[READY] Space Ninja Rework (#53492)

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Revert "Automatic changelog compile [ci skip]"

This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.

* Revert "Automatic changelog compile [ci skip]"

This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.

* Revert "Revert "Automatic changelog compile [ci skip]""

This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.

* Revert "Revert "Automatic changelog compile [ci skip]""

This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.

* Update changelog.html

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Move suit_initialization into better location

* Clean up cost check

* Clean up net using

* Clean up Ninja Star

* Clean Up Ninja Stealth

* Clean Up Sword Recall

* Move the event file

* Re-Merge the Changes

* Get your ninja code out of my human.dm

* Move the event into events folder and clean it up

* Can the old space ninja antagonist file

* Roll in the shiny new bad boy

* Get rid of actions/ninja.dm and move its info into respective ability files

* Update one_click_antag with new ninja

* Move proc out of ninja code into proper location

* Update the dme properly this time

* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* Update code/modules/ninja/suit/gloves.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* Update the antagonist file

* Update ninjaDrainAct

* Re-Add MGS Voice Lines

* Up the Katana Damage Back Up to 30

* Attempting a Risky Manuever

* Adjusting some numbers to fit the delta time PR

* Fix Var Names and do a return ..()

* Remove Unused Defines, Update qdels to QDEL_NULLs

* Update code/modules/antagonists/space_ninja/space_ninja.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/space_ninja/space_ninja.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/events/space_ninja.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/ninja/energy_katana.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/ninja/ninja_explosive.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Remove Unnecessary Condition Checks

* I'll show you what A stands for!

* Turn some things into defines

* Remove is_ninja()

