||||
add_admin_verbs()
|
||||
admin_memo_output("Show")
|
||||
adminGreet()
|
||||
if((global.comms_key == "default_pwd" || length(global.comms_key) <= 6) && global.comms_allowed) //It's the default value or less than 6 characters long, but it somehow didn't disable comms.
|
||||
src << "<span class='danger'>The server's API key is either too short or is the default value! Consider changing it immediately!</span>"
|
||||
|
||||
add_verbs_from_config()
|
||||
set_client_age_from_db()
|
||||
|
||||
if (isnum(player_age) && player_age == -1) //first connection
|
||||
if (config.panic_bunker && !holder && !(ckey in deadmins))
|
||||
log_access("Failed Login: [key] - New account attempting to connect during panic bunker")
|
||||
message_admins("<span class='adminnotice'>Failed Login: [key] - New account attempting to connect during panic bunker</span>")
|
||||
src << "Sorry but the server is currently not accepting connections from never before seen players."
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
if (config.notify_new_player_age >= 0)
|
||||
message_admins("New user: [key_name_admin(src)] is connecting here for the first time.")
|
||||
if (config.irc_first_connection_alert)
|
||||
send2irc_adminless_only("New-user", "[key_name(src)] is connecting for the first time!")
|
||||
|
||||
player_age = 0 // set it from -1 to 0 so the job selection code doesn't have a panic attack
|
||||
|
||||
else if (isnum(player_age) && player_age < config.notify_new_player_age)
|
||||
message_admins("New user: [key_name_admin(src)] just connected with an age of [player_age] day[(player_age==1?"":"s")]")
|
||||
|
||||
sync_client_with_db()
|
||||
|
||||
send_resources()
|
||||
|
||||
if(!void)
|
||||
void = new()
|
||||
|
||||
screen += void
|
||||
|
||||
if(prefs.lastchangelog != changelog_hash) //bolds the changelog button on the interface so we know there are updates.
|
||||
src << "<span class='info'>You have unread updates in the changelog.</span>"
|
||||
if(config.aggressive_changelog)
|
||||
src.changes()
|
||||
else
|
||||
winset(src, "rpane.changelogb", "background-color=#eaeaea;font-style=bold")
|
||||
|
||||
if (ckey in clientmessages)
|
||||
for (var/message in clientmessages[ckey])
|
||||
src << message
|
||||
clientmessages.Remove(ckey)
|
||||
|
||||
if (config && config.autoconvert_notes)
|
||||
convert_notes_sql(ckey)
|
||||
|
||||
if(!winexists(src, "asset_cache_browser")) // The client is using a custom skin, tell them.
|
||||
src << "<span class='warning'>Unable to access asset cache browser, if you are using a custom skin file, please allow DS to download the updated version, if you are not, then make a bug report. This is not a critical issue but can cause issues with resource downloading, as it is impossible to know when extra resources arrived to you.</span>"
|
||||
|
||||
|
||||
//This is down here because of the browse() calls in tooltip/New()
|
||||
if(!tooltips)
|
||||
tooltips = new /datum/tooltip(src)
|
||||
|
||||
|
||||
//////////////
|
||||
//DISCONNECT//
|
||||
//////////////
|
||||
|
||||
/client/Del()
|
||||
if(holder)
|
||||
adminGreet(1)
|
||||
holder.owner = null
|
||||
admins -= src
|
||||
directory -= ckey
|
||||
clients -= src
|
||||
return ..()
|
||||
|
||||
|
||||
/client/proc/set_client_age_from_db()
|
||||
if (IsGuestKey(src.key))
|
||||
return
|
||||
|
||||
establish_db_connection()
|
||||
if(!dbcon.IsConnected())
|
||||
return
|
||||
|
||||
var/sql_ckey = sanitizeSQL(src.ckey)
|
||||
|
||||
var/DBQuery/query = dbcon.NewQuery("SELECT id, datediff(Now(),firstseen) as age FROM [format_table_name("player")] WHERE ckey = '[sql_ckey]'")
|
||||
if (!query.Execute())
|
||||
return
|
||||
|
||||
while (query.NextRow())
|
||||
player_age = text2num(query.item[2])
|
||||
return
|
||||
|
||||
//no match mark it as a first connection for use in client/New()
|
||||
player_age = -1
|
||||
|
||||
|
||||
/client/proc/sync_client_with_db()
|
||||
if (IsGuestKey(src.key))
|
||||
return
|
||||
|
||||
establish_db_connection()
|
||||
if (!dbcon.IsConnected())
|
||||
return
|
||||
|
||||
var/sql_ckey = sanitizeSQL(src.ckey)
|
||||
|
||||
var/DBQuery/query_ip = dbcon.NewQuery("SELECT ckey FROM [format_table_name("player")] WHERE ip = '[address]' AND ckey != '[sql_ckey]'")
|
||||
query_ip.Execute()
|
||||
related_accounts_ip = ""
|
||||
while(query_ip.NextRow())
|
||||
related_accounts_ip += "[query_ip.item[1]], "
|
||||
|
||||
var/DBQuery/query_cid = dbcon.NewQuery("SELECT ckey FROM [format_table_name("player")] WHERE computerid = '[computer_id]' AND ckey != '[sql_ckey]'")
|
||||
query_cid.Execute()
|
||||
related_accounts_cid = ""
|
||||
while (query_cid.NextRow())
|
||||
related_accounts_cid += "[query_cid.item[1]], "
|
||||
|
||||
var/watchreason = check_watchlist(sql_ckey)
|
||||
if(watchreason)
|
||||
message_admins("<font color='red'><B>Notice: </B></font><font color='blue'>[key_name_admin(src)] is on the watchlist and has just connected - Reason: [watchreason]</font>")
|
||||
send2irc_adminless_only("Watchlist", "[key_name(src)] is on the watchlist and has just connected - Reason: [watchreason]")
|
||||
|
||||
var/admin_rank = "Player"
|
||||
if (src.holder && src.holder.rank)
|
||||
admin_rank = src.holder.rank.name
|
||||
|
||||
var/sql_ip = sanitizeSQL(src.address)
|
||||
var/sql_computerid = sanitizeSQL(src.computer_id)
|
||||
var/sql_admin_rank = sanitizeSQL(admin_rank)
|
||||
|
||||
|
||||
var/DBQuery/query_insert = dbcon.NewQuery("INSERT INTO [format_table_name("player")] (id, ckey, firstseen, lastseen, ip, computerid, lastadminrank) VALUES (null, '[sql_ckey]', Now(), Now(), '[sql_ip]', '[sql_computerid]', '[sql_admin_rank]') ON DUPLICATE KEY UPDATE lastseen = VALUES(lastseen), ip = VALUES(ip), computerid = VALUES(computerid), lastadminrank = VALUES(lastadminrank)")
|
||||
query_insert.Execute()
|
||||
|
||||
//Logging player access
|
||||
var/serverip = "[world.internet_address]:[world.port]"
|
||||
var/DBQuery/query_accesslog = dbcon.NewQuery("INSERT INTO `[format_table_name("connection_log")]` (`id`,`datetime`,`serverip`,`ckey`,`ip`,`computerid`) VALUES(null,Now(),'[serverip]','[sql_ckey]','[sql_ip]','[sql_computerid]');")
|
||||
query_accesslog.Execute()
|
||||
|
||||
/client/proc/add_verbs_from_config()
|
||||
if(config.see_own_notes)
|
||||
verbs += /client/proc/self_notes
|
||||
|
||||
|
||||
#undef TOPIC_SPAM_DELAY
|
||||
#undef UPLOAD_LIMIT
|
||||
#undef MIN_CLIENT_VERSION
|
||||
|
||||
//checks if a client is afk
|
||||
//3000 frames = 5 minutes
|
||||
/client/proc/is_afk(duration=3000)
|
||||
if(inactivity > duration) return inactivity
|
||||
return 0
|
||||
|
||||
// Byond seemingly calls stat, each tick.
|
||||
// Calling things each tick can get expensive real quick.
|
||||
// So we slow this down a little.
|
||||
// See: http://www.byond.com/docs/ref/info.html#/client/proc/Stat
|
||||
/client/Stat()
|
||||
. = ..()
|
||||
sleep(1)
|
||||
|
||||
//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
|
||||
/client/proc/send_resources()
|
||||
//get the common files
|
||||
getFiles(
|
||||
'html/search.js',
|
||||
'html/panels.css',
|
||||
'html/browser/common.css',
|
||||
'html/browser/scannernew.css',
|
||||
'html/browser/playeroptions.css',
|
||||
)
|
||||
spawn (10)
|
||||
//Precache the client with all other assets slowly, so as to not block other browse() calls
|
||||
getFilesSlow(src, SSasset.cache, register_asset = FALSE)
|
||||
|
||||
+1126
-1126
File diff suppressed because it is too large
Load Diff
@@ -1,426 +1,426 @@
|
||||
//This is the lowest supported version, anything below this is completely obsolete and the entire savefile will be wiped.
|
||||
#define SAVEFILE_VERSION_MIN 8
|
||||
|
||||
//This is the current version, anything below this will attempt to update (if it's not obsolete)
|
||||
#define SAVEFILE_VERSION_MAX 12
|
||||
/*
|
||||
SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
|
||||
This proc checks if the current directory of the savefile S needs updating
|
||||
It is to be used by the load_character and load_preferences procs.
|
||||
(S.cd=="/" is preferences, S.cd=="/character[integer]" is a character slot, etc)
|
||||
|
||||
if the current directory's version is below SAVEFILE_VERSION_MIN it will simply wipe everything in that directory
|
||||
(if we're at root "/" then it'll just wipe the entire savefile, for instance.)
|
||||
|
||||
if its version is below SAVEFILE_VERSION_MAX but above the minimum, it will load data but later call the
|
||||
respective update_preferences() or update_character() proc.
|
||||
Those procs allow coders to specify format changes so users do not lose their setups and have to redo them again.
|
||||
|
||||
Failing all that, the standard sanity checks are performed. They simply check the data is suitable, reverting to
|
||||
initial() values if necessary.
|
||||
*/
|
||||
/datum/preferences/proc/savefile_needs_update(savefile/S)
|
||||
var/savefile_version
|
||||
S["version"] >> savefile_version
|
||||
|
||||
if(savefile_version < SAVEFILE_VERSION_MIN)
|
||||
S.dir.Cut()
|
||||
return -2
|
||||
if(savefile_version < SAVEFILE_VERSION_MAX)
|
||||
return savefile_version
|
||||
return -1
|
||||
|
||||
|
||||
/datum/preferences/proc/update_antagchoices(current_version)
|
||||
if((!islist(be_special) || old_be_special ) && current_version < 12)
|
||||
//Archived values of when antag pref defines were a bitfield+fitflags
|
||||
var/B_traitor = 1
|
||||
var/B_operative = 2
|
||||
var/B_changeling = 4
|
||||
var/B_wizard = 8
|
||||
var/B_malf = 16
|
||||
var/B_rev = 32
|
||||
var/B_alien = 64
|
||||
var/B_pai = 128
|
||||
var/B_cultist = 256
|
||||
var/B_blob = 512
|
||||
var/B_ninja = 1024
|
||||
var/B_monkey = 2048
|
||||
var/B_gang = 4096
|
||||
var/B_shadowling = 8192
|
||||
var/B_abductor = 16384
|
||||
var/B_revenant = 32768
|
||||
|
||||
var/list/archived = list(B_traitor,B_operative,B_changeling,B_wizard,B_malf,B_rev,B_alien,B_pai,B_cultist,B_blob,B_ninja,B_monkey,B_gang,B_shadowling,B_abductor,B_revenant)
|
||||
|
||||
be_special = list()
|
||||
|
||||
for(var/flag in archived)
|
||||
if(old_be_special & flag)
|
||||
//this is shitty, but this proc should only be run once per player and then never again for the rest of eternity,
|
||||
switch(flag)
|
||||
if(1) //why aren't these the variables above? Good question, it's because byond complains the expression isn't constant, when it is.
|
||||
be_special += ROLE_TRAITOR
|
||||
if(2)
|
||||
be_special += ROLE_OPERATIVE
|
||||
if(4)
|
||||
be_special += ROLE_CHANGELING
|
||||
if(8)
|
||||
be_special += ROLE_WIZARD
|
||||
if(16)
|
||||
be_special += ROLE_MALF
|
||||
if(32)
|
||||
be_special += ROLE_REV
|
||||
if(64)
|
||||
be_special += ROLE_ALIEN
|
||||
if(128)
|
||||
be_special += ROLE_PAI
|
||||
if(256)
|
||||
be_special += ROLE_CULTIST
|
||||
if(512)
|
||||
be_special += ROLE_BLOB
|
||||
if(1024)
|
||||
be_special += ROLE_NINJA
|
||||
if(2048)
|
||||
be_special += ROLE_MONKEY
|
||||
if(4096)
|
||||
be_special += ROLE_GANG
|
||||
if(8192)
|
||||
be_special += ROLE_SHADOWLING
|
||||
if(16384)
|
||||
be_special += ROLE_ABDUCTOR
|
||||
if(32768)
|
||||
be_special += ROLE_REVENANT
|
||||
|
||||
|
||||
/datum/preferences/proc/update_preferences(current_version)
|
||||
if(current_version < 10)
|
||||
toggles |= MEMBER_PUBLIC
|
||||
if(current_version < 11)
|
||||
chat_toggles = TOGGLES_DEFAULT_CHAT
|
||||
toggles = TOGGLES_DEFAULT
|
||||
if(current_version < 12)
|
||||
ignoring = list()
|
||||
|
||||
|
||||
//should this proc get fairly long (say 3 versions long),
|
||||
//just increase SAVEFILE_VERSION_MIN so it's not as far behind
|
||||
//SAVEFILE_VERSION_MAX and then delete any obsolete if clauses
|
||||
//from this proc.
|
||||
//It's only really meant to avoid annoying frequent players
|
||||
//if your savefile is 3 months out of date, then 'tough shit'.
|
||||
/datum/preferences/proc/update_character(current_version)
|
||||
if(current_version < 9) //an example, underwear were an index for a hardcoded list, converting to a string
|
||||
if(gender == MALE)
|
||||
switch(underwear)
|
||||
if(1) underwear = "Mens White"
|
||||
if(2) underwear = "Mens Grey"
|
||||
if(3) underwear = "Mens Green"
|
||||
if(4) underwear = "Mens Blue"
|
||||
if(5) underwear = "Mens Black"
|
||||
if(6) underwear = "Mankini"
|
||||
if(7) underwear = "Mens Hearts Boxer"
|
||||
if(8) underwear = "Mens Black Boxer"
|
||||
if(9) underwear = "Mens Grey Boxer"
|
||||
if(10) underwear = "Mens Striped Boxer"
|
||||
if(11) underwear = "Mens Kinky"
|
||||
if(12) underwear = "Mens Red"
|
||||
if(13) underwear = "Nude"
|
||||
else
|
||||
switch(underwear)
|
||||
if(1) underwear = "Ladies Red"
|
||||
if(2) underwear = "Ladies White"
|
||||
if(3) underwear = "Ladies Yellow"
|
||||
if(4) underwear = "Ladies Blue"
|
||||
if(5) underwear = "Ladies Black"
|
||||
if(6) underwear = "Ladies Thong"
|
||||
if(7) underwear = "Babydoll"
|
||||
if(8) underwear = "Ladies Baby-Blue"
|
||||
if(9) underwear = "Ladies Green"
|
||||
if(10) underwear = "Ladies Pink"
|
||||
if(11) underwear = "Ladies Kinky"
|
||||
if(12) underwear = "Tankini"
|
||||
if(13) underwear = "Nude"
|
||||
if(!(pref_species in species_list))
|
||||
pref_species = new /datum/species/human()
|
||||
return
|
||||
|
||||
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
|
||||
if(!ckey) return
|
||||
path = "data/player_saves/[copytext(ckey,1,2)]/[ckey]/[filename]"
|
||||
|
||||
/datum/preferences/proc/load_preferences()
|
||||
if(!path) return 0
|
||||
if(!fexists(path)) return 0
|
||||
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/"
|
||||
|
||||
var/needs_update = savefile_needs_update(S)
|
||||
if(needs_update == -2) //fatal, can't load any data
|
||||
return 0
|
||||
|
||||
//general preferences
|
||||
S["ooccolor"] >> ooccolor
|
||||
S["lastchangelog"] >> lastchangelog
|
||||
S["UI_style"] >> UI_style
|
||||
S["nanoui_fancy"] >> nanoui_fancy
|
||||
S["be_special"] >> be_special
|
||||
|
||||
if(islist(S["be_special"]))
|
||||
S["be_special"] >> be_special
|
||||
else //force update and store the old bitflag version of be_special
|
||||
needs_update = 11
|
||||
S["be_special"] >> old_be_special
|
||||
|
||||
S["default_slot"] >> default_slot
|
||||
S["chat_toggles"] >> chat_toggles
|
||||
S["toggles"] >> toggles
|
||||
S["ghost_form"] >> ghost_form
|
||||
S["preferred_map"] >> preferred_map
|
||||
S["ignoring"] >> ignoring
|
||||
|
||||
//try to fix any outdated data if necessary
|
||||
if(needs_update >= 0)
|
||||
update_preferences(needs_update) //needs_update = savefile_version if we need an update (positive integer)
|
||||
update_antagchoices(needs_update)
|
||||
|
||||
//Sanitize
|
||||
ooccolor = sanitize_ooccolor(sanitize_hexcolor(ooccolor, 6, 1, initial(ooccolor)))
|
||||
lastchangelog = sanitize_text(lastchangelog, initial(lastchangelog))
|
||||
UI_style = sanitize_inlist(UI_style, list("Midnight", "Plasmafire", "Retro"), initial(UI_style))
|
||||
nanoui_fancy = sanitize_integer(nanoui_fancy, 0, 1, initial(nanoui_fancy))
|
||||
default_slot = sanitize_integer(default_slot, 1, max_save_slots, initial(default_slot))
|
||||
toggles = sanitize_integer(toggles, 0, 65535, initial(toggles))
|
||||
ghost_form = sanitize_inlist(ghost_form, ghost_forms, initial(ghost_form))
|
||||
|
||||
return 1
|
||||
|
||||
/datum/preferences/proc/save_preferences()
|
||||
if(!path) return 0
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/"
|
||||
|
||||
S["version"] << SAVEFILE_VERSION_MAX //updates (or failing that the sanity checks) will ensure data is not invalid at load. Assume up-to-date
|
||||
|
||||
//general preferences
|
||||
S["ooccolor"] << ooccolor
|
||||
S["lastchangelog"] << lastchangelog
|
||||
S["UI_style"] << UI_style
|
||||
S["nanoui_fancy"] << nanoui_fancy
|
||||
S["be_special"] << be_special
|
||||
S["default_slot"] << default_slot
|
||||
S["toggles"] << toggles
|
||||
S["chat_toggles"] << chat_toggles
|
||||
S["ghost_form"] << ghost_form
|
||||
S["preferred_map"] << preferred_map
|
||||
S["ignoring"] << ignoring
|
||||
|
||||
return 1
|
||||
|
||||
/datum/preferences/proc/load_character(slot)
|
||||
if(!path) return 0
|
||||
if(!fexists(path)) return 0
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/"
|
||||
if(!slot) slot = default_slot
|
||||
slot = sanitize_integer(slot, 1, max_save_slots, initial(default_slot))
|
||||
if(slot != default_slot)
|
||||
default_slot = slot
|
||||
S["default_slot"] << slot
|
||||
|
||||
S.cd = "/character[slot]"
|
||||
var/needs_update = savefile_needs_update(S)
|
||||
if(needs_update == -2) //fatal, can't load any data
|
||||
return 0
|
||||
|
||||
//Species
|
||||
var/species_id
|
||||
S["species"] >> species_id
|
||||
if(config.mutant_races && species_id && (species_id in roundstart_species))
|
||||
var/newtype = roundstart_species[species_id]
|
||||
pref_species = new newtype()
|
||||
else
|
||||
pref_species = new /datum/species/human()
|
||||
|
||||
if(!S["features["mcolor"]"] || S["features["mcolor"]"] == "#000")
|
||||
S["features["mcolor"]"] << "#FFF"
|
||||
|
||||
//Character
|
||||
S["OOC_Notes"] >> metadata
|
||||
S["real_name"] >> real_name
|
||||
S["name_is_always_random"] >> be_random_name
|
||||
S["body_is_always_random"] >> be_random_body
|
||||
S["gender"] >> gender
|
||||
S["age"] >> age
|
||||
S["hair_color"] >> hair_color
|
||||
S["facial_hair_color"] >> facial_hair_color
|
||||
S["eye_color"] >> eye_color
|
||||
S["skin_tone"] >> skin_tone
|
||||
S["hair_style_name"] >> hair_style
|
||||
S["facial_style_name"] >> facial_hair_style
|
||||
S["underwear"] >> underwear
|
||||
S["undershirt"] >> undershirt
|
||||
S["socks"] >> socks
|
||||
S["backbag"] >> backbag
|
||||
S["feature_mcolor"] >> features["mcolor"]
|
||||
S["feature_lizard_tail"] >> features["tail_lizard"]
|
||||
S["feature_lizard_snout"] >> features["snout"]
|
||||
S["feature_lizard_horns"] >> features["horns"]
|
||||
S["feature_lizard_frills"] >> features["frills"]
|
||||
S["feature_lizard_spines"] >> features["spines"]
|
||||
S["feature_lizard_body_markings"] >> features["body_markings"]
|
||||
if(!config.mutant_humans)
|
||||
features["tail_human"] = "none"
|
||||
features["ears"] = "none"
|
||||
else
|
||||
S["feature_human_tail"] >> features["tail_human"]
|
||||
S["feature_human_ears"] >> features["ears"]
|
||||
S["clown_name"] >> custom_names["clown"]
|
||||
S["mime_name"] >> custom_names["mime"]
|
||||
S["ai_name"] >> custom_names["ai"]
|
||||
S["cyborg_name"] >> custom_names["cyborg"]
|
||||
S["religion_name"] >> custom_names["religion"]
|
||||
S["deity_name"] >> custom_names["deity"]
|
||||
|
||||
//Jobs
|
||||
S["userandomjob"] >> userandomjob
|
||||
S["job_civilian_high"] >> job_civilian_high
|
||||
S["job_civilian_med"] >> job_civilian_med
|
||||
S["job_civilian_low"] >> job_civilian_low
|
||||
S["job_medsci_high"] >> job_medsci_high
|
||||
S["job_medsci_med"] >> job_medsci_med
|
||||
S["job_medsci_low"] >> job_medsci_low
|
||||
S["job_engsec_high"] >> job_engsec_high
|
||||
S["job_engsec_med"] >> job_engsec_med
|
||||
S["job_engsec_low"] >> job_engsec_low
|
||||
|
||||
//try to fix any outdated data if necessary
|
||||
if(needs_update >= 0)
|
||||
update_character(needs_update) //needs_update == savefile_version if we need an update (positive integer)
|
||||
|
||||
//Sanitize
|
||||
metadata = sanitize_text(metadata, initial(metadata))
|
||||
real_name = reject_bad_name(real_name)
|
||||
if(!features["mcolor"] || features["mcolor"] == "#000")
|
||||
features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
|
||||
if(!real_name) real_name = random_unique_name(gender)
|
||||
be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
|
||||
be_random_body = sanitize_integer(be_random_body, 0, 1, initial(be_random_body))
|
||||
gender = sanitize_gender(gender)
|
||||
if(gender == MALE)
|
||||
hair_style = sanitize_inlist(hair_style, hair_styles_male_list)
|
||||
facial_hair_style = sanitize_inlist(facial_hair_style, facial_hair_styles_male_list)
|
||||
underwear = sanitize_inlist(underwear, underwear_m)
|
||||
undershirt = sanitize_inlist(undershirt, undershirt_m)
|
||||
socks = sanitize_inlist(socks, socks_m)
|
||||
else
|
||||
hair_style = sanitize_inlist(hair_style, hair_styles_female_list)
|
||||
facial_hair_style = sanitize_inlist(facial_hair_style, facial_hair_styles_female_list)
|
||||
underwear = sanitize_inlist(underwear, underwear_f)
|
||||
undershirt = sanitize_inlist(undershirt, undershirt_f)
|
||||
socks = sanitize_inlist(socks, socks_f)
|
||||
|
||||
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
|
||||
hair_color = sanitize_hexcolor(hair_color, 3, 0)
|
||||
facial_hair_color = sanitize_hexcolor(facial_hair_color, 3, 0)
|
||||
eye_color = sanitize_hexcolor(eye_color, 3, 0)
|
||||
skin_tone = sanitize_inlist(skin_tone, skin_tones)
|
||||
backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
|
||||
features["mcolor"] = sanitize_hexcolor(features["mcolor"], 3, 0)
|
||||
features["tail_lizard"] = sanitize_inlist(features["tail_lizard"], tails_list_lizard)
|
||||
features["tail_human"] = sanitize_inlist(features["tail_human"], tails_list_human, "None")
|
||||
features["snout"] = sanitize_inlist(features["snout"], snouts_list)
|
||||
features["horns"] = sanitize_inlist(features["horns"], horns_list)
|
||||
features["ears"] = sanitize_inlist(features["ears"], ears_list, "None")
|
||||
features["frills"] = sanitize_inlist(features["frills"], frills_list)
|
||||
features["spines"] = sanitize_inlist(features["spines"], spines_list)
|
||||
features["body_markings"] = sanitize_inlist(features["body_markings"], body_markings_list)
|
||||
|
||||
userandomjob = sanitize_integer(userandomjob, 0, 1, initial(userandomjob))
|
||||
job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
|
||||
job_civilian_med = sanitize_integer(job_civilian_med, 0, 65535, initial(job_civilian_med))
|
||||
job_civilian_low = sanitize_integer(job_civilian_low, 0, 65535, initial(job_civilian_low))
|
||||
job_medsci_high = sanitize_integer(job_medsci_high, 0, 65535, initial(job_medsci_high))
|
||||
job_medsci_med = sanitize_integer(job_medsci_med, 0, 65535, initial(job_medsci_med))
|
||||
job_medsci_low = sanitize_integer(job_medsci_low, 0, 65535, initial(job_medsci_low))
|
||||
job_engsec_high = sanitize_integer(job_engsec_high, 0, 65535, initial(job_engsec_high))
|
||||
job_engsec_med = sanitize_integer(job_engsec_med, 0, 65535, initial(job_engsec_med))
|
||||
job_engsec_low = sanitize_integer(job_engsec_low, 0, 65535, initial(job_engsec_low))
|
||||
|
||||
return 1
|
||||
|
||||
/datum/preferences/proc/save_character()
|
||||
if(!path) return 0
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/character[default_slot]"
|
||||
|
||||
S["version"] << SAVEFILE_VERSION_MAX //load_character will sanitize any bad data, so assume up-to-date.
|
||||
|
||||
//Character
|
||||
S["OOC_Notes"] << metadata
|
||||
S["real_name"] << real_name
|
||||
S["name_is_always_random"] << be_random_name
|
||||
S["body_is_always_random"] << be_random_body
|
||||
S["gender"] << gender
|
||||
S["age"] << age
|
||||
S["hair_color"] << hair_color
|
||||
S["facial_hair_color"] << facial_hair_color
|
||||
S["eye_color"] << eye_color
|
||||
S["skin_tone"] << skin_tone
|
||||
S["hair_style_name"] << hair_style
|
||||
S["facial_style_name"] << facial_hair_style
|
||||
S["underwear"] << underwear
|
||||
S["undershirt"] << undershirt
|
||||
S["socks"] << socks
|
||||
S["backbag"] << backbag
|
||||
S["species"] << pref_species.id
|
||||
S["feature_mcolor"] << features["mcolor"]
|
||||
S["feature_lizard_tail"] << features["tail_lizard"]
|
||||
S["feature_human_tail"] << features["tail_human"]
|
||||
S["feature_lizard_snout"] << features["snout"]
|
||||
S["feature_lizard_horns"] << features["horns"]
|
||||
S["feature_human_ears"] << features["ears"]
|
||||
S["feature_lizard_frills"] << features["frills"]
|
||||
S["feature_lizard_spines"] << features["spines"]
|
||||
S["feature_lizard_body_markings"] << features["body_markings"]
|
||||
S["clown_name"] << custom_names["clown"]
|
||||
S["mime_name"] << custom_names["mime"]
|
||||
S["ai_name"] << custom_names["ai"]
|
||||
S["cyborg_name"] << custom_names["cyborg"]
|
||||
S["religion_name"] << custom_names["religion"]
|
||||
S["deity_name"] << custom_names["deity"]
|
||||
|
||||
//Jobs
|
||||
S["userandomjob"] << userandomjob
|
||||
S["job_civilian_high"] << job_civilian_high
|
||||
S["job_civilian_med"] << job_civilian_med
|
||||
S["job_civilian_low"] << job_civilian_low
|
||||
S["job_medsci_high"] << job_medsci_high
|
||||
S["job_medsci_med"] << job_medsci_med
|
||||
S["job_medsci_low"] << job_medsci_low
|
||||
S["job_engsec_high"] << job_engsec_high
|
||||
S["job_engsec_med"] << job_engsec_med
|
||||
S["job_engsec_low"] << job_engsec_low
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
#undef SAVEFILE_VERSION_MAX
|
||||
#undef SAVEFILE_VERSION_MIN
|
||||
/*
|
||||
//DEBUG
|
||||
//Some crude tools for testing savefiles
|
||||
//path is the savefile path
|
||||
/client/verb/savefile_export(path as text)
|
||||
var/savefile/S = new /savefile(path)
|
||||
S.ExportText("/",file("[path].txt"))
|
||||
//path is the savefile path
|
||||
/client/verb/savefile_import(path as text)
|
||||
var/savefile/S = new /savefile(path)
|
||||
S.ImportText("/",file("[path].txt"))
|
||||
*/
|
||||
//This is the lowest supported version, anything below this is completely obsolete and the entire savefile will be wiped.
|
||||
#define SAVEFILE_VERSION_MIN 8
|
||||
|
||||
//This is the current version, anything below this will attempt to update (if it's not obsolete)
|
||||
#define SAVEFILE_VERSION_MAX 12
|
||||
/*
|
||||
SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
|
||||
This proc checks if the current directory of the savefile S needs updating
|
||||
It is to be used by the load_character and load_preferences procs.
|
||||
(S.cd=="/" is preferences, S.cd=="/character[integer]" is a character slot, etc)
|
||||
|
||||
if the current directory's version is below SAVEFILE_VERSION_MIN it will simply wipe everything in that directory
|
||||
(if we're at root "/" then it'll just wipe the entire savefile, for instance.)
|
||||
|
||||
if its version is below SAVEFILE_VERSION_MAX but above the minimum, it will load data but later call the
|
||||
respective update_preferences() or update_character() proc.
|
||||
Those procs allow coders to specify format changes so users do not lose their setups and have to redo them again.
|
||||
|
||||
Failing all that, the standard sanity checks are performed. They simply check the data is suitable, reverting to
|
||||
initial() values if necessary.
