Blueshield [READY] [SEMI-MODULAR] (#127)

* Blueshield

* MODULAR NEXT

* MODULAR NEXT

Full modularisation complete.

* Update readme.md

* Update traitor_bro.dm

* Update blueshield.dm
This commit is contained in:
Gandalf
2020-08-05 15:21:25 +01:00
committed by GitHub
parent e4e4fbd1f0
commit 26eb610173
49 changed files with 346 additions and 5 deletions
@@ -0,0 +1,11 @@
//MODULE BLUESHIELD DEFINES
//MODULE BLUESHIELD DEFINES access.dm
#define ACCESS_BLUESHIELD 71
//MODULE END
//MODULE BLUESHIELD DEFINES jobs.dm
#define BLUESHIELD (1<<15)
#define JOB_DISPLAY_ORDER_BLUESHIELD 34
//MODULE END
+5 -1
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@@ -142,7 +142,11 @@
ACCESS_THEATRE, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_MAILSORTING, ACCESS_WEAPONS,
ACCESS_MECH_MINING, ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY, ACCESS_MECH_MEDICAL,
ACCESS_VAULT, ACCESS_MINING_STATION, ACCESS_XENOBIOLOGY, ACCESS_CE, ACCESS_HOP, ACCESS_HOS, ACCESS_PHARMACY, ACCESS_RC_ANNOUNCE,
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_MINISAT, ACCESS_NETWORK, ACCESS_TOXINS_STORAGE)
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_MINISAT, ACCESS_NETWORK, ACCESS_TOXINS_STORAGE,
//SKYRAT EDIT ADDITION - BLUESHIELD
ACCESS_BLUESHIELD
//SKYRAT EDIT ADDITION END
)
/proc/get_all_centcom_access()
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_THUNDER, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_CENT_TELEPORTER, ACCESS_CENT_CAPTAIN)
+5 -3
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@@ -1,3 +1,4 @@
//THIS FILE WAS EDITED BY SKYRAT EDIT
GLOBAL_LIST_INIT(command_positions, list(
"Captain",
"Head of Personnel",
@@ -49,13 +50,14 @@ GLOBAL_LIST_INIT(service_positions, list(
"Prisoner",
"Assistant"))
GLOBAL_LIST_INIT(security_positions, list(
"Head of Security",
"Warden",
"Detective",
"Security Officer"))
"Security Officer",
//SKYRAT EDIT ADDITION BEGIN - BLUESHIELD
"Blueshield")) //Skyrat addition
//SKYRAT EDIT ADDITION END
GLOBAL_LIST_INIT(nonhuman_positions, list(
"AI",
+6 -1
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@@ -1,3 +1,5 @@
//THIS FILE WAS EDITED BY SKYRAT EDIT
/**
* Delete a mob
*
@@ -99,7 +101,10 @@
if(HUD_LIST_LIST)
hud_list[hud] = list()
else
var/image/I = image('icons/mob/hud.dmi', src, "")
//SKYRAT EDIT CHANGE BEGIN - BLUESHIELD
//var/image/I = image('icons/mob/hud.dmi', src, "") - SKYRAT EDIT ORIGINAL
var/image/I = image('icons/mob/hud.dmi', src, "") && image('modular_skyrat/master_files/icons/mob/hud.dmi' , src, "") //SKYRAT EDIT(master file edit in master_files)
//SKYRAT EDIT CHANGE END
I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
hud_list[hud] = I
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@@ -0,0 +1,11 @@
This is the logging file for any master icon and sound files that we have.
Please check this list before adding your own master file to see if it already exists. If it does exist then please put your icon in it.
MASTER ICON FILES
- /master_files/icons/mob/hud.dmi
- /master_files/icons/obj/clothing/gloves.dmi
- /master_files/icons/mob/clothing/hands.dmi
MASTER SOUND FILES
- N/A
@@ -0,0 +1,3 @@
/area/blueshield
name = "Blueshield's Office"
icon_state = "bluenew"
@@ -0,0 +1,3 @@
/datum/game_mode/traitor/bros/New()
restricted_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/changeling/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/traitor/changeling/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/cult/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/devil/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/monkey/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/revolution/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/datum/game_mode/traitor/New()
protected_jobs += "Blueshield"
. = ..()
@@ -0,0 +1,3 @@
/obj/effect/landmark/start/blueshield
name = "Blueshield"
icon_state = "Security Officer"
@@ -0,0 +1,5 @@
/obj/item/encryptionkey/heads/blueshield
name = "\proper the blueshield's encryption key"
icon = 'modular_skyrat/modules/blueshield/icons/obj/radio.dmi'
icon_state = "bshield_cypherkey"
channels = list(RADIO_CHANNEL_COMMAND = 1, RADIO_CHANNEL_SECURITY = 1)
@@ -0,0 +1,9 @@
/obj/item/radio/headset/heads/blueshield
name = "\proper the blueshield's headset"
icon = 'modular_skyrat/modules/blueshield/icons/obj/radio.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/clothing/ears.dmi'