* Gives the SN roles on Antag Gain, not on event spawn

* Clean up mind/key code to be efficient and modern

* Have Deactivated Suit Gloves use default black sprite

* Add the new clothing sprites

* Add new inventory sprites for alternate sprites

* Get Rid of These Again

* Re-add suit changes

* Implement all the suggestions for the antag file

* And then everything else

* Updating the Weight for purpose of testmerge

* Balance Updates

* Update the Objective Definitions

* Remove Now Unreachable Cyborg Interaction Code

* Get That Shit Out of My Forest

* Re-Add Cowl Wearing Sprite

* Re-Add Cowl Inventory Sprite

* Adapt to the new thing?.thing changes

* Re-add New Katana Inhand Sprites

* Re-Add glove's shock but have it do knockdown instead

* Get rid of the these stupid changelog changes

* Update sounds

* Re-add New Mask Sprite

* Re-update katana inventory sprite

* Revert Event Weight

* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Re-Add Dynamic Ninja

* Revert Changelog thing

* Update Mob Sprites

* Add files via upload

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
This commit is contained in:
IndieanaJones
2020-11-07 01:51:30 -05:00
committed by GitHub
co-authored by Fikou Rohesie girl Changelogs
parent e2e914febf
commit 4f6190e289
53 changed files with 1155 additions and 1031 deletions
-51
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@@ -1,51 +0,0 @@
/datum/action/item_action/initialize_ninja_suit
name = "Toggle ninja suit"
/datum/action/item_action/ninjasmoke
name = "Smoke Bomb"
desc = "Blind your enemies momentarily with a well-placed smoke bomb."
button_icon_state = "smoke"
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/datum/action/item_action/ninjaboost
check_flags = NONE
name = "Adrenaline Boost"
desc = "Inject a secret chemical that will counteract all movement-impairing effect."
button_icon_state = "repulse"
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/datum/action/item_action/ninjapulse
name = "EM Burst (25E)"
desc = "Disable any nearby technology with an electro-magnetic pulse."
button_icon_state = "emp"
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/datum/action/item_action/ninjastar
name = "Create Throwing Stars (1E)"
desc = "Creates some throwing stars"
button_icon_state = "throwingstar"
icon_icon = 'icons/obj/items_and_weapons.dmi'
/datum/action/item_action/ninjanet
name = "Energy Net (20E)"
desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
button_icon_state = "energynet"
icon_icon = 'icons/effects/effects.dmi'
/datum/action/item_action/ninja_sword_recall
name = "Recall Energy Katana (Variable Cost)"
desc = "Teleports the Energy Katana linked to this suit to its wearer, cost based on distance."
button_icon_state = "energy_katana"
icon_icon = 'icons/obj/items_and_weapons.dmi'
/datum/action/item_action/ninja_stealth
name = "Toggle Stealth"
desc = "Toggles stealth mode on and off."
button_icon_state = "ninja_cloak"
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
/datum/action/item_action/toggle_glove
name = "Toggle interaction"
desc = "Switch between normal interaction and drain mode."
button_icon_state = "s-ninjan"
icon_icon = 'icons/obj/clothing/gloves.dmi'
@@ -621,7 +621,47 @@
if(!spawn_locs.len)
message_admins("No valid spawn locations found in GLOB.xeno_spawn, aborting swarmer spawning...")
return MAP_ERROR
var/obj/structure/swarmer_beacon/new_beacon = new /obj/structure/swarmer_beacon(pick(spawn_locs))
var/obj/structure/swarmer_beacon/new_beacon = new(pick(spawn_locs))
log_game("A Swarmer Beacon was spawned via Dynamic Mode.")
notify_ghosts("\A Swarmer Beacon has spawned!", source = new_beacon, action = NOTIFY_ORBIT, flashwindow = FALSE, header = "Swarmer Beacon Spawned")
return ..()
//////////////////////////////////////////////
// //
// SPACE NINJA (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/space_ninja
name = "Space Ninja"
antag_datum = /datum/antagonist/ninja
antag_flag = "Space Ninja"
antag_flag_override = ROLE_NINJA
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
repeatable = TRUE
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/space_ninja/execute()
for(var/obj/effect/landmark/carpspawn/carp_spawn in GLOB.landmarks_list)
if(!isturf(carp_spawn.loc))
stack_trace("Carp spawn found not on a turf: [carp_spawn.type] on [isnull(carp_spawn.loc) ? "null" : carp_spawn.loc.type]")
continue
spawn_locs += carp_spawn.loc
if(!spawn_locs.len)
message_admins("No valid spawn locations found, aborting...")
return MAP_ERROR
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/space_ninja/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/ninja = create_space_ninja(pick(spawn_locs))
ninja.key = applicant.key
ninja.mind.add_antag_datum(/datum/antagonist/ninja)
message_admins("[ADMIN_LOOKUPFLW(ninja)] has been made into a Space Ninja by the midround ruleset.")
log_game("DYNAMIC: [key_name(ninja)] was spawned as a Space Ninja by the midround ruleset.")
return ninja
+11
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@@ -729,3 +729,14 @@ Class Procs:
if(3)
new_name += ascii2text(rand(48, 57)) // 0 - 9
return new_name.Join()
/**
* Alerts the AI that a hack is in progress.
*
* Sends all AIs a message that a hack is occurring. Specifically used for space ninja tampering as this proc was originally in the ninja files.
* However, the proc may also be used elsewhere.
*/
/obj/machinery/proc/AI_notify_hack()
var/alertstr = "<span class='userdanger'>Network Alert: Hacking attempt detected[get_area(src)?" in [get_area_name(src, TRUE)]":". Unable to pinpoint location"].</span>"
for(var/mob/living/silicon/ai/AI in GLOB.player_list)
to_chat(AI, alertstr)
+2 -2
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@@ -230,8 +230,8 @@
return TRUE
/datum/admins/proc/makeSpaceNinja()
new /datum/round_event/ghost_role/ninja()
return 1
new /datum/round_event/ghost_role/space_ninja()
return TRUE
// DEATH SQUADS
/datum/admins/proc/makeDeathsquad()
-153
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@@ -1,153 +0,0 @@
/datum/antagonist/ninja
name = "Ninja"
antagpanel_category = "Ninja"
job_rank = ROLE_NINJA
antag_hud_type = ANTAG_HUD_NINJA
antag_hud_name = "ninja"
show_name_in_check_antagonists = TRUE
show_to_ghosts = TRUE
antag_moodlet = /datum/mood_event/focused
var/helping_station = FALSE
var/give_objectives = TRUE
var/give_equipment = TRUE
/datum/antagonist/ninja/New()
if(helping_station)
can_elimination_hijack = ELIMINATION_PREVENT
. = ..()
/datum/antagonist/ninja/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(antag_hud_type, antag_hud_name, M)
/datum/antagonist/ninja/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(antag_hud_type, M)
/datum/antagonist/ninja/proc/equip_space_ninja(mob/living/carbon/human/H = owner.current)
return H.equipOutfit(/datum/outfit/ninja)
/datum/antagonist/ninja/proc/addMemories()
antag_memory += "I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!<br>"
antag_memory += "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by clicking the initialize UI button, to use abilities like stealth)!<br>"