|
||||
*/
|
||||
/datum/preferences/proc/savefile_needs_update(savefile/S)
|
||||
var/savefile_version
|
||||
S["version"] >> savefile_version
|
||||
|
||||
if(savefile_version < SAVEFILE_VERSION_MIN)
|
||||
S.dir.Cut()
|
||||
return -2
|
||||
if(savefile_version < SAVEFILE_VERSION_MAX)
|
||||
return savefile_version
|
||||
return -1
|
||||
|
||||
|
||||
/datum/preferences/proc/update_antagchoices(current_version)
|
||||
if((!islist(be_special) || old_be_special ) && current_version < 12)
|
||||
//Archived values of when antag pref defines were a bitfield+fitflags
|
||||
var/B_traitor = 1
|
||||
var/B_operative = 2
|
||||
var/B_changeling = 4
|
||||
var/B_wizard = 8
|
||||
var/B_malf = 16
|
||||
var/B_rev = 32
|
||||
var/B_alien = 64
|
||||
var/B_pai = 128
|
||||
var/B_cultist = 256
|
||||
var/B_blob = 512
|
||||
var/B_ninja = 1024
|
||||
var/B_monkey = 2048
|
||||
var/B_gang = 4096
|
||||
var/B_shadowling = 8192
|
||||
var/B_abductor = 16384
|
||||
var/B_revenant = 32768
|
||||
|
||||
var/list/archived = list(B_traitor,B_operative,B_changeling,B_wizard,B_malf,B_rev,B_alien,B_pai,B_cultist,B_blob,B_ninja,B_monkey,B_gang,B_shadowling,B_abductor,B_revenant)
|
||||
|
||||
be_special = list()
|
||||
|
||||
for(var/flag in archived)
|
||||
if(old_be_special & flag)
|
||||
//this is shitty, but this proc should only be run once per player and then never again for the rest of eternity,
|
||||
switch(flag)
|
||||
if(1) //why aren't these the variables above? Good question, it's because byond complains the expression isn't constant, when it is.
|
||||
be_special += ROLE_TRAITOR
|
||||
if(2)
|
||||
be_special += ROLE_OPERATIVE
|
||||
if(4)
|
||||
be_special += ROLE_CHANGELING
|
||||
if(8)
|
||||
be_special += ROLE_WIZARD
|
||||
if(16)
|
||||
be_special += ROLE_MALF
|
||||
if(32)
|
||||
be_special += ROLE_REV
|
||||
if(64)
|
||||
be_special += ROLE_ALIEN
|
||||
if(128)
|
||||
be_special += ROLE_PAI
|
||||
if(256)
|
||||
be_special += ROLE_CULTIST
|
||||
if(512)
|
||||
be_special += ROLE_BLOB
|
||||
if(1024)
|
||||
be_special += ROLE_NINJA
|
||||
if(2048)
|
||||
be_special += ROLE_MONKEY
|
||||
if(4096)
|
||||
be_special += ROLE_GANG
|
||||
if(8192)
|
||||
be_special += ROLE_SHADOWLING
|
||||
if(16384)
|
||||
be_special += ROLE_ABDUCTOR
|
||||
if(32768)
|
||||
be_special += ROLE_REVENANT
|
||||
|
||||
|
||||
/datum/preferences/proc/update_preferences(current_version)
|
||||
if(current_version < 10)
|
||||
toggles |= MEMBER_PUBLIC
|
||||
if(current_version < 11)
|
||||
chat_toggles = TOGGLES_DEFAULT_CHAT
|
||||
toggles = TOGGLES_DEFAULT
|
||||
if(current_version < 12)
|
||||
ignoring = list()
|
||||
|
||||
|
||||
//should this proc get fairly long (say 3 versions long),
|
||||
//just increase SAVEFILE_VERSION_MIN so it's not as far behind
|
||||
//SAVEFILE_VERSION_MAX and then delete any obsolete if clauses
|
||||
//from this proc.
|
||||
//It's only really meant to avoid annoying frequent players
|
||||
//if your savefile is 3 months out of date, then 'tough shit'.
|
||||
/datum/preferences/proc/update_character(current_version)
|
||||
if(current_version < 9) //an example, underwear were an index for a hardcoded list, converting to a string
|
||||
if(gender == MALE)
|
||||
switch(underwear)
|
||||
if(1) underwear = "Mens White"
|
||||
if(2) underwear = "Mens Grey"
|
||||
if(3) underwear = "Mens Green"
|
||||
if(4) underwear = "Mens Blue"
|
||||
if(5) underwear = "Mens Black"
|
||||
if(6) underwear = "Mankini"
|
||||
if(7) underwear = "Mens Hearts Boxer"
|
||||
if(8) underwear = "Mens Black Boxer"
|
||||
if(9) underwear = "Mens Grey Boxer"
|
||||
if(10) underwear = "Mens Striped Boxer"
|
||||
if(11) underwear = "Mens Kinky"
|
||||
if(12) underwear = "Mens Red"
|
||||
if(13) underwear = "Nude"
|
||||
else
|
||||
switch(underwear)
|
||||
if(1) underwear = "Ladies Red"
|
||||
if(2) underwear = "Ladies White"
|
||||
if(3) underwear = "Ladies Yellow"
|
||||
if(4) underwear = "Ladies Blue"
|
||||
if(5) underwear = "Ladies Black"
|
||||
if(6) underwear = "Ladies Thong"
|
||||
if(7) underwear = "Babydoll"
|
||||
if(8) underwear = "Ladies Baby-Blue"
|
||||
if(9) underwear = "Ladies Green"
|
||||
if(10) underwear = "Ladies Pink"
|
||||
if(11) underwear = "Ladies Kinky"
|
||||
if(12) underwear = "Tankini"
|
||||
if(13) underwear = "Nude"
|
||||
if(!(pref_species in species_list))
|
||||
pref_species = new /datum/species/human()
|
||||
return
|
||||
|
||||
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
|
||||
if(!ckey) return
|
||||
path = "data/player_saves/[copytext(ckey,1,2)]/[ckey]/[filename]"
|
||||
|
||||
/datum/preferences/proc/load_preferences()
|
||||
if(!path) return 0
|
||||
if(!fexists(path)) return 0
|
||||
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/"
|
||||
|
||||
var/needs_update = savefile_needs_update(S)
|
||||
if(needs_update == -2) //fatal, can't load any data
|
||||
return 0
|
||||
|
||||
//general preferences
|
||||
S["ooccolor"] >> ooccolor
|
||||
S["lastchangelog"] >> lastchangelog
|
||||
S["UI_style"] >> UI_style
|
||||
S["nanoui_fancy"] >> nanoui_fancy
|
||||
S["be_special"] >> be_special
|
||||
|
||||
if(islist(S["be_special"]))
|
||||
S["be_special"] >> be_special
|
||||
else //force update and store the old bitflag version of be_special
|
||||
needs_update = 11
|
||||
S["be_special"] >> old_be_special
|
||||
|
||||
S["default_slot"] >> default_slot
|
||||
S["chat_toggles"] >> chat_toggles
|
||||
S["toggles"] >> toggles
|
||||
S["ghost_form"] >> ghost_form
|
||||
S["preferred_map"] >> preferred_map
|
||||
S["ignoring"] >> ignoring
|
||||
|
||||
//try to fix any outdated data if necessary
|
||||
if(needs_update >= 0)
|
||||
update_preferences(needs_update) //needs_update = savefile_version if we need an update (positive integer)
|
||||
update_antagchoices(needs_update)
|
||||
|
||||
//Sanitize
|
||||
ooccolor = sanitize_ooccolor(sanitize_hexcolor(ooccolor, 6, 1, initial(ooccolor)))
|
||||
lastchangelog = sanitize_text(lastchangelog, initial(lastchangelog))
|
||||
UI_style = sanitize_inlist(UI_style, list("Midnight", "Plasmafire", "Retro"), initial(UI_style))
|
||||
nanoui_fancy = sanitize_integer(nanoui_fancy, 0, 1, initial(nanoui_fancy))
|
||||
default_slot = sanitize_integer(default_slot, 1, max_save_slots, initial(default_slot))
|
||||
toggles = sanitize_integer(toggles, 0, 65535, initial(toggles))
|
||||
ghost_form = sanitize_inlist(ghost_form, ghost_forms, initial(ghost_form))
|
||||
|
||||
return 1
|
||||
|
||||
/datum/preferences/proc/save_preferences()
|
||||
if(!path) return 0
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/"
|
||||
|
||||
S["version"] << SAVEFILE_VERSION_MAX //updates (or failing that the sanity checks) will ensure data is not invalid at load. Assume up-to-date
|
||||
|
||||
//general preferences
|
||||
S["ooccolor"] << ooccolor
|
||||
S["lastchangelog"] << lastchangelog
|
||||
S["UI_style"] << UI_style
|
||||
S["nanoui_fancy"] << nanoui_fancy
|
||||
S["be_special"] << be_special
|
||||
S["default_slot"] << default_slot
|
||||
S["toggles"] << toggles
|
||||
S["chat_toggles"] << chat_toggles
|
||||
S["ghost_form"] << ghost_form
|
||||
S["preferred_map"] << preferred_map
|
||||
S["ignoring"] << ignoring
|
||||
|
||||
return 1
|
||||
|
||||
/datum/preferences/proc/load_character(slot)
|
||||
if(!path) return 0
|
||||
if(!fexists(path)) return 0
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/"
|
||||
if(!slot) slot = default_slot
|
||||
slot = sanitize_integer(slot, 1, max_save_slots, initial(default_slot))
|
||||
if(slot != default_slot)
|
||||
default_slot = slot
|
||||
S["default_slot"] << slot
|
||||
|
||||
S.cd = "/character[slot]"
|
||||
var/needs_update = savefile_needs_update(S)
|
||||
if(needs_update == -2) //fatal, can't load any data
|
||||
return 0
|
||||
|
||||
//Species
|
||||
var/species_id
|
||||
S["species"] >> species_id
|
||||
if(config.mutant_races && species_id && (species_id in roundstart_species))
|
||||
var/newtype = roundstart_species[species_id]
|
||||
pref_species = new newtype()
|
||||
else
|
||||
pref_species = new /datum/species/human()
|
||||
|
||||
if(!S["features["mcolor"]"] || S["features["mcolor"]"] == "#000")
|
||||
S["features["mcolor"]"] << "#FFF"
|
||||
|
||||
//Character
|
||||
S["OOC_Notes"] >> metadata
|
||||
S["real_name"] >> real_name
|
||||
S["name_is_always_random"] >> be_random_name
|
||||
S["body_is_always_random"] >> be_random_body
|
||||
S["gender"] >> gender
|
||||
S["age"] >> age
|
||||
S["hair_color"] >> hair_color
|
||||
S["facial_hair_color"] >> facial_hair_color
|
||||
S["eye_color"] >> eye_color
|
||||
S["skin_tone"] >> skin_tone
|
||||
S["hair_style_name"] >> hair_style
|
||||
S["facial_style_name"] >> facial_hair_style
|
||||
S["underwear"] >> underwear
|
||||
S["undershirt"] >> undershirt
|
||||
S["socks"] >> socks
|
||||
S["backbag"] >> backbag
|
||||
S["feature_mcolor"] >> features["mcolor"]
|
||||
S["feature_lizard_tail"] >> features["tail_lizard"]
|
||||
S["feature_lizard_snout"] >> features["snout"]
|
||||
S["feature_lizard_horns"] >> features["horns"]
|
||||
S["feature_lizard_frills"] >> features["frills"]
|
||||
S["feature_lizard_spines"] >> features["spines"]
|
||||
S["feature_lizard_body_markings"] >> features["body_markings"]
|
||||
if(!config.mutant_humans)
|
||||
features["tail_human"] = "none"
|
||||
features["ears"] = "none"
|
||||
else
|
||||
S["feature_human_tail"] >> features["tail_human"]
|
||||
S["feature_human_ears"] >> features["ears"]
|
||||
S["clown_name"] >> custom_names["clown"]
|
||||
S["mime_name"] >> custom_names["mime"]
|
||||
S["ai_name"] >> custom_names["ai"]
|
||||
S["cyborg_name"] >> custom_names["cyborg"]
|
||||
S["religion_name"] >> custom_names["religion"]
|
||||
S["deity_name"] >> custom_names["deity"]
|
||||
|
||||
//Jobs
|
||||
S["userandomjob"] >> userandomjob
|
||||
S["job_civilian_high"] >> job_civilian_high
|
||||
S["job_civilian_med"] >> job_civilian_med
|
||||
S["job_civilian_low"] >> job_civilian_low
|
||||
S["job_medsci_high"] >> job_medsci_high
|
||||
S["job_medsci_med"] >> job_medsci_med
|
||||
S["job_medsci_low"] >> job_medsci_low
|
||||
S["job_engsec_high"] >> job_engsec_high
|
||||
S["job_engsec_med"] >> job_engsec_med
|
||||
S["job_engsec_low"] >> job_engsec_low
|
||||
|
||||
//try to fix any outdated data if necessary
|
||||
if(needs_update >= 0)
|
||||
update_character(needs_update) //needs_update == savefile_version if we need an update (positive integer)
|
||||
|
||||
//Sanitize
|
||||
metadata = sanitize_text(metadata, initial(metadata))
|
||||
real_name = reject_bad_name(real_name)
|
||||
if(!features["mcolor"] || features["mcolor"] == "#000")
|
||||
features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
|
||||
if(!real_name) real_name = random_unique_name(gender)
|
||||
be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
|
||||
be_random_body = sanitize_integer(be_random_body, 0, 1, initial(be_random_body))
|
||||
gender = sanitize_gender(gender)
|
||||
if(gender == MALE)
|
||||
hair_style = sanitize_inlist(hair_style, hair_styles_male_list)
|
||||
facial_hair_style = sanitize_inlist(facial_hair_style, facial_hair_styles_male_list)
|
||||
underwear = sanitize_inlist(underwear, underwear_m)
|
||||
undershirt = sanitize_inlist(undershirt, undershirt_m)
|
||||
socks = sanitize_inlist(socks, socks_m)
|
||||
else
|
||||
hair_style = sanitize_inlist(hair_style, hair_styles_female_list)
|
||||
facial_hair_style = sanitize_inlist(facial_hair_style, facial_hair_styles_female_list)
|
||||
underwear = sanitize_inlist(underwear, underwear_f)
|
||||
undershirt = sanitize_inlist(undershirt, undershirt_f)
|
||||
socks = sanitize_inlist(socks, socks_f)
|
||||
|
||||
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
|
||||
hair_color = sanitize_hexcolor(hair_color, 3, 0)
|
||||
facial_hair_color = sanitize_hexcolor(facial_hair_color, 3, 0)
|
||||
eye_color = sanitize_hexcolor(eye_color, 3, 0)
|
||||
skin_tone = sanitize_inlist(skin_tone, skin_tones)
|
||||
backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
|
||||
features["mcolor"] = sanitize_hexcolor(features["mcolor"], 3, 0)
|
||||
features["tail_lizard"] = sanitize_inlist(features["tail_lizard"], tails_list_lizard)
|
||||
features["tail_human"] = sanitize_inlist(features["tail_human"], tails_list_human, "None")
|
||||
features["snout"] = sanitize_inlist(features["snout"], snouts_list)
|
||||
features["horns"] = sanitize_inlist(features["horns"], horns_list)
|
||||
features["ears"] = sanitize_inlist(features["ears"], ears_list, "None")
|
||||
features["frills"] = sanitize_inlist(features["frills"], frills_list)
|
||||
features["spines"] = sanitize_inlist(features["spines"], spines_list)
|
||||
features["body_markings"] = sanitize_inlist(features["body_markings"], body_markings_list)
|
||||
|
||||
userandomjob = sanitize_integer(userandomjob, 0, 1, initial(userandomjob))
|
||||
job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
|
||||
job_civilian_med = sanitize_integer(job_civilian_med, 0, 65535, initial(job_civilian_med))
|
||||
job_civilian_low = sanitize_integer(job_civilian_low, 0, 65535, initial(job_civilian_low))
|
||||
job_medsci_high = sanitize_integer(job_medsci_high, 0, 65535, initial(job_medsci_high))
|
||||
job_medsci_med = sanitize_integer(job_medsci_med, 0, 65535, initial(job_medsci_med))
|
||||
job_medsci_low = sanitize_integer(job_medsci_low, 0, 65535, initial(job_medsci_low))
|
||||
job_engsec_high = sanitize_integer(job_engsec_high, 0, 65535, initial(job_engsec_high))
|
||||
job_engsec_med = sanitize_integer(job_engsec_med, 0, 65535, initial(job_engsec_med))
|
||||
job_engsec_low = sanitize_integer(job_engsec_low, 0, 65535, initial(job_engsec_low))
|
||||
|
||||
return 1
|
||||
|
||||
/datum/preferences/proc/save_character()
|
||||
if(!path) return 0
|
||||
var/savefile/S = new /savefile(path)
|
||||
if(!S) return 0
|
||||
S.cd = "/character[default_slot]"
|
||||
|
||||
S["version"] << SAVEFILE_VERSION_MAX //load_character will sanitize any bad data, so assume up-to-date.
|
||||
|
||||
//Character
|
||||
S["OOC_Notes"] << metadata
|
||||
S["real_name"] << real_name
|
||||
S["name_is_always_random"] << be_random_name
|
||||
S["body_is_always_random"] << be_random_body
|
||||
S["gender"] << gender
|
||||
S["age"] << age
|
||||
S["hair_color"] << hair_color
|
||||
S["facial_hair_color"] << facial_hair_color
|
||||
S["eye_color"] << eye_color
|
||||
S["skin_tone"] << skin_tone
|
||||
S["hair_style_name"] << hair_style
|
||||
S["facial_style_name"] << facial_hair_style
|
||||
S["underwear"] << underwear
|
||||
S["undershirt"] << undershirt
|
||||
S["socks"] << socks
|
||||
S["backbag"] << backbag
|
||||
S["species"] << pref_species.id
|
||||
S["feature_mcolor"] << features["mcolor"]
|
||||
S["feature_lizard_tail"] << features["tail_lizard"]
|
||||
S["feature_human_tail"] << features["tail_human"]
|
||||
S["feature_lizard_snout"] << features["snout"]
|
||||
S["feature_lizard_horns"] << features["horns"]
|
||||
S["feature_human_ears"] << features["ears"]
|
||||
S["feature_lizard_frills"] << features["frills"]
|
||||
S["feature_lizard_spines"] << features["spines"]
|
||||
S["feature_lizard_body_markings"] << features["body_markings"]
|
||||
S["clown_name"] << custom_names["clown"]
|
||||
S["mime_name"] << custom_names["mime"]
|
||||
S["ai_name"] << custom_names["ai"]
|
||||
S["cyborg_name"] << custom_names["cyborg"]
|
||||
S["religion_name"] << custom_names["religion"]
|
||||
S["deity_name"] << custom_names["deity"]
|
||||
|
||||
//Jobs
|
||||
S["userandomjob"] << userandomjob
|
||||
S["job_civilian_high"] << job_civilian_high
|
||||
S["job_civilian_med"] << job_civilian_med
|
||||
S["job_civilian_low"] << job_civilian_low
|
||||
S["job_medsci_high"] << job_medsci_high
|
||||
S["job_medsci_med"] << job_medsci_med
|
||||
S["job_medsci_low"] << job_medsci_low
|
||||
S["job_engsec_high"] << job_engsec_high
|
||||
S["job_engsec_med"] << job_engsec_med
|
||||
S["job_engsec_low"] << job_engsec_low
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
#undef SAVEFILE_VERSION_MAX
|
||||
#undef SAVEFILE_VERSION_MIN
|
||||
/*
|
||||
//DEBUG
|
||||
//Some crude tools for testing savefiles
|
||||
//path is the savefile path
|
||||
/client/verb/savefile_export(path as text)
|
||||
var/savefile/S = new /savefile(path)
|
||||
S.ExportText("/",file("[path].txt"))
|
||||
//path is the savefile path
|
||||
/client/verb/savefile_import(path as text)
|
||||
var/savefile/S = new /savefile(path)
|
||||
S.ImportText("/",file("[path].txt"))
|
||||
*/
|
||||
|
||||
@@ -1,300 +1,300 @@
|
||||
/obj/item/clothing/suit/armor
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
body_parts_covered = CHEST
|
||||
cold_protection = CHEST|GROIN
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
put_on_delay = 40
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/armor/vest
|
||||
name = "armor"
|
||||
desc = "A slim armored vest that protects against most types of damage."
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/hos
|
||||
name = "armored greatcoat"
|
||||
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
|
||||
icon_state = "hos"
|
||||
item_state = "greatcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/hos/trenchcoat
|
||||
name = "armored trenchoat"
|
||||
desc = "A trenchcoat enchanced with a special lightweight kevlar. The epitome of tactical plainclothes."
|
||||
icon_state = "hostrench"
|
||||
item_state = "hostrench"
|
||||
flags_inv = 0
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
name = "warden's jacket"
|
||||
desc = "A red jacket with silver rank pips and body armor strapped on top."
|
||||
icon_state = "warden_jacket"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
cold_protection = CHEST|GROIN|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|ARMS|HANDS
|
||||
strip_delay = 70
|
||||
burn_state = FLAMMABLE
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden/alt
|
||||
name = "warden's armored jacket"
|
||||
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
|
||||
icon_state = "warden_alt"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/leather
|
||||
name = "security overcoat"
|
||||
desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers. Bears the crest of Nanotrasen Security."
|
||||
icon_state = "leathercoat-sec"
|
||||
item_state = "hostrench"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace
|
||||
name = "captain's carapace"
|
||||
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
|
||||
icon_state = "capcarapace"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/alt
|
||||
name = "captain's parade jacket"
|
||||
desc = "For when an armoured vest isn't fashionable enough."
|
||||
icon_state = "capformal"
|
||||
item_state = "capspacesuit"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot
|
||||
name = "riot suit"
|
||||
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
|
||||
icon_state = "riot"
|
||||
item_state = "swat_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 80
|
||||
put_on_delay = 60
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof
|
||||
name = "bulletproof armor"
|
||||
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "bulletproof"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
strip_delay = 70
|
||||
put_on_delay = 50
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof
|
||||
name = "reflector vest"
|
||||
desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
var/hit_reflect_chance = 40
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof/IsReflect(def_zone)
|
||||
if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
|
||||
return 0
|
||||
if (prob(hit_reflect_chance))
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/det_suit
|
||||
name = "armor"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
burn_state = FLAMMABLE
|
||||
|
||||
|
||||
//Reactive armor
|
||||
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
|
||||
/obj/item/clothing/suit/armor/reactive
|
||||
name = "reactive teleport armor"
|
||||
desc = "Someone seperated our Research Director from his own head!"
|
||||
var/active = 0
|
||||
icon_state = "reactiveoff"
|
||||
item_state = "reactiveoff"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
action_button_name = "Toggle Armor"
|
||||
unacidable = 1
|
||||
hit_reaction_chance = 50
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
|
||||
src.active = !( src.active )
|
||||
if (src.active)
|
||||
user << "<span class='notice'>[src] is now active.</span>"
|
||||
src.icon_state = "reactive"
|
||||
src.item_state = "reactive"
|
||||
else
|
||||
user << "<span class='notice'>[src] is now inactive.</span>"
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
|
||||
active = 0
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text]!</span>")
|
||||
var/list/turfs = new/list()
|
||||
for(var/turf/T in orange(6, H))
|
||||
if(T.density)
|
||||
continue
|
||||
if(T.x>world.maxx-6 || T.x<6)
|
||||
continue
|
||||
if(T.y>world.maxy-6 || T.y<6)
|
||||
continue
|
||||
turfs += T
|
||||
if(!turfs.len)
|
||||
turfs += pick(/turf in orange(6, H))
|
||||
var/turf/picked = pick(turfs)
|
||||
if(!isturf(picked))
|
||||
return
|
||||
if(H.buckled)
|
||||
H.buckled.unbuckle_mob()
|
||||
H.forceMove(picked)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/fire
|
||||
name = "reactive incendiary armor"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
|
||||
for(var/mob/living/carbon/C in range(6, owner))
|
||||
if(C != owner)
|
||||
C.fire_stacks += 8
|
||||
C.IgniteMob()
|
||||
owner.fire_stacks = -20
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/stealth
|
||||
name = "reactive stealth armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
|
||||
E.Copy_Parent(owner, 50)
|
||||
E.GiveTarget(owner) //so it starts running right away
|
||||
E.Goto(owner, E.move_to_delay, E.minimum_distance)
|
||||
owner.alpha = 0
|
||||
owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
|
||||
spawn(40)
|
||||
owner.alpha = initial(owner.alpha)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/centcom
|
||||
name = "\improper Centcom armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
flags = THICKMATERIAL
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = THICKMATERIAL
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "thunderdome suit"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "thunderdome suit"
|
||||
desc = "Pukish armor." //classy.
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight
|
||||
name = "plate armour"
|
||||
desc = "A classic suit of plate armour, highly effective at stopping melee attacks."
|
||||
icon_state = "knight_green"
|
||||
item_state = "knight_green"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
item_state = "knight_yellow"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/blue
|
||||
icon_state = "knight_blue"
|
||||
item_state = "knight_blue"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/red
|
||||
icon_state = "knight_red"
|
||||
item_state = "knight_red"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/templar
|
||||
name = "crusader armour"
|
||||
desc = "God wills it!"
|
||||
icon_state = "knight_templar"
|
||||
/obj/item/clothing/suit/armor
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
body_parts_covered = CHEST
|
||||
cold_protection = CHEST|GROIN
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
put_on_delay = 40
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/armor/vest
|
||||
name = "armor"
|
||||
desc = "A slim armored vest that protects against most types of damage."
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/hos
|
||||
name = "armored greatcoat"
|
||||
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
|
||||
icon_state = "hos"
|
||||
item_state = "greatcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/hos/trenchcoat
|
||||
name = "armored trenchoat"
|
||||
desc = "A trenchcoat enchanced with a special lightweight kevlar. The epitome of tactical plainclothes."
|
||||
icon_state = "hostrench"
|
||||
item_state = "hostrench"
|
||||
flags_inv = 0
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
name = "warden's jacket"
|
||||
desc = "A red jacket with silver rank pips and body armor strapped on top."
|
||||
icon_state = "warden_jacket"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
cold_protection = CHEST|GROIN|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|ARMS|HANDS
|
||||
strip_delay = 70
|
||||
burn_state = FLAMMABLE
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden/alt
|
||||
name = "warden's armored jacket"
|
||||
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
|
||||
icon_state = "warden_alt"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/leather
|
||||
name = "security overcoat"
|
||||
desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers. Bears the crest of Nanotrasen Security."
|
||||
icon_state = "leathercoat-sec"
|
||||
item_state = "hostrench"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace
|
||||
name = "captain's carapace"
|
||||
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
|
||||
icon_state = "capcarapace"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/alt
|
||||
name = "captain's parade jacket"
|
||||
desc = "For when an armoured vest isn't fashionable enough."
|
||||
icon_state = "capformal"
|
||||
item_state = "capspacesuit"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot
|
||||
name = "riot suit"
|
||||
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
|
||||
icon_state = "riot"
|
||||
item_state = "swat_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 80
|
||||
put_on_delay = 60
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof
|
||||
name = "bulletproof armor"
|
||||
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "bulletproof"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
strip_delay = 70
|
||||
put_on_delay = 50
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof
|
||||
name = "reflector vest"
|
||||
desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
var/hit_reflect_chance = 40
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof/IsReflect(def_zone)
|
||||
if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
|
||||
return 0
|
||||
if (prob(hit_reflect_chance))
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/det_suit
|
||||
name = "armor"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
burn_state = FLAMMABLE
|
||||
|
||||
|
||||
//Reactive armor
|
||||
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
|
||||
/obj/item/clothing/suit/armor/reactive
|
||||
name = "reactive teleport armor"
|
||||
desc = "Someone seperated our Research Director from his own head!"
|
||||
var/active = 0
|
||||
icon_state = "reactiveoff"
|
||||
item_state = "reactiveoff"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
action_button_name = "Toggle Armor"
|
||||
unacidable = 1
|
||||
hit_reaction_chance = 50
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
|
||||
src.active = !( src.active )
|
||||
if (src.active)
|
||||
user << "<span class='notice'>[src] is now active.</span>"
|
||||
src.icon_state = "reactive"
|
||||
src.item_state = "reactive"
|
||||
else
|
||||
user << "<span class='notice'>[src] is now inactive.</span>"
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
|
||||
active = 0
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text]!</span>")
|
||||
var/list/turfs = new/list()
|
||||
for(var/turf/T in orange(6, H))
|
||||
if(T.density)
|
||||
continue
|
||||
if(T.x>world.maxx-6 || T.x<6)
|
||||
continue
|
||||
if(T.y>world.maxy-6 || T.y<6)
|
||||
continue
|
||||
turfs += T
|
||||
if(!turfs.len)
|
||||
turfs += pick(/turf in orange(6, H))
|
||||
var/turf/picked = pick(turfs)
|
||||
if(!isturf(picked))
|
||||
return
|
||||
if(H.buckled)
|
||||
H.buckled.unbuckle_mob()
|
||||
H.forceMove(picked)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/fire
|
||||
name = "reactive incendiary armor"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
|
||||
for(var/mob/living/carbon/C in range(6, owner))
|
||||
if(C != owner)
|
||||
C.fire_stacks += 8
|
||||
C.IgniteMob()
|
||||
owner.fire_stacks = -20
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/stealth
|
||||
name = "reactive stealth armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
|
||||
E.Copy_Parent(owner, 50)
|
||||
E.GiveTarget(owner) //so it starts running right away
|
||||
E.Goto(owner, E.move_to_delay, E.minimum_distance)
|
||||
owner.alpha = 0
|
||||
owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
|
||||
spawn(40)
|
||||
owner.alpha = initial(owner.alpha)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/centcom
|
||||
name = "\improper Centcom armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
flags = THICKMATERIAL
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = THICKMATERIAL
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "thunderdome suit"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "thunderdome suit"
|
||||
desc = "Pukish armor." //classy.