icon_state = "bshield_headset"
keyslot = new /obj/item/encryptionkey/heads/blueshield
/obj/item/radio/headset/heads/blueshield/alt
icon_state = "bshield_headset_alt"
@@ -0,0 +1,24 @@
//blueshield's baton
/obj/item/melee/baton/blueshieldprod
name = "\improper The electrifryer"
desc = "A non-lethal takedown is always the most silent way to eliminate resistance."
icon = 'modular_skyrat/modules/blueshield/icons/obj/stunprod.dmi'
icon_state = "bsprod"
inhand_icon_state = "bsprod"
obj_flags = UNIQUE_RENAME
lefthand_file = 'modular_skyrat/modules/blueshield/icons/mob/inhands/weapons/melee_lefthand.dmi' //pissholder
righthand_file = 'modular_skyrat/modules/blueshield/icons/mob/inhands/weapons/melee_righthand.dmi' //placeholder fuck#
cell_hit_cost = 600
slot_flags = null //you'll have to put it on a belt or whatever
force = 11
attack_verb = list("prodded", "struck", "\"non-lethalled\"", "silent takedowned") //le deus ex
apply_stun_delay = 1 SECONDS //Buff intead of stamina
attack_cooldown = 2 SECONDS
w_class = WEIGHT_CLASS_SMALL //small but packs a PUNCH.
preload_cell_type = /obj/item/stock_parts/cell/high/plus
/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
if(!HAS_TRAIT(user, TRAIT_MINDSHIELD))
to_chat(user, "<span class='danger'>A red light on the baton flashes!</span>")
return TRUE
..()
@@ -0,0 +1,23 @@
/obj/item/storage/backpack/blueshield
name = "blueshield backpack"
desc = "A robust backpack issued to Nanotrasen's finest."
icon = 'modular_skyrat/modules/blueshield/icons/obj/storage/blueshieldpacks.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/back.dmi'
icon_state = "blueshieldpack"
inhand_icon_state = "securitypack"
/obj/item/storage/backpack/satchel/blueshield
name = "blueshield satchel"
desc = "A robust satchel issued to Nanotrasen's finest."
icon = 'modular_skyrat/modules/blueshield/icons/obj/storage/blueshieldpacks.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/back.dmi'
icon_state = "satchel-blueshield"
inhand_icon_state = "satchel-sec"
/obj/item/storage/backpack/duffel/blueshield
name = "blueshield duffelbag"
desc = "A robust duffelbag issued to Nanotrasen's finest."
icon = 'modular_skyrat/modules/blueshield/icons/obj/storage/blueshieldpacks.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/back.dmi'
icon_state = "duffel-blueshield"
inhand_icon_state = "duffel-sec"
@@ -0,0 +1,12 @@
/obj/item/storage/firstaid/tactical/blueshield
name = "blueshield combat medical kit"
desc = "Blue boy to the rescue!"
/obj/item/storage/firstaid/tactical/blueshield/PopulateContents()
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/healthanalyzer(src)
new /obj/item/pinpointer/crew(src)
@@ -0,0 +1,24 @@
/obj/structure/closet/secure_closet/blueshield
name = "\the blueshield's locker"
icon_state = "cabinet"
resistance_flags = FLAMMABLE
max_integrity = 140
material_drop = /obj/item/stack/sheet/mineral/wood
cutting_tool = /obj/item/screwdriver
req_access = list(ACCESS_BLUESHIELD)
/obj/structure/closet/secure_closet/blueshield/New()
..()
new /obj/item/storage/briefcase(src)
new /obj/item/pinpointer/crew(src)
new /obj/item/storage/belt/security/full(src)
new /obj/item/grenade/flashbang(src)
new /obj/item/assembly/flash/handheld(src)
new /obj/item/restraints/handcuffs(src)
new /obj/item/clothing/under/rank/security/blueshieldturtleneck(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/clothing/head/beret/blueshield(src)
new /obj/item/clothing/head/beret/blueshield/navy(src)
new /obj/item/clothing/suit/armor/vest/blueshield(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/under/rank/security/blueshield(src)
@@ -0,0 +1,9 @@
/obj/item/clothing/gloves/tackler/combat/insulated/blueshield
name = "combat gloves"
desc = "These tactical gloves appear to be unique, made out of double woven durathread fibers which make it fireproof as well as acid resistant"
icon = 'modular_skyrat/master_files/icons/obj/clothing/gloves.dmi'
icon_state = "combat"
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/hands.dmi'
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
@@ -0,0 +1,15 @@
/obj/item/clothing/head/beret/blueshield
name = "blueshield's beret" //Thank you for helping me rework the armor values for all Blueshield items Trilby <3 -CinderWC
desc = "Granted to those under the prestigious rank of blueshield... or just fancy bodyguard. Protects your head quite well, being made of industrial durathread fibers."