antag_memory += "Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.<br>"
/datum/antagonist/ninja/proc/addObjectives(quantity = 6)
var/list/possible_targets = list()
for(var/datum/mind/M in SSticker.minds)
if(M.current && M.current.stat != DEAD)
if(ishuman(M.current))
if(M.special_role)
possible_targets[M] = FALSE //bad-guy
else if(M.assigned_role in GLOB.command_positions)
possible_targets[M] = TRUE //good-guy
var/list/possible_objectives = list(1,2,3,4)
while(objectives.len < quantity)
switch(pick_n_take(possible_objectives))
if(1) //research
var/datum/objective/download/O = new /datum/objective/download()
O.owner = owner
O.gen_amount_goal()
objectives += O
if(2) //steal
var/datum/objective/steal/special/O = new /datum/objective/steal/special()
O.owner = owner
objectives += O
if(3) //protect/kill
if(!possible_targets.len) continue
var/index = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[index]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(index,index+1)
if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = owner
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
objectives += O
else //protect
var/datum/objective/protect/O = new /datum/objective/protect()
O.owner = owner
O.target = M
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
objectives += O
if(4) //debrain/capture
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/debrain/O = new /datum/objective/debrain()
O.owner = owner
O.target = M
O.explanation_text = "Steal the brain of [M.current.real_name]."
objectives += O
else //capture
var/datum/objective/capture/O = new /datum/objective/capture()
O.owner = owner
O.gen_amount_goal()
objectives += O
else
break
var/datum/objective/O = new /datum/objective/survive()
O.owner = owner
objectives += O
/proc/remove_ninja(mob/living/L)
if(!L || !L.mind)
return FALSE
var/datum/antagonist/datum = L.mind.has_antag_datum(/datum/antagonist/ninja)
datum.on_removal()
return TRUE
/proc/is_ninja(mob/living/M)
return M && M.mind && M.mind.has_antag_datum(/datum/antagonist/ninja)
/datum/antagonist/ninja/greet()
SEND_SOUND(owner.current, sound('sound/effects/ninja_greeting.ogg'))
to_chat(owner.current, "I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
to_chat(owner.current, "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
to_chat(owner.current, "Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.")
owner.announce_objectives()
return
/datum/antagonist/ninja/on_gain()
if(give_objectives)
addObjectives()
addMemories()
if(give_equipment)
equip_space_ninja(owner.current)
. = ..()
/datum/antagonist/ninja/admin_add(datum/mind/new_owner,mob/admin)
var/adj
switch(input("What kind of ninja?", "Ninja") as null|anything in list("Random","Syndicate","Nanotrasen","No objectives"))
if("Random")
helping_station = pick(TRUE,FALSE)
adj = ""
if("Syndicate")
helping_station = FALSE
adj = "syndie"
if("Nanotrasen")
helping_station = TRUE
adj = "friendly"
if("No objectives")
give_objectives = FALSE
adj = "objectiveless"
else
return
if(helping_station)
can_elimination_hijack = ELIMINATION_PREVENT
new_owner.assigned_role = ROLE_NINJA
new_owner.special_role = ROLE_NINJA
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has [adj] ninja'ed [key_name_admin(new_owner)].")
log_admin("[key_name(admin)] has [adj] ninja'ed [key_name(new_owner)].")
@@ -0,0 +1,128 @@
/datum/antagonist/ninja
name = "Space Ninja"
antagpanel_category = "Space Ninja"
job_rank = ROLE_NINJA
antag_hud_type = ANTAG_HUD_NINJA
antag_hud_name = "space_ninja"
show_name_in_check_antagonists = TRUE
show_to_ghosts = TRUE
antag_moodlet = /datum/mood_event/focused
///Whether or not this ninja will obtain objectives
var/give_objectives = TRUE
///Whether or not this ninja receives the standard equipment
var/give_equipment = TRUE
/datum/antagonist/ninja/apply_innate_effects(mob/living/mob_override)
var/mob/living/ninja = mob_override || owner.current
add_antag_hud(antag_hud_type, antag_hud_name, ninja)
/datum/antagonist/ninja/remove_innate_effects(mob/living/mob_override)
var/mob/living/ninja = mob_override || owner.current
remove_antag_hud(antag_hud_type, ninja)
/**
* Proc that equips the space ninja outfit on a given individual. By default this is the owner of the antagonist datum.
*
* Proc that equips the space ninja outfit on a given individual. By default this is the owner of the antagonist datum.
* Arguments:
* * ninja - The human to receive the gear
* * Returns a proc call on the given human which will equip them with all the gear.
*/
/datum/antagonist/ninja/proc/equip_space_ninja(mob/living/carbon/human/ninja = owner.current)
return ninja.equipOutfit(/datum/outfit/ninja)
/**
* Proc that adds the proper memories to the antag datum
*
* Proc that adds the ninja starting memories to the owner of the antagonist datum.
*/
/datum/antagonist/ninja/proc/addMemories()
antag_memory += "I am an elite mercenary of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!<br>"
antag_memory += "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by clicking the initialize UI button, to use abilities like stealth)!<br>"
/datum/objective/cyborg_hijack
explanation_text = "Use your gloves to convert at least one cyborg to aide you in sabotaging the station."
/datum/objective/door_jack
///How many doors that need to be opened using the gloves to pass the objective
var/doors_required = 0
/datum/objective/plant_explosive
var/area/detonation_location
/datum/objective/security_scramble
explanation_text = "Use your gloves on a security console to set everyone to arrest at least once. Note that the AI will be alerted once you begin!"
/datum/objective/terror_message
explanation_text = "Use your gloves on a communication console in order to bring another threat to the station. Note that the AI will be alerted once you begin!"
/**
* Proc that adds all the ninja's objectives to the antag datum.
*
* Proc that adds all the ninja's objectives to the antag datum. Called when the datum is gained.
*/
/datum/antagonist/ninja/proc/addObjectives()
//Cyborg Hijack: Flag set to complete in the DrainAct in ninjaDrainAct.dm
var/datum/objective/hijack = new /datum/objective/cyborg_hijack()
objectives += hijack
//Research stealing
var/datum/objective/download/research = new /datum/objective/download()
research.owner = owner
research.gen_amount_goal()
objectives += research
//Door jacks, flag will be set to complete on when the last door is hijacked
var/datum/objective/door_jack/doorobjective = new /datum/objective/door_jack()
doorobjective.doors_required = rand(15,40)
doorobjective.explanation_text = "Use your gloves to doorjack [doorobjective.doors_required] airlocks on the station."
objectives += doorobjective
//Explosive plant, the bomb will register its completion on priming
var/datum/objective/plant_explosive/bombobjective = new /datum/objective/plant_explosive()
for(var/sanity in 1 to 100) // 100 checks at most.
var/area/selected_area = pick(GLOB.sortedAreas)