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight
|
||||
name = "plate armour"
|
||||
desc = "A classic suit of plate armour, highly effective at stopping melee attacks."
|
||||
icon_state = "knight_green"
|
||||
item_state = "knight_green"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
item_state = "knight_yellow"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/blue
|
||||
icon_state = "knight_blue"
|
||||
item_state = "knight_blue"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/red
|
||||
icon_state = "knight_red"
|
||||
item_state = "knight_red"
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/templar
|
||||
name = "crusader armour"
|
||||
desc = "God wills it!"
|
||||
icon_state = "knight_templar"
|
||||
item_state = "knight_templar"
|
||||
+707
-707
File diff suppressed because it is too large
Load Diff
@@ -1,431 +1,431 @@
|
||||
var/list/image/ghost_darkness_images = list() //this is a list of images for things ghosts should still be able to see when they toggle darkness
|
||||
/mob/dead/observer
|
||||
name = "ghost"
|
||||
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "ghost"
|
||||
layer = MOB_LAYER + 1
|
||||
stat = DEAD
|
||||
density = 0
|
||||
canmove = 0
|
||||
anchored = 1 // don't get pushed around
|
||||
invisibility = INVISIBILITY_OBSERVER
|
||||
languages = ALL
|
||||
var/can_reenter_corpse
|
||||
var/datum/hud/living/carbon/hud = null // hud
|
||||
var/bootime = 0
|
||||
var/started_as_observer //This variable is set to 1 when you enter the game as an observer.
|
||||
//If you died in the game and are a ghsot - this will remain as null.
|
||||
//Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot.
|
||||
var/atom/movable/following = null
|
||||
var/fun_verbs = 0
|
||||
var/image/ghostimage = null //this mobs ghost image, for deleting and stuff
|
||||
var/ghostvision = 1 //is the ghost able to see things humans can't?
|
||||
var/seedarkness = 1
|
||||
var/ghost_hud_enabled = 1 //did this ghost disable the on-screen HUD?
|
||||
var/data_hud_seen = 0 //this should one of the defines in __DEFINES/hud.dm
|
||||
|
||||
/mob/dead/observer/New(mob/body)
|
||||
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
see_in_dark = 100
|
||||
verbs += /mob/dead/observer/proc/dead_tele
|
||||
stat = DEAD
|
||||
|
||||
ghostimage = image(src.icon,src,src.icon_state)
|
||||
ghost_darkness_images |= ghostimage
|
||||
updateallghostimages()
|
||||
var/turf/T
|
||||
if(ismob(body))
|
||||
T = get_turf(body) //Where is the body located?
|
||||
attack_log = body.attack_log //preserve our attack logs by copying them to our ghost
|
||||
|
||||
gender = body.gender
|
||||
if(body.mind && body.mind.name)
|
||||
name = body.mind.name
|
||||
else
|
||||
if(body.real_name)
|
||||
name = body.real_name
|
||||
else
|
||||
name = random_unique_name(gender)
|
||||
|
||||
mind = body.mind //we don't transfer the mind but we keep a reference to it.
|
||||
|
||||
if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position
|
||||
loc = T
|
||||
|
||||
if(!name) //To prevent nameless ghosts
|
||||
name = random_unique_name(gender)
|
||||
real_name = name
|
||||
|
||||
if(!fun_verbs)
|
||||
verbs -= /mob/dead/observer/verb/boo
|
||||
verbs -= /mob/dead/observer/verb/possess
|
||||
|
||||
animate(src, pixel_y = 2, time = 10, loop = -1)
|
||||
..()
|
||||
|
||||
/mob/dead/observer/Destroy()
|
||||
if (ghostimage)
|
||||
ghost_darkness_images -= ghostimage
|
||||
qdel(ghostimage)
|
||||
ghostimage = null
|
||||
updateallghostimages()
|
||||
return ..()
|
||||
|
||||
/mob/dead/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
return 1
|
||||
/*
|
||||
Transfer_mind is there to check if mob is being deleted/not going to have a body.
|
||||
Works together with spawning an observer, noted above.
|
||||
*/
|
||||
|
||||
/mob/proc/ghostize(can_reenter_corpse = 1)
|
||||
if(key)
|
||||
if(!cmptext(copytext(key,1,2),"@")) //aghost
|
||||
var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc.
|
||||
ghost.can_reenter_corpse = can_reenter_corpse
|
||||
ghost.key = key
|
||||
return ghost
|
||||
|
||||
/*
|
||||
This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues.
|
||||
*/
|
||||
/mob/living/verb/ghost()
|
||||
set category = "OOC"
|
||||
set name = "Ghost"
|
||||
set desc = "Relinquish your life and enter the land of the dead."
|
||||
|
||||
if(stat != DEAD)
|
||||
succumb()
|
||||
if(stat == DEAD)
|
||||
ghostize(1)
|
||||
else
|
||||
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst still alive you may not play again this round! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
|
||||
if(response != "Ghost") return //didn't want to ghost after-all
|
||||
ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
|
||||
return
|
||||
|
||||
|
||||
/mob/dead/observer/Move(NewLoc, direct)
|
||||
if(NewLoc)
|
||||
loc = NewLoc
|
||||
for(var/obj/effect/step_trigger/S in NewLoc)
|
||||
S.Crossed(src)
|
||||
|
||||
return
|
||||
loc = get_turf(src) //Get out of closets and such as a ghost
|
||||
if((direct & NORTH) && y < world.maxy)
|
||||
y++
|
||||
else if((direct & SOUTH) && y > 1)
|
||||
y--
|
||||
if((direct & EAST) && x < world.maxx)
|
||||
x++
|
||||
else if((direct & WEST) && x > 1)
|
||||
x--
|
||||
|
||||
for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
|
||||
S.Crossed(src)
|
||||
|
||||
/mob/dead/observer/is_active()
|
||||
return 0
|
||||
|
||||
/mob/dead/observer/Stat()
|
||||
..()
|
||||
if(statpanel("Status"))
|
||||
stat(null, "Station Time: [worldtime2text()]")
|
||||
if(ticker)
|
||||
if(ticker.mode)
|
||||
//world << "DEBUG: ticker not null"
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
//world << "DEBUG: malf mode ticker test"
|
||||
if(malf.malf_mode_declared && (malf.apcs > 0))
|
||||
stat(null, "Time left: [max(malf.AI_win_timeleft/malf.apcs, 0)]")
|
||||
|
||||
for(var/datum/gang/G in ticker.mode.gangs)
|
||||
if(isnum(G.dom_timer))
|
||||
stat(null, "[G.name] Gang Takeover: [max(G.dom_timer, 0)]")
|
||||
|
||||
/mob/dead/observer/verb/reenter_corpse()
|
||||
set category = "Ghost"
|
||||
set name = "Re-enter Corpse"
|
||||
if(!client) return
|
||||
if(!(mind && mind.current))
|
||||
src << "<span class='warning'>You have no body.</span>"
|
||||
return
|
||||
if(!can_reenter_corpse)
|
||||
src << "<span class='warning'>You cannot re-enter your body.</span>"
|
||||
return
|
||||
if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients
|
||||
usr << "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>"
|
||||
return
|
||||
mind.current.key = key
|
||||
return 1
|
||||
|
||||
/mob/dead/observer/proc/notify_cloning(var/message, var/sound, var/atom/source)
|
||||
if(message)
|
||||
src << "<span class='ghostalert'>[message]</span>"
|
||||
if(source)
|
||||
var/obj/screen/alert/A = throw_alert("\ref[source]_notify_cloning", /obj/screen/alert/notify_cloning)
|
||||
if(A)
|
||||
A.desc = message
|
||||
var/old_layer = source.layer
|
||||
source.layer = FLOAT_LAYER
|
||||
A.overlays += source
|
||||
source.layer = old_layer
|
||||
src << "<span class='ghostalert'><a href=?src=\ref[src];reenter=1>(Click to re-enter)</a></span>"
|
||||
if(sound)
|
||||
src << sound(sound)
|
||||
|
||||
/mob/dead/observer/proc/dead_tele()
|
||||
set category = "Ghost"
|
||||
set name = "Teleport"
|
||||
set desc= "Teleport to a location"
|
||||
if(!istype(usr, /mob/dead/observer))
|
||||
usr << "Not when you're not dead!"
|
||||
return
|
||||
usr.verbs -= /mob/dead/observer/proc/dead_tele
|
||||
spawn(30)
|
||||
usr.verbs += /mob/dead/observer/proc/dead_tele
|
||||
var/A
|
||||
A = input("Area to jump to", "BOOYEA", A) as null|anything in sortedAreas
|
||||
var/area/thearea = A
|
||||
if(!thearea) return
|
||||
|
||||
var/list/L = list()
|
||||
for(var/turf/T in get_area_turfs(thearea.type))
|
||||
L+=T
|
||||
|
||||
if(!L || !L.len)
|
||||
usr << "No area available."
|
||||
|
||||
usr.loc = pick(L)
|
||||
|
||||
/mob/dead/observer/verb/follow()
|
||||
set category = "Ghost"
|
||||
set name = "Orbit" // "Haunt"
|
||||
set desc = "Follow and orbit a mob."
|
||||
|
||||
var/list/mobs = getpois(skip_mindless=1)
|
||||
var/input = input("Please, select a mob!", "Haunt", null, null) as null|anything in mobs
|
||||
var/mob/target = mobs[input]
|
||||
ManualFollow(target)
|
||||
|
||||
// This is the ghost's follow verb with an argument
|
||||
/mob/dead/observer/proc/ManualFollow(atom/movable/target)
|
||||
if (!istype(target))
|
||||
return
|
||||
|
||||
var/icon/I = icon(target.icon,target.icon_state,target.dir)
|
||||
|
||||
var/orbitsize = (I.Width()+I.Height())*0.5
|
||||
orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
|
||||
|
||||
if(orbiting != target)
|
||||
src << "<span class='notice'>Now orbiting [target].</span>"
|
||||
|
||||
orbit(target,orbitsize,0)
|
||||
|
||||
/mob/dead/observer/orbit()
|
||||
..()
|
||||
//restart our floating animation after orbit is done.
|
||||
sleep 2 //orbit sets up a 2ds animation when it finishes, so we wait for that to end
|
||||
if (!orbiting) //make sure another orbit hasn't started
|
||||
pixel_y = 0
|
||||
animate(src, pixel_y = 2, time = 10, loop = -1)
|
||||
|
||||
/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
|
||||
set category = "Ghost"
|
||||
set name = "Jump to Mob"
|
||||
set desc = "Teleport to a mob"
|
||||
|
||||
if(istype(usr, /mob/dead/observer)) //Make sure they're an observer!
|
||||
|
||||
|
||||
var/list/dest = list() //List of possible destinations (mobs)
|
||||
var/target = null //Chosen target.
|
||||
|
||||
dest += getpois(mobs_only=1) //Fill list, prompt user with list
|
||||
target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest
|
||||
|
||||
if (!target)//Make sure we actually have a target
|
||||
return
|
||||
else
|
||||
var/mob/M = dest[target] //Destination mob
|
||||
var/mob/A = src //Source mob
|
||||
var/turf/T = get_turf(M) //Turf of the destination mob
|
||||
|
||||
if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
|
||||
A.loc = T
|
||||
else
|
||||
A << "This mob is not located in the game world."
|
||||
|
||||
/mob/dead/observer/verb/boo()
|
||||
set category = "Ghost"
|
||||
set name = "Boo!"
|
||||
set desc= "Scare your crew members because of boredom!"
|
||||
|
||||
if(bootime > world.time) return
|
||||
var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src)
|
||||
if(L)
|
||||
L.flicker()
|
||||
bootime = world.time + 600
|
||||
return
|
||||
//Maybe in the future we can add more <i>spooky</i> code here!
|
||||
return
|
||||
|
||||
|
||||
/mob/dead/observer/memory()
|
||||
set hidden = 1
|
||||
src << "<span class='danger'>You are dead! You have no mind to store memory!</span>"
|
||||
|
||||
/mob/dead/observer/add_memory()
|
||||
set hidden = 1
|
||||
src << "<span class='danger'>You are dead! You have no mind to store memory!</span>"
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghostsee()
|
||||
set name = "Toggle Ghost Vision"
|
||||
set desc = "Toggles your ability to see things only ghosts can see, like other ghosts"
|
||||
set category = "Ghost"
|
||||
ghostvision = !(ghostvision)
|
||||
updateghostsight()
|
||||
usr << "You [(ghostvision?"now":"no longer")] have ghost vision."
|
||||
|
||||
/mob/dead/observer/verb/toggle_darkness()
|
||||
set name = "Toggle Darkness"
|
||||
set category = "Ghost"
|
||||
seedarkness = !(seedarkness)
|
||||
updateghostsight()
|
||||
|
||||
/mob/dead/observer/proc/updateghostsight()
|
||||
if (!seedarkness)
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
|
||||
else
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
if (!ghostvision)
|
||||
see_invisible = SEE_INVISIBLE_LIVING;
|
||||
updateghostimages()
|
||||
|
||||
/proc/updateallghostimages()
|
||||
for (var/mob/dead/observer/O in player_list)
|
||||
O.updateghostimages()
|
||||
|
||||
/mob/dead/observer/proc/updateghostimages()
|
||||
if (!client)
|
||||
return
|
||||
if (seedarkness || !ghostvision)
|
||||
client.images -= ghost_darkness_images
|
||||
else
|
||||
//add images for the 60inv things ghosts can normally see when darkness is enabled so they can see them now
|
||||
client.images |= ghost_darkness_images
|
||||
if (ghostimage)
|
||||
client.images -= ghostimage //remove ourself
|
||||
|
||||
/mob/dead/observer/verb/possess()
|
||||
set category = "Ghost"
|
||||
set name = "Possess!"
|
||||
set desc= "Take over the body of a mindless creature!"
|
||||
|
||||
var/list/possessible = list()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(!(L in player_list) && !L.mind)
|
||||
possessible += L
|
||||
|
||||
var/mob/living/target = input("Your new life begins today!", "Possess Mob", null, null) as null|anything in possessible
|
||||
|
||||
if(!target)
|
||||
return 0
|
||||
if(can_reenter_corpse || (mind && mind.current))
|
||||
if(alert(src, "Your soul is still tied to your former life as [mind.current.name], if you go foward there is no going back to that life. Are you sure you wish to continue?", "Move On", "Yes", "No") == "No")
|
||||
return 0
|
||||
if(target.key)
|
||||
src << "<span class='warning'>Someone has taken this body while you were choosing!</span>"
|
||||
return 0
|
||||
|
||||
target.key = key
|
||||
return 1
|
||||
|
||||
|
||||
//this is a mob verb instead of atom for performance reasons
|
||||
//see /mob/verb/examinate() in mob.dm for more info
|
||||
//overriden here and in /mob/living for different point span classes and sanity checks
|
||||
/mob/dead/observer/pointed(atom/A as mob|obj|turf in view())
|
||||
if(!..())
|
||||
return 0
|
||||
usr.visible_message("<span class='deadsay'><b>[src]</b> points to [A].</span>")
|
||||
return 1
|
||||
|
||||
/mob/dead/observer/verb/view_manifest()
|
||||
set name = "View Crew Manifest"
|
||||
set category = "Ghost"
|
||||
|
||||
var/dat
|
||||
dat += "<h4>Crew Manifest</h4>"
|
||||
dat += data_core.get_manifest()
|
||||
|
||||
src << browse(dat, "window=manifest;size=387x420;can_close=1")
|
||||
|
||||
//this is called when a ghost is drag clicked to something.
|
||||
/mob/dead/observer/MouseDrop(atom/over)
|
||||
if(!usr || !over) return
|
||||
if (isobserver(usr) && usr.client.holder && isliving(over))
|
||||
if (usr.client.holder.cmd_ghost_drag(src,over))
|
||||
return
|
||||
|
||||
return ..()
|
||||
|
||||
/mob/dead/observer/Topic(href, href_list)
|
||||
..()
|
||||
if(usr == src)
|
||||
if(href_list["follow"])
|
||||
var/atom/movable/target = locate(href_list["follow"])
|
||||
if(istype(target) && (target != src))
|
||||
ManualFollow(target)
|
||||
if(href_list["reenter"])
|
||||
reenter_corpse()
|
||||
|
||||
//We don't want to update the current var
|
||||
//But we will still carry a mind.
|
||||
/mob/dead/observer/mind_initialize()
|
||||
return
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghosthud()
|
||||
set name = "Toggle Ghost HUD"
|
||||
set desc = "Toggles your ghost's on-screen HUD"
|
||||
set category = "Ghost"
|
||||
ghost_hud_enabled = !ghost_hud_enabled
|
||||
hud_used.ghost_hud()
|
||||
|
||||
/mob/dead/observer/proc/show_me_the_hud(hud_index)
|
||||
var/datum/atom_hud/H = huds[hud_index]
|
||||
H.add_hud_to(src)
|
||||
data_hud_seen = hud_index
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghost_med_sec_diag_hud()
|
||||
set name = "Toggle Sec/Med/Diag HUD"
|
||||
set desc = "Toggles whether you see medical/security/diagnostic HUDs"
|
||||
set category = "Ghost"
|
||||
|
||||
if(data_hud_seen) //remove old huds
|
||||
var/datum/atom_hud/H = huds[data_hud_seen]
|
||||
H.remove_hud_from(src)
|
||||
|
||||
switch(data_hud_seen) //give new huds
|
||||
if(0)
|
||||
show_me_the_hud(DATA_HUD_SECURITY_BASIC)
|
||||
src << "<span class='notice'>Security HUD set.</span>"
|
||||
if(DATA_HUD_SECURITY_BASIC)
|
||||
show_me_the_hud(DATA_HUD_MEDICAL_ADVANCED)
|
||||
src << "<span class='notice'>Medical HUD set.</span>"
|
||||
if(DATA_HUD_MEDICAL_ADVANCED)
|
||||
show_me_the_hud(DATA_HUD_DIAGNOSTIC)
|
||||
src << "<span class='notice'>Diagnostic HUD set.</span>"
|
||||
if(DATA_HUD_DIAGNOSTIC)
|
||||
data_hud_seen = 0
|
||||
src << "<span class='notice'>HUDs disabled.</span>"
|
||||
|
||||
/mob/dead/observer/canUseTopic()
|
||||
if(check_rights(R_ADMIN, 0))
|
||||
return 1
|
||||
var/list/image/ghost_darkness_images = list() //this is a list of images for things ghosts should still be able to see when they toggle darkness
|
||||
/mob/dead/observer
|
||||
name = "ghost"
|
||||
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "ghost"
|
||||
layer = MOB_LAYER + 1
|
||||
stat = DEAD
|
||||
density = 0
|
||||
canmove = 0
|
||||
anchored = 1 // don't get pushed around
|
||||
invisibility = INVISIBILITY_OBSERVER
|
||||
languages = ALL
|
||||
var/can_reenter_corpse
|
||||
var/datum/hud/living/carbon/hud = null // hud
|
||||
var/bootime = 0
|
||||
var/started_as_observer //This variable is set to 1 when you enter the game as an observer.
|
||||
//If you died in the game and are a ghsot - this will remain as null.
|
||||
//Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot.
|
||||
var/atom/movable/following = null
|
||||
var/fun_verbs = 0
|
||||
var/image/ghostimage = null //this mobs ghost image, for deleting and stuff
|
||||
var/ghostvision = 1 //is the ghost able to see things humans can't?
|
||||
var/seedarkness = 1
|
||||
var/ghost_hud_enabled = 1 //did this ghost disable the on-screen HUD?
|
||||
var/data_hud_seen = 0 //this should one of the defines in __DEFINES/hud.dm
|
||||
|
||||
/mob/dead/observer/New(mob/body)
|
||||
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
see_in_dark = 100
|
||||
verbs += /mob/dead/observer/proc/dead_tele
|
||||
stat = DEAD
|
||||
|
||||
ghostimage = image(src.icon,src,src.icon_state)
|
||||
ghost_darkness_images |= ghostimage
|
||||
updateallghostimages()
|
||||
var/turf/T
|
||||
if(ismob(body))
|
||||
T = get_turf(body) //Where is the body located?
|
||||
attack_log = body.attack_log //preserve our attack logs by copying them to our ghost
|
||||
|
||||
gender = body.gender
|
||||
if(body.mind && body.mind.name)
|
||||
name = body.mind.name
|
||||
else
|
||||
if(body.real_name)
|
||||
name = body.real_name
|
||||
else
|
||||
name = random_unique_name(gender)
|
||||
|
||||
mind = body.mind //we don't transfer the mind but we keep a reference to it.
|
||||
|
||||
if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position
|
||||
loc = T
|
||||
|
||||
if(!name) //To prevent nameless ghosts
|
||||
name = random_unique_name(gender)
|
||||
real_name = name
|
||||
|
||||
if(!fun_verbs)
|
||||
verbs -= /mob/dead/observer/verb/boo
|
||||
verbs -= /mob/dead/observer/verb/possess
|
||||
|
||||
animate(src, pixel_y = 2, time = 10, loop = -1)
|
||||
..()
|
||||
|
||||
/mob/dead/observer/Destroy()
|
||||
if (ghostimage)
|
||||
ghost_darkness_images -= ghostimage
|
||||
qdel(ghostimage)
|
||||
ghostimage = null
|
||||
updateallghostimages()
|
||||
return ..()
|
||||
|
||||
/mob/dead/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
return 1
|
||||
/*
|
||||
Transfer_mind is there to check if mob is being deleted/not going to have a body.
|
||||
Works together with spawning an observer, noted above.
|
||||
*/
|
||||
|
||||
/mob/proc/ghostize(can_reenter_corpse = 1)
|
||||
if(key)
|
||||
if(!cmptext(copytext(key,1,2),"@")) //aghost
|
||||
var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc.
|
||||
ghost.can_reenter_corpse = can_reenter_corpse
|
||||
ghost.key = key
|
||||
return ghost
|
||||
|
||||
/*
|
||||
This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues.
|
||||
*/
|
||||
/mob/living/verb/ghost()
|
||||
set category = "OOC"
|
||||
set name = "Ghost"
|
||||
set desc = "Relinquish your life and enter the land of the dead."
|
||||
|
||||
if(stat != DEAD)
|
||||
succumb()
|
||||
if(stat == DEAD)
|
||||
ghostize(1)
|
||||
else
|
||||
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst still alive you may not play again this round! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
|
||||
if(response != "Ghost") return //didn't want to ghost after-all
|
||||
ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
|
||||
return
|
||||
|
||||
|
||||
/mob/dead/observer/Move(NewLoc, direct)
|
||||
if(NewLoc)
|
||||
loc = NewLoc
|
||||
for(var/obj/effect/step_trigger/S in NewLoc)
|
||||
S.Crossed(src)
|
||||
|
||||
return
|
||||
loc = get_turf(src) //Get out of closets and such as a ghost
|
||||
if((direct & NORTH) && y < world.maxy)
|
||||
y++
|
||||
else if((direct & SOUTH) && y > 1)
|
||||
y--
|
||||
if((direct & EAST) && x < world.maxx)
|
||||
x++
|
||||
else if((direct & WEST) && x > 1)
|
||||
x--
|
||||
|
||||
for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
|
||||
S.Crossed(src)
|
||||
|
||||
/mob/dead/observer/is_active()
|
||||
return 0
|
||||
|
||||
/mob/dead/observer/Stat()
|
||||
..()
|
||||
if(statpanel("Status"))
|
||||
stat(null, "Station Time: [worldtime2text()]")
|
||||
if(ticker)
|
||||
if(ticker.mode)
|
||||
//world << "DEBUG: ticker not null"
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
//world << "DEBUG: malf mode ticker test"
|
||||
if(malf.malf_mode_declared && (malf.apcs > 0))
|
||||
stat(null, "Time left: [max(malf.AI_win_timeleft/malf.apcs, 0)]")
|
||||
|
||||
for(var/datum/gang/G in ticker.mode.gangs)
|
||||
if(isnum(G.dom_timer))
|
||||
stat(null, "[G.name] Gang Takeover: [max(G.dom_timer, 0)]")
|
||||
|
||||
/mob/dead/observer/verb/reenter_corpse()
|
||||
set category = "Ghost"
|
||||
set name = "Re-enter Corpse"
|
||||
if(!client) return
|
||||
if(!(mind && mind.current))
|
||||
src << "<span class='warning'>You have no body.</span>"
|
||||
return
|
||||
if(!can_reenter_corpse)
|
||||
src << "<span class='warning'>You cannot re-enter your body.</span>"
|
||||
return
|
||||
if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients
|
||||
usr << "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>"
|
||||
return
|
||||
mind.current.key = key
|
||||
return 1
|
||||
|
||||
/mob/dead/observer/proc/notify_cloning(var/message, var/sound, var/atom/source)
|
||||
if(message)
|
||||
src << "<span class='ghostalert'>[message]</span>"
|
||||
if(source)
|
||||
var/obj/screen/alert/A = throw_alert("\ref[source]_notify_cloning", /obj/screen/alert/notify_cloning)
|
||||
if(A)
|
||||
A.desc = message
|
||||
var/old_layer = source.layer
|
||||
source.layer = FLOAT_LAYER
|
||||
A.overlays += source
|
||||
source.layer = old_layer
|
||||
src << "<span class='ghostalert'><a href=?src=\ref[src];reenter=1>(Click to re-enter)</a></span>"
|
||||
if(sound)
|
||||
src << sound(sound)
|
||||
|
||||
/mob/dead/observer/proc/dead_tele()
|
||||
set category = "Ghost"
|
||||
set name = "Teleport"
|
||||
set desc= "Teleport to a location"
|
||||
if(!istype(usr, /mob/dead/observer))
|
||||
usr << "Not when you're not dead!"
|
||||
return
|
||||
usr.verbs -= /mob/dead/observer/proc/dead_tele
|
||||
spawn(30)
|
||||
usr.verbs += /mob/dead/observer/proc/dead_tele
|
||||
var/A
|
||||
A = input("Area to jump to", "BOOYEA", A) as null|anything in sortedAreas
|
||||
var/area/thearea = A
|
||||
if(!thearea) return
|
||||
|
||||
var/list/L = list()
|
||||
for(var/turf/T in get_area_turfs(thearea.type))
|
||||
L+=T
|
||||
|
||||
if(!L || !L.len)
|
||||
usr << "No area available."
|
||||
|
||||
usr.loc = pick(L)
|
||||
|
||||
/mob/dead/observer/verb/follow()
|
||||
set category = "Ghost"
|
||||
set name = "Orbit" // "Haunt"
|
||||
set desc = "Follow and orbit a mob."
|
||||
|
||||
var/list/mobs = getpois(skip_mindless=1)
|
||||
var/input = input("Please, select a mob!", "Haunt", null, null) as null|anything in mobs
|
||||
var/mob/target = mobs[input]
|
||||
ManualFollow(target)
|
||||
|
||||
// This is the ghost's follow verb with an argument
|
||||
/mob/dead/observer/proc/ManualFollow(atom/movable/target)
|
||||
if (!istype(target))
|
||||
return
|
||||
|
||||
var/icon/I = icon(target.icon,target.icon_state,target.dir)
|
||||
|
||||
var/orbitsize = (I.Width()+I.Height())*0.5
|
||||
orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
|
||||
|
||||
if(orbiting != target)
|
||||
src << "<span class='notice'>Now orbiting [target].</span>"
|
||||
|
||||
orbit(target,orbitsize,0)
|
||||
|
||||
/mob/dead/observer/orbit()
|
||||
..()
|
||||
//restart our floating animation after orbit is done.
|
||||
sleep 2 //orbit sets up a 2ds animation when it finishes, so we wait for that to end
|
||||
if (!orbiting) //make sure another orbit hasn't started
|
||||
pixel_y = 0
|
||||
animate(src, pixel_y = 2, time = 10, loop = -1)
|
||||
|
||||
/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
|
||||
set category = "Ghost"
|
||||
set name = "Jump to Mob"
|
||||
set desc = "Teleport to a mob"
|
||||
|
||||
if(istype(usr, /mob/dead/observer)) //Make sure they're an observer!
|
||||
|
||||
|
||||
var/list/dest = list() //List of possible destinations (mobs)
|
||||
var/target = null //Chosen target.
|
||||
|
||||
dest += getpois(mobs_only=1) //Fill list, prompt user with list
|
||||
target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest
|
||||
|
||||
if (!target)//Make sure we actually have a target
|
||||
return
|
||||
else
|
||||
var/mob/M = dest[target] //Destination mob
|
||||
var/mob/A = src //Source mob
|
||||
var/turf/T = get_turf(M) //Turf of the destination mob
|
||||
|
||||
if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
|
||||
A.loc = T
|
||||
else
|
||||
A << "This mob is not located in the game world."
|
||||
|
||||
/mob/dead/observer/verb/boo()
|
||||
set category = "Ghost"
|
||||
set name = "Boo!"
|
||||
set desc= "Scare your crew members because of boredom!"
|
||||
|
||||
if(bootime > world.time) return
|
||||
var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src)
|
||||
if(L)
|
||||
L.flicker()
|
||||
bootime = world.time + 600
|
||||
return
|
||||
//Maybe in the future we can add more <i>spooky</i> code here!
|
||||
return
|
||||
|
||||
|
||||
/mob/dead/observer/memory()
|
||||
set hidden = 1
|
||||
src << "<span class='danger'>You are dead! You have no mind to store memory!</span>"
|
||||
|
||||
/mob/dead/observer/add_memory()
|
||||
set hidden = 1
|
||||
src << "<span class='danger'>You are dead! You have no mind to store memory!</span>"
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghostsee()
|
||||
set name = "Toggle Ghost Vision"
|
||||
set desc = "Toggles your ability to see things only ghosts can see, like other ghosts"
|
||||
set category = "Ghost"
|
||||
ghostvision = !(ghostvision)
|
||||
updateghostsight()
|
||||
usr << "You [(ghostvision?"now":"no longer")] have ghost vision."
|
||||
|
||||
/mob/dead/observer/verb/toggle_darkness()
|
||||
set name = "Toggle Darkness"
|
||||
set category = "Ghost"
|
||||
seedarkness = !(seedarkness)
|
||||
updateghostsight()
|
||||
|
||||
/mob/dead/observer/proc/updateghostsight()
|
||||
if (!seedarkness)
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
|
||||
else
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
if (!ghostvision)
|
||||
see_invisible = SEE_INVISIBLE_LIVING;
|
||||
updateghostimages()
|
||||
|
||||
/proc/updateallghostimages()
|
||||
for (var/mob/dead/observer/O in player_list)
|
||||
O.updateghostimages()
|
||||
|
||||
/mob/dead/observer/proc/updateghostimages()
|
||||
if (!client)
|
||||
return
|
||||
if (seedarkness || !ghostvision)
|
||||
client.images -= ghost_darkness_images
|
||||
else
|
||||
//add images for the 60inv things ghosts can normally see when darkness is enabled so they can see them now
|
||||
client.images |= ghost_darkness_images
|
||||
if (ghostimage)
|
||||
client.images -= ghostimage //remove ourself
|
||||
|
||||
/mob/dead/observer/verb/possess()
|
||||
set category = "Ghost"
|
||||
set name = "Possess!"
|
||||
set desc= "Take over the body of a mindless creature!"
|
||||
|
||||
var/list/possessible = list()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(!(L in player_list) && !L.mind)
|
||||
possessible += L
|
||||
|
||||
var/mob/living/target = input("Your new life begins today!", "Possess Mob", null, null) as null|anything in possessible
|
||||
|
||||
if(!target)
|
||||
return 0
|
||||
if(can_reenter_corpse || (mind && mind.current))
|
||||
if(alert(src, "Your soul is still tied to your former life as [mind.current.name], if you go foward there is no going back to that life. Are you sure you wish to continue?", "Move On", "Yes", "No") == "No")
|
||||
return 0
|
||||
if(target.key)
|
||||
src << "<span class='warning'>Someone has taken this body while you were choosing!</span>"
|
||||
return 0
|
||||
|
||||
target.key = key
|
||||
return 1
|
||||
|
||||
|
||||
//this is a mob verb instead of atom for performance reasons
|
||||
//see /mob/verb/examinate() in mob.dm for more info
|
||||
//overriden here and in /mob/living for different point span classes and sanity checks
|
||||
/mob/dead/observer/pointed(atom/A as mob|obj|turf in view())
|
||||
if(!..())
|
||||
return 0
|
||||
usr.visible_message("<span class='deadsay'><b>[src]</b> points to [A].</span>")
|
||||
return 1
|
||||
|
||||
/mob/dead/observer/verb/view_manifest()
|
||||
set name = "View Crew Manifest"
|
||||
set category = "Ghost"
|
||||
|
||||
var/dat
|
||||
dat += "<h4>Crew Manifest</h4>"
|
||||
dat += data_core.get_manifest()
|
||||
|
||||
src << browse(dat, "window=manifest;size=387x420;can_close=1")
|
||||
|
||||
//this is called when a ghost is drag clicked to something.