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/hats.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/head.dmi'
//alternate_worn_icon_digi = 'modular_skyrat/icons/mob/head_muzzled.dmi'
icon_state = "blueshield"
armor = list("melee" = 30, "bullet" = 20, "laser" = 20,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 75)
/obj/item/clothing/head/beret/blueshield/navy
name = "navy blueshield's beret"
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/hats.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/head.dmi'
//alternate_worn_icon_digi = 'modular_skyrat/icons/mob/head_muzzled.dmi'
icon_state = "blueshield_navy"
@@ -0,0 +1,8 @@
/obj/item/clothing/head/helmet/space/plasmaman/blueshield
name = "blueshield envirosuit helmet"
desc = "A plasmaman envirohelm designed for the blueshield."
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/hats.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/head.dmi'
icon_state = "bs_envirohelm"
armor = list("melee" = 30, "bullet" = 20, "laser" = 20,"energy" = 20, "bomb" = 25, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 90)
resistance_flags = FIRE_PROOF
@@ -0,0 +1,9 @@
//blueshield armor
/obj/item/clothing/suit/armor/vest/blueshield
name = "blueshield security armor"
desc = "An armored vest with the badge of a Blueshield Lieutenant."
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/suits.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/suit.dmi'
//alternate_worn_icon_digi = 'modular_skyrat/icons/mob/suit_digi.dmi'
icon_state = "blueshield"
armor = list("melee" = 30, "bullet" = 20, "laser" = 20,"energy" = 20, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 75)
@@ -0,0 +1,9 @@
/obj/item/clothing/under/plasmaman/blueshield
name = "blueshield envirosuit"
desc = "An envirosuit designed for plasmamen employed as the blueshield."
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/uniform.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/uniform.dmi'
icon_state = "bs_envirosuit"
armor = list("melee" = 10, "bullet" = 0, "laser" = 10,"energy" = 0, "bomb" = 5, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -0,0 +1,24 @@
//Blueshield
/obj/item/clothing/under/rank/security/blueshield
desc = "Gold trim on space-black cloth, this uniform bears \"Blueshield\" on the left shoulder."
name = "Blueshield Uniform"
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/uniform.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/uniform.dmi'
//alternate_worn_icon_digi = 'modular_skyrat/icons/mob/uniform_digi.dmi'
icon_state = "blueshield"
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 10, "bomb" =10, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
can_adjust = FALSE
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
/obj/item/clothing/under/rank/security/blueshieldturtleneck
name = "Blueshield's turtleneck"
desc = "A stylish alternative to the normal Blueshield's Uniform, complete with tactical pants."
icon = 'modular_skyrat/modules/blueshield/icons/obj/clothing/uniform.dmi'
worn_icon = 'modular_skyrat/modules/blueshield/icons/mob/uniform.dmi'
//alternate_worn_icon_digi = 'modular_skyrat/icons/mob/uniform_digi.dmi'
icon_state = "bs_turtleneck"
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 10, "bomb" =10, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
can_adjust = FALSE
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -0,0 +1,50 @@
/datum/job/blueshield
title = "Blueshield"
auto_deadmin_role_flags = DEADMIN_POSITION_SECURITY
department_head = list("Captain")
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the Captain"
selection_color = "#ddddff"
minimal_player_age = 7
exp_requirements = 2400
exp_type = EXP_TYPE_SECURITY
outfit = /datum/outfit/job/blueshield
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_FORENSICS_LOCKERS, \
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_HEADS, \
ACCESS_MAINT_TUNNELS, ACCESS_CONSTRUCTION, ACCESS_MORGUE, \
ACCESS_RESEARCH, ACCESS_CARGO, \
ACCESS_RC_ANNOUNCE, ACCESS_GATEWAY, ACCESS_WEAPONS, ACCESS_BLUESHIELD)
minimal_access = list(ACCESS_FORENSICS_LOCKERS, ACCESS_SEC_DOORS, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_ENGINE, ACCESS_MAINT_TUNNELS, ACCESS_RESEARCH,
ACCESS_RC_ANNOUNCE, ACCESS_HEADS, ACCESS_BLUESHIELD, ACCESS_WEAPONS)
display_order = JOB_DISPLAY_ORDER_BLUESHIELD
outfit = /datum/outfit/job/blueshield
/datum/outfit/job/blueshield