if(!is_station_level(selected_area.z) || !(selected_area.area_flags & VALID_TERRITORY))
continue
bombobjective.detonation_location = selected_area
break
if(bombobjective.detonation_location)
bombobjective.explanation_text = "Detonate your starter bomb in [bombobjective.detonation_location]. Note that the bomb will not work anywhere else!"
objectives += bombobjective
//Security Scramble, set to complete upon using your gloves on a security console
var/datum/objective/securityobjective = new /datum/objective/security_scramble()
objectives += securityobjective
//Message of Terror, set to complete upon using your gloves a communication console
var/datum/objective/communicationobjective = new /datum/objective/terror_message()
objectives += communicationobjective
//Survival until end
var/datum/objective/survival = new /datum/objective/survive()
survival.owner = owner
objectives += survival
/datum/antagonist/ninja/greet()
SEND_SOUND(owner.current, sound('sound/effects/ninja_greeting.ogg'))
to_chat(owner.current, "I am an elite mercenary of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
to_chat(owner.current, "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
owner.announce_objectives()
/datum/antagonist/ninja/on_gain()
if(give_objectives)
addObjectives()
addMemories()
if(give_equipment)
equip_space_ninja(owner.current)
owner.current.mind.assigned_role = ROLE_NINJA
owner.current.mind.special_role = ROLE_NINJA
return ..()
/datum/antagonist/ninja/admin_add(datum/mind/new_owner,mob/admin)
new_owner.assigned_role = ROLE_NINJA
new_owner.special_role = ROLE_NINJA
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has ninja'ed [key_name_admin(new_owner)].")
log_admin("[key_name(admin)] has ninja'ed [key_name(new_owner)].")
+51
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@@ -0,0 +1,51 @@
/datum/round_event_control/space_ninja
name = "Spawn Space Ninja"
typepath = /datum/round_event/ghost_role/space_ninja
max_occurrences = 1
weight = 10
earliest_start = 20 MINUTES
min_players = 20
/datum/round_event/ghost_role/space_ninja
minimum_required = 1
role_name = "Space Ninja"
/datum/round_event/ghost_role/space_ninja/spawn_role()
var/list/spawn_locs = list()
for(var/obj/effect/landmark/carpspawn/carp_spawn in GLOB.landmarks_list)
if(!isturf(carp_spawn.loc))
stack_trace("Carp spawn found not on a turf: [carp_spawn.type] on [isnull(carp_spawn.loc) ? "null" : carp_spawn.loc.type]")
continue
spawn_locs += carp_spawn.loc
if(!spawn_locs.len)
message_admins("No valid spawn locations found, aborting...")
return MAP_ERROR
//selecting a candidate player
var/list/candidates = get_candidates(ROLE_NINJA, null, ROLE_NINJA)
if(!candidates.len)
return NOT_ENOUGH_PLAYERS
var/mob/dead/selected_candidate = pick(candidates)
var/key = selected_candidate.key
//spawn the ninja and assign the candidate
var/mob/living/carbon/human/ninja = create_space_ninja(pick(spawn_locs))
ninja.key = key
ninja.mind.add_antag_datum(/datum/antagonist/ninja)
spawned_mobs += ninja
message_admins("[ADMIN_LOOKUPFLW(ninja)] has been made into a space ninja by an event.")
log_game("[key_name(ninja)] was spawned as a ninja by an event.")
return SUCCESSFUL_SPAWN
//=======//NINJA CREATION PROCS//=======//
/proc/create_space_ninja(spawn_loc)
var/mob/living/carbon/human/new_ninja = new(spawn_loc)
var/datum/preferences/random_human_options = new()//Randomize appearance for the ninja.
random_human_options.real_name = "[pick(GLOB.ninja_titles)] [pick(GLOB.ninja_names)]"
random_human_options.copy_to(new_ninja)
new_ninja.dna.update_dna_identity()
return new_ninja
@@ -81,34 +81,6 @@
. += ""
. += "Chemical Storage: [changeling.chem_charges]/[changeling.chem_storage]"
. += "Absorbed DNA: [changeling.absorbedcount]"
//NINJACODE
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)) //Only display if actually a ninja.
var/obj/item/clothing/suit/space/space_ninja/SN = wear_suit
. += "SpiderOS Status: [SN.s_initialized ? "Initialized" : "Disabled"]"
. += "Current Time: [station_time_timestamp()]"
if(SN.s_initialized)
//Suit gear
. += "Energy Charge: [round(SN.cell.charge/100)]%"
. += "Smoke Bombs: \Roman [SN.s_bombs]"
//Ninja status
. += "Fingerprints: [md5(dna.uni_identity)]"
. += "Unique Identity: [dna.unique_enzymes]"
. += "Overall Status: [stat > 1 ? "dead" : "[health]% healthy"]"
. += "Nutrition Status: [nutrition]"
. += "Oxygen Loss: [getOxyLoss()]"
. += "Toxin Levels: [getToxLoss()]"
. += "Burn Severity: [getFireLoss()]"
. += "Brute Trauma: [getBruteLoss()]"
. += "Radiation Levels: [radiation] rad"
. += "Body Temperature: [bodytemperature-T0C] degrees C ([bodytemperature*1.8-459.67] degrees F)"
//Diseases
if(length(diseases))
. += "Viruses:"
for(var/thing in diseases)
var/datum/disease/D = thing
. += "* [D.name], Type: [D.spread_text], Stage: [D.stage]/[D.max_stages], Possible Cure: [D.cure_text]"
/mob/living/carbon/human/show_inv(mob/user)
user.set_machine(src)
+14 -15
View File
@@ -1,23 +1,22 @@
/*
Contents:
- Definitions, because the original Ninja code has so much magic.
*/
//ninjacost() specificCheck defines
#define N_STEALTH_CANCEL 1
#define N_SMOKE_BOMB 2
#define N_ADRENALINE 3
#define N_ADRENALINE 2
//ninjaDrainAct() defines for non numerical returns
//While not strictly needed, it's nicer than them just returning "twat"
//Which was my original intention.
#define INVALID_DRAIN "INVALID" //This one is if the drain proc needs to cancel, eg missing variables, etc, it's important.
#define DRAIN_RD_HACK_FAILED "RDHACKFAIL"
#define DRAIN_MOB_SHOCK "MOBSHOCK"
#define DRAIN_MOB_SHOCK_FAILED "MOBSHOCKFAIL"
//Tells whether or not someone is a space ninja
#define IS_SPACE_NINJA(ninja) (ninja.mind && ninja.mind.has_antag_datum(/datum/antagonist/ninja))
//Defines for the suit's unique abilities
#define IS_NINJA_SUIT_INITIALIZATION(action) (istype(action, /datum/action/item_action/initialize_ninja_suit))
#define IS_NINJA_SUIT_STATUS(action) (istype(action, /datum/action/item_action/ninjastatus))
#define IS_NINJA_SUIT_BOOST(action) (istype(action, /datum/action/item_action/ninjaboost))
#define IS_NINJA_SUIT_EMP(action) (istype(action, /datum/action/item_action/ninjapulse))
#define IS_NINJA_SUIT_STAR_CREATION(action) (istype(action, /datum/action/item_action/ninjastar))
#define IS_NINJA_SUIT_NET_CREATION(action) (istype(action, /datum/action/item_action/ninjanet))
#define IS_NINJA_SUIT_SWORD_RECALL(action) (istype(action, /datum/action/item_action/ninja_sword_recall))
#define IS_NINJA_SUIT_STEALTH(action) (istype(action, /datum/action/item_action/ninja_stealth))
+37 -22
View File
@@ -1,3 +1,14 @@
/**
* # Energy Katana
*
* The space ninja's katana.
*
* The katana that only space ninja spawns with. Comes with 30 force and throwforce, along with a signature special jaunting system.
* Upon clicking on a tile with the dash on, the user will teleport to that tile, assuming their target was not dense.
* The katana has 3 dashes stored at maximum, and upon using the dash, it will return 20 seconds after it was used.