|
||||
/mob/dead/observer/MouseDrop(atom/over)
|
||||
if(!usr || !over) return
|
||||
if (isobserver(usr) && usr.client.holder && isliving(over))
|
||||
if (usr.client.holder.cmd_ghost_drag(src,over))
|
||||
return
|
||||
|
||||
return ..()
|
||||
|
||||
/mob/dead/observer/Topic(href, href_list)
|
||||
..()
|
||||
if(usr == src)
|
||||
if(href_list["follow"])
|
||||
var/atom/movable/target = locate(href_list["follow"])
|
||||
if(istype(target) && (target != src))
|
||||
ManualFollow(target)
|
||||
if(href_list["reenter"])
|
||||
reenter_corpse()
|
||||
|
||||
//We don't want to update the current var
|
||||
//But we will still carry a mind.
|
||||
/mob/dead/observer/mind_initialize()
|
||||
return
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghosthud()
|
||||
set name = "Toggle Ghost HUD"
|
||||
set desc = "Toggles your ghost's on-screen HUD"
|
||||
set category = "Ghost"
|
||||
ghost_hud_enabled = !ghost_hud_enabled
|
||||
hud_used.ghost_hud()
|
||||
|
||||
/mob/dead/observer/proc/show_me_the_hud(hud_index)
|
||||
var/datum/atom_hud/H = huds[hud_index]
|
||||
H.add_hud_to(src)
|
||||
data_hud_seen = hud_index
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghost_med_sec_diag_hud()
|
||||
set name = "Toggle Sec/Med/Diag HUD"
|
||||
set desc = "Toggles whether you see medical/security/diagnostic HUDs"
|
||||
set category = "Ghost"
|
||||
|
||||
if(data_hud_seen) //remove old huds
|
||||
var/datum/atom_hud/H = huds[data_hud_seen]
|
||||
H.remove_hud_from(src)
|
||||
|
||||
switch(data_hud_seen) //give new huds
|
||||
if(0)
|
||||
show_me_the_hud(DATA_HUD_SECURITY_BASIC)
|
||||
src << "<span class='notice'>Security HUD set.</span>"
|
||||
if(DATA_HUD_SECURITY_BASIC)
|
||||
show_me_the_hud(DATA_HUD_MEDICAL_ADVANCED)
|
||||
src << "<span class='notice'>Medical HUD set.</span>"
|
||||
if(DATA_HUD_MEDICAL_ADVANCED)
|
||||
show_me_the_hud(DATA_HUD_DIAGNOSTIC)
|
||||
src << "<span class='notice'>Diagnostic HUD set.</span>"
|
||||
if(DATA_HUD_DIAGNOSTIC)
|
||||
data_hud_seen = 0
|
||||
src << "<span class='notice'>HUDs disabled.</span>"
|
||||
|
||||
/mob/dead/observer/canUseTopic()
|
||||
if(check_rights(R_ADMIN, 0))
|
||||
return 1
|
||||
return
|
||||
@@ -1,75 +1,75 @@
|
||||
//Space bears!
|
||||
/mob/living/simple_animal/hostile/bear
|
||||
name = "space bear"
|
||||
desc = "You don't need to be faster than a space bear, you just need to outrun your crewmates."
|
||||
icon_state = "bear"
|
||||
icon_living = "bear"
|
||||
icon_dead = "bear_dead"
|
||||
icon_gib = "bear_gib"
|
||||
speak = list("RAWR!","Rawr!","GRR!","Growl!")
|
||||
speak_emote = list("growls", "roars")
|
||||
emote_hear = list("rawrs.","grumbles.","grawls.")
|
||||
emote_taunt = list("stares ferociously", "stomps")
|
||||
speak_chance = 1
|
||||
taunt_chance = 25
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear = 5, /obj/item/clothing/head/bearpelt = 1)
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "hits"
|
||||
maxHealth = 60
|
||||
health = 60
|
||||
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 30
|
||||
attacktext = "claws"
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
friendly = "bear hugs"
|
||||
|
||||
//Space bears aren't affected by cold.
|
||||
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
|
||||
minbodytemp = 0
|
||||
maxbodytemp = 1500
|
||||
|
||||
faction = list("russian")
|
||||
gold_core_spawnable = 1
|
||||
|
||||
//SPACE BEARS! SQUEEEEEEEE~ OW! FUCK! IT BIT MY HAND OFF!!
|
||||
/mob/living/simple_animal/hostile/bear/Hudson
|
||||
name = "Hudson"
|
||||
desc = "Feared outlaw, this guy is one bad news bear." //I'm sorry...
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/snow
|
||||
name = "space polar bear"
|
||||
icon_state = "snowbear"
|
||||
icon_living = "snowbear"
|
||||
icon_dead = "snowbear_dead"
|
||||
desc = "It's a polar bear, in space, but not actually in space. "
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/Process_Spacemove(movement_dir = 0)
|
||||
return 1 //No drifting in space for space bears!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Space bears!
|
||||
/mob/living/simple_animal/hostile/bear
|
||||
name = "space bear"
|
||||
desc = "You don't need to be faster than a space bear, you just need to outrun your crewmates."
|
||||
icon_state = "bear"
|
||||
icon_living = "bear"
|
||||
icon_dead = "bear_dead"
|
||||
icon_gib = "bear_gib"
|
||||
speak = list("RAWR!","Rawr!","GRR!","Growl!")
|
||||
speak_emote = list("growls", "roars")
|
||||
emote_hear = list("rawrs.","grumbles.","grawls.")
|
||||
emote_taunt = list("stares ferociously", "stomps")
|
||||
speak_chance = 1
|
||||
taunt_chance = 25
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear = 5, /obj/item/clothing/head/bearpelt = 1)
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "hits"
|
||||
maxHealth = 60
|
||||
health = 60
|
||||
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 30
|
||||
attacktext = "claws"
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
friendly = "bear hugs"
|
||||
|
||||
//Space bears aren't affected by cold.
|
||||
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
|
||||
minbodytemp = 0
|
||||
maxbodytemp = 1500
|
||||
|
||||
faction = list("russian")
|
||||
gold_core_spawnable = 1
|
||||
|
||||
//SPACE BEARS! SQUEEEEEEEE~ OW! FUCK! IT BIT MY HAND OFF!!
|
||||
/mob/living/simple_animal/hostile/bear/Hudson
|
||||
name = "Hudson"
|
||||
desc = "Feared outlaw, this guy is one bad news bear." //I'm sorry...
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/snow
|
||||
name = "space polar bear"
|
||||
icon_state = "snowbear"
|
||||
icon_living = "snowbear"
|
||||
icon_dead = "snowbear_dead"
|
||||
desc = "It's a polar bear, in space, but not actually in space. "
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/Process_Spacemove(movement_dir = 0)
|
||||
return 1 //No drifting in space for space bears!
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+153
-153
@@ -1,154 +1,154 @@
|
||||
/mob
|
||||
density = 1
|
||||
layer = 4
|
||||
animate_movement = 2
|
||||
flags = HEAR
|
||||
hud_possible = list(ANTAG_HUD)
|
||||
pressure_resistance = 8
|
||||
var/datum/mind/mind
|
||||
var/list/datum/action/actions = list()
|
||||
|
||||
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
|
||||
|
||||
var/obj/screen/flash = null
|
||||
var/obj/screen/blind = null
|
||||
var/obj/screen/hands = null
|
||||
var/obj/screen/pullin = null
|
||||
var/obj/screen/internals = null
|
||||
var/obj/screen/i_select = null
|
||||
var/obj/screen/m_select = null
|
||||
var/obj/screen/healths = null
|
||||
var/obj/screen/throw_icon = null
|
||||
var/obj/screen/damageoverlay = null
|
||||
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
|
||||
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
|
||||
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
|
||||
I'll make some notes on where certain variable defines should probably go.
|
||||
Changing this around would probably require a good look-over the pre-existing code.
|
||||
*/
|
||||
var/obj/screen/zone_sel/zone_sel = null
|
||||
var/obj/screen/leap_icon = null
|
||||
var/obj/screen/healthdoll = null
|
||||
|
||||
var/damageoverlaytemp = 0
|
||||
var/computer_id = null
|
||||
var/lastattacker = null
|
||||
var/lastattacked = null
|
||||
var/attack_log = list( )
|
||||
var/obj/machinery/machine = null
|
||||
var/other_mobs = null
|
||||
var/memory = ""
|
||||
var/disabilities = 0 //Carbon
|
||||
var/atom/movable/pulling = null
|
||||
var/next_move = null
|
||||
var/notransform = null //Carbon
|
||||
var/hand = null
|
||||
var/eye_blind = 0 //Carbon
|
||||
var/eye_blurry = 0 //Carbon
|
||||
var/ear_deaf = 0 //Carbon
|
||||
var/ear_damage = 0 //Carbon
|
||||
var/stuttering = null //Carbon
|
||||
var/slurring = 0 //Carbon
|
||||
var/real_name = null
|
||||
var/druggy = 0 //Carbon
|
||||
var/confused = 0 //Carbon
|
||||
var/sleeping = 0 //Carbon
|
||||
var/resting = 0 //Carbon
|
||||
var/lying = 0
|
||||
var/lying_prev = 0
|
||||
var/canmove = 1
|
||||
var/eye_stat = null//Living, potentially Carbon
|
||||
var/lastpuke = 0
|
||||
|
||||
var/name_archive //For admin things like possession
|
||||
|
||||
var/timeofdeath = 0//Living
|
||||
var/cpr_time = 1//Carbon
|
||||
|
||||
|
||||
var/bodytemperature = 310.055 //98.7 F
|
||||
var/drowsyness = 0//Carbon
|
||||
var/dizziness = 0//Carbon
|
||||
var/jitteriness = 0//Carbon
|
||||
var/nutrition = NUTRITION_LEVEL_FED + 50//Carbon
|
||||
var/satiety = 0//Carbon
|
||||
|
||||
var/overeatduration = 0 // How long this guy is overeating //Carbon
|
||||
var/paralysis = 0
|
||||
var/stunned = 0
|
||||
var/weakened = 0
|
||||
var/losebreath = 0//Carbon
|
||||
var/shakecamera = 0
|
||||
var/a_intent = "help"//Living
|
||||
var/m_intent = "run"//Living
|
||||
var/lastKnownIP = null
|
||||
var/atom/movable/buckled = null//Living
|
||||
var/obj/item/l_hand = null//Living
|
||||
var/obj/item/r_hand = null//Living
|
||||
var/obj/item/weapon/storage/s_active = null//Carbon
|
||||
|
||||
var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process
|
||||
|
||||
var/datum/hud/hud_used = null
|
||||
|
||||
var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
|
||||
var/datum/action/innate/scan_mode/scanner = new
|
||||
|
||||
var/list/grabbed_by = list( )
|
||||
var/list/requests = list( )
|
||||
|
||||
var/list/mapobjs = list()
|
||||
|
||||
var/in_throw_mode = 0
|
||||
|
||||
var/music_lastplayed = "null"
|
||||
|
||||
var/job = null//Living
|
||||
|
||||
var/radiation = 0//Carbon
|
||||
|
||||
var/voice_name = "unidentifiable voice"
|
||||
|
||||
var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
|
||||
var/move_on_shuttle = 1 // Can move on the shuttle.
|
||||
|
||||
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
|
||||
var/mob/living/carbon/LAssailant = null
|
||||
|
||||
|
||||
var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
|
||||
|
||||
//Changlings, but can be used in other modes
|
||||
// var/obj/effect/proc_holder/changpower/list/power_list = list()
|
||||
|
||||
//List of active diseases
|
||||
|
||||
var/list/viruses = list() // replaces var/datum/disease/virus
|
||||
var/list/resistances = list()
|
||||
|
||||
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
||||
|
||||
|
||||
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
|
||||
|
||||
var/digitalcamo = 0 // Can they be tracked by the AI?
|
||||
var/digitalinvis = 0 //Are they ivisible to the AI?
|
||||
var/image/digitaldisguise = null //what does the AI see instead of them?
|
||||
|
||||
var/weakeyes = 0 //Are they vulnerable to flashes?
|
||||
|
||||
var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
|
||||
|
||||
var/force_compose = 0 //If this is nonzero, the mob will always compose it's own hear message instead of using the one given in the arguments.
|
||||
|
||||
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
|
||||
var/atom/movable/remote_control //Calls relaymove() to whatever it is
|
||||
|
||||
var/remote_view = 0 // Set to 1 to prevent view resets on Life
|
||||
|
||||
var/turf/listed_turf = null //the current turf being examined in the stat panel
|
||||
|
||||
var/list/permanent_huds = list()
|
||||
var/permanent_sight_flags = 0
|
||||
|
||||
/mob
|
||||
density = 1
|
||||
layer = 4
|
||||
animate_movement = 2
|
||||
flags = HEAR
|
||||
hud_possible = list(ANTAG_HUD)
|
||||
pressure_resistance = 8
|
||||
var/datum/mind/mind
|
||||
var/list/datum/action/actions = list()
|
||||
|
||||
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
|
||||
|
||||
var/obj/screen/flash = null
|
||||
var/obj/screen/blind = null
|
||||
var/obj/screen/hands = null
|
||||
var/obj/screen/pullin = null
|
||||
var/obj/screen/internals = null
|
||||
var/obj/screen/i_select = null
|
||||
var/obj/screen/m_select = null
|
||||
var/obj/screen/healths = null
|
||||
var/obj/screen/throw_icon = null
|
||||
var/obj/screen/damageoverlay = null
|
||||
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
|
||||
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
|
||||
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
|
||||
I'll make some notes on where certain variable defines should probably go.
|
||||
Changing this around would probably require a good look-over the pre-existing code.
|
||||
*/
|
||||
var/obj/screen/zone_sel/zone_sel = null
|
||||
var/obj/screen/leap_icon = null
|
||||
var/obj/screen/healthdoll = null
|
||||
|
||||
var/damageoverlaytemp = 0
|
||||
var/computer_id = null
|
||||
var/lastattacker = null
|
||||
var/lastattacked = null
|
||||
var/attack_log = list( )
|
||||
var/obj/machinery/machine = null
|
||||
var/other_mobs = null
|
||||
var/memory = ""
|
||||
var/disabilities = 0 //Carbon
|
||||
var/atom/movable/pulling = null
|
||||
var/next_move = null
|
||||
var/notransform = null //Carbon
|
||||
var/hand = null
|
||||
var/eye_blind = 0 //Carbon
|
||||
var/eye_blurry = 0 //Carbon
|
||||
var/ear_deaf = 0 //Carbon
|
||||
var/ear_damage = 0 //Carbon
|
||||
var/stuttering = null //Carbon
|
||||
var/slurring = 0 //Carbon
|
||||
var/real_name = null
|
||||
var/druggy = 0 //Carbon
|
||||
var/confused = 0 //Carbon
|
||||
var/sleeping = 0 //Carbon
|
||||
var/resting = 0 //Carbon
|
||||
var/lying = 0
|
||||
var/lying_prev = 0
|
||||
var/canmove = 1
|
||||
var/eye_stat = null//Living, potentially Carbon
|
||||
var/lastpuke = 0
|
||||
|
||||
var/name_archive //For admin things like possession
|
||||
|
||||
var/timeofdeath = 0//Living
|
||||
var/cpr_time = 1//Carbon
|
||||
|
||||
|
||||
var/bodytemperature = 310.055 //98.7 F
|
||||
var/drowsyness = 0//Carbon
|
||||
var/dizziness = 0//Carbon
|
||||
var/jitteriness = 0//Carbon
|
||||
var/nutrition = NUTRITION_LEVEL_FED + 50//Carbon
|
||||
var/satiety = 0//Carbon
|
||||
|
||||
var/overeatduration = 0 // How long this guy is overeating //Carbon
|
||||
var/paralysis = 0
|
||||
var/stunned = 0
|
||||
var/weakened = 0
|
||||
var/losebreath = 0//Carbon
|
||||
var/shakecamera = 0
|
||||
var/a_intent = "help"//Living
|
||||
var/m_intent = "run"//Living
|
||||
var/lastKnownIP = null
|
||||
var/atom/movable/buckled = null//Living
|
||||
var/obj/item/l_hand = null//Living
|
||||
var/obj/item/r_hand = null//Living
|
||||
var/obj/item/weapon/storage/s_active = null//Carbon
|
||||
|
||||
var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process
|
||||
|
||||
var/datum/hud/hud_used = null
|
||||
|
||||
var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
|
||||
var/datum/action/innate/scan_mode/scanner = new
|
||||
|
||||
var/list/grabbed_by = list( )
|
||||
var/list/requests = list( )
|
||||
|
||||
var/list/mapobjs = list()
|
||||
|
||||
var/in_throw_mode = 0
|
||||
|
||||
var/music_lastplayed = "null"
|
||||
|
||||
var/job = null//Living
|
||||
|
||||
var/radiation = 0//Carbon
|
||||
|
||||
var/voice_name = "unidentifiable voice"
|
||||
|
||||
var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
|
||||
var/move_on_shuttle = 1 // Can move on the shuttle.
|
||||
|
||||
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
|
||||
var/mob/living/carbon/LAssailant = null
|
||||
|
||||
|
||||
var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
|
||||
|
||||
//Changlings, but can be used in other modes
|
||||
// var/obj/effect/proc_holder/changpower/list/power_list = list()
|
||||
|
||||
//List of active diseases
|
||||
|
||||
var/list/viruses = list() // replaces var/datum/disease/virus
|
||||
var/list/resistances = list()
|
||||
|
||||
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
||||
|
||||
|
||||
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
|
||||
|
||||
var/digitalcamo = 0 // Can they be tracked by the AI?
|
||||
var/digitalinvis = 0 //Are they ivisible to the AI?
|
||||
var/image/digitaldisguise = null //what does the AI see instead of them?
|
||||
|
||||
var/weakeyes = 0 //Are they vulnerable to flashes?
|
||||
|
||||
var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
|
||||
|
||||
var/force_compose = 0 //If this is nonzero, the mob will always compose it's own hear message instead of using the one given in the arguments.
|
||||
|
||||
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
|
||||
var/atom/movable/remote_control //Calls relaymove() to whatever it is
|
||||
|
||||
var/remote_view = 0 // Set to 1 to prevent view resets on Life
|
||||
|
||||
var/turf/listed_turf = null //the current turf being examined in the stat panel
|
||||
|
||||
var/list/permanent_huds = list()
|
||||
var/permanent_sight_flags = 0
|
||||
|
||||
var/resize = 1 //Badminnery resize
|
||||
+404
-404
@@ -1,405 +1,405 @@
|
||||
/**
|
||||
* NanoUI
|
||||
*
|
||||
* Contains the NanoUI datum, and its procs.
|
||||
*
|
||||
* /tg/station user interface library
|
||||
* thanks to baystation12
|
||||
*
|
||||
* modified by neersighted
|
||||
**/
|
||||
|
||||
/**
|
||||
* NanoUI datum:
|
||||
*
|
||||
* Represents a NanoUI.
|
||||
**/
|
||||
/datum/nanoui
|
||||
var/mob/user // The mob who opened/is using the NanoUI.
|
||||
var/atom/movable/src_object // The object which owns the NanoUI.
|
||||
var/title // The title of te NanoUI.
|
||||
var/ui_key // The ui_key of the NanoUI. This allows multiple UIs for one src_object.
|
||||
var/window_id // The window_id for browse() and onclose().
|
||||
var/width = 0 // The window width.
|
||||
var/height = 0 // The window height
|
||||
var/window_options = list( // Extra options to winset().
|
||||
"focus" = 0,
|
||||
"titlebar" = 1,
|
||||
"can_resize" = 1,
|
||||
"can_minimize" = 1,
|
||||
"can_maximize" = 0,
|
||||
"can_close" = 1,
|
||||
"auto_format" = 0
|
||||
)
|
||||
var/atom/ref = null // An extra ref to call when the window is closed.
|
||||
var/layout = "nanotrasen" // The layout to be used for this UI.
|
||||
var/template // The template to be used for this UI.
|
||||
var/auto_update = 1 // Update the NanoUI every MC tick.
|
||||
var/list/initial_data // The data (and datastructure) used to initialize the NanoUI
|
||||
var/status = NANO_INTERACTIVE // The status/visibility of the NanoUI.
|
||||
var/datum/topic_state/state = null // Topic state used to determine status. Topic states are in interactions/.
|
||||
var/datum/nanoui/master_ui // The parent NanoUI.
|
||||
var/list/datum/nanoui/children = list() // Children of this NanoUI.
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Create a new NanoUI.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* required src_object atom/movable The object which owns the NanoUI.
|
||||
* required ui_key string The ui_key of the NanoUI.
|
||||
* required template string The template to render the NanoUI content with.
|
||||
* optional title string The title of the NanoUI.
|
||||
* optional width int The window width.
|
||||
* optional height int The window height.
|
||||
* optional ref atom An extra ref to use when the window is closed.
|
||||
* optional master_ui datum/nanoui The parent NanoUI.
|
||||
* optional state datum/topic_state The state used to determine status.
|
||||
*
|
||||
* return datum/nanoui The requested NanoUI.
|
||||
**/
|
||||
/datum/nanoui/New(mob/user, atom/movable/src_object, ui_key, template, \
|
||||
title = 0, width = 0, height = 0, \
|
||||
atom/ref = null, datum/nanoui/master_ui = null, \
|
||||
datum/topic_state/state = default_state)
|
||||
src.user = user
|
||||
src.src_object = src_object
|
||||
src.ui_key = ui_key
|
||||
src.window_id = "\ref[src_object]-[ui_key]"
|
||||
|
||||
set_template(template)
|
||||
|
||||
if (title)
|
||||
src.title = sanitize(title)
|
||||
if (width)
|
||||
src.width = width
|
||||
if (height)
|
||||
src.height = height
|
||||
|
||||
if (ref)
|
||||
src.ref = ref
|
||||
|
||||
src.master_ui = master_ui
|
||||
if(master_ui)
|
||||
master_ui.children += src
|
||||
src.state = state
|
||||
|
||||
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/nanoui)
|
||||
assets.send(user)
|
||||
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Enable/disable auto-updating of the NanoUI.
|
||||
*
|
||||
* required state bool Enable/disable auto-updating.
|
||||
**/
|
||||
/datum/nanoui/proc/set_auto_update(state = 1)
|
||||
auto_update = state
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Set the data to initialize the NanoUI with.
|
||||
* The datastructure cannot be changed by subsequent updates.
|
||||
*
|
||||
* optional data list The data/datastructure to initialize the NanoUI with.
|
||||
**/
|
||||
/datum/nanoui/proc/set_initial_data(list/data)
|
||||
initial_data = data
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Get the config data/datastructure to initialize the NanoUI with.
|
||||
*
|
||||
* return list The config data.
|
||||
**/
|
||||
/datum/nanoui/proc/get_config_data()
|
||||
var/list/config_data = list(
|
||||
"title" = title,
|
||||
"status" = status,
|
||||
"ref" = "\ref[src]",
|
||||
"window" = list(
|
||||
"width" = width,
|
||||
"height" = height,
|
||||
"ref" = window_id
|
||||
),
|
||||
"user" = list(
|
||||
"name" = user.name,
|
||||
"fancy" = user.client.prefs.nanoui_fancy,
|
||||
"ref" = "\ref[user]"
|
||||
),
|
||||
"srcObject" = list(
|
||||
"name" = src_object.name,
|
||||
"ref" = "\ref[src_object]"
|
||||
),
|
||||
"templates" = list(
|
||||
"layout" = "_[layout]",
|
||||
"content" = "[template]"
|
||||
)
|
||||
)
|
||||
return config_data
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Package the data to send to the UI.
|
||||
* This is the (regular) data and config data, bundled together.
|
||||
*
|
||||
* return list The packaged data.
|
||||
**/
|
||||
/datum/nanoui/proc/get_send_data(list/data)
|
||||
var/list/send_data = list()
|
||||
|
||||
send_data["config"] = get_config_data()
|
||||
if (!isnull(data))
|
||||
send_data["data"] = data
|
||||
|
||||
return send_data
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Sets the browse() window options for this NanoUI.
|
||||
*
|
||||
* required window_options list The window options to set.
|
||||
**/
|
||||
/datum/nanoui/proc/set_window_options(list/window_options)
|
||||
src.window_options = window_options
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Set the layout for this NanoUI.
|
||||
* This loads custom layout styles and templates for this NanoUI.
|
||||
*
|
||||
* required layout string The new UI layout.
|
||||
**/
|
||||
/datum/nanoui/proc/set_layout(layout)
|
||||
src.layout = lowertext(layout)
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Set the template for this NanoUI.
|
||||
*
|
||||
* required template string The new UI template.
|
||||
**/
|
||||
/datum/nanoui/proc/set_template(template)
|
||||
src.template = lowertext(template)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Generate HTML for this NanoUI.
|
||||
*
|
||||
* return string NanoUI HTML output.
|
||||
**/
|
||||
/datum/nanoui/proc/get_html()
|
||||
// Generate <script> and <link> tags.
|
||||
var/script_html = {"
|
||||
<script type='text/javascript' src='nanoui.lib.js'></script>
|
||||
<script type='text/javascript' src='nanoui.main.js'></script>
|
||||
<script type='text/javascript' src='nanoui.templates.js'></script>
|
||||
"}
|
||||
var/stylesheet_html = {"
|
||||
<link rel="stylesheet" type='text/css' href='http://css-spinners.com/css/spinner/hexdots.css'>
|
||||
<link rel='stylesheet' type='text/css' href='nanoui.lib.css' />
|
||||
<link rel='stylesheet' type='text/css' href='nanoui.common.css' />
|
||||
<link rel='stylesheet' type='text/css' href='nanoui.[layout].css' />
|
||||
"}
|
||||
|
||||
// Generate JSON.
|
||||
var/list/send_data = get_send_data(initial_data)
|
||||
var/initial_data_json = replacetext(JSON.stringify(send_data), "'", "\\'")
|
||||
|
||||
// Generate the HTML document.
|
||||
return {"
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
|
||||
<script type='text/javascript'>
|
||||
function receiveUpdate(dataString) {
|
||||
if (typeof NanoBus !== 'undefined') {
|
||||
NanoBus.emit('serverUpdate', dataString);
|
||||
}
|
||||
};
|
||||
</script>
|
||||
[stylesheet_html]
|
||||
[script_html]
|
||||
</head>
|
||||
<body>
|
||||
<div id='data' data-initial='[initial_data_json]'></div>
|
||||
<div id='layout'>
|
||||
<div class='hexdots-loader' style='position:fixed;top:50%;left:50%;transform:translate(-50%, -50%);-ms-transform:translate(-50%, -50%);'>
|
||||
Sending Resources...
|
||||
</div>
|
||||
</div>
|
||||
<noscript>
|
||||
<h1>Javascript Required</h1>
|
||||
<p>Javascript is required in order to use this NanoUI interface.</p>
|
||||
<p>Please enable Javascript in Internet Explorer, and restart your game.</p>
|
||||
</noscript>
|
||||
</body>
|
||||
</html>
|
||||
"}
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Open this NanoUI (and initialize it with data).
|
||||
*
|
||||
* optional data list The data to intialize the UI with.
|
||||
**/
|
||||
/datum/nanoui/proc/open(list/data = null)
|
||||
if(!user.client) return
|
||||
|
||||
if (!initial_data)
|
||||
if (!data) // If we don't have initial_data and data was not passed, get data from the src_object.
|
||||
data = src_object.get_ui_data(user)
|
||||
set_initial_data(data) // Otherwise use the passed data.
|
||||
|
||||
var/window_size = ""
|
||||
if (width && height) // If we have a width and height, use them.
|
||||
window_size = "size=[width]x[height];"
|
||||
update_status(push = 0) // Update the window state.
|
||||
if (status == NANO_CLOSE)
|
||||
return // Bail if we should close.
|
||||
|
||||
user << browse(get_html(), "window=[window_id];[window_size][list2params(window_options)]") // Open the window.
|
||||
winset(user, window_id, "on-close=\"nanoclose \ref[src]\"") // Instruct the client to signal NanoUI when the window is closed.
|
||||
SSnano.ui_opened(src) // Call the opened handler.
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Reinitialize the NanoUI.
|
||||
* (Possibly with a new template and/or data).
|
||||
*
|
||||
* optional template string The filename of the new template.
|
||||
* optional data list The new initial data.
|
||||
**/
|
||||
/datum/nanoui/proc/reinitialize(template, list/data)
|
||||
if(template)
|
||||
src.template = template // Set a new template.
|
||||
if(data)
|
||||
set_initial_data(data) // Replace the initial_data.
|
||||
open()
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Close the NanoUI, and all its children.
|
||||
**/
|
||||
/datum/nanoui/proc/close()
|
||||
set_auto_update(0) // Disable auto-updates.
|
||||
user << browse(null, "window=[window_id]") // Close the window.
|
||||
SSnano.ui_closed(src) // Call the closed handler.
|
||||
for(var/datum/nanoui/child in children) // Loop through and close all children.
|
||||
child.close()
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Push data to an already open NanoUI.
|
||||
*
|
||||
* required data list The data to send.
|
||||
* optional force bool If the update should be sent regardless of state.
|
||||
**/
|
||||
/datum/nanoui/proc/push_data(data, force = 0)
|
||||
update_status(push = 0) // Update the window state.
|
||||
if (status == NANO_DISABLED && !force)
|
||||
return // Cannot update UI, we have no visibility.
|
||||
|
||||
var/list/send_data = get_send_data(data) // Get the data to send.
|
||||
|
||||
// Send the new data to the recieveUpdate() Javascript function.
|
||||
user << output(list2params(list(JSON.stringify(send_data))), "[window_id].browser:receiveUpdate")
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Handle clicks from the NanoUI.
|
||||
* Call the src_object's Topic() if status is NANO_INTERACTIVE.
|
||||
* If the src_object's Topic() returns 1, update all UIs attacked to it.
|
||||
**/
|
||||
/datum/nanoui/Topic(href, href_list)
|
||||
update_status(push = 0) // Update the window state.
|
||||
if (status != NANO_INTERACTIVE || user != usr)
|
||||
return // If UI is not interactive or usr calling Topic is not the UI user.
|
||||
|
||||
var/action = href_list["nano"] // Pull the action out.
|
||||
href_list -= "nano"
|
||||
|
||||
var/update = src_object.ui_act(action, href_list, state) // Call Topic() on the src_object.
|
||||
|
||||
if (src_object && update)
|
||||
SSnano.update_uis(src_object) // If we have a src_object and its Topic() told us to update.