name = "Blueshield"
jobtype = /datum/job/blueshield
uniform = /obj/item/clothing/under/rank/security/blueshield
id = /obj/item/card/id/silver
suit = /obj/item/clothing/suit/armor/vest/blueshield
suit_store = /obj/item/gun/ballistic/automatic/wt550
gloves = /obj/item/clothing/gloves/tackler/combat/insulated/blueshield
shoes = /obj/item/clothing/shoes/jackboots
ears = /obj/item/radio/headset/heads/blueshield/alt
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
backpack_contents = list(/obj/item/ammo_box/magazine/wt550m9 = 2,/obj/item/melee/baton/blueshieldprod = 1)
implants = list(/obj/item/implant/mindshield)
backpack = /obj/item/storage/backpack/blueshield
satchel = /obj/item/storage/backpack/satchel/blueshield
duffelbag = /obj/item/storage/backpack/duffel/blueshield
head = /obj/item/clothing/head/beret/blueshield
box = /obj/item/storage/box/survival/security
belt = /obj/item/pda/security
/datum/outfit/plasmaman/blueshield
name = "Blueshield Plasmaman"
head = /obj/item/clothing/head/helmet/space/plasmaman/blueshield
uniform = /obj/item/clothing/under/plasmaman/blueshield
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@@ -0,0 +1,33 @@
https://github.com/Skyrat-SS13/Skyrat-tg/pull/127
## Title: Blueshield
MODULE ID: BLUESHIELD
### Description:
Adds the blueshield job to the game. It does not however add the blueshield office to the map. This includes all the blueshields items and job descriptors.
### TG Proc Changes:
- code/modules/jobs/jobs.dm > GLOBAL_LIST_INIT(security_positions, list()
- code/modules/jobs/access.dm > /proc/get_all_accesses()
### Defines:
- #define JOB_DISPLAY_ORDER_BLUESHIELD 34
- #define ACCESS_BLUESHIELD 71
### Master file additions
- ./modular_skyrat/master_files/icons/mob/hud.dmi #NEW
- ./modular_skyrat/master_files/icons/clothing/hands.dmi #NEW
- ./modular_skyrat/master_files/icons/obj/clothing/gloves.dmi #NEW
### Included files that are not contained in this module:
- N/A
### Credits:
Gandalf2k15 - Porting
+24
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@@ -121,6 +121,7 @@
#include "code\__DEFINES\dcs\helpers.dm"
#include "code\__DEFINES\dcs\signals.dm"
#include "code\__DEFINES\research\anomalies.dm"
#include "code\__DEFINES\~skyrat_defines\blueshield.dm"
#include "code\__HELPERS\_lists.dm"
#include "code\__HELPERS\_logging.dm"
#include "code\__HELPERS\_string_lists.dm"
@@ -3160,4 +3161,27 @@
#include "interface\menu.dm"
#include "interface\stylesheet.dm"
#include "interface\skin.dmf"
#include "modular_skyrat\modules\blueshield\code\game\area\Space_Station_13_areas.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\brother\traitor_bro.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\changeling\changeling.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\changeling\traitor_chan.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\cult\cult.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\devil\devil_game_mode.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\monkey\monkey.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\revolution\revolution.dm"
#include "modular_skyrat\modules\blueshield\code\game\gamemodes\traitor\traitor.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\effects\landmarks.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\items\devices\radio\encryptionkey.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\items\devices\radio\headset.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\items\melee\misc.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\items\storage\medkit.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\items\storage\backpacks\blueshield.dm"
#include "modular_skyrat\modules\blueshield\code\game\objects\structures\crates_lockers\closets\secure\security.dm"
#include "modular_skyrat\modules\blueshield\code\modules\clothing\gloves\miscellaneous.dm"
#include "modular_skyrat\modules\blueshield\code\modules\clothing\head\jobs.dm"
#include "modular_skyrat\modules\blueshield\code\modules\clothing\spacesuits\plasmamen.dm"
#include "modular_skyrat\modules\blueshield\code\modules\clothing\suits\armor.dm"
#include "modular_skyrat\modules\blueshield\code\modules\clothing\under\jobs\security.dm"
#include "modular_skyrat\modules\blueshield\code\modules\clothing\under\jobs\Plasmaman\security.dm"
#include "modular_skyrat\modules\blueshield\code\modules\jobs\job_types\blueshield.dm"
// END_INCLUDE