* It also has a special feature where if it is tossed at a space ninja who owns it (determined by the ninja suit), the ninja will catch the katana instead of being hit by it.
*
*/
/obj/item/energy_katana
name = "energy katana"
desc = "A katana infused with strong energy."
@@ -6,8 +17,8 @@
worn_icon_state = "energy_katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 40
throwforce = 20
force = 30
throwforce = 30
block_chance = 50
armour_penetration = 50
w_class = WEIGHT_CLASS_NORMAL
@@ -32,22 +43,17 @@
/obj/item/energy_katana/attack_self(mob/user)
dash_toggled = !dash_toggled
to_chat(user, "<span class='notice'>You [dash_toggled ? "enable" : "disable"] the dash function on [src].</span>")
/obj/item/energy_katana/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(dash_toggled)
if(dash_toggled && !Adjacent(target) && !target.density)
jaunt.Teleport(user, target)
if(proximity_flag && (isobj(target) || issilicon(target)))
spark_system.start()
playsound(user, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(user, 'sound/weapons/blade1.ogg', 50, TRUE)
target.emag_act(user)
/obj/item/energy_katana/pickup(mob/living/user)
. = ..()
jaunt.Grant(user, src)
user.update_icons()
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
/obj/item/energy_katana/dropped(mob/user)
. = ..()
@@ -59,16 +65,30 @@
//To throw it at the ninja
/obj/item/energy_katana/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(ishuman(hit_atom))
var/mob/living/carbon/human/H = hit_atom
if(istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/SN = H.wear_suit
if(SN.energyKatana == src)
returnToOwner(H, 0, 1)
var/mob/living/carbon/human/hit_human = hit_atom
if(istype(hit_human.wear_suit, /obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/ninja_suit = hit_human.wear_suit
if(ninja_suit.energyKatana == src)
returnToOwner(hit_human, 0, 1)
return
..()
/obj/item/energy_katana/proc/returnToOwner(mob/living/carbon/human/user, doSpark = 1, caught = 0)
/obj/item/energy_katana/Destroy()
QDEL_NULL(spark_system)
QDEL_NULL(jaunt)
return ..()
/**
* Proc called when the katana is recalled to its space ninja.
*
* Proc called when space ninja is hit with its suit's katana or the recall ability is used.
* Arguments:
* * user - To whom the katana is returning to.
* * doSpark - whether or not the katana will spark when it returns.
* * caught - boolean for whether or not the katana was caught or was teleported back.
*/
/obj/item/energy_katana/proc/returnToOwner(mob/living/carbon/human/user, doSpark = TRUE, caught = FALSE)
if(!istype(user))
return
forceMove(get_turf(user))
@@ -95,13 +115,8 @@
if(msg)
to_chat(user, "<span class='notice'>[msg]</span>")
/obj/item/energy_katana/Destroy()
QDEL_NULL(spark_system)
return ..()
/datum/action/innate/dash/ninja
current_charges = 3
max_charges = 3
charge_rate = 150
charge_rate = 200
recharge_sound = null
-89
View File
@@ -1,89 +0,0 @@
//Note to future generations: I didn't write this god-awful code I just ported it to the event system and tried to make it less moon-speaky.
//Don't judge me D; ~Carn //Maximum judging occuring - Remie.
// Tut tut Remie, let's keep our comments constructive. - coiax
/*
Contents:
- The Ninja "Random" Event
- Ninja creation code
*/
/datum/round_event_control/ninja
name = "Space Ninja"
typepath = /datum/round_event/ghost_role/ninja
max_occurrences = 1
earliest_start = 40 MINUTES
min_players = 15
/datum/round_event/ghost_role/ninja
var/success_spawn = 0
role_name = "space ninja"
minimum_required = 1
var/helping_station
var/spawn_loc
var/give_objectives = TRUE
/datum/round_event/ghost_role/ninja/setup()
helping_station = rand(0,1)
/datum/round_event/ghost_role/ninja/kill()
if(!success_spawn && control)
control.occurrences--
return ..()
/datum/round_event/ghost_role/ninja/spawn_role()
//selecting a spawn_loc
if(!spawn_loc)
var/list/spawn_locs = list()
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len)
return kill()
spawn_loc = pick(spawn_locs)
if(!spawn_loc)
return MAP_ERROR
//selecting a candidate player
var/list/candidates = get_candidates(ROLE_NINJA, null, ROLE_NINJA)
if(!candidates.len)
return NOT_ENOUGH_PLAYERS
var/mob/dead/selected_candidate = pick_n_take(candidates)
var/key = selected_candidate.key
//Prepare ninja player mind
var/datum/mind/Mind = new /datum/mind(key)
Mind.assigned_role = ROLE_NINJA
Mind.special_role = ROLE_NINJA
Mind.active = TRUE
//spawn the ninja and assign the candidate
var/mob/living/carbon/human/Ninja = create_space_ninja(spawn_loc)
Mind.transfer_to(Ninja)
var/datum/antagonist/ninja/ninjadatum = new
ninjadatum.helping_station = pick(TRUE,FALSE)
Mind.add_antag_datum(ninjadatum)
if(Ninja.mind != Mind) //something has gone wrong!
CRASH("Ninja created with incorrect mind")
spawned_mobs += Ninja
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by an event.")
log_game("[key_name(Ninja)] was spawned as a ninja by an event.")
return SUCCESSFUL_SPAWN
//=======//NINJA CREATION PROCS//=======//
/proc/create_space_ninja(spawn_loc)
var/mob/living/carbon/human/new_ninja = new(spawn_loc)
var/datum/preferences/A = new()//Randomize appearance for the ninja.
A.real_name = "[pick(GLOB.ninja_titles)] [pick(GLOB.ninja_names)]"
A.copy_to(new_ninja)
new_ninja.dna.update_dna_identity()
return new_ninja
+37
View File
@@ -0,0 +1,37 @@
/**
* # Spider Charge
*
* A unique version of c4 possessed only by the space ninja. Has a stronger blast radius.
* Can only be detonated by space ninjas with the bombing objective. Can only be set up where the objective says it can.
* When it primes, the space ninja responsible will have their objective set to complete.
*
*/
/obj/item/grenade/c4/ninja
name = "spider charge"
desc = "A modified C-4 charge supplied to you by the Spider Clan. Its explosive power has been juiced up, but only works in one specific area."
boom_sizes = list(4, 8, 12)
var/mob/detonator = null
/obj/item/grenade/c4/ninja/afterattack(atom/movable/AM, mob/user, flag)
var/datum/antagonist/ninja/ninja_antag = user.mind.has_antag_datum(/datum/antagonist/ninja)
if(!ninja_antag)
to_chat(user, "<span class='notice'>While it appears normal, you can't seem to detonate the charge.</span>")
return
var/datum/objective/plant_explosive/objective = locate() in ninja_antag.objectives
if(!objective)
to_chat(user, "<span class='notice'>You can't seem to activate the charge. It's location-locked, but you don't know where to detonate it.</span>")
return
if(objective.detonation_location != get_area(user))
to_chat(user, "<span class='notice'>This isn't the location you're supposed to use this!</span>")
return
detonator = user
return ..()
/obj/item/grenade/c4/ninja/prime(mob/living/lanced_by)
. = ..()
//Since we already did the checks in afterattack, the denonator must be a ninja with the bomb objective.
if(!detonator)
return
var/datum/antagonist/ninja/ninja_antag = detonator.mind.has_antag_datum(/datum/antagonist/ninja)
var/datum/objective/plant_explosive/objective = locate() in ninja_antag.objectives
objective.completed = TRUE
+1 -4
View File
@@ -8,8 +8,7 @@