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update the NanoUI. Only updates the contents/layout if update is true,
|
||||
* otherwise only updates the status.
|
||||
*
|
||||
* optional force bool If the UI should be forced to update.
|
||||
**/
|
||||
/datum/nanoui/process(force = 0)
|
||||
if (!src_object || !user) // If the object or user died (or something else), abort.
|
||||
close()
|
||||
return
|
||||
|
||||
if (status && (force || auto_update))
|
||||
update() // Update the UI if the status and update settings allow it.
|
||||
else
|
||||
update_status(push = 1) // Otherwise only update status.
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Updates the UI by interacting with the src_object again, which will hopefully
|
||||
* call try_ui_update on it.
|
||||
*
|
||||
* optional force_open bool If force_open should be passed to ui_interact.
|
||||
**/
|
||||
/datum/nanoui/proc/update(force_open = 0)
|
||||
src_object.ui_interact(user, ui_key, src, force_open, master_ui, state)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Set the status/visibility of the NanoUI.
|
||||
*
|
||||
* required state int The status to set (NANO_CLOSE/NANO_DISABLED/NANO_UPDATE/NANO_INTERACTIVE).
|
||||
* optional push bool Push an update to the UI (an update is always sent for NANO_DISABLED).
|
||||
**/
|
||||
/datum/nanoui/proc/set_status(state, push = 0)
|
||||
if (state != status) // Only update if status has changed.
|
||||
if (status == NANO_DISABLED)
|
||||
status = state
|
||||
if (push)
|
||||
update()
|
||||
else
|
||||
status = state
|
||||
if (push || status == 0) // Force an update if NANO_DISABLED.
|
||||
push_data(null, 1)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update the status/visibility of the NanoUI for its user.
|
||||
*
|
||||
* optional push bool Push an update to the UI (an update is always sent for NANO_DISABLED).
|
||||
**/
|
||||
/datum/nanoui/proc/update_status(push = 0)
|
||||
var/new_status = src_object.CanUseTopic(user, state)
|
||||
if(master_ui)
|
||||
new_status = min(new_status, master_ui.status)
|
||||
|
||||
set_status(new_status, push)
|
||||
if(new_status == NANO_CLOSE)
|
||||
/**
|
||||
* NanoUI
|
||||
*
|
||||
* Contains the NanoUI datum, and its procs.
|
||||
*
|
||||
* /tg/station user interface library
|
||||
* thanks to baystation12
|
||||
*
|
||||
* modified by neersighted
|
||||
**/
|
||||
|
||||
/**
|
||||
* NanoUI datum:
|
||||
*
|
||||
* Represents a NanoUI.
|
||||
**/
|
||||
/datum/nanoui
|
||||
var/mob/user // The mob who opened/is using the NanoUI.
|
||||
var/atom/movable/src_object // The object which owns the NanoUI.
|
||||
var/title // The title of te NanoUI.
|
||||
var/ui_key // The ui_key of the NanoUI. This allows multiple UIs for one src_object.
|
||||
var/window_id // The window_id for browse() and onclose().
|
||||
var/width = 0 // The window width.
|
||||
var/height = 0 // The window height
|
||||
var/window_options = list( // Extra options to winset().
|
||||
"focus" = 0,
|
||||
"titlebar" = 1,
|
||||
"can_resize" = 1,
|
||||
"can_minimize" = 1,
|
||||
"can_maximize" = 0,
|
||||
"can_close" = 1,
|
||||
"auto_format" = 0
|
||||
)
|
||||
var/atom/ref = null // An extra ref to call when the window is closed.
|
||||
var/layout = "nanotrasen" // The layout to be used for this UI.
|
||||
var/template // The template to be used for this UI.
|
||||
var/auto_update = 1 // Update the NanoUI every MC tick.
|
||||
var/list/initial_data // The data (and datastructure) used to initialize the NanoUI
|
||||
var/status = NANO_INTERACTIVE // The status/visibility of the NanoUI.
|
||||
var/datum/topic_state/state = null // Topic state used to determine status. Topic states are in interactions/.
|
||||
var/datum/nanoui/master_ui // The parent NanoUI.
|
||||
var/list/datum/nanoui/children = list() // Children of this NanoUI.
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Create a new NanoUI.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* required src_object atom/movable The object which owns the NanoUI.
|
||||
* required ui_key string The ui_key of the NanoUI.
|
||||
* required template string The template to render the NanoUI content with.
|
||||
* optional title string The title of the NanoUI.
|
||||
* optional width int The window width.
|
||||
* optional height int The window height.
|
||||
* optional ref atom An extra ref to use when the window is closed.
|
||||
* optional master_ui datum/nanoui The parent NanoUI.
|
||||
* optional state datum/topic_state The state used to determine status.
|
||||
*
|
||||
* return datum/nanoui The requested NanoUI.
|
||||
**/
|
||||
/datum/nanoui/New(mob/user, atom/movable/src_object, ui_key, template, \
|
||||
title = 0, width = 0, height = 0, \
|
||||
atom/ref = null, datum/nanoui/master_ui = null, \
|
||||
datum/topic_state/state = default_state)
|
||||
src.user = user
|
||||
src.src_object = src_object
|
||||
src.ui_key = ui_key
|
||||
src.window_id = "\ref[src_object]-[ui_key]"
|
||||
|
||||
set_template(template)
|
||||
|
||||
if (title)
|
||||
src.title = sanitize(title)
|
||||
if (width)
|
||||
src.width = width
|
||||
if (height)
|
||||
src.height = height
|
||||
|
||||
if (ref)
|
||||
src.ref = ref
|
||||
|
||||
src.master_ui = master_ui
|
||||
if(master_ui)
|
||||
master_ui.children += src
|
||||
src.state = state
|
||||
|
||||
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/nanoui)
|
||||
assets.send(user)
|
||||
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Enable/disable auto-updating of the NanoUI.
|
||||
*
|
||||
* required state bool Enable/disable auto-updating.
|
||||
**/
|
||||
/datum/nanoui/proc/set_auto_update(state = 1)
|
||||
auto_update = state
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Set the data to initialize the NanoUI with.
|
||||
* The datastructure cannot be changed by subsequent updates.
|
||||
*
|
||||
* optional data list The data/datastructure to initialize the NanoUI with.
|
||||
**/
|
||||
/datum/nanoui/proc/set_initial_data(list/data)
|
||||
initial_data = data
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Get the config data/datastructure to initialize the NanoUI with.
|
||||
*
|
||||
* return list The config data.
|
||||
**/
|
||||
/datum/nanoui/proc/get_config_data()
|
||||
var/list/config_data = list(
|
||||
"title" = title,
|
||||
"status" = status,
|
||||
"ref" = "\ref[src]",
|
||||
"window" = list(
|
||||
"width" = width,
|
||||
"height" = height,
|
||||
"ref" = window_id
|
||||
),
|
||||
"user" = list(
|
||||
"name" = user.name,
|
||||
"fancy" = user.client.prefs.nanoui_fancy,
|
||||
"ref" = "\ref[user]"
|
||||
),
|
||||
"srcObject" = list(
|
||||
"name" = src_object.name,
|
||||
"ref" = "\ref[src_object]"
|
||||
),
|
||||
"templates" = list(
|
||||
"layout" = "_[layout]",
|
||||
"content" = "[template]"
|
||||
)
|
||||
)
|
||||
return config_data
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Package the data to send to the UI.
|
||||
* This is the (regular) data and config data, bundled together.
|
||||
*
|
||||
* return list The packaged data.
|
||||
**/
|
||||
/datum/nanoui/proc/get_send_data(list/data)
|
||||
var/list/send_data = list()
|
||||
|
||||
send_data["config"] = get_config_data()
|
||||
if (!isnull(data))
|
||||
send_data["data"] = data
|
||||
|
||||
return send_data
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Sets the browse() window options for this NanoUI.
|
||||
*
|
||||
* required window_options list The window options to set.
|
||||
**/
|
||||
/datum/nanoui/proc/set_window_options(list/window_options)
|
||||
src.window_options = window_options
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Set the layout for this NanoUI.
|
||||
* This loads custom layout styles and templates for this NanoUI.
|
||||
*
|
||||
* required layout string The new UI layout.
|
||||
**/
|
||||
/datum/nanoui/proc/set_layout(layout)
|
||||
src.layout = lowertext(layout)
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Set the template for this NanoUI.
|
||||
*
|
||||
* required template string The new UI template.
|
||||
**/
|
||||
/datum/nanoui/proc/set_template(template)
|
||||
src.template = lowertext(template)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Generate HTML for this NanoUI.
|
||||
*
|
||||
* return string NanoUI HTML output.
|
||||
**/
|
||||
/datum/nanoui/proc/get_html()
|
||||
// Generate <script> and <link> tags.
|
||||
var/script_html = {"
|
||||
<script type='text/javascript' src='nanoui.lib.js'></script>
|
||||
<script type='text/javascript' src='nanoui.main.js'></script>
|
||||
<script type='text/javascript' src='nanoui.templates.js'></script>
|
||||
"}
|
||||
var/stylesheet_html = {"
|
||||
<link rel="stylesheet" type='text/css' href='http://css-spinners.com/css/spinner/hexdots.css'>
|
||||
<link rel='stylesheet' type='text/css' href='nanoui.lib.css' />
|
||||
<link rel='stylesheet' type='text/css' href='nanoui.common.css' />
|
||||
<link rel='stylesheet' type='text/css' href='nanoui.[layout].css' />
|
||||
"}
|
||||
|
||||
// Generate JSON.
|
||||
var/list/send_data = get_send_data(initial_data)
|
||||
var/initial_data_json = replacetext(JSON.stringify(send_data), "'", "\\'")
|
||||
|
||||
// Generate the HTML document.
|
||||
return {"
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
|
||||
<script type='text/javascript'>
|
||||
function receiveUpdate(dataString) {
|
||||
if (typeof NanoBus !== 'undefined') {
|
||||
NanoBus.emit('serverUpdate', dataString);
|
||||
}
|
||||
};
|
||||
</script>
|
||||
[stylesheet_html]
|
||||
[script_html]
|
||||
</head>
|
||||
<body>
|
||||
<div id='data' data-initial='[initial_data_json]'></div>
|
||||
<div id='layout'>
|
||||
<div class='hexdots-loader' style='position:fixed;top:50%;left:50%;transform:translate(-50%, -50%);-ms-transform:translate(-50%, -50%);'>
|
||||
Sending Resources...
|
||||
</div>
|
||||
</div>
|
||||
<noscript>
|
||||
<h1>Javascript Required</h1>
|
||||
<p>Javascript is required in order to use this NanoUI interface.</p>
|
||||
<p>Please enable Javascript in Internet Explorer, and restart your game.</p>
|
||||
</noscript>
|
||||
</body>
|
||||
</html>
|
||||
"}
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Open this NanoUI (and initialize it with data).
|
||||
*
|
||||
* optional data list The data to intialize the UI with.
|
||||
**/
|
||||
/datum/nanoui/proc/open(list/data = null)
|
||||
if(!user.client) return
|
||||
|
||||
if (!initial_data)
|
||||
if (!data) // If we don't have initial_data and data was not passed, get data from the src_object.
|
||||
data = src_object.get_ui_data(user)
|
||||
set_initial_data(data) // Otherwise use the passed data.
|
||||
|
||||
var/window_size = ""
|
||||
if (width && height) // If we have a width and height, use them.
|
||||
window_size = "size=[width]x[height];"
|
||||
update_status(push = 0) // Update the window state.
|
||||
if (status == NANO_CLOSE)
|
||||
return // Bail if we should close.
|
||||
|
||||
user << browse(get_html(), "window=[window_id];[window_size][list2params(window_options)]") // Open the window.
|
||||
winset(user, window_id, "on-close=\"nanoclose \ref[src]\"") // Instruct the client to signal NanoUI when the window is closed.
|
||||
SSnano.ui_opened(src) // Call the opened handler.
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Reinitialize the NanoUI.
|
||||
* (Possibly with a new template and/or data).
|
||||
*
|
||||
* optional template string The filename of the new template.
|
||||
* optional data list The new initial data.
|
||||
**/
|
||||
/datum/nanoui/proc/reinitialize(template, list/data)
|
||||
if(template)
|
||||
src.template = template // Set a new template.
|
||||
if(data)
|
||||
set_initial_data(data) // Replace the initial_data.
|
||||
open()
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Close the NanoUI, and all its children.
|
||||
**/
|
||||
/datum/nanoui/proc/close()
|
||||
set_auto_update(0) // Disable auto-updates.
|
||||
user << browse(null, "window=[window_id]") // Close the window.
|
||||
SSnano.ui_closed(src) // Call the closed handler.
|
||||
for(var/datum/nanoui/child in children) // Loop through and close all children.
|
||||
child.close()
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Push data to an already open NanoUI.
|
||||
*
|
||||
* required data list The data to send.
|
||||
* optional force bool If the update should be sent regardless of state.
|
||||
**/
|
||||
/datum/nanoui/proc/push_data(data, force = 0)
|
||||
update_status(push = 0) // Update the window state.
|
||||
if (status == NANO_DISABLED && !force)
|
||||
return // Cannot update UI, we have no visibility.
|
||||
|
||||
var/list/send_data = get_send_data(data) // Get the data to send.
|
||||
|
||||
// Send the new data to the recieveUpdate() Javascript function.
|
||||
user << output(list2params(list(JSON.stringify(send_data))), "[window_id].browser:receiveUpdate")
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Handle clicks from the NanoUI.
|
||||
* Call the src_object's Topic() if status is NANO_INTERACTIVE.
|
||||
* If the src_object's Topic() returns 1, update all UIs attacked to it.
|
||||
**/
|
||||
/datum/nanoui/Topic(href, href_list)
|
||||
update_status(push = 0) // Update the window state.
|
||||
if (status != NANO_INTERACTIVE || user != usr)
|
||||
return // If UI is not interactive or usr calling Topic is not the UI user.
|
||||
|
||||
var/action = href_list["nano"] // Pull the action out.
|
||||
href_list -= "nano"
|
||||
|
||||
var/update = src_object.ui_act(action, href_list, state) // Call Topic() on the src_object.
|
||||
|
||||
if (src_object && update)
|
||||
SSnano.update_uis(src_object) // If we have a src_object and its Topic() told us to update.
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update the NanoUI. Only updates the contents/layout if update is true,
|
||||
* otherwise only updates the status.
|
||||
*
|
||||
* optional force bool If the UI should be forced to update.
|
||||
**/
|
||||
/datum/nanoui/process(force = 0)
|
||||
if (!src_object || !user) // If the object or user died (or something else), abort.
|
||||
close()
|
||||
return
|
||||
|
||||
if (status && (force || auto_update))
|
||||
update() // Update the UI if the status and update settings allow it.
|
||||
else
|
||||
update_status(push = 1) // Otherwise only update status.
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Updates the UI by interacting with the src_object again, which will hopefully
|
||||
* call try_ui_update on it.
|
||||
*
|
||||
* optional force_open bool If force_open should be passed to ui_interact.
|
||||
**/
|
||||
/datum/nanoui/proc/update(force_open = 0)
|
||||
src_object.ui_interact(user, ui_key, src, force_open, master_ui, state)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Set the status/visibility of the NanoUI.
|
||||
*
|
||||
* required state int The status to set (NANO_CLOSE/NANO_DISABLED/NANO_UPDATE/NANO_INTERACTIVE).
|
||||
* optional push bool Push an update to the UI (an update is always sent for NANO_DISABLED).
|
||||
**/
|
||||
/datum/nanoui/proc/set_status(state, push = 0)
|
||||
if (state != status) // Only update if status has changed.
|
||||
if (status == NANO_DISABLED)
|
||||
status = state
|
||||
if (push)
|
||||
update()
|
||||
else
|
||||
status = state
|
||||
if (push || status == 0) // Force an update if NANO_DISABLED.
|
||||
push_data(null, 1)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update the status/visibility of the NanoUI for its user.
|
||||
*
|
||||
* optional push bool Push an update to the UI (an update is always sent for NANO_DISABLED).
|
||||
**/
|
||||
/datum/nanoui/proc/update_status(push = 0)
|
||||
var/new_status = src_object.CanUseTopic(user, state)
|
||||
if(master_ui)
|
||||
new_status = min(new_status, master_ui.status)
|
||||
|
||||
set_status(new_status, push)
|
||||
if(new_status == NANO_CLOSE)
|
||||
close()
|
||||
+231
-231
@@ -1,231 +1,231 @@
|
||||
/**
|
||||
* NanoUI Subsystem
|
||||
*
|
||||
* Contains all NanoUI state and subsystem code.
|
||||
*
|
||||
* /tg/station user interface library
|
||||
* thanks to baystation12
|
||||
*
|
||||
* modified by neersighted
|
||||
**/
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Get a open NanoUI given a user, src_object, and ui_key and try to update it with data.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* required src_object atom/movable The object which owns the NanoUI.
|
||||
* required ui_key string The ui_key of the NanoUI.
|
||||
* optional ui datum/nanoui The UI to be updated, if it exists.
|
||||
* optional data list The data to update the UI with, if it exists.
|
||||
* optional force_open bool If the UI should be re-opened instead of updated.
|
||||
*
|
||||
* return datum/nanoui The found NanoUI.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/try_update_ui(mob/user, atom/movable/src_object, ui_key, datum/nanoui/ui, \
|
||||
list/data = null, force_open = 0)
|
||||
if (!data)
|
||||
data = src_object.get_ui_data(user)
|
||||
|
||||
if (isnull(ui)) // No NanoUI was passed, so look for one.
|
||||
ui = get_open_ui(user, src_object, ui_key)
|
||||
|
||||
if (!isnull(ui))
|
||||
if (!force_open) // UI is already open; update it.
|
||||
ui.push_data(data)
|
||||
else // Re-open it anyways.
|
||||
ui.reinitialize(null, data)
|
||||
return ui // We found the UI, return it.
|
||||
else
|
||||
return null // We couldn't find a UI.
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Get a open NanoUI given a user, src_object, and ui_key.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* required src_object atom/movable The object which owns the NanoUI.
|
||||
* required ui_key string The ui_key of the NanoUI.
|
||||
*
|
||||
* return datum/nanoui The found NanoUI.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/get_open_ui(mob/user, atom/movable/src_object, ui_key)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return null // No UIs open.
|
||||
else if (isnull(open_uis[src_object_key][ui_key]) || !istype(open_uis[src_object_key][ui_key], /list))
|
||||
return null // No UIs open for this object.
|
||||
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key]) // Find UIs for this object.
|
||||
if (ui.user == user) // Make sure we have the right user
|
||||
return ui
|
||||
|
||||
return null // Couldn't find a UI!
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update all NanoUIs attached to src_object.
|
||||
*
|
||||
* required src_object atom/movable The object which owns the NanoUIs.
|
||||
*
|
||||
* return int The number of NanoUIs updated.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/update_uis(atom/movable/src_object)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // Couldn't find any UIs for this object.
|
||||
|
||||
var/update_count = 0
|
||||
for (var/ui_key in open_uis[src_object_key])
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if(ui && ui.src_object && ui.user && ui.src_object.nano_host()) // Check the UI is valid.
|
||||
ui.process(force = 1) // Update the UI.
|
||||
update_count++ // Count each UI we update.
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Close all NanoUIs attached to src_object.
|
||||
*
|
||||
* required src_object atom/movable The object which owns the NanoUIs.
|
||||
*
|
||||
* return int The number of NanoUIs closed.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/close_uis(atom/movable/src_object)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // Couldn't find any UIs for this object.
|
||||
|
||||
var/close_count = 0
|
||||
for (var/ui_key in open_uis[src_object_key])
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if(ui && ui.src_object && ui.user && ui.src_object.nano_host()) // Check the UI is valid.
|
||||
ui.close() // Close the UI.
|
||||
close_count++ // Count each UI we close.
|
||||
return close_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update all NanoUIs belonging to a user.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* optional src_object atom/movable If provided, only update UIs belonging this atom.
|
||||
* optional ui_key string If provided, only update UIs with this UI key.
|
||||
*
|
||||
* return int The number of NanoUIs updated.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/update_user_uis(mob/user, atom/movable/src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // Couldn't find any UIs for this user.
|
||||
|
||||
var/update_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.process(force = 1) // Update the UI.
|
||||
update_count++ // Count each UI we upadte.
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Close all NanoUIs belonging to a user.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* optional src_object atom/movable If provided, only update UIs belonging this atom.
|
||||
* optional ui_key string If provided, only update UIs with this UI key.
|
||||
*
|
||||
* return int The number of NanoUIs closed.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/close_user_uis(mob/user, atom/movable/src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // Couldn't find any UIs for this user.
|
||||
|
||||
var/close_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.close() // Close the UI.
|
||||
close_count++ // Count each UI we close.
|
||||
return close_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Add a NanoUI to the list of open UIs.
|
||||
*
|
||||
* required ui datum/nanoui The UI to be added.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/ui_opened(datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
open_uis[src_object_key] = list(ui.ui_key = list()) // Make a list for the ui_key and src_object.
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
open_uis[src_object_key][ui.ui_key] = list() // Make a list for the ui_key.
|
||||
|
||||
// Append the UI to all the lists.
|
||||
ui.user.open_uis |= ui
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key]
|
||||
uis |= ui
|
||||
processing_uis |= ui
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Remove a NanoUI from the list of open UIs.
|
||||
*
|
||||
* required ui datum/nanoui The UI to be removed.
|
||||
*
|
||||
* return bool If the UI was removed or not.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/ui_closed(datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // It wasn't open.
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
return 0 // It wasn't open.
|
||||
|
||||
processing_uis.Remove(ui) // Remove it from the list of processing UIs.
|
||||
if(ui.user) // If the user exists, remove it from them too.
|
||||
ui.user.open_uis.Remove(ui)
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key] // Remove it from the list of open UIs.
|
||||
uis.Remove(ui)
|
||||
return 1 // Let the caller know we did it.
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Handle client logout, by closing all their NanoUIs.
|
||||
*
|
||||
* required user mob The mob which logged out.
|
||||
*
|
||||
* return int The number of NanoUIs closed.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/user_logout(mob/user)
|
||||
return close_user_uis(user)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Handle clients switching mobs, by transfering their NanoUIs.
|
||||
*
|
||||
* required user oldMob The client's original mob.
|
||||
* required user newMob The client's new mob.
|
||||
*
|
||||
* return bool If the NanoUIs were transferred.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/user_transferred(mob/oldMob, mob/newMob)
|
||||
if (!oldMob || isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // The old mob had no open NanoUIs.
|
||||
|
||||
if (isnull(newMob.open_uis) || !istype(newMob.open_uis, /list))
|
||||
newMob.open_uis = list() // Create a list for the new mob if needed.
|
||||
|
||||
for (var/datum/nanoui/ui in oldMob.open_uis)
|
||||
ui.user = newMob // Inform the UIs of their new owner.
|
||||
newMob.open_uis.Add(ui) // Transfer all the NanoUIs.
|
||||
|
||||
oldMob.open_uis.Cut() // Clear the old list.
|
||||
return 1 // Let the caller know we did it.
|
||||
/**
|
||||
* NanoUI Subsystem
|
||||
*
|
||||
* Contains all NanoUI state and subsystem code.
|
||||
*
|
||||
* /tg/station user interface library
|
||||
* thanks to baystation12
|
||||
*
|
||||
* modified by neersighted
|
||||
**/
|
||||
|
||||
/**
|
||||
* public
|
||||
*
|
||||
* Get a open NanoUI given a user, src_object, and ui_key and try to update it with data.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* required src_object atom/movable The object which owns the NanoUI.
|
||||
* required ui_key string The ui_key of the NanoUI.
|
||||
* optional ui datum/nanoui The UI to be updated, if it exists.
|
||||
* optional data list The data to update the UI with, if it exists.
|
||||
* optional force_open bool If the UI should be re-opened instead of updated.
|
||||
*
|
||||
* return datum/nanoui The found NanoUI.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/try_update_ui(mob/user, atom/movable/src_object, ui_key, datum/nanoui/ui, \
|
||||
list/data = null, force_open = 0)
|
||||
if (!data)
|
||||
data = src_object.get_ui_data(user)
|
||||
|
||||
if (isnull(ui)) // No NanoUI was passed, so look for one.
|
||||
ui = get_open_ui(user, src_object, ui_key)
|
||||
|
||||
if (!isnull(ui))
|
||||
if (!force_open) // UI is already open; update it.
|
||||
ui.push_data(data)
|
||||
else // Re-open it anyways.
|
||||
ui.reinitialize(null, data)
|
||||
return ui // We found the UI, return it.
|
||||
else
|
||||
return null // We couldn't find a UI.
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Get a open NanoUI given a user, src_object, and ui_key.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* required src_object atom/movable The object which owns the NanoUI.
|
||||
* required ui_key string The ui_key of the NanoUI.
|
||||
*
|
||||
* return datum/nanoui The found NanoUI.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/get_open_ui(mob/user, atom/movable/src_object, ui_key)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return null // No UIs open.
|
||||
else if (isnull(open_uis[src_object_key][ui_key]) || !istype(open_uis[src_object_key][ui_key], /list))
|
||||
return null // No UIs open for this object.
|
||||
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key]) // Find UIs for this object.
|
||||
if (ui.user == user) // Make sure we have the right user
|
||||
return ui
|
||||
|
||||
return null // Couldn't find a UI!
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update all NanoUIs attached to src_object.
|
||||
*
|
||||
* required src_object atom/movable The object which owns the NanoUIs.
|
||||
*
|
||||
* return int The number of NanoUIs updated.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/update_uis(atom/movable/src_object)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // Couldn't find any UIs for this object.
|
||||
|
||||
var/update_count = 0
|
||||
for (var/ui_key in open_uis[src_object_key])
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if(ui && ui.src_object && ui.user && ui.src_object.nano_host()) // Check the UI is valid.
|
||||
ui.process(force = 1) // Update the UI.
|
||||
update_count++ // Count each UI we update.
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Close all NanoUIs attached to src_object.
|
||||
*
|
||||
* required src_object atom/movable The object which owns the NanoUIs.
|
||||
*
|
||||
* return int The number of NanoUIs closed.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/close_uis(atom/movable/src_object)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // Couldn't find any UIs for this object.
|
||||
|
||||
var/close_count = 0
|
||||
for (var/ui_key in open_uis[src_object_key])
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if(ui && ui.src_object && ui.user && ui.src_object.nano_host()) // Check the UI is valid.
|
||||
ui.close() // Close the UI.
|
||||
close_count++ // Count each UI we close.
|
||||
return close_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Update all NanoUIs belonging to a user.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* optional src_object atom/movable If provided, only update UIs belonging this atom.
|
||||
* optional ui_key string If provided, only update UIs with this UI key.
|
||||
*
|
||||
* return int The number of NanoUIs updated.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/update_user_uis(mob/user, atom/movable/src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // Couldn't find any UIs for this user.
|
||||
|
||||
var/update_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.process(force = 1) // Update the UI.
|
||||
update_count++ // Count each UI we upadte.
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Close all NanoUIs belonging to a user.
|
||||
*
|
||||
* required user mob The mob who opened/is using the NanoUI.
|
||||
* optional src_object atom/movable If provided, only update UIs belonging this atom.
|
||||
* optional ui_key string If provided, only update UIs with this UI key.
|
||||
*
|
||||
* return int The number of NanoUIs closed.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/close_user_uis(mob/user, atom/movable/src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // Couldn't find any UIs for this user.
|
||||
|
||||
var/close_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.close() // Close the UI.
|
||||
close_count++ // Count each UI we close.
|
||||
return close_count
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Add a NanoUI to the list of open UIs.
|
||||
*
|
||||
* required ui datum/nanoui The UI to be added.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/ui_opened(datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
open_uis[src_object_key] = list(ui.ui_key = list()) // Make a list for the ui_key and src_object.
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
open_uis[src_object_key][ui.ui_key] = list() // Make a list for the ui_key.
|
||||
|
||||
// Append the UI to all the lists.
|
||||
ui.user.open_uis |= ui
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key]
|
||||
uis |= ui
|
||||
processing_uis |= ui
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Remove a NanoUI from the list of open UIs.
|
||||
*
|
||||
* required ui datum/nanoui The UI to be removed.
|
||||
*
|
||||
* return bool If the UI was removed or not.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/ui_closed(datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // It wasn't open.
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
return 0 // It wasn't open.
|
||||
|
||||
processing_uis.Remove(ui) // Remove it from the list of processing UIs.
|
||||
if(ui.user) // If the user exists, remove it from them too.
|
||||
ui.user.open_uis.Remove(ui)
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key] // Remove it from the list of open UIs.
|
||||
uis.Remove(ui)
|
||||
return 1 // Let the caller know we did it.