ears = /obj/item/radio/headset
shoes = /obj/item/clothing/shoes/space_ninja
gloves = /obj/item/clothing/gloves/space_ninja
back = /obj/item/tank/jetpack/carbondioxide
l_pocket = /obj/item/grenade/c4/x4
l_pocket = /obj/item/grenade/c4/ninja
r_pocket = /obj/item/tank/internals/emergency_oxygen
internals_slot = ITEM_SLOT_RPOCKET
belt = /obj/item/energy_katana
@@ -21,5 +20,3 @@
var/obj/item/clothing/suit/space/space_ninja/S = H.wear_suit
if(istype(H.belt, belt))
S.energyKatana = H.belt
S.randomize_param()
+33 -36
View File
@@ -1,30 +1,18 @@
/*
Dear ninja gloves
This isn't because I like you
this is because your father is a bastard
...
I guess you're a little cool.
-Sayu
see ninjaDrainAct.dm for ninjadrain_act()
Touch() simply calls this on it's target now
Ninja's electricuting people when?
-Remie
*/
/**
* # Ninja Gloves
*
* Space ninja's gloves. Gives access to a number of special interactions.
*
* Gloves only found from space ninjas. Allows the wearer to access special interactions with various objects.
* These interactions are detailed in ninjaDrainAct.dm in the suit file.
* These interactions are toggled by an action tied to the gloves. The interactions will not activate if the user is also not wearing a ninja suit.
*
*/
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
inhand_icon_state = "s-ninja"
icon_state = "black"
inhand_icon_state = "s-ninjan"
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
@@ -32,10 +20,19 @@
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 120
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
actions_types = list(/datum/action/item_action/toggle_glove)
///Whether or not we're currently draining something
var/draining = FALSE
///Whether or not we can currently drain something
var/candrain = FALSE
///Minimum amount of power we can drain in a single drain action
var/mindrain = 200
///Maximum amount of power we can drain in a single drain action
var/maxdrain = 400
///Whether or not the communication console hack was used to summon another antagonist
var/communication_console_hack_success = FALSE
///How many times the gloves have been used to force open doors.
var/door_hack_counter = 0
/obj/item/clothing/gloves/space_ninja/Touch(atom/A,proximity)
@@ -44,9 +41,9 @@
if(!ishuman(loc))
return FALSE //Only works while worn
var/mob/living/carbon/human/H = loc
var/mob/living/carbon/human/wearer = loc
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
var/obj/item/clothing/suit/space/space_ninja/suit = wearer.wear_suit
if(!istype(suit))
return FALSE
if(isturf(A))
@@ -55,27 +52,27 @@
if(!proximity)
return FALSE
A.add_fingerprint(H)
A.add_fingerprint(wearer)
draining = TRUE
. = A.ninjadrain_act(suit,H,src)
. = A.ninjadrain_act(suit,wearer,src)
draining = FALSE
if(isnum(.)) //Numerical values of drained handle their feedback here, Alpha values handle it themselves (Research hacking)
if(.)
to_chat(H, "<span class='notice'>Gained <B>[DisplayEnergy(.)]</B> of energy from [A].</span>")
to_chat(wearer, "<span class='notice'>Gained <B>[DisplayEnergy(.)]</B> of energy from [A].</span>")
else
to_chat(H, "<span class='danger'>\The [A] has run dry of energy, you must find another source!</span>")
to_chat(wearer, "<span class='danger'>\The [A] has run dry of energy, you must find another source!</span>")
else
. = FALSE //as to not cancel attack_hand()
/obj/item/clothing/gloves/space_ninja/proc/toggledrain()
var/mob/living/carbon/human/U = loc
to_chat(U, "<span class='notice'>You [candrain?"disable":"enable"] special interaction.</span>")
candrain=!candrain
/obj/item/clothing/gloves/space_ninja/examine(mob/user)
. = ..()
if(HAS_TRAIT_FROM(src, TRAIT_NODROP, NINJA_SUIT_TRAIT))
. += "[p_their(TRUE)] energy drain mechanism is <B>[candrain?"active":"inactive"]</B>."
/obj/item/clothing/gloves/space_ninja/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/toggle_glove))
toggledrain()
return TRUE
return FALSE
+10 -4
View File
@@ -1,12 +1,18 @@
/**
* # Ninja Hood
*
* Space ninja's hood. Provides armor and blocks AI tracking.
*
* A hood that only exists as a part of space ninja's starting kit. Provides armor equal of space ninja's suit and disallows an AI to track the wearer.
*
*/
/obj/item/clothing/head/helmet/space/space_ninja
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
name = "ninja hood"
icon_state = "s-ninja"
inhand_icon_state = "s-ninja_mask"
armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 25, FIRE = 100, ACID = 100)
armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 25, FIRE = 100, ACID = 100)
strip_delay = 12
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
blockTracking = 1//Roughly the only unique thing about this helmet.
blockTracking = TRUE//Roughly the only unique thing about this helmet.
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
+8 -12
View File
@@ -1,15 +1,11 @@
/*
Contents:
- The Ninja Space Mask
- Ninja Space Mask speech modification
*/
/**
* # Ninja Mask
*
* Space ninja's mask. Other than looking cool, doesn't do anything.
*
* A mask which only spawns as a part of space ninja's starting kit. Functions as a gas mask.
*
*/
/obj/item/clothing/mask/gas/space_ninja
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
@@ -1,86 +0,0 @@
/*
It will teleport people to a holding facility after 30 seconds. (Check the process() proc to change where teleport goes)
It is possible to destroy the net by the occupant or someone else.
*/
/obj/structure/energy_net
name = "energy net"
desc = "It's a net made of green energy."
icon = 'icons/effects/effects.dmi'
icon_state = "energynet"
density = TRUE//Can't pass through.
opacity = FALSE //Can see through.
mouse_opacity = MOUSE_OPACITY_ICON//So you can hit it with stuff.
anchored = TRUE//Can't drag/grab the net.
layer = ABOVE_ALL_MOB_LAYER
max_integrity = 25 //How much health it has.
can_buckle = 1
buckle_lying = 0
buckle_prevents_pull = TRUE
var/mob/living/carbon/affecting //Who it is currently affecting, if anyone.
var/mob/living/carbon/master //Who shot web. Will let this person know if the net was successful or failed.
var/check = 30 // seconds before teleportation. Could be extended I guess.
var/success = FALSE
/obj/structure/energy_net/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src, 'sound/weapons/slash.ogg', 80, TRUE)
if(BURN)
playsound(src, 'sound/weapons/slash.ogg', 80, TRUE)
/obj/structure/energy_net/Destroy()
if(!success)
if(!QDELETED(affecting))
affecting.visible_message("<span class='notice'>[affecting.name] is recovered from the energy net!</span>", "<span class='notice'>You are recovered from the energy net!</span>", "<span class='hear'>You hear a grunt.</span>")
if(!QDELETED(master))//As long as they still exist.
to_chat(master, "<span class='userdanger'>ERROR</span>: unable to initiate transport protocol. Procedure terminated.")
return ..()
/obj/structure/energy_net/process(delta_time)
if(QDELETED(affecting)||affecting.loc!=loc)
qdel(src)//Get rid of the net.
return
if(check > 0)
check -= delta_time
return
success = TRUE
qdel(src)
if(ishuman(affecting))
var/mob/living/carbon/human/H = affecting
for(var/obj/item/W in H)
if(W == H.w_uniform)
continue//So all they're left with are shoes and uniform.
if(W == H.shoes)
continue
H.dropItemToGround(W)
// After we remove items, at least give them what they need to live.
H.dna.species.give_important_for_life(H)
playsound(affecting, 'sound/effects/sparks4.ogg', 50, TRUE)
new /obj/effect/temp_visual/dir_setting/ninja/phase/out(affecting.drop_location(), affecting.dir)
visible_message("<span class='notice'>[affecting] suddenly vanishes!</span>")
affecting.forceMove(pick(GLOB.holdingfacility)) //Throw mob in to the holding facility.
to_chat(affecting, "<span class='danger'>You appear in a strange place!</span>")
if(!QDELETED(master))//As long as they still exist.
to_chat(master, "<span class='notice'><b>SUCCESS</b>: transport procedure of [affecting] complete.</span>")
do_sparks(5, FALSE, affecting)
playsound(affecting, 'sound/effects/phasein.ogg', 25, TRUE)
playsound(affecting, 'sound/effects/sparks2.ogg', 50, TRUE)
new /obj/effect/temp_visual/dir_setting/ninja/phase(affecting.drop_location(), affecting.dir)
/obj/structure/energy_net/attack_paw(mob/user)
return attack_hand()
/obj/structure/energy_net/user_buckle_mob(mob/living/M, mob/living/user)
return//We only want our target to be buckled
/obj/structure/energy_net/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
return//The net must be destroyed to free the target
@@ -1,24 +0,0 @@
//Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
//Movement impairing would indicate drugs and the like.
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
if(!ninjacost(0,N_ADRENALINE))
var/mob/living/carbon/human/H = affecting
H.SetUnconscious(0)
H.SetStun(0)
H.SetKnockdown(0)
H.SetImmobilized(0)
H.SetParalyzed(0)
H.adjustStaminaLoss(-75)
H.stuttering = 0
H.reagents.add_reagent(/datum/reagent/medicine/stimulants, 5)
H.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"), forced = "ninjaboost")
a_boost--
to_chat(H, "<span class='notice'>There are <B>[a_boost]</B> adrenaline boosts remaining.</span>")
s_coold = 6
addtimer(CALLBACK(src, .proc/ninjaboost_after), 70)
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost_after()
var/mob/living/carbon/human/H = affecting
H.reagents.add_reagent(/datum/reagent/uranium/radium, a_transfer)
to_chat(H, "<span class='danger'>You are beginning to feel the after-effect of the injection.</span>")
@@ -1,25 +0,0 @@
//Cost function for suit Procs/Verbs/Abilities
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(cost = 0, specificCheck = 0)
var/mob/living/carbon/human/H = affecting
var/actualCost = cost*10
if(cost && cell.charge < actualCost)
to_chat(H, "<span class='warning'>Not enough energy!</span>")
return 1
else
//This shit used to be handled individually on every proc.. why even bother with a universal check proc then?
cell.charge-=(actualCost)
switch(specificCheck)
if(N_STEALTH_CANCEL)
cancel_stealth()//Get rid of it.
if(N_SMOKE_BOMB)
if(!s_bombs)
to_chat(H, "<span class='warning'>There are no more smoke bombs remaining!</span>")
return 1
if(N_ADRENALINE)
if(!a_boost)
to_chat(H, "<span class='warning'>You do not have any more adrenaline boosters!</span>")
return 1
return (s_coold)//Returns the value of the variable which counts down to zero.
@@ -1,10 +0,0 @@
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
if(!ninjacost(250,N_STEALTH_CANCEL))
var/mob/living/carbon/human/H = affecting
playsound(H.loc, 'sound/effects/empulse.ogg', 60, 2)
empulse(H, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 4
@@ -1,33 +0,0 @@
//Allows the ninja to kidnap people
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet()
var/mob/living/carbon/human/H = affecting
var/mob/living/carbon/C = input("Select who to capture:","Capture who?",null) as null|mob in sortNames(oview(H))
if(QDELETED(C)||!(C in oview(H)))
return
if(!C.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
to_chat(H, "<span class='warning'>[C.p_they(TRUE)] will bring no honor to your Clan!</span>")
return
if(locate(/obj/structure/energy_net) in get_turf(C))//Check if they are already being affected by an energy net.
to_chat(H, "<span class='warning'>[C.p_they(TRUE)] are already trapped inside an energy net!</span>")
return
for(var/turf/T in getline(get_turf(H), get_turf(C)))
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
to_chat(H, "<span class='warning'>You may not use an energy net through solid obstacles!</span>")
return
if(!ninjacost(200,N_STEALTH_CANCEL))
H.Beam(C,"n_beam",time=15)
H.say("Get over here!", forced = "ninja net")
var/obj/structure/energy_net/E = new /obj/structure/energy_net(C.drop_location())
E.affecting = C
E.master = H
H.visible_message("<span class='danger'>[H] caught [C] with an energy net!</span>","<span class='notice'>You caught [C] with an energy net!</span>")
if(C.buckled)
C.buckled.unbuckle_mob(affecting,TRUE)
E.buckle_mob(C, TRUE) //No moving for you!
//The person can still try and attack the net when inside.
START_PROCESSING(SSobj, E)
@@ -1,14 +0,0 @@
//Smoke bomb
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
if(!ninjacost(0,N_SMOKE_BOMB))
var/mob/living/carbon/human/H = affecting
var/datum/effect_system/smoke_spread/bad/smoke = new
smoke.set_up(4, H.loc)
smoke.start()
playsound(H.loc, 'sound/effects/bamf.ogg', 50, 2)
s_bombs--
to_chat(H, "<span class='notice'>There are <B>[s_bombs]</B> smoke bombs remaining.</span>")
s_coold = 2
@@ -1,18 +0,0 @@
//Creates a throwing star
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
if(!ninjacost(10))
var/mob/living/carbon/human/H = affecting
var/obj/item/throwing_star/ninja/N = new(H)
if(H.put_in_hands(N))
to_chat(H, "<span class='notice'>A throwing star has been created in your hand!</span>")
else
qdel(N)
H.throw_mode_on() //So they can quickly throw it.
/obj/item/throwing_star/ninja
name = "ninja throwing star"
throwforce = 20
embedding = list("pain_mult" = 6, "embed_chance" = 100, "fall_chance" = 0)
@@ -1,43 +0,0 @@
/*
Contents:
- Stealth Verbs
*/
/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
var/mob/living/carbon/human/U = affecting
if(!U)
return
if(stealth)
cancel_stealth()
else
if(cell.charge <= 0)
to_chat(U, "<span class='warning'>You don't have enough power to enable Stealth!</span>")
return
stealth = !stealth
animate(U, alpha = 50,time = 15)
U.visible_message("<span class='warning'>[U.name] vanishes into thin air!</span>", \
"<span class='notice'>You are now mostly invisible to normal detection.</span>")
/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
var/mob/living/carbon/human/U = affecting
if(!U)
return FALSE
if(stealth)
stealth = !stealth
animate(U, alpha = 255, time = 15)
U.visible_message("<span class='warning'>[U.name] appears from thin air!</span>", \
"<span class='notice'>You are now visible.</span>")
return TRUE
return FALSE
/obj/item/clothing/suit/space/space_ninja/proc/stealth()
if(!s_busy)
toggle_stealth()
else
to_chat(affecting, "<span class='danger'>Stealth does not appear to work!</span>")