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Handle client logout, by closing all their NanoUIs.
|
||||
*
|
||||
* required user mob The mob which logged out.
|
||||
*
|
||||
* return int The number of NanoUIs closed.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/user_logout(mob/user)
|
||||
return close_user_uis(user)
|
||||
|
||||
/**
|
||||
* private
|
||||
*
|
||||
* Handle clients switching mobs, by transfering their NanoUIs.
|
||||
*
|
||||
* required user oldMob The client's original mob.
|
||||
* required user newMob The client's new mob.
|
||||
*
|
||||
* return bool If the NanoUIs were transferred.
|
||||
**/
|
||||
/datum/subsystem/nano/proc/user_transferred(mob/oldMob, mob/newMob)
|
||||
if (!oldMob || isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // The old mob had no open NanoUIs.
|
||||
|
||||
if (isnull(newMob.open_uis) || !istype(newMob.open_uis, /list))
|
||||
newMob.open_uis = list() // Create a list for the new mob if needed.
|
||||
|
||||
for (var/datum/nanoui/ui in oldMob.open_uis)
|
||||
ui.user = newMob // Inform the UIs of their new owner.
|
||||
newMob.open_uis.Add(ui) // Transfer all the NanoUIs.
|
||||
|
||||
oldMob.open_uis.Cut() // Clear the old list.
|
||||
return 1 // Let the caller know we did it.
|
||||
|
||||
+402
-402
File diff suppressed because one or more lines are too long
+1190
-1190
File diff suppressed because it is too large
Load Diff
@@ -1,418 +1,418 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
|
||||
|
||||
/obj/singularity
|
||||
name = "gravitational singularity"
|
||||
desc = "A gravitational singularity."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
anchored = 1
|
||||
density = 1
|
||||
layer = 6
|
||||
luminosity = 6
|
||||
unacidable = 1 //Don't comment this out.
|
||||
var/current_size = 1
|
||||
var/allowed_size = 1
|
||||
var/contained = 1 //Are we going to move around?
|
||||
var/energy = 100 //How strong are we?
|
||||
var/dissipate = 1 //Do we lose energy over time?
|
||||
var/dissipate_delay = 10
|
||||
var/dissipate_track = 0
|
||||
var/dissipate_strength = 1 //How much energy do we lose?
|
||||
var/move_self = 1 //Do we move on our own?
|
||||
var/grav_pull = 4 //How many tiles out do we pull?
|
||||
var/consume_range = 0 //How many tiles out do we eat
|
||||
var/event_chance = 15 //Prob for event each tick
|
||||
var/target = null //its target. moves towards the target if it has one
|
||||
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
|
||||
var/last_warning
|
||||
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
|
||||
|
||||
/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
|
||||
//CARN: admin-alert for chuckle-fuckery.
|
||||
admin_investigate_setup()
|
||||
|
||||
src.energy = starting_energy
|
||||
..()
|
||||
SSobj.processing |= src
|
||||
poi_list |= src
|
||||
for(var/obj/machinery/power/singularity_beacon/singubeacon in machines)
|
||||
if(singubeacon.active)
|
||||
target = singubeacon
|
||||
break
|
||||
return
|
||||
|
||||
/obj/singularity/Destroy()
|
||||
SSobj.processing.Remove(src)
|
||||
poi_list.Remove(src)
|
||||
return ..()
|
||||
|
||||
/obj/singularity/Move(atom/newloc, direct)
|
||||
if(current_size >= STAGE_FIVE || check_turfs_in(direct))
|
||||
last_failed_movement = 0//Reset this because we moved
|
||||
return ..()
|
||||
else
|
||||
last_failed_movement = direct
|
||||
return 0
|
||||
|
||||
|
||||
/obj/singularity/attack_hand(mob/user)
|
||||
consume(user)
|
||||
return 1
|
||||
|
||||
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
|
||||
return 0
|
||||
|
||||
/obj/singularity/blob_act(severity)
|
||||
return
|
||||
|
||||
/obj/singularity/ex_act(severity, target)
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(current_size <= STAGE_TWO)
|
||||
investigate_log("has been destroyed by a heavy explosion.","singulo")
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
energy -= round(((energy+1)/2),1)
|
||||
if(2)
|
||||
energy -= round(((energy+1)/3),1)
|
||||
if(3)
|
||||
energy -= round(((energy+1)/4),1)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/bullet_act(obj/item/projectile/P)
|
||||
return 0 //Will there be an impact? Who knows. Will we see it? No.
|
||||
|
||||
|
||||
/obj/singularity/Bump(atom/A)
|
||||
consume(A)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/Bumped(atom/A)
|
||||
consume(A)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/process()
|
||||
if(current_size >= STAGE_TWO)
|
||||
move()
|
||||
pulse()
|
||||
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
|
||||
event()
|
||||
eat()
|
||||
dissipate()
|
||||
check_energy()
|
||||
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/admin_investigate_setup()
|
||||
last_warning = world.time
|
||||
var/count = locate(/obj/machinery/field/containment) in ultra_range(30, src, 1)
|
||||
if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
|
||||
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
|
||||
|
||||
/obj/singularity/proc/dissipate()
|
||||
if(!dissipate)
|
||||
return
|
||||
if(dissipate_track >= dissipate_delay)
|
||||
src.energy -= dissipate_strength
|
||||
dissipate_track = 0
|
||||
else
|
||||
dissipate_track++
|
||||
|
||||
|
||||
/obj/singularity/proc/expand(force_size = 0)
|
||||
var/temp_allowed_size = src.allowed_size
|
||||
if(force_size)
|
||||
temp_allowed_size = force_size
|
||||
if(temp_allowed_size >= STAGE_SIX && !consumedSupermatter)
|
||||
temp_allowed_size = STAGE_FIVE
|
||||
switch(temp_allowed_size)
|
||||
if(STAGE_ONE)
|
||||
current_size = STAGE_ONE
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
grav_pull = 4
|
||||
consume_range = 0
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 1
|
||||
if(STAGE_TWO)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
|
||||
current_size = STAGE_TWO
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "singularity_s3"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
grav_pull = 6
|
||||
consume_range = 1
|
||||
dissipate_delay = 5
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 5
|
||||
if(STAGE_THREE)
|
||||
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
|
||||
current_size = STAGE_THREE
|
||||
icon = 'icons/effects/160x160.dmi'
|
||||
icon_state = "singularity_s5"
|
||||
pixel_x = -64
|
||||
pixel_y = -64
|
||||
grav_pull = 8
|
||||
consume_range = 2
|
||||
dissipate_delay = 4
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 20
|
||||
if(STAGE_FOUR)
|
||||
if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
|
||||
current_size = STAGE_FOUR
|
||||
icon = 'icons/effects/224x224.dmi'
|
||||
icon_state = "singularity_s7"
|
||||
pixel_x = -96
|
||||
pixel_y = -96
|
||||
grav_pull = 10
|
||||
consume_range = 3
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 10
|
||||
if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything
|
||||
current_size = STAGE_FIVE
|
||||
icon = 'icons/effects/288x288.dmi'
|
||||
icon_state = "singularity_s9"
|
||||
pixel_x = -128
|
||||
pixel_y = -128
|
||||
grav_pull = 10
|
||||
consume_range = 4
|
||||
dissipate = 0 //It cant go smaller due to e loss
|
||||
if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard.
|
||||
current_size = STAGE_SIX
|
||||
icon = 'icons/effects/352x352.dmi'
|
||||
icon_state = "singularity_s11"
|
||||
pixel_x = -160
|
||||
pixel_y = -160
|
||||
grav_pull = 15
|
||||
consume_range = 5
|
||||
dissipate = 0
|
||||
if(current_size == allowed_size)
|
||||
investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
|
||||
return 1
|
||||
else if(current_size < (--temp_allowed_size))
|
||||
expand(temp_allowed_size)
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
/obj/singularity/proc/check_energy()
|
||||
if(energy <= 0)
|
||||
investigate_log("collapsed.","singulo")
|
||||
qdel(src)
|
||||
return 0
|
||||
switch(energy)//Some of these numbers might need to be changed up later -Mport
|
||||
if(1 to 199)
|
||||
allowed_size = STAGE_ONE
|
||||
if(200 to 499)
|
||||
allowed_size = STAGE_TWO
|
||||
if(500 to 999)
|
||||
allowed_size = STAGE_THREE
|
||||
if(1000 to 1999)
|
||||
allowed_size = STAGE_FOUR
|
||||
if(2000 to INFINITY)
|
||||
if(energy >= 3000 && consumedSupermatter)
|
||||
allowed_size = STAGE_SIX
|
||||
else
|
||||
allowed_size = STAGE_FIVE
|
||||
if(current_size != allowed_size)
|
||||
expand()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/eat()
|
||||
set background = BACKGROUND_ENABLED
|
||||
var/list/L = grav_pull > 8 ? ultra_range(grav_pull, src, 1) : orange(grav_pull, src)
|
||||
for(var/atom/X in L)
|
||||
var/dist = get_dist(X, src)
|
||||
var/obj/singularity/S = src
|
||||
if(dist > consume_range)
|
||||
X.singularity_pull(S, current_size)
|
||||
else if(dist <= consume_range)
|
||||
consume(X)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/consume(atom/A)
|
||||
var/gain = A.singularity_act(current_size, src)
|
||||
src.energy += gain
|
||||
if(istype(A, /obj/machinery/power/supermatter_shard) && !consumedSupermatter)
|
||||
desc = "[initial(desc)] It glows fiercely with inner fire."
|
||||
name = "supermatter-charged [initial(name)]"
|
||||
consumedSupermatter = 1
|
||||
luminosity = 10
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/move(force_move = 0)
|
||||
if(!move_self)
|
||||
return 0
|
||||
|
||||
var/movement_dir = pick(alldirs - last_failed_movement)
|
||||
|
||||
if(force_move)
|
||||
movement_dir = force_move
|
||||
|
||||
if(target && prob(60))
|
||||
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
|
||||
|
||||
step(src, movement_dir)
|
||||
|
||||
|
||||
/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
|
||||
if(!direction)
|
||||
return 0
|
||||
var/steps = 0
|
||||
if(!step)
|
||||
switch(current_size)
|
||||
if(STAGE_ONE)
|
||||
steps = 1
|
||||
if(STAGE_TWO)
|
||||
steps = 3//Yes this is right
|
||||
if(STAGE_THREE)
|
||||
steps = 3
|
||||
if(STAGE_FOUR)
|
||||
steps = 4
|
||||
if(STAGE_FIVE)
|
||||
steps = 5
|
||||
else
|
||||
steps = step
|
||||
var/list/turfs = list()
|
||||
var/turf/T = src.loc
|
||||
for(var/i = 1 to steps)
|
||||
T = get_step(T,direction)
|
||||
if(!isturf(T))
|
||||
return 0
|
||||
turfs.Add(T)
|
||||
var/dir2 = 0
|
||||
var/dir3 = 0
|
||||
switch(direction)
|
||||
if(NORTH||SOUTH)
|
||||
dir2 = 4
|
||||
dir3 = 8
|
||||
if(EAST||WEST)
|
||||
dir2 = 1
|
||||
dir3 = 2
|
||||
var/turf/T2 = T
|
||||
for(var/j = 1 to steps-1)
|
||||
T2 = get_step(T2,dir2)
|
||||
if(!isturf(T2))
|
||||
return 0
|
||||
turfs.Add(T2)
|
||||
for(var/k = 1 to steps-1)
|
||||
T = get_step(T,dir3)
|
||||
if(!isturf(T))
|
||||
return 0
|
||||
turfs.Add(T)
|
||||
for(var/turf/T3 in turfs)
|
||||
if(isnull(T3))
|
||||
continue
|
||||
if(!can_move(T3))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/can_move(turf/T)
|
||||
if(!T)
|
||||
return 0
|
||||
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
|
||||
return 0
|
||||
else if(locate(/obj/machinery/field/generator) in T)
|
||||
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
|
||||
if(G && G.active)
|
||||
return 0
|
||||
else if(locate(/obj/machinery/shieldwallgen) in T)
|
||||
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
|
||||
if(S && S.active)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/event()
|
||||
var/numb = pick(1,2,3,4,5,6)
|
||||
switch(numb)
|
||||
if(1)//EMP
|
||||
emp_area()
|
||||
if(2,3)//tox damage all carbon mobs in area
|
||||
toxmob()
|
||||
if(4)//Stun mobs who lack optic scanners
|
||||
mezzer()
|
||||
if(5,6) //Sets all nearby mobs on fire
|
||||
if(current_size < STAGE_SIX)
|
||||
return 0
|
||||
combust_mobs()
|
||||
else
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/toxmob()
|
||||
var/toxrange = 10
|
||||
var/radiation = 15
|
||||
var/radiationmin = 3
|
||||
if (energy>200)
|
||||
radiation += round((energy-150)/10,1)
|
||||
radiationmin = round((radiation/5),1)
|
||||
for(var/mob/living/M in view(toxrange, src.loc))
|
||||
M.rad_act(rand(radiationmin,radiation))
|
||||
|
||||
|
||||
/obj/singularity/proc/combust_mobs()
|
||||
for(var/mob/living/carbon/C in ultra_range(20, src, 1))
|
||||
C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
|
||||
"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
|
||||
C.adjust_fire_stacks(5)
|
||||
C.IgniteMob()
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/mezzer()
|
||||
for(var/mob/living/carbon/M in oviewers(8, src))
|
||||
if(istype(M, /mob/living/carbon/brain)) //Ignore brains
|
||||
continue
|
||||
|
||||
if(M.stat == CONSCIOUS)
|
||||
if (istype(M,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(istype(H.glasses, /obj/item/clothing/glasses/meson))
|
||||
var/obj/item/clothing/glasses/meson/MS = H.glasses
|
||||
if(MS.vision_flags == SEE_TURFS)
|
||||
H << "<span class='notice'>You look directly into the [src.name], good thing you had your protective eyewear on!</span>"
|
||||
return
|
||||
|
||||
M.apply_effect(3, STUN)
|
||||
M.visible_message("<span class='danger'>[M] stares blankly at the [src.name]!</span>", \
|
||||
"<span class='userdanger'>You look directly into the [src.name] and feel weak.</span>")
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/emp_area()
|
||||
empulse(src, 8, 10)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/pulse()
|
||||
|
||||
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
|
||||
if(get_dist(R, src) <= 15) // Better than using orange() every process
|
||||
R.receive_pulse(energy)
|
||||
return
|
||||
|
||||
/obj/singularity/singularity_act()
|
||||
var/gain = (energy/2)
|
||||
var/dist = max((current_size - 2),1)
|
||||
explosion(src.loc,(dist),(dist*2),(dist*4))
|
||||
qdel(src)
|
||||
return(gain)
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
|
||||
|
||||
/obj/singularity
|
||||
name = "gravitational singularity"
|
||||
desc = "A gravitational singularity."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
anchored = 1
|
||||
density = 1
|
||||
layer = 6
|
||||
luminosity = 6
|
||||
unacidable = 1 //Don't comment this out.
|
||||
var/current_size = 1
|
||||
var/allowed_size = 1
|
||||
var/contained = 1 //Are we going to move around?
|
||||
var/energy = 100 //How strong are we?
|
||||
var/dissipate = 1 //Do we lose energy over time?
|
||||
var/dissipate_delay = 10
|
||||
var/dissipate_track = 0
|
||||
var/dissipate_strength = 1 //How much energy do we lose?
|
||||
var/move_self = 1 //Do we move on our own?
|
||||
var/grav_pull = 4 //How many tiles out do we pull?
|
||||
var/consume_range = 0 //How many tiles out do we eat
|
||||
var/event_chance = 15 //Prob for event each tick
|
||||
var/target = null //its target. moves towards the target if it has one
|
||||
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
|
||||
var/last_warning
|
||||
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
|
||||
|
||||
/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
|
||||
//CARN: admin-alert for chuckle-fuckery.
|
||||
admin_investigate_setup()
|
||||
|
||||
src.energy = starting_energy
|
||||
..()
|
||||
SSobj.processing |= src
|
||||
poi_list |= src
|
||||
for(var/obj/machinery/power/singularity_beacon/singubeacon in machines)
|
||||
if(singubeacon.active)
|
||||
target = singubeacon
|
||||
break
|
||||
return
|
||||
|
||||
/obj/singularity/Destroy()
|
||||
SSobj.processing.Remove(src)
|
||||
poi_list.Remove(src)
|
||||
return ..()
|
||||
|
||||
/obj/singularity/Move(atom/newloc, direct)
|
||||
if(current_size >= STAGE_FIVE || check_turfs_in(direct))
|
||||
last_failed_movement = 0//Reset this because we moved
|
||||
return ..()
|
||||
else
|
||||
last_failed_movement = direct
|
||||
return 0
|
||||
|
||||
|
||||
/obj/singularity/attack_hand(mob/user)
|
||||
consume(user)
|
||||
return 1
|
||||
|
||||
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
|
||||
return 0
|
||||
|
||||
/obj/singularity/blob_act(severity)
|
||||
return
|
||||
|
||||
/obj/singularity/ex_act(severity, target)
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(current_size <= STAGE_TWO)
|
||||
investigate_log("has been destroyed by a heavy explosion.","singulo")
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
energy -= round(((energy+1)/2),1)
|
||||
if(2)
|
||||
energy -= round(((energy+1)/3),1)
|
||||
if(3)
|
||||
energy -= round(((energy+1)/4),1)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/bullet_act(obj/item/projectile/P)
|
||||
return 0 //Will there be an impact? Who knows. Will we see it? No.
|
||||
|
||||
|
||||
/obj/singularity/Bump(atom/A)
|
||||
consume(A)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/Bumped(atom/A)
|
||||
consume(A)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/process()
|
||||
if(current_size >= STAGE_TWO)
|
||||
move()
|
||||
pulse()
|
||||
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
|
||||
event()
|
||||
eat()
|
||||
dissipate()
|
||||
check_energy()
|
||||
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/admin_investigate_setup()
|
||||
last_warning = world.time
|
||||
var/count = locate(/obj/machinery/field/containment) in ultra_range(30, src, 1)
|
||||
if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
|
||||
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
|
||||
|
||||
/obj/singularity/proc/dissipate()
|
||||
if(!dissipate)
|
||||
return
|
||||
if(dissipate_track >= dissipate_delay)
|
||||
src.energy -= dissipate_strength
|
||||
dissipate_track = 0
|
||||
else
|
||||
dissipate_track++
|
||||
|
||||
|
||||
/obj/singularity/proc/expand(force_size = 0)
|
||||
var/temp_allowed_size = src.allowed_size
|
||||
if(force_size)
|
||||
temp_allowed_size = force_size
|
||||
if(temp_allowed_size >= STAGE_SIX && !consumedSupermatter)
|
||||
temp_allowed_size = STAGE_FIVE
|
||||
switch(temp_allowed_size)
|
||||
if(STAGE_ONE)
|
||||
current_size = STAGE_ONE
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
grav_pull = 4
|
||||
consume_range = 0
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 1
|
||||
if(STAGE_TWO)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
|
||||
current_size = STAGE_TWO
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "singularity_s3"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
grav_pull = 6
|
||||
consume_range = 1
|
||||
dissipate_delay = 5
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 5
|
||||
if(STAGE_THREE)
|
||||
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
|
||||
current_size = STAGE_THREE
|
||||
icon = 'icons/effects/160x160.dmi'
|
||||
icon_state = "singularity_s5"
|
||||
pixel_x = -64
|
||||
pixel_y = -64
|
||||
grav_pull = 8
|
||||
consume_range = 2
|
||||
dissipate_delay = 4
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 20
|
||||
if(STAGE_FOUR)
|
||||
if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
|
||||
current_size = STAGE_FOUR
|
||||
icon = 'icons/effects/224x224.dmi'
|
||||
icon_state = "singularity_s7"
|
||||
pixel_x = -96
|
||||
pixel_y = -96
|
||||
grav_pull = 10
|
||||
consume_range = 3
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 10
|
||||
if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything
|
||||
current_size = STAGE_FIVE
|
||||
icon = 'icons/effects/288x288.dmi'
|
||||
icon_state = "singularity_s9"
|
||||
pixel_x = -128
|
||||
pixel_y = -128
|
||||
grav_pull = 10
|
||||
consume_range = 4
|
||||
dissipate = 0 //It cant go smaller due to e loss
|
||||
if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard.
|
||||
current_size = STAGE_SIX
|
||||
icon = 'icons/effects/352x352.dmi'
|
||||
icon_state = "singularity_s11"
|
||||
pixel_x = -160
|
||||
pixel_y = -160
|
||||
grav_pull = 15
|
||||
consume_range = 5
|
||||
dissipate = 0
|
||||
if(current_size == allowed_size)
|
||||
investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
|
||||
return 1
|
||||
else if(current_size < (--temp_allowed_size))
|
||||
expand(temp_allowed_size)
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
/obj/singularity/proc/check_energy()
|
||||
if(energy <= 0)
|
||||
investigate_log("collapsed.","singulo")
|
||||
qdel(src)
|
||||
return 0
|
||||
switch(energy)//Some of these numbers might need to be changed up later -Mport
|
||||
if(1 to 199)
|
||||
allowed_size = STAGE_ONE
|
||||
if(200 to 499)
|
||||
allowed_size = STAGE_TWO
|
||||
if(500 to 999)
|
||||
allowed_size = STAGE_THREE
|
||||
if(1000 to 1999)
|
||||
allowed_size = STAGE_FOUR
|
||||
if(2000 to INFINITY)
|
||||
if(energy >= 3000 && consumedSupermatter)
|
||||
allowed_size = STAGE_SIX
|
||||
else
|
||||
allowed_size = STAGE_FIVE
|
||||
if(current_size != allowed_size)
|
||||
expand()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/eat()
|
||||
set background = BACKGROUND_ENABLED
|
||||
var/list/L = grav_pull > 8 ? ultra_range(grav_pull, src, 1) : orange(grav_pull, src)
|
||||
for(var/atom/X in L)
|
||||
var/dist = get_dist(X, src)
|
||||
var/obj/singularity/S = src
|
||||
if(dist > consume_range)
|
||||
X.singularity_pull(S, current_size)
|
||||
else if(dist <= consume_range)
|
||||
consume(X)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/consume(atom/A)
|
||||
var/gain = A.singularity_act(current_size, src)
|
||||
src.energy += gain
|
||||
if(istype(A, /obj/machinery/power/supermatter_shard) && !consumedSupermatter)
|
||||
desc = "[initial(desc)] It glows fiercely with inner fire."
|
||||
name = "supermatter-charged [initial(name)]"
|
||||
consumedSupermatter = 1
|
||||
luminosity = 10
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/move(force_move = 0)
|
||||
if(!move_self)
|
||||
return 0
|
||||
|
||||
var/movement_dir = pick(alldirs - last_failed_movement)
|
||||
|
||||
if(force_move)
|
||||
movement_dir = force_move
|
||||
|
||||
if(target && prob(60))
|
||||
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
|
||||
|
||||
step(src, movement_dir)
|
||||
|
||||
|
||||
/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
|
||||
if(!direction)
|
||||
return 0
|
||||
var/steps = 0
|
||||
if(!step)
|
||||
switch(current_size)
|
||||
if(STAGE_ONE)
|
||||
steps = 1
|
||||
if(STAGE_TWO)
|
||||
steps = 3//Yes this is right
|
||||
if(STAGE_THREE)
|
||||
steps = 3
|
||||
if(STAGE_FOUR)
|
||||
steps = 4
|
||||
if(STAGE_FIVE)
|
||||
steps = 5
|
||||
else
|
||||
steps = step
|
||||
var/list/turfs = list()
|
||||
var/turf/T = src.loc
|
||||
for(var/i = 1 to steps)
|
||||
T = get_step(T,direction)
|
||||
if(!isturf(T))
|
||||
return 0
|
||||
turfs.Add(T)
|
||||
var/dir2 = 0
|
||||
var/dir3 = 0
|
||||
switch(direction)
|
||||
if(NORTH||SOUTH)
|
||||
dir2 = 4
|
||||
dir3 = 8
|
||||
if(EAST||WEST)
|
||||
dir2 = 1
|
||||
dir3 = 2
|
||||
var/turf/T2 = T
|
||||
for(var/j = 1 to steps-1)
|
||||
T2 = get_step(T2,dir2)
|
||||
if(!isturf(T2))
|
||||
return 0
|
||||
turfs.Add(T2)
|
||||
for(var/k = 1 to steps-1)
|
||||
T = get_step(T,dir3)
|
||||
if(!isturf(T))
|
||||
return 0
|
||||
turfs.Add(T)
|
||||
for(var/turf/T3 in turfs)
|
||||
if(isnull(T3))
|
||||
continue
|
||||
if(!can_move(T3))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/can_move(turf/T)
|
||||
if(!T)
|
||||
return 0
|
||||
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
|
||||
return 0
|
||||
else if(locate(/obj/machinery/field/generator) in T)
|
||||
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
|
||||
if(G && G.active)
|
||||
return 0
|
||||
else if(locate(/obj/machinery/shieldwallgen) in T)
|
||||
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
|
||||
if(S && S.active)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/event()
|
||||
var/numb = pick(1,2,3,4,5,6)
|
||||
switch(numb)
|
||||
if(1)//EMP
|
||||
emp_area()
|
||||
if(2,3)//tox damage all carbon mobs in area
|
||||
toxmob()
|
||||
if(4)//Stun mobs who lack optic scanners
|
||||
mezzer()
|
||||
if(5,6) //Sets all nearby mobs on fire
|
||||
if(current_size < STAGE_SIX)
|
||||
return 0
|
||||
combust_mobs()
|
||||
else
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/toxmob()
|
||||
var/toxrange = 10
|
||||
var/radiation = 15
|
||||
var/radiationmin = 3
|
||||
if (energy>200)
|
||||
radiation += round((energy-150)/10,1)
|
||||
radiationmin = round((radiation/5),1)
|
||||
for(var/mob/living/M in view(toxrange, src.loc))
|
||||
M.rad_act(rand(radiationmin,radiation))
|
||||
|
||||
|
||||
/obj/singularity/proc/combust_mobs()
|
||||
for(var/mob/living/carbon/C in ultra_range(20, src, 1))
|
||||
C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
|
||||
"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
|
||||
C.adjust_fire_stacks(5)
|
||||
C.IgniteMob()
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/mezzer()
|
||||
for(var/mob/living/carbon/M in oviewers(8, src))
|
||||
if(istype(M, /mob/living/carbon/brain)) //Ignore brains
|
||||
continue
|
||||
|
||||
if(M.stat == CONSCIOUS)
|
||||
if (istype(M,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(istype(H.glasses, /obj/item/clothing/glasses/meson))
|
||||
var/obj/item/clothing/glasses/meson/MS = H.glasses
|
||||
if(MS.vision_flags == SEE_TURFS)
|
||||
H << "<span class='notice'>You look directly into the [src.name], good thing you had your protective eyewear on!</span>"
|
||||
return
|
||||
|
||||
M.apply_effect(3, STUN)
|
||||
M.visible_message("<span class='danger'>[M] stares blankly at the [src.name]!</span>", \
|
||||
"<span class='userdanger'>You look directly into the [src.name] and feel weak.</span>")
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/emp_area()
|
||||
empulse(src, 8, 10)
|
||||
return
|
||||
|
||||
|
||||
/obj/singularity/proc/pulse()
|
||||
|
||||
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
|
||||
if(get_dist(R, src) <= 15) // Better than using orange() every process
|
||||
R.receive_pulse(energy)
|
||||
return
|
||||
|
||||
/obj/singularity/singularity_act()
|
||||
var/gain = (energy/2)
|
||||
var/dist = max((current_size - 2),1)
|
||||
explosion(src.loc,(dist),(dist*2),(dist*4))
|
||||
qdel(src)
|
||||
return(gain)
|
||||
|
||||
+439
-439
@@ -1,440 +1,440 @@
|
||||
// the SMES
|
||||
// stores power
|
||||
|
||||
#define SMESRATE 0.05 // rate of internal charge to external power
|
||||
|
||||
//Cache defines
|
||||
#define SMES_CLEVEL_1 1
|
||||
#define SMES_CLEVEL_2 2
|
||||
#define SMES_CLEVEL_3 3
|
||||
#define SMES_CLEVEL_4 4
|
||||
#define SMES_CLEVEL_5 5
|
||||
#define SMES_OUTPUTTING 6
|
||||
#define SMES_NOT_OUTPUTTING 7
|
||||
#define SMES_INPUTTING 8
|
||||
#define SMES_INPUT_ATTEMPT 9
|
||||
|
||||
/obj/machinery/power/smes
|
||||
name = "power storage unit"
|
||||
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit."
|
||||
icon_state = "smes"
|
||||
density = 1
|
||||
anchored = 1
|
||||
use_power = 0
|
||||
var/capacity = 5e6 // maximum charge
|
||||
var/charge = 0 // actual charge
|
||||
|
||||
var/input_attempt = 1 // 1 = attempting to charge, 0 = not attempting to charge
|
||||
var/inputting = 1 // 1 = actually inputting, 0 = not inputting
|
||||
var/input_level = 50000 // amount of power the SMES attempts to charge by
|
||||
var/input_level_max = 200000 // cap on input_level
|
||||
var/input_available = 0 // amount of charge available from input last tick
|
||||
|
||||
var/output_attempt = 1 // 1 = attempting to output, 0 = not attempting to output
|
||||
var/outputting = 1 // 1 = actually outputting, 0 = not outputting
|
||||
var/output_level = 50000 // amount of power the SMES attempts to output
|
||||
var/output_level_max = 200000 // cap on output_level
|
||||
var/output_used = 0 // amount of power actually outputted. may be less than output_level if the powernet returns excess power
|
||||
|
||||
var/obj/machinery/power/terminal/terminal = null
|
||||
|
||||
var/static/list/smesImageCache
|
||||
|
||||
|
||||
/obj/machinery/power/smes/New()
|
||||
..()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/smes(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
|
||||
component_parts += new /obj/item/stack/cable_coil(null, 5)
|
||||
RefreshParts()
|
||||
spawn(5)
|
||||
dir_loop:
|
||||
for(var/d in cardinal)
|
||||
var/turf/T = get_step(src, d)
|
||||
for(var/obj/machinery/power/terminal/term in T)
|
||||
if(term && term.dir == turn(d, 180))
|
||||
terminal = term
|
||||
break dir_loop
|
||||
|
||||
if(!terminal)
|
||||
stat |= BROKEN
|
||||
return
|
||||
terminal.master = src
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/machinery/power/smes/RefreshParts()
|
||||
var/IO = 0
|
||||
var/C = 0
|
||||
for(var/obj/item/weapon/stock_parts/capacitor/CP in component_parts)
|
||||
IO += CP.rating
|
||||
input_level_max = 200000 * IO
|
||||
output_level_max = 200000 * IO
|
||||
for(var/obj/item/weapon/stock_parts/cell/PC in component_parts)
|
||||
C += PC.maxcharge
|
||||
capacity = C / (15000) * 1e6
|
||||
|
||||
/obj/machinery/power/smes/attackby(obj/item/I, mob/user, params)
|
||||
//opening using screwdriver
|
||||
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
|
||||
update_icon()
|
||||
return
|
||||
|
||||
//changing direction using wrench
|
||||
if(default_change_direction_wrench(user, I))
|
||||
terminal = null
|
||||
var/turf/T = get_step(src, dir)
|
||||
for(var/obj/machinery/power/terminal/term in T)
|
||||
if(term && term.dir == turn(dir, 180))
|
||||
terminal = term
|
||||
terminal.master = src
|
||||
user << "<span class='notice'>Terminal found.</span>"
|
||||
break
|
||||
if(!terminal)
|
||||
user << "<span class='alert'>No power source found.</span>"
|
||||
return
|
||||
stat &= ~BROKEN
|
||||
update_icon()
|
||||
return
|
||||
|
||||
//exchanging parts using the RPE
|
||||
if(exchange_parts(user, I))
|
||||
return
|
||||
|
||||
//building and linking a terminal
|
||||
if(istype(I, /obj/item/stack/cable_coil))
|
||||
var/dir = get_dir(user,src)
|
||||
if(dir & (dir-1))//we don't want diagonal click
|
||||
return
|
||||
|
||||
if(terminal) //is there already a terminal ?
|
||||
user << "<span class='warning'>This SMES already have a power terminal!</span>"
|
||||
return
|
||||
|
||||
if(!panel_open) //is the panel open ?
|
||||
user << "<span class='warning'>You must open the maintenance panel first!</span>"
|
||||
return
|
||||
|
||||
var/turf/T = get_turf(user)
|
||||
if (T.intact) //is the floor plating removed ?
|
||||
user << "<span class='warning'>You must first remove the floor plating!</span>"
|
||||
return
|
||||
|
||||
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
if(C.amount < 10)
|
||||
user << "<span class='warning'>You need more wires!</span>"
|
||||
return
|
||||
|
||||
user << "<span class='notice'>You start building the power terminal...</span>"
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, 20, target = src) && C.amount >= 10)
|
||||
var/obj/structure/cable/N = T.get_cable_node() //get the connecting node cable, if there's one
|
||||
if (prob(50) && electrocute_mob(usr, N, N)) //animate the electrocution if uncautious and unlucky
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
return
|
||||
|
||||
C.use(10)
|
||||
user.visible_message(\
|
||||
"[user.name] has built a power terminal.",\
|
||||
"<span class='notice'>You build the power terminal.</span>")
|
||||
|
||||
//build the terminal and link it to the network
|
||||
make_terminal(T)
|
||||
terminal.connect_to_network()
|
||||
return
|
||||
|
||||
//disassembling the terminal
|
||||
if(istype(I, /obj/item/weapon/wirecutters) && terminal && panel_open)
|
||||
terminal.dismantle(user)
|
||||
|
||||
//crowbarring it !
|
||||
if(default_deconstruction_crowbar(I))
|
||||
message_admins("[src] has been deconstructed by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
|
||||
log_game("[src] has been deconstructed by [key_name(user)]")
|
||||
investigate_log("SMES deconstructed by [key_name(user)]","singulo")
|
||||
|
||||
/obj/machinery/power/smes/Destroy()
|
||||
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
|
||||
var/area/area = get_area(src)
|
||||
message_admins("SMES deleted at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
|
||||
log_game("SMES deleted at ([area.name])")
|
||||
investigate_log("<font color='red'>deleted</font> at ([area.name])","singulo")
|
||||
if(terminal)
|
||||
disconnect_terminal()
|
||||
return ..()
|
||||
|
||||
// create a terminal object pointing towards the SMES
|
||||
// wires will attach to this
|
||||
/obj/machinery/power/smes/proc/make_terminal(turf/T)
|
||||
terminal = new/obj/machinery/power/terminal(T)
|
||||
terminal.dir = get_dir(T,src)
|
||||
terminal.master = src
|
||||
|
||||
/obj/machinery/power/smes/disconnect_terminal()
|
||||
if(terminal)
|
||||
terminal.master = null
|
||||
terminal = null
|
||||
|
||||
|
||||
/obj/machinery/power/smes/update_icon()
|
||||
overlays.Cut()
|
||||
if(stat & BROKEN) return
|
||||
|
||||
if(panel_open)
|
||||
return
|
||||
|
||||
if(!smesImageCache || !smesImageCache.len)
|
||||
smesImageCache = list()
|
||||
smesImageCache.len = 9
|
||||
|
||||
smesImageCache[SMES_CLEVEL_1] = image('icons/obj/power.dmi',"smes-og1")
|
||||
smesImageCache[SMES_CLEVEL_2] = image('icons/obj/power.dmi',"smes-og2")
|
||||
smesImageCache[SMES_CLEVEL_3] = image('icons/obj/power.dmi',"smes-og3")
|
||||
smesImageCache[SMES_CLEVEL_4] = image('icons/obj/power.dmi',"smes-og4")
|
||||
smesImageCache[SMES_CLEVEL_5] = image('icons/obj/power.dmi',"smes-og5")
|
||||
|
||||
smesImageCache[SMES_OUTPUTTING] = image('icons/obj/power.dmi', "smes-op1")
|
||||
smesImageCache[SMES_NOT_OUTPUTTING] = image('icons/obj/power.dmi',"smes-op0")
|
||||
smesImageCache[SMES_INPUTTING] = image('icons/obj/power.dmi', "smes-oc1")
|
||||
smesImageCache[SMES_INPUT_ATTEMPT] = image('icons/obj/power.dmi', "smes-oc0")
|
||||
|
||||
if(outputting)
|
||||
overlays += smesImageCache[SMES_OUTPUTTING]
|
||||
else
|
||||
overlays += smesImageCache[SMES_NOT_OUTPUTTING]
|
||||
|
||||
if(inputting)
|
||||
overlays += smesImageCache[SMES_INPUTTING]
|
||||
else
|
||||
if(input_attempt)
|
||||
overlays += smesImageCache[SMES_INPUT_ATTEMPT]
|
||||
|
||||
var/clevel = chargedisplay()
|
||||
if(clevel>0)
|
||||
overlays += smesImageCache[clevel]
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/power/smes/proc/chargedisplay()
|
||||
return round(5.5*charge/capacity)
|
||||
|
||||
/obj/machinery/power/smes/process()
|
||||
|
||||
if(stat & BROKEN) return
|
||||
|
||||
//store machine state to see if we need to update the icon overlays
|
||||
var/last_disp = chargedisplay()
|
||||
var/last_chrg = inputting
|
||||
var/last_onln = outputting
|
||||
|
||||
//inputting
|
||||
if(terminal && input_attempt)
|
||||
input_available = terminal.surplus()
|
||||
|
||||
if(inputting)
|
||||
if(input_available > 0 && input_available >= input_level) // if there's power available, try to charge
|
||||
|
||||
var/load = min((capacity-charge)/SMESRATE, input_level) // charge at set rate, limited to spare capacity
|
||||
|
||||
charge += load * SMESRATE // increase the charge
|
||||
|
||||
add_load(load) // add the load to the terminal side network
|
||||
|
||||
else // if not enough capcity
|
||||
inputting = 0 // stop inputting
|
||||
|
||||
else
|
||||
if(input_attempt && input_available > 0 && input_available >= input_level)
|
||||
inputting = 1
|
||||
|
||||
//outputting
|
||||
if(outputting)
|
||||
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
|
||||
|
||||
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
|
||||
|
||||
add_avail(output_used) // add output to powernet (smes side)
|
||||
|
||||
if(output_used < 0.0001) // either from no charge or set to 0
|
||||
outputting = 0
|
||||
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
|
||||
else if(output_attempt && charge > output_level && output_level > 0)
|
||||
outputting = 1
|
||||
else
|
||||
output_used = 0
|
||||
|
||||
// only update icon if state changed
|
||||
if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != outputting)
|
||||
update_icon()
|
||||
|
||||
|
||||
|
||||
// called after all power processes are finished
|
||||
// restores charge level to smes if there was excess this ptick
|
||||
/obj/machinery/power/smes/proc/restore()
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
|
||||
if(!outputting)
|
||||
output_used = 0
|
||||
return
|
||||
|
||||
var/excess = powernet.netexcess // this was how much wasn't used on the network last ptick, minus any removed by other SMESes
|
||||
|
||||
excess = min(output_used, excess) // clamp it to how much was actually output by this SMES last ptick
|
||||
|
||||
excess = min((capacity-charge)/SMESRATE, excess) // for safety, also limit recharge by space capacity of SMES (shouldn't happen)
|
||||
|
||||
// now recharge this amount
|
||||
|
||||
var/clev = chargedisplay()
|
||||
|
||||
charge += excess * SMESRATE // restore unused power
|
||||
powernet.netexcess -= excess // remove the excess from the powernet, so later SMESes don't try to use it
|
||||
|
||||
output_used -= excess
|
||||
|
||||
if(clev != chargedisplay() ) //if needed updates the icons overlay
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/power/smes/add_load(amount)
|
||||
if(terminal && terminal.powernet)
|
||||
terminal.powernet.load += amount
|
||||
|
||||
/obj/machinery/power/smes/attack_hand(mob/user)
|
||||
if (!user)
|
||||
return
|
||||
add_fingerprint(user)
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/power/smes/interact(mob/user)
|
||||
if (stat & BROKEN)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
|
||||
ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "smes", name, 500, 455)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/power/smes/get_ui_data()
|
||||
var/list/data = list(
|
||||
"capacityPercent" = round(100*charge/capacity, 0.1),
|
||||
"capacity" = capacity,
|
||||
"charge" = charge,
|
||||
|
||||
"inputAttempt" = input_attempt,
|
||||
"inputting" = inputting,
|
||||
"inputLevel" = input_level,
|
||||
"inputLevelMax" = input_level_max,
|
||||
"inputAvailable" = input_available,
|
||||
|
||||
"outputAttempt" = output_attempt,
|
||||
"outputting" = outputting,
|
||||
"outputLevel" = output_level,
|
||||
"outputLevelMax" = output_level_max,
|
||||
"outputUsed" = output_used
|
||||
)
|
||||
return data
|
||||
|
||||
/obj/machinery/power/smes/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("tryinput")
|
||||
input_attempt = !input_attempt
|
||||
log_smes(usr.ckey)
|
||||
update_icon()
|
||||
if("tryoutput")
|
||||
output_attempt = !output_attempt
|
||||
log_smes(usr.ckey)
|
||||
update_icon()
|
||||
if("input")
|
||||
switch(params["set"])
|
||||
if("custom")
|
||||
var/custom = input(usr, "What rate would you like this SMES to attempt to charge at? Max is [input_level_max].") as null|num
|
||||
if(custom)
|
||||
input_level = custom
|
||||
if("min")
|
||||
input_level = 0
|
||||
if("max")
|
||||
input_level = input_level_max
|
||||
if("plus")
|
||||
input_level += 10000
|
||||
if("minus")
|
||||
input_level -= 10000
|
||||
input_level = Clamp(input_level, 0, input_level_max)
|
||||
log_smes(usr.ckey)
|
||||
if("output")
|
||||
switch(params["set"])
|
||||
if("custom")
|
||||
var/custom = input(usr, "What rate would you like this SMES to attempt to output at? Max is [output_level_max].") as null|num
|
||||
if(custom)
|
||||
output_level = custom
|
||||
if("min")
|
||||
output_level = 0
|
||||
if("max")
|
||||
output_level = output_level_max
|
||||
if("plus")
|
||||
output_level += 10000
|
||||
if("minus")
|
||||
output_level -= 10000
|
||||
output_level = Clamp(output_level, 0, output_level_max)
|
||||
log_smes(usr.ckey)
|
||||
return 1
|
||||
|
||||
/obj/machinery/power/smes/proc/log_smes(user = "")
|
||||
investigate_log("input/output; [input_level>output_level?"<font color='green'>":"<font color='red'>"][input_level]/[output_level]</font> | Charge: [charge] | Output-mode: [output_attempt?"<font color='green'>on</font>":"<font color='red'>off</font>"] | Input-mode: [input_attempt?"<font color='green'>auto</font>":"<font color='red'>off</font>"] by [user]","singulo")
|
||||
|
||||
|
||||
/obj/machinery/power/smes/emp_act(severity)
|
||||
input_attempt = rand(0,1)
|
||||
inputting = input_attempt
|
||||
output_attempt = rand(0,1)
|
||||
outputting = output_attempt
|
||||
output_level = rand(0, output_level_max)
|
||||
input_level = rand(0, input_level_max)
|
||||
charge -= 1e6/severity
|
||||
if (charge < 0)
|
||||
charge = 0
|
||||
update_icon()
|
||||
log_smes("an emp")
|
||||
..()
|
||||
|
||||
/obj/machinery/power/smes/engineering
|
||||
charge = 1.5e6 // Engineering starts with some charge for singulo
|
||||
|
||||
/obj/machinery/power/smes/magical
|
||||
name = "magical power storage unit"
|
||||
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. Magically produces power."
|
||||
process()
|
||||
capacity = INFINITY
|
||||
charge = INFINITY
|
||||
..()
|
||||
|
||||
|
||||
#undef SMESRATE
|
||||
|
||||
#undef SMES_CLEVEL_1
|
||||
#undef SMES_CLEVEL_2
|
||||
#undef SMES_CLEVEL_3
|
||||
#undef SMES_CLEVEL_4
|
||||
#undef SMES_CLEVEL_5
|
||||
#undef SMES_OUTPUTTING
|
||||
#undef SMES_NOT_OUTPUTTING
|
||||
#undef SMES_INPUTTING
|
||||
// the SMES
|
||||
// stores power
|
||||
|
||||
#define SMESRATE 0.05 // rate of internal charge to external power
|
||||
|
||||
//Cache defines
|
||||
#define SMES_CLEVEL_1 1
|
||||
#define SMES_CLEVEL_2 2
|
||||
#define SMES_CLEVEL_3 3
|
||||
#define SMES_CLEVEL_4 4
|
||||
#define SMES_CLEVEL_5 5
|
||||
#define SMES_OUTPUTTING 6
|
||||
#define SMES_NOT_OUTPUTTING 7
|
||||
#define SMES_INPUTTING 8
|
||||
#define SMES_INPUT_ATTEMPT 9
|
||||
|
||||
/obj/machinery/power/smes
|
||||
name = "power storage unit"
|
||||
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit."
|
||||
icon_state = "smes"
|
||||
density = 1
|
||||
anchored = 1
|
||||
use_power = 0
|
||||
var/capacity = 5e6 // maximum charge
|
||||
var/charge = 0 // actual charge
|
||||
|
||||
var/input_attempt = 1 // 1 = attempting to charge, 0 = not attempting to charge
|
||||
var/inputting = 1 // 1 = actually inputting, 0 = not inputting
|
||||
var/input_level = 50000 // amount of power the SMES attempts to charge by
|
||||
var/input_level_max = 200000 // cap on input_level
|
||||
var/input_available = 0 // amount of charge available from input last tick
|
||||
|
||||
var/output_attempt = 1 // 1 = attempting to output, 0 = not attempting to output
|
||||
var/outputting = 1 // 1 = actually outputting, 0 = not outputting
|
||||
var/output_level = 50000 // amount of power the SMES attempts to output
|
||||
var/output_level_max = 200000 // cap on output_level
|
||||
var/output_used = 0 // amount of power actually outputted. may be less than output_level if the powernet returns excess power
|
||||
|
||||
var/obj/machinery/power/terminal/terminal = null
|
||||
|
||||
var/static/list/smesImageCache
|
||||
|
||||
|
||||
/obj/machinery/power/smes/New()
|
||||
..()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/smes(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
|
||||
component_parts += new /obj/item/stack/cable_coil(null, 5)
|
||||
RefreshParts()
|
||||
spawn(5)
|
||||
dir_loop:
|
||||
for(var/d in cardinal)
|
||||
var/turf/T = get_step(src, d)
|
||||
for(var/obj/machinery/power/terminal/term in T)
|
||||
if(term && term.dir == turn(d, 180))
|
||||
terminal = term
|
||||
break dir_loop
|
||||
|
||||
if(!terminal)
|
||||
stat |= BROKEN
|
||||
return
|
||||
terminal.master = src
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/machinery/power/smes/RefreshParts()
|
||||
var/IO = 0
|
||||
var/C = 0
|
||||
for(var/obj/item/weapon/stock_parts/capacitor/CP in component_parts)
|
||||
IO += CP.rating
|
||||
input_level_max = 200000 * IO
|
||||
output_level_max = 200000 * IO
|
||||
for(var/obj/item/weapon/stock_parts/cell/PC in component_parts)
|
||||
C += PC.maxcharge
|
||||
capacity = C / (15000) * 1e6
|
||||
|
||||
/obj/machinery/power/smes/attackby(obj/item/I, mob/user, params)
|
||||
//opening using screwdriver
|
||||
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
|
||||
update_icon()
|
||||
return
|
||||
|
||||
//changing direction using wrench
|
||||
if(default_change_direction_wrench(user, I))
|
||||
terminal = null
|
||||
var/turf/T = get_step(src, dir)
|
||||
for(var/obj/machinery/power/terminal/term in T)
|
||||
if(term && term.dir == turn(dir, 180))
|
||||
terminal = term
|
||||
terminal.master = src
|
||||
user << "<span class='notice'>Terminal found.</span>"
|
||||
break
|
||||
if(!terminal)
|
||||
user << "<span class='alert'>No power source found.</span>"
|
||||
return
|
||||
stat &= ~BROKEN
|
||||
update_icon()
|
||||
return
|
||||
|
||||
//exchanging parts using the RPE
|
||||
if(exchange_parts(user, I))
|
||||
return
|
||||
|
||||
//building and linking a terminal
|
||||
if(istype(I, /obj/item/stack/cable_coil))
|
||||
var/dir = get_dir(user,src)
|
||||
if(dir & (dir-1))//we don't want diagonal click
|
||||
return
|
||||
|
||||
if(terminal) //is there already a terminal ?
|
||||
user << "<span class='warning'>This SMES already have a power terminal!</span>"
|
||||
return
|
||||
|
||||
if(!panel_open) //is the panel open ?
|
||||
user << "<span class='warning'>You must open the maintenance panel first!</span>"
|
||||
return
|
||||
|
||||
var/turf/T = get_turf(user)
|
||||
if (T.intact) //is the floor plating removed ?
|
||||
user << "<span class='warning'>You must first remove the floor plating!</span>"
|
||||
return
|
||||
|
||||
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
if(C.amount < 10)
|
||||
user << "<span class='warning'>You need more wires!</span>"
|
||||
return
|
||||
|
||||
user << "<span class='notice'>You start building the power terminal...</span>"
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, 20, target = src) && C.amount >= 10)
|
||||
var/obj/structure/cable/N = T.get_cable_node() //get the connecting node cable, if there's one
|
||||
if (prob(50) && electrocute_mob(usr, N, N)) //animate the electrocution if uncautious and unlucky
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
return
|
||||
|
||||
C.use(10)
|
||||
user.visible_message(\
|
||||
"[user.name] has built a power terminal.",\
|
||||
"<span class='notice'>You build the power terminal.</span>")
|
||||
|
||||
//build the terminal and link it to the network
|
||||
make_terminal(T)
|
||||
terminal.connect_to_network()
|
||||
return
|
||||
|
||||
//disassembling the terminal
|
||||
if(istype(I, /obj/item/weapon/wirecutters) && terminal && panel_open)
|
||||
terminal.dismantle(user)
|
||||
|
||||
//crowbarring it !
|
||||
if(default_deconstruction_crowbar(I))
|
||||
message_admins("[src] has been deconstructed by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
|
||||
log_game("[src] has been deconstructed by [key_name(user)]")
|
||||
investigate_log("SMES deconstructed by [key_name(user)]","singulo")
|
||||
|
||||
/obj/machinery/power/smes/Destroy()
|
||||
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
|
||||
var/area/area = get_area(src)
|
||||
message_admins("SMES deleted at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
|
||||
log_game("SMES deleted at ([area.name])")
|
||||
investigate_log("<font color='red'>deleted</font> at ([area.name])","singulo")
|
||||
if(terminal)
|
||||
disconnect_terminal()
|
||||
return ..()
|
||||
|
||||
// create a terminal object pointing towards the SMES
|
||||
// wires will attach to this
|
||||
/obj/machinery/power/smes/proc/make_terminal(turf/T)
|
||||
terminal = new/obj/machinery/power/terminal(T)
|
||||
terminal.dir = get_dir(T,src)
|
||||
terminal.master = src
|
||||
|
||||
/obj/machinery/power/smes/disconnect_terminal()
|
||||
if(terminal)
|
||||
terminal.master = null
|
||||
terminal = null
|
||||
|
||||
|
||||
/obj/machinery/power/smes/update_icon()
|
||||
overlays.Cut()
|
||||
if(stat & BROKEN) return
|
||||
|
||||
if(panel_open)
|
||||
return
|
||||
|
||||
if(!smesImageCache || !smesImageCache.len)
|
||||
smesImageCache = list()
|
||||
smesImageCache.len = 9
|
||||
|
||||
smesImageCache[SMES_CLEVEL_1] = image('icons/obj/power.dmi',"smes-og1")
|
||||
smesImageCache[SMES_CLEVEL_2] = image('icons/obj/power.dmi',"smes-og2")
|
||||
smesImageCache[SMES_CLEVEL_3] = image('icons/obj/power.dmi',"smes-og3")
|
||||
smesImageCache[SMES_CLEVEL_4] = image('icons/obj/power.dmi',"smes-og4")
|
||||
smesImageCache[SMES_CLEVEL_5] = image('icons/obj/power.dmi',"smes-og5")
|
||||
|
||||
smesImageCache[SMES_OUTPUTTING] = image('icons/obj/power.dmi', "smes-op1")
|
||||
smesImageCache[SMES_NOT_OUTPUTTING] = image('icons/obj/power.dmi',"smes-op0")
|
||||
smesImageCache[SMES_INPUTTING] = image('icons/obj/power.dmi', "smes-oc1")
|
||||
smesImageCache[SMES_INPUT_ATTEMPT] = image('icons/obj/power.dmi', "smes-oc0")
|
||||
|
||||
if(outputting)
|
||||
overlays += smesImageCache[SMES_OUTPUTTING]
|
||||
else
|
||||
overlays += smesImageCache[SMES_NOT_OUTPUTTING]
|
||||
|
||||
if(inputting)
|
||||
overlays += smesImageCache[SMES_INPUTTING]
|
||||
else
|
||||
if(input_attempt)
|
||||
overlays += smesImageCache[SMES_INPUT_ATTEMPT]
|
||||
|
||||
var/clevel = chargedisplay()
|
||||
if(clevel>0)
|
||||
overlays += smesImageCache[clevel]
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/power/smes/proc/chargedisplay()
|
||||
return round(5.5*charge/capacity)
|
||||
|
||||
/obj/machinery/power/smes/process()
|
||||
|
||||
if(stat & BROKEN) return
|
||||
|
||||
//store machine state to see if we need to update the icon overlays
|
||||
var/last_disp = chargedisplay()
|
||||
var/last_chrg = inputting
|
||||
var/last_onln = outputting
|
||||
|
||||
//inputting
|
||||
if(terminal && input_attempt)
|
||||
input_available = terminal.surplus()
|
||||
|
||||
if(inputting)
|
||||
if(input_available > 0 && input_available >= input_level) // if there's power available, try to charge
|
||||
|
||||
var/load = min((capacity-charge)/SMESRATE, input_level) // charge at set rate, limited to spare capacity
|
||||
|
||||
charge += load * SMESRATE // increase the charge
|
||||
|
||||
add_load(load) // add the load to the terminal side network
|
||||
|
||||
else // if not enough capcity
|
||||
inputting = 0 // stop inputting
|
||||
|
||||
else
|
||||
if(input_attempt && input_available > 0 && input_available >= input_level)
|
||||
inputting = 1
|
||||
|
||||
//outputting
|
||||
if(outputting)
|
||||
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
|
||||
|
||||
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
|
||||
|
||||
add_avail(output_used) // add output to powernet (smes side)
|
||||
|
||||
if(output_used < 0.0001) // either from no charge or set to 0
|
||||
outputting = 0
|
||||
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
|
||||
else if(output_attempt && charge > output_level && output_level > 0)
|
||||
outputting = 1
|
||||
else
|
||||
output_used = 0
|
||||
|
||||
// only update icon if state changed
|
||||
if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != outputting)
|
||||
update_icon()
|
||||
|
||||
|
||||
|
||||
// called after all power processes are finished
|
||||
// restores charge level to smes if there was excess this ptick
|
||||
/obj/machinery/power/smes/proc/restore()
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
|
||||
if(!outputting)
|
||||
output_used = 0
|
||||
return
|
||||
|
||||
var/excess = powernet.netexcess // this was how much wasn't used on the network last ptick, minus any removed by other SMESes
|
||||
|
||||
excess = min(output_used, excess) // clamp it to how much was actually output by this SMES last ptick
|
||||
|
||||
excess = min((capacity-charge)/SMESRATE, excess) // for safety, also limit recharge by space capacity of SMES (shouldn't happen)
|
||||
|
||||
// now recharge this amount
|
||||
|
||||
var/clev = chargedisplay()
|
||||
|
||||
charge += excess * SMESRATE // restore unused power
|
||||
powernet.netexcess -= excess // remove the excess from the powernet, so later SMESes don't try to use it
|
||||
|
||||
output_used -= excess
|
||||
|
||||
if(clev != chargedisplay() ) //if needed updates the icons overlay
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/power/smes/add_load(amount)
|
||||
if(terminal && terminal.powernet)
|
||||
terminal.powernet.load += amount
|
||||
|
||||
/obj/machinery/power/smes/attack_hand(mob/user)
|
||||
if (!user)
|
||||
return
|
||||
add_fingerprint(user)
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/power/smes/interact(mob/user)
|
||||
if (stat & BROKEN)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
|
||||
ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "smes", name, 500, 455)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/power/smes/get_ui_data()
|
||||
var/list/data = list(
|
||||
"capacityPercent" = round(100*charge/capacity, 0.1),
|
||||
"capacity" = capacity,
|
||||
"charge" = charge,
|
||||
|
||||
"inputAttempt" = input_attempt,
|
||||
"inputting" = inputting,
|
||||
"inputLevel" = input_level,
|
||||
"inputLevelMax" = input_level_max,
|
||||
"inputAvailable" = input_available,
|
||||
|
||||
"outputAttempt" = output_attempt,
|
||||
"outputting" = outputting,
|
||||
"outputLevel" = output_level,
|
||||
"outputLevelMax" = output_level_max,
|
||||
"outputUsed" = output_used
|
||||
)
|
||||
return data
|
||||
|
||||
/obj/machinery/power/smes/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("tryinput")
|
||||
input_attempt = !input_attempt
|
||||
log_smes(usr.ckey)
|
||||
update_icon()
|
||||
if("tryoutput")
|
||||
output_attempt = !output_attempt
|
||||
log_smes(usr.ckey)
|
||||
update_icon()
|
||||
if("input")
|
||||
switch(params["set"])
|
||||
if("custom")
|
||||
var/custom = input(usr, "What rate would you like this SMES to attempt to charge at? Max is [input_level_max].") as null|num
|
||||
if(custom)
|
||||
input_level = custom
|
||||
if("min")
|
||||
input_level = 0
|
||||
if("max")
|
||||
input_level = input_level_max
|
||||
if("plus")
|
||||
input_level += 10000
|
||||
if("minus")
|
||||
input_level -= 10000
|
||||
input_level = Clamp(input_level, 0, input_level_max)
|
||||
log_smes(usr.ckey)
|
||||
if("output")
|
||||
switch(params["set"])
|
||||
if("custom")
|
||||
var/custom = input(usr, "What rate would you like this SMES to attempt to output at? Max is [output_level_max].") as null|num
|
||||
if(custom)
|
||||
output_level = custom
|
||||
if("min")
|
||||
output_level = 0
|
||||
if("max")
|
||||
output_level = output_level_max
|
||||
if("plus")
|
||||
output_level += 10000
|
||||
if("minus")
|
||||
output_level -= 10000
|
||||
output_level = Clamp(output_level, 0, output_level_max)
|
||||
log_smes(usr.ckey)
|
||||
return 1
|
||||
|
||||
/obj/machinery/power/smes/proc/log_smes(user = "")
|
||||
investigate_log("input/output; [input_level>output_level?"<font color='green'>":"<font color='red'>"][input_level]/[output_level]</font> | Charge: [charge] | Output-mode: [output_attempt?"<font color='green'>on</font>":"<font color='red'>off</font>"] | Input-mode: [input_attempt?"<font color='green'>auto</font>":"<font color='red'>off</font>"] by [user]","singulo")
|
||||
|
||||
|
||||
/obj/machinery/power/smes/emp_act(severity)
|
||||
input_attempt = rand(0,1)
|
||||
inputting = input_attempt
|
||||
output_attempt = rand(0,1)
|
||||
outputting = output_attempt
|
||||
output_level = rand(0, output_level_max)
|
||||
input_level = rand(0, input_level_max)
|
||||
charge -= 1e6/severity
|
||||
if (charge < 0)
|
||||
charge = 0
|
||||
update_icon()
|
||||
log_smes("an emp")
|
||||
..()
|
||||
|
||||
/obj/machinery/power/smes/engineering
|
||||
charge = 1.5e6 // Engineering starts with some charge for singulo
|
||||
|
||||
/obj/machinery/power/smes/magical
|
||||
name = "magical power storage unit"
|
||||
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. Magically produces power."
|
||||
process()
|
||||
capacity = INFINITY
|
||||
charge = INFINITY
|
||||
..()
|
||||
|
||||
|
||||
#undef SMESRATE
|
||||
|
||||
#undef SMES_CLEVEL_1
|
||||
#undef SMES_CLEVEL_2
|
||||
#undef SMES_CLEVEL_3
|
||||
#undef SMES_CLEVEL_4
|
||||
#undef SMES_CLEVEL_5
|
||||
#undef SMES_OUTPUTTING
|
||||
#undef SMES_NOT_OUTPUTTING
|
||||
#undef SMES_INPUTTING
|
||||
#undef SMES_INPUT_ATTEMPT
|
||||
+518
-518
File diff suppressed because it is too large
Load Diff
@@ -1,354 +1,354 @@
|
||||
/obj/machinery/chem_dispenser
|
||||
name = "chem dispenser"
|
||||
desc = "Creates and dispenses chemicals."
|
||||
density = 1
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "dispenser"
|
||||
use_power = 1
|
||||
idle_power_usage = 40
|
||||
interact_offline = 1
|
||||
var/energy = 100
|
||||
var/max_energy = 100
|
||||
var/amount = 30
|
||||
var/recharged = 0
|
||||
var/recharge_delay = 5
|
||||
var/image/icon_beaker = null
|
||||
var/obj/item/weapon/reagent_containers/beaker = null
|
||||
var/list/dispensable_reagents = list(
|
||||
"hydrogen",
|
||||
"lithium",
|
||||
"carbon",
|
||||
"nitrogen",
|
||||
"oxygen",
|
||||
"fluorine",
|
||||
"sodium",
|
||||
"aluminium",
|
||||
"silicon",
|
||||
"phosphorus",
|
||||
"sulfur",
|
||||
"chlorine",
|
||||
"potassium",
|
||||
"iron",
|
||||
"copper",
|
||||
"mercury",
|
||||
"radium",
|
||||
"water",
|
||||
"ethanol",
|
||||
"sugar",
|
||||
"sacid",
|
||||
"welding_fuel",
|
||||
"silver",
|
||||
"iodine",
|
||||
"bromine",
|
||||
"stable_plasma"
|
||||
)
|
||||
|
||||
/obj/machinery/chem_dispenser/New()
|
||||
..()
|
||||
recharge()
|
||||
dispensable_reagents = sortList(dispensable_reagents)
|
||||
|
||||
/obj/machinery/chem_dispenser/power_change()
|
||||
if(powered())
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/chem_dispenser/process()
|
||||
|
||||
if(recharged < 0)
|
||||
recharge()
|
||||
recharged = recharge_delay
|
||||
else
|
||||
recharged -= 1
|
||||
|
||||
/obj/machinery/chem_dispenser/proc/recharge()
|
||||
if(stat & (BROKEN|NOPOWER)) return
|
||||
var/addenergy = 1
|
||||
var/oldenergy = energy
|
||||
energy = min(energy + addenergy, max_energy)
|
||||
if(energy != oldenergy)
|
||||
use_power(2500)
|
||||
|
||||
/obj/machinery/chem_dispenser/ex_act(severity, target)
|
||||
if(severity < 3)
|
||||
..()
|
||||
|
||||
/obj/machinery/chem_dispenser/blob_act()
|
||||
if(prob(50))
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/chem_dispenser/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
|
||||
ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "chem_dispenser", name, 530, 700)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/chem_dispenser/get_ui_data()
|
||||
var/data = list()
|
||||
data["amount"] = amount
|
||||
data["energy"] = energy
|
||||
data["maxEnergy"] = max_energy
|
||||
data["isBeakerLoaded"] = beaker ? 1 : 0
|
||||
|
||||
var beakerContents[0]
|
||||
var beakerCurrentVolume = 0
|
||||
if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in beaker.reagents.reagent_list)
|
||||
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
|
||||
beakerCurrentVolume += R.volume
|
||||
data["beakerContents"] = beakerContents
|
||||
|
||||
if (beaker)
|
||||
data["beakerCurrentVolume"] = beakerCurrentVolume
|
||||
data["beakerMaxVolume"] = beaker.volume
|
||||
data["beakerTransferAmounts"] = beaker.possible_transfer_amounts
|
||||
else
|
||||
data["beakerCurrentVolume"] = null
|
||||
data["beakerMaxVolume"] = null
|
||||
data["beakerTransferAmounts"] = null
|
||||
|
||||
var chemicals[0]
|
||||
for(var/re in dispensable_reagents)
|
||||
var/datum/reagent/temp = chemical_reagents_list[re]
|
||||
if(temp)
|
||||
chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("reagent" = temp.id))))
|
||||
data["chemicals"] = chemicals
|
||||
return data
|
||||
|
||||
/obj/machinery/chem_dispenser/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("amount")
|
||||
amount = round(text2num(params["set"]), 5) // round to nearest 5
|
||||
if (amount < 0) // Since the user can actually type the commands himself, some sanity checking
|
||||
amount = 0
|
||||
if (amount > 100)
|
||||
amount = 100
|
||||
if("dispense")
|
||||
if(beaker && dispensable_reagents.Find(params["reagent"]))
|
||||
var/datum/reagents/R = beaker.reagents
|
||||
var/space = R.maximum_volume - R.total_volume
|
||||
|
||||
R.add_reagent(params["reagent"], min(amount, energy * 10, space))
|
||||
energy = max(energy - min(amount, energy * 10, space) / 10, 0)
|
||||
if("remove")
|
||||
if(beaker)
|
||||
var/amount = text2num(params["amount"])
|
||||
if(isnum(amount) && (amount > 0) && (amount in beaker.possible_transfer_amounts))
|
||||
beaker.reagents.remove_all(amount)
|
||||
if("eject")
|
||||
if(beaker)
|
||||
beaker.loc = loc
|
||||
beaker = null
|
||||
overlays.Cut()
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_dispenser/attackby(obj/item/I, mob/user, params)
|
||||
if(default_unfasten_wrench(user, I))
|
||||
return
|
||||
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
var/obj/item/weapon/reagent_containers/B = I // Get a beaker from it?
|
||||
if(!istype(B))
|
||||
return // Not a beaker?
|
||||
|
||||
if(beaker)
|
||||
user << "<span class='warning'>A beaker is already loaded into the machine!</span>"
|
||||
return
|
||||
|
||||
if(!user.drop_item()) // Can't let go?
|
||||
return
|
||||
|
||||
beaker = B
|
||||
beaker.loc = src
|
||||
user << "<span class='notice'>You add the beaker to the machine.</span>"
|
||||
|
||||
if(!icon_beaker)
|
||||
icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position.
|
||||
icon_beaker.pixel_x = rand(-10,5)
|
||||
overlays += icon_beaker
|
||||
|
||||
/obj/machinery/chem_dispenser/attack_hand(mob/user)
|
||||
if (!user)
|
||||
return
|
||||
interact(user)
|
||||
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable
|
||||
name = "portable chem dispenser"
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "minidispenser"
|
||||
energy = 10
|
||||
max_energy = 10
|
||||
amount = 5
|
||||
recharge_delay = 30
|
||||
dispensable_reagents = list()
|
||||
var/list/dispensable_reagent_tiers = list(
|
||||
list(
|
||||
"hydrogen",
|
||||
"oxygen",
|
||||
"silicon",
|
||||
"phosphorus",
|
||||
"sulfur",
|
||||
"carbon",
|
||||
"nitrogen",
|
||||
"water"
|
||||
),
|
||||
list(
|
||||
"lithium",
|
||||
"sugar",
|
||||
"sacid",
|
||||
"copper",
|
||||
"mercury",
|
||||
"sodium",
|
||||
"iodine",
|
||||
"bromine"
|
||||
),
|
||||
list(
|
||||
"ethanol",
|
||||
"chlorine",
|
||||
"potassium",
|
||||
"aluminium",
|
||||
"radium",
|
||||
"fluorine",
|
||||
"iron",
|
||||
"welding_fuel",
|
||||
"silver",
|
||||
"stable_plasma"
|
||||
),
|
||||
list(
|
||||
"oil",
|
||||
"ash",
|
||||
"acetone",
|
||||
"saltpetre",
|
||||
"ammonia",
|
||||
"diethylamine"
|
||||
)
|
||||
)
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable/New()
|
||||
..()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/chem_dispenser(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
RefreshParts()
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable/RefreshParts()
|
||||
var/time = 0
|
||||
var/temp_energy = 0
|
||||
var/i
|
||||
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
|
||||
temp_energy += M.rating
|
||||
temp_energy--
|
||||
max_energy = temp_energy * 5 //max energy = (bin1.rating + bin2.rating - 1) * 5, 5 on lowest 25 on highest
|
||||
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
|
||||
time += C.rating
|
||||
for(var/obj/item/weapon/stock_parts/cell/P in component_parts)
|
||||
time += round(P.maxcharge, 10000) / 10000
|
||||
recharge_delay /= time/2 //delay between recharges, double the usual time on lowest 50% less than usual on highest
|
||||
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
|
||||
for(i=1, i<=M.rating, i++)
|
||||
dispensable_reagents |= dispensable_reagent_tiers[i]
|
||||
dispensable_reagents = sortList(dispensable_reagents)
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable/attackby(var/obj/item/I, var/mob/user, params)
|
||||
..()
|
||||
if(default_deconstruction_screwdriver(user, "minidispenser-o", "minidispenser", I))
|
||||
return
|
||||
|
||||
if(exchange_parts(user, I))
|
||||
return
|
||||
|
||||
if(panel_open)
|
||||
if(istype(I, /obj/item/weapon/crowbar))
|
||||
if(beaker)
|
||||
beaker.loc = loc
|
||||
beaker = null
|
||||
default_deconstruction_crowbar(I)
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_dispenser/drinks
|
||||
name = "soda dispenser"
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "soda_dispenser"
|
||||
amount = 10
|
||||
dispensable_reagents = list(
|
||||
"water",
|
||||
"ice",
|
||||
"coffee",
|
||||
"cream",
|
||||
"tea",
|
||||
"icetea",
|
||||
"cola",
|
||||
"spacemountainwind",
|
||||
"dr_gibb",
|
||||
"space_up",
|
||||
"tonic",
|
||||
"sodawater",
|
||||
"lemon_lime",
|
||||
"sugar",
|
||||
"orangejuice",
|
||||
"limejuice",
|
||||
"tomatojuice"
|
||||
)
|
||||
|
||||
/obj/machinery/chem_dispenser/drinks/attackby(obj/item/I, mob/user)
|
||||
if(default_unfasten_wrench(user, I))
|
||||
return
|
||||
|
||||
if (istype(I, /obj/item/weapon/reagent_containers/glass) || \
|
||||
istype(I, /obj/item/weapon/reagent_containers/food/drinks/drinkingglass) || \
|
||||
istype(I, /obj/item/weapon/reagent_containers/food/drinks/shaker))
|
||||
|
||||
if (beaker)
|
||||
return 1
|
||||
else
|
||||
if(!user.drop_item())
|
||||
return 1
|
||||
src.beaker = I
|
||||
beaker.loc = src
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/machinery/chem_dispenser/drinks/beer
|
||||
name = "booze dispenser"
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "booze_dispenser"
|
||||
dispensable_reagents = list(
|
||||
"lemon_lime",
|
||||
"sugar",
|
||||
"orangejuice",
|
||||
"limejuice",
|
||||
"sodawater",
|
||||
"tonic",
|
||||
"beer",
|
||||
"kahlua",
|
||||
"whiskey",
|
||||
"wine",
|
||||
"vodka",
|
||||
"gin",
|
||||
"rum",
|
||||
"tequila",
|
||||
"vermouth",
|
||||
"cognac",
|
||||
"ale"
|
||||
)
|
||||
/obj/machinery/chem_dispenser
|
||||
name = "chem dispenser"
|
||||
desc = "Creates and dispenses chemicals."
|
||||
density = 1
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "dispenser"
|
||||
use_power = 1
|
||||
idle_power_usage = 40
|
||||
interact_offline = 1
|
||||
var/energy = 100
|
||||
var/max_energy = 100
|
||||
var/amount = 30
|
||||
var/recharged = 0
|
||||
var/recharge_delay = 5
|
||||
var/image/icon_beaker = null
|
||||
var/obj/item/weapon/reagent_containers/beaker = null
|
||||
var/list/dispensable_reagents = list(
|
||||
"hydrogen",
|
||||
"lithium",
|
||||
"carbon",
|
||||
"nitrogen",
|
||||
"oxygen",
|
||||
"fluorine",
|
||||
"sodium",
|
||||
"aluminium",
|
||||
"silicon",
|
||||
"phosphorus",
|
||||
"sulfur",
|
||||
"chlorine",
|
||||
"potassium",
|
||||
"iron",
|
||||
"copper",
|
||||
"mercury",
|
||||
"radium",
|
||||
"water",
|
||||
"ethanol",
|
||||
"sugar",
|
||||
"sacid",
|
||||
"welding_fuel",
|
||||
"silver",
|
||||
"iodine",
|
||||
"bromine",
|
||||
"stable_plasma"
|
||||
)
|
||||
|
||||
/obj/machinery/chem_dispenser/New()
|
||||
..()
|
||||
recharge()
|
||||
dispensable_reagents = sortList(dispensable_reagents)
|
||||
|
||||
/obj/machinery/chem_dispenser/power_change()
|
||||
if(powered())
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/chem_dispenser/process()
|
||||
|
||||
if(recharged < 0)
|
||||
recharge()
|
||||
recharged = recharge_delay
|
||||
else
|
||||
recharged -= 1
|
||||
|
||||
/obj/machinery/chem_dispenser/proc/recharge()
|
||||
if(stat & (BROKEN|NOPOWER)) return
|
||||
var/addenergy = 1
|
||||
var/oldenergy = energy
|
||||
energy = min(energy + addenergy, max_energy)
|
||||
if(energy != oldenergy)
|
||||
use_power(2500)
|
||||
|
||||
/obj/machinery/chem_dispenser/ex_act(severity, target)
|
||||
if(severity < 3)
|
||||
..()
|
||||
|
||||
/obj/machinery/chem_dispenser/blob_act()
|
||||
if(prob(50))
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/chem_dispenser/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
|
||||
ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "chem_dispenser", name, 530, 700)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/chem_dispenser/get_ui_data()
|
||||
var/data = list()
|
||||
data["amount"] = amount
|
||||
data["energy"] = energy
|
||||
data["maxEnergy"] = max_energy
|
||||
data["isBeakerLoaded"] = beaker ? 1 : 0
|
||||
|
||||
var beakerContents[0]
|
||||
var beakerCurrentVolume = 0
|
||||
if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in beaker.reagents.reagent_list)
|
||||
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
|
||||
beakerCurrentVolume += R.volume
|
||||
data["beakerContents"] = beakerContents
|
||||
|
||||
if (beaker)
|
||||
data["beakerCurrentVolume"] = beakerCurrentVolume
|
||||
data["beakerMaxVolume"] = beaker.volume
|
||||
data["beakerTransferAmounts"] = beaker.possible_transfer_amounts
|
||||
else
|
||||
data["beakerCurrentVolume"] = null
|
||||
data["beakerMaxVolume"] = null
|
||||
data["beakerTransferAmounts"] = null
|
||||
|
||||
var chemicals[0]
|
||||
for(var/re in dispensable_reagents)
|
||||
var/datum/reagent/temp = chemical_reagents_list[re]
|
||||
if(temp)
|
||||
chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("reagent" = temp.id))))
|
||||
data["chemicals"] = chemicals
|
||||
return data
|
||||
|
||||
/obj/machinery/chem_dispenser/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("amount")
|
||||
amount = round(text2num(params["set"]), 5) // round to nearest 5
|
||||
if (amount < 0) // Since the user can actually type the commands himself, some sanity checking
|
||||
amount = 0
|
||||
if (amount > 100)
|
||||
amount = 100
|
||||
if("dispense")
|
||||
if(beaker && dispensable_reagents.Find(params["reagent"]))
|
||||
var/datum/reagents/R = beaker.reagents
|
||||
var/space = R.maximum_volume - R.total_volume
|
||||
|
||||
R.add_reagent(params["reagent"], min(amount, energy * 10, space))
|
||||
energy = max(energy - min(amount, energy * 10, space) / 10, 0)
|
||||
if("remove")
|
||||
if(beaker)
|
||||
var/amount = text2num(params["amount"])
|
||||
if(isnum(amount) && (amount > 0) && (amount in beaker.possible_transfer_amounts))
|
||||
beaker.reagents.remove_all(amount)
|
||||
if("eject")
|
||||
if(beaker)
|
||||
beaker.loc = loc
|
||||
beaker = null
|
||||
overlays.Cut()
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_dispenser/attackby(obj/item/I, mob/user, params)
|
||||
if(default_unfasten_wrench(user, I))
|
||||
return
|
||||
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
var/obj/item/weapon/reagent_containers/B = I // Get a beaker from it?
|
||||
if(!istype(B))
|
||||
return // Not a beaker?
|
||||
|
||||
if(beaker)
|
||||
user << "<span class='warning'>A beaker is already loaded into the machine!</span>"
|
||||
return
|
||||
|
||||
if(!user.drop_item()) // Can't let go?
|
||||
return
|
||||
|
||||
beaker = B
|
||||
beaker.loc = src
|
||||
user << "<span class='notice'>You add the beaker to the machine.</span>"
|
||||
|
||||
if(!icon_beaker)
|
||||
icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position.
|
||||
icon_beaker.pixel_x = rand(-10,5)
|
||||
overlays += icon_beaker
|
||||
|
||||
/obj/machinery/chem_dispenser/attack_hand(mob/user)
|
||||
if (!user)
|
||||
return
|
||||
interact(user)
|
||||
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable
|
||||
name = "portable chem dispenser"
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "minidispenser"
|
||||
energy = 10
|
||||
max_energy = 10
|
||||
amount = 5
|
||||
recharge_delay = 30
|
||||
dispensable_reagents = list()
|
||||
var/list/dispensable_reagent_tiers = list(
|
||||
list(
|
||||
"hydrogen",
|
||||
"oxygen",
|
||||
"silicon",
|
||||
"phosphorus",
|
||||
"sulfur",
|
||||
"carbon",
|
||||
"nitrogen",
|
||||
"water"
|
||||
),
|
||||
list(
|
||||
"lithium",
|
||||
"sugar",
|
||||
"sacid",
|
||||
"copper",
|
||||
"mercury",
|
||||
"sodium",
|
||||
"iodine",
|
||||
"bromine"
|
||||
),
|
||||
list(
|
||||
"ethanol",
|
||||
"chlorine",
|
||||
"potassium",
|
||||
"aluminium",
|
||||
"radium",
|
||||
"fluorine",
|
||||
"iron",
|
||||
"welding_fuel",
|
||||
"silver",
|
||||
"stable_plasma"
|
||||
),
|
||||
list(
|
||||
"oil",
|
||||
"ash",
|
||||
"acetone",
|
||||
"saltpetre",
|
||||
"ammonia",
|
||||
"diethylamine"
|
||||
)
|
||||
)
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable/New()
|
||||
..()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/chem_dispenser(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
|
||||
RefreshParts()
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable/RefreshParts()
|
||||
var/time = 0
|
||||
var/temp_energy = 0
|
||||
var/i
|
||||
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
|
||||
temp_energy += M.rating
|
||||
temp_energy--
|
||||
max_energy = temp_energy * 5 //max energy = (bin1.rating + bin2.rating - 1) * 5, 5 on lowest 25 on highest
|
||||
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
|
||||
time += C.rating
|
||||
for(var/obj/item/weapon/stock_parts/cell/P in component_parts)
|
||||
time += round(P.maxcharge, 10000) / 10000
|
||||
recharge_delay /= time/2 //delay between recharges, double the usual time on lowest 50% less than usual on highest
|
||||
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
|
||||
for(i=1, i<=M.rating, i++)
|
||||
dispensable_reagents |= dispensable_reagent_tiers[i]
|
||||
dispensable_reagents = sortList(dispensable_reagents)
|
||||
|
||||
/obj/machinery/chem_dispenser/constructable/attackby(var/obj/item/I, var/mob/user, params)
|
||||
..()
|
||||
if(default_deconstruction_screwdriver(user, "minidispenser-o", "minidispenser", I))
|
||||
return
|
||||
|
||||
if(exchange_parts(user, I))
|
||||
return
|
||||
|
||||
if(panel_open)
|
||||
if(istype(I, /obj/item/weapon/crowbar))
|
||||
if(beaker)
|
||||
beaker.loc = loc
|
||||
beaker = null
|
||||
default_deconstruction_crowbar(I)
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_dispenser/drinks
|
||||
name = "soda dispenser"
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "soda_dispenser"
|
||||
amount = 10
|
||||
dispensable_reagents = list(
|
||||
"water",
|
||||
"ice",
|
||||
"coffee",
|
||||
"cream",
|
||||
"tea",
|
||||
"icetea",
|
||||
"cola",
|
||||
"spacemountainwind",
|
||||
"dr_gibb",
|
||||
"space_up",
|
||||
"tonic",
|
||||
"sodawater",
|
||||
"lemon_lime",
|
||||
"sugar",
|
||||
"orangejuice",
|
||||
"limejuice",
|
||||
"tomatojuice"
|
||||
)
|
||||
|
||||
/obj/machinery/chem_dispenser/drinks/attackby(obj/item/I, mob/user)
|
||||
if(default_unfasten_wrench(user, I))
|
||||
return
|
||||
|
||||
if (istype(I, /obj/item/weapon/reagent_containers/glass) || \
|
||||
istype(I, /obj/item/weapon/reagent_containers/food/drinks/drinkingglass) || \
|
||||
istype(I, /obj/item/weapon/reagent_containers/food/drinks/shaker))
|
||||
|
||||
if (beaker)
|
||||
return 1
|
||||
else
|
||||
if(!user.drop_item())
|
||||
return 1
|
||||
src.beaker = I
|
||||
beaker.loc = src
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/machinery/chem_dispenser/drinks/beer
|
||||
name = "booze dispenser"
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "booze_dispenser"
|
||||
dispensable_reagents = list(
|
||||
"lemon_lime",
|
||||
"sugar",
|
||||
"orangejuice",
|
||||
"limejuice",
|
||||
"sodawater",
|
||||
"tonic",
|
||||
"beer",
|
||||
"kahlua",
|
||||
"whiskey",
|
||||
"wine",
|
||||
"vodka",
|
||||
"gin",
|
||||
"rum",
|
||||
"tequila",
|
||||
"vermouth",
|
||||
"cognac",
|
||||
"ale"
|
||||
)
|
||||
|
||||
@@ -1,126 +1,126 @@
|
||||
/obj/machinery/chem_heater
|
||||
name = "chemical heater"
|
||||
density = 1
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "mixer0b"
|
||||
use_power = 1
|
||||
idle_power_usage = 40
|
||||
var/obj/item/weapon/reagent_containers/beaker = null
|
||||
var/desired_temp = 300
|
||||
var/heater_coefficient = 0.10
|
||||
var/on = FALSE
|
||||
|
||||
/obj/machinery/chem_heater/New()
|
||||
..()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/chem_heater(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
|
||||
RefreshParts()
|
||||
|
||||
/obj/machinery/chem_heater/RefreshParts()
|
||||
heater_coefficient = 0.10
|
||||
for(var/obj/item/weapon/stock_parts/micro_laser/M in component_parts)
|
||||
heater_coefficient *= M.rating
|
||||
|
||||
/obj/machinery/chem_heater/process()
|
||||
..()
|
||||
if(stat & NOPOWER)
|
||||
return
|
||||
if(on)
|
||||
if(beaker)
|
||||
if(beaker.reagents.chem_temp > desired_temp)
|
||||
beaker.reagents.chem_temp += min(-1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
|
||||
if(beaker.reagents.chem_temp < desired_temp)
|
||||
beaker.reagents.chem_temp += max(1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
|
||||
beaker.reagents.chem_temp = round(beaker.reagents.chem_temp) //stops stuff like 456.12312312302
|
||||
|
||||
beaker.reagents.handle_reactions()
|
||||
|
||||
/obj/machinery/chem_heater/power_change()
|
||||
if(powered())
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/chem_heater/attackby(obj/item/I, mob/user, params)
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass))
|
||||
if(beaker)
|
||||
user << "<span class='warning'>A beaker is already loaded into the machine!</span>"
|
||||
return
|
||||
|
||||
if(user.drop_item())
|
||||
beaker = I
|
||||
I.loc = src
|
||||
user << "<span class='notice'>You add the beaker to the machine.</span>"
|
||||
icon_state = "mixer1b"
|
||||
|
||||
if(default_deconstruction_screwdriver(user, "mixer0b", "mixer0b", I))
|
||||
return
|
||||
|
||||
if(exchange_parts(user, I))
|
||||
return
|
||||
|
||||
if(panel_open)
|
||||
if(istype(I, /obj/item/weapon/crowbar))
|
||||
eject_beaker()
|
||||
default_deconstruction_crowbar(I)
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_heater/attack_hand(mob/user)
|
||||
if (!user)
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/chem_heater/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("power")
|
||||
on = !on
|
||||
if("temperature")
|
||||
desired_temp = Clamp(input("Please input the target temperature", name) as num, 0, 1000)
|
||||
if("eject")
|
||||
eject_beaker()
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_heater/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/obj/machinery/chem_heater/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
|
||||
ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "chem_heater", name, 350, 400)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/chem_heater/get_ui_data()
|
||||
var/data = list()
|
||||
data["targetTemp"] = desired_temp
|
||||
data["isActive"] = on
|
||||
data["isBeakerLoaded"] = beaker ? 1 : 0
|
||||
|
||||
data["currentTemp"] = beaker ? beaker.reagents.chem_temp : null
|
||||
data["beakerCurrentVolume"] = beaker ? beaker.reagents.total_volume : null
|
||||
data["beakerMaxVolume"] = beaker ? beaker.volume : null
|
||||
|
||||
var beakerContents[0]
|
||||
if(beaker)
|
||||
for(var/datum/reagent/R in beaker.reagents.reagent_list)
|
||||
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
|
||||
data["beakerContents"] = beakerContents
|
||||
return data
|
||||
|
||||
/obj/machinery/chem_heater/proc/eject_beaker()
|
||||
if(beaker)
|
||||
beaker.loc = get_turf(src)
|
||||
beaker.reagents.handle_reactions()
|
||||
beaker = null
|
||||
/obj/machinery/chem_heater
|
||||
name = "chemical heater"
|
||||
density = 1
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "mixer0b"
|
||||
use_power = 1
|
||||
idle_power_usage = 40
|
||||
var/obj/item/weapon/reagent_containers/beaker = null
|
||||
var/desired_temp = 300
|
||||
var/heater_coefficient = 0.10
|
||||
var/on = FALSE
|
||||
|
||||
/obj/machinery/chem_heater/New()
|
||||
..()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/chem_heater(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
|
||||
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
|
||||
RefreshParts()
|
||||
|
||||
/obj/machinery/chem_heater/RefreshParts()
|
||||
heater_coefficient = 0.10
|
||||
for(var/obj/item/weapon/stock_parts/micro_laser/M in component_parts)
|
||||
heater_coefficient *= M.rating
|
||||
|
||||
/obj/machinery/chem_heater/process()
|
||||
..()
|
||||
if(stat & NOPOWER)
|
||||
return
|
||||
if(on)
|
||||
if(beaker)
|
||||
if(beaker.reagents.chem_temp > desired_temp)
|
||||
beaker.reagents.chem_temp += min(-1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
|
||||
if(beaker.reagents.chem_temp < desired_temp)
|
||||
beaker.reagents.chem_temp += max(1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
|
||||
beaker.reagents.chem_temp = round(beaker.reagents.chem_temp) //stops stuff like 456.12312312302
|
||||
|
||||
beaker.reagents.handle_reactions()
|
||||
|
||||
/obj/machinery/chem_heater/power_change()
|
||||
if(powered())
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/chem_heater/attackby(obj/item/I, mob/user, params)
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass))
|
||||
if(beaker)
|
||||
user << "<span class='warning'>A beaker is already loaded into the machine!</span>"
|
||||
return
|
||||
|
||||
if(user.drop_item())
|
||||
beaker = I
|
||||
I.loc = src
|
||||
user << "<span class='notice'>You add the beaker to the machine.</span>"
|
||||
icon_state = "mixer1b"
|
||||
|
||||
if(default_deconstruction_screwdriver(user, "mixer0b", "mixer0b", I))
|
||||
return
|
||||
|
||||
if(exchange_parts(user, I))
|
||||
return
|
||||
|
||||
if(panel_open)
|
||||
if(istype(I, /obj/item/weapon/crowbar))
|
||||
eject_beaker()
|
||||
default_deconstruction_crowbar(I)
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_heater/attack_hand(mob/user)
|
||||
if (!user)
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/chem_heater/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("power")
|
||||
on = !on
|
||||
if("temperature")
|
||||
desired_temp = Clamp(input("Please input the target temperature", name) as num, 0, 1000)
|
||||
if("eject")
|
||||
eject_beaker()
|
||||
return 1
|
||||
|
||||
/obj/machinery/chem_heater/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/obj/machinery/chem_heater/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
|
||||
ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "chem_heater", name, 350, 400)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/chem_heater/get_ui_data()
|
||||
var/data = list()
|
||||
data["targetTemp"] = desired_temp
|
||||
data["isActive"] = on
|
||||
data["isBeakerLoaded"] = beaker ? 1 : 0
|
||||
|
||||
data["currentTemp"] = beaker ? beaker.reagents.chem_temp : null
|
||||
data["beakerCurrentVolume"] = beaker ? beaker.reagents.total_volume : null
|
||||
data["beakerMaxVolume"] = beaker ? beaker.volume : null
|
||||
|
||||
var beakerContents[0]
|
||||
if(beaker)
|
||||
for(var/datum/reagent/R in beaker.reagents.reagent_list)
|
||||
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
|
||||
data["beakerContents"] = beakerContents
|
||||
return data
|
||||
|
||||
/obj/machinery/chem_heater/proc/eject_beaker()
|
||||
if(beaker)
|
||||
beaker.loc = get_turf(src)
|
||||
beaker.reagents.handle_reactions()
|
||||
beaker = null
|
||||
icon_state = "mixer0b"
|
||||
+638
-638
File diff suppressed because it is too large
Load Diff
@@ -1,45 +1,45 @@
|
||||
/datum/surgery/cavity_implant
|
||||
name = "cavity implant"
|
||||
steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/incise, /datum/surgery_step/handle_cavity, /datum/surgery_step/close)
|
||||
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
|
||||
possible_locs = list("chest")
|
||||
|
||||
|
||||
//handle cavity
|
||||
/datum/surgery_step/handle_cavity
|
||||
name = "implant item"
|
||||
accept_hand = 1
|
||||
accept_any_item = 1
|
||||
time = 32
|
||||
var/obj/item/IC = null
|
||||
|
||||
/datum/surgery_step/handle_cavity/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
for(var/obj/item/I in target.internal_organs)
|
||||
if(!istype(I, /obj/item/organ))
|
||||
IC = I
|
||||
break
|
||||
if(tool)
|
||||
user.visible_message("[user] begins to insert [tool] into [target]'s [target_zone].", "<span class='notice'>You begin to insert [tool] into [target]'s [target_zone]...</span>")
|
||||
else
|
||||
user.visible_message("[user] checks for items in [target]'s [target_zone].", "<span class='notice'>You check for items in [target]'s [target_zone]...</span>")
|
||||
|
||||
/datum/surgery_step/handle_cavity/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(tool)
|
||||
if(IC || tool.w_class > 3 || NODROP in tool.flags || istype(tool, /obj/item/organ))
|
||||
user << "<span class='warning'>You can't seem to fit [tool] in [target]'s [target_zone]!</span>"
|
||||
return 0
|
||||
else
|
||||
user.visible_message("[user] stuffs [tool] into [target]'s [target_zone]!", "<span class='notice'>You stuff [tool] into [target]'s [target_zone].</span>")
|
||||
user.drop_item()
|
||||
target.internal_organs += tool
|
||||
tool.loc = target
|
||||
return 1
|
||||
else
|
||||
if(IC)
|
||||
user.visible_message("[user] pulls [IC] out of [target]'s [target_zone]!", "<span class='notice'>You pull [IC] out of [target]'s [target_zone].</span>")
|
||||
user.put_in_hands(IC)
|
||||
target.internal_organs -= IC
|
||||
return 1
|
||||
else
|
||||
user << "<span class='warning'>You don't find anything in [target]'s [target_zone].</span>"
|
||||
/datum/surgery/cavity_implant
|
||||
name = "cavity implant"
|
||||
steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/incise, /datum/surgery_step/handle_cavity, /datum/surgery_step/close)
|
||||
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
|
||||
possible_locs = list("chest")
|
||||
|
||||
|
||||
//handle cavity
|
||||
/datum/surgery_step/handle_cavity
|
||||
name = "implant item"
|
||||
accept_hand = 1
|
||||
accept_any_item = 1
|
||||
time = 32
|
||||
var/obj/item/IC = null
|
||||
|
||||
/datum/surgery_step/handle_cavity/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
for(var/obj/item/I in target.internal_organs)
|
||||
if(!istype(I, /obj/item/organ))
|
||||
IC = I
|
||||
break
|
||||
if(tool)
|
||||
user.visible_message("[user] begins to insert [tool] into [target]'s [target_zone].", "<span class='notice'>You begin to insert [tool] into [target]'s [target_zone]...</span>")
|
||||
else
|
||||
user.visible_message("[user] checks for items in [target]'s [target_zone].", "<span class='notice'>You check for items in [target]'s [target_zone]...</span>")
|
||||
|
||||
/datum/surgery_step/handle_cavity/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(tool)
|
||||
if(IC || tool.w_class > 3 || NODROP in tool.flags || istype(tool, /obj/item/organ))
|
||||
user << "<span class='warning'>You can't seem to fit [tool] in [target]'s [target_zone]!</span>"
|
||||
return 0
|
||||
else
|
||||
user.visible_message("[user] stuffs [tool] into [target]'s [target_zone]!", "<span class='notice'>You stuff [tool] into [target]'s [target_zone].</span>")
|
||||
user.drop_item()
|
||||
target.internal_organs += tool
|
||||
tool.loc = target
|
||||
return 1
|
||||
else
|
||||
if(IC)
|
||||
user.visible_message("[user] pulls [IC] out of [target]'s [target_zone]!", "<span class='notice'>You pull [IC] out of [target]'s [target_zone].</span>")
|
||||
user.put_in_hands(IC)
|
||||
target.internal_organs -= IC
|
||||
return 1
|
||||
else
|
||||
user << "<span class='warning'>You don't find anything in [target]'s [target_zone].</span>"
|
||||
return 0
|
||||
Reference in New Issue
Block a user