@@ -1,36 +0,0 @@
/obj/item/clothing/suit/space/space_ninja/proc/ninja_sword_recall()
var/mob/living/carbon/human/H = affecting
var/cost = 0
var/inview = 1
if(!energyKatana)
to_chat(H, "<span class='warning'>Could not locate Energy Katana!</span>")
return
if(energyKatana in H)
return
var/distance = get_dist(H,energyKatana)
if(!(energyKatana in view(H)))
cost = distance //Actual cost is cost x 10, so 5 turfs is 50 cost.
inview = 0
if(!ninjacost(cost))
if(iscarbon(energyKatana.loc))
var/mob/living/carbon/C = energyKatana.loc
C.transferItemToLoc(energyKatana, get_turf(energyKatana), TRUE)
else
energyKatana.forceMove(get_turf(energyKatana))
if(inview) //If we can see the katana, throw it towards ourselves, damaging people as we go.
energyKatana.spark_system.start()
playsound(H, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
H.visible_message("<span class='danger'>\the [energyKatana] flies towards [H]!</span>","<span class='warning'>You hold out your hand and \the [energyKatana] flies towards you!</span>")
energyKatana.throw_at(H, distance+1, energyKatana.throw_speed,H)
else //Else just TP it to us.
energyKatana.returnToOwner(H,1)
+179 -136
View File
@@ -1,263 +1,306 @@
/*
Contents:
- Assorted ninjadrain_act() procs
- What is Object Oriented Programming
They *could* go in their appropriate files, but this is supposed to be modular
*/
//Needs to return the amount drained from the atom, if no drain on a power object, return FALSE, otherwise, return a define.
/atom/proc/ninjadrain_act()
/**
* Atom level proc for space ninja's glove interactions.
*
* Proc which only occurs when space ninja uses his gloves on an atom.
* Does nothing by default, but effects will vary.
* Arguments:
* * ninja_suit - The offending space ninja's suit.
* * ninja - The human mob wearing the suit.
* * ninja_gloves - The offending space ninja's gloves.
*/
/atom/proc/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
return INVALID_DRAIN
//APC//
/obj/machinery/power/apc/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/obj/machinery/power/apc/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
var/maxcapacity = 0 //Safety check for batteries
var/maxcapacity = FALSE //Safety check for batteries
var/drain = 0 //Drain amount from batteries
. = 0
var/drain_total = 0
if(cell?.charge)
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, loc)
while(G.candrain && cell.charge> 0 && !maxcapacity)
drain = rand(G.mindrain, G.maxdrain)
while(ninja_gloves.candrain && cell.charge> 0 && !maxcapacity)
drain = rand(ninja_gloves.mindrain, ninja_gloves.maxdrain)
if(cell.charge < drain)
drain = cell.charge
if(S.cell.charge + drain > S.cell.maxcharge)
drain = S.cell.maxcharge - S.cell.charge
maxcapacity = 1//Reached maximum battery capacity.
if(ninja_suit.cell.charge + drain > ninja_suit.cell.maxcharge)
drain = ninja_suit.cell.maxcharge - ninja_suit.cell.charge
maxcapacity = TRUE//Reached maximum battery capacity.
if (do_after(H,10, target = src))
if (do_after(ninja ,10, target = src))
spark_system.start()
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
cell.use(drain)
S.cell.give(drain)
. += drain
ninja_suit.cell.give(drain)
drain_total += drain
else
break
if(!(obj_flags & EMAGGED))
flick("apc-spark", G)
flick("apc-spark", ninja_gloves)
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
obj_flags |= EMAGGED
locked = FALSE
update_icon()
return drain_total
//SMES//
/obj/machinery/power/smes/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/obj/machinery/power/smes/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
var/maxcapacity = 0 //Safety check for batteries
var/maxcapacity = FALSE //Safety check for batteries
var/drain = 0 //Drain amount from batteries
. = 0
var/drain_total = 0
if(charge)
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, loc)
while(G.candrain && charge > 0 && !maxcapacity)
drain = rand(G.mindrain, G.maxdrain)
while(ninja_gloves.candrain && charge > 0 && !maxcapacity)
drain = rand(ninja_gloves.mindrain, ninja_gloves.maxdrain)
if(charge < drain)
drain = charge
if(S.cell.charge + drain > S.cell.maxcharge)
drain = S.cell.maxcharge - S.cell.charge
maxcapacity = 1
if(ninja_suit.cell.charge + drain > ninja_suit.cell.maxcharge)
drain = ninja_suit.cell.maxcharge - ninja_suit.cell.charge
maxcapacity = TRUE
if (do_after(H,10, target = src))
if (do_after(ninja,10, target = src))
spark_system.start()
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
charge -= drain
S.cell.give(drain)
. += drain
ninja_suit.cell.give(drain)
drain_total += drain
else
break
return drain_total
//CELL//
/obj/item/stock_parts/cell/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/obj/item/stock_parts/cell/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
. = 0
var/drain_total = 0
if(charge)
if(G.candrain && do_after(H,30, target = src))
. = charge
if(S.cell.charge + charge > S.cell.maxcharge)
S.cell.charge = S.cell.maxcharge
if(ninja_gloves.candrain && do_after(ninja, 30, target = src))
drain_total = charge
if(ninja_suit.cell.charge + charge > ninja_suit.cell.maxcharge)
ninja_suit.cell.charge = ninja_suit.cell.maxcharge
else
S.cell.give(charge)
ninja_suit.cell.give(charge)
charge = 0
corrupt()
update_icon()
/obj/machinery/proc/AI_notify_hack()
var/alertstr = "<span class='userdanger'>Network Alert: Hacking attempt detected[get_area(src)?" in [get_area_name(src, TRUE)]":". Unable to pinpoint location"].</span>"
for(var/mob/living/silicon/ai/AI in GLOB.player_list)
to_chat(AI, alertstr)
return drain_total
//RDCONSOLE//
/obj/machinery/computer/rdconsole/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/obj/machinery/computer/rdconsole/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
. = DRAIN_RD_HACK_FAILED
to_chat(H, "<span class='notice'>Hacking \the [src]...</span>")
to_chat(ninja, "<span class='notice'>Hacking \the [src]...</span>")
AI_notify_hack()
if(stored_research)
to_chat(H, "<span class='notice'>Copying files...</span>")
if(do_after(H, S.s_delay, target = src) && G.candrain && src)
stored_research.copy_research_to(S.stored_research)
to_chat(H, "<span class='notice'>Data analyzed. Process finished.</span>")
to_chat(ninja, "<span class='notice'>Copying files...</span>")
if(do_after(ninja, ninja_suit.s_delay, target = src) && ninja_gloves.candrain && src)
stored_research.copy_research_to(ninja_suit.stored_research)
to_chat(ninja, "<span class='notice'>Data analyzed. Process finished.</span>")
//RD SERVER//
//Shamelessly copypasted from above, since these two used to be the same proc, but with MANY colon operators
/obj/machinery/rnd/server/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/obj/machinery/rnd/server/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
. = DRAIN_RD_HACK_FAILED
to_chat(H, "<span class='notice'>Hacking \the [src]...</span>")
to_chat(ninja, "<span class='notice'>Hacking \the [src]...</span>")
AI_notify_hack()
if(stored_research)
to_chat(H, "<span class='notice'>Copying files...</span>")
if(do_after(H, S.s_delay, target = src) && G.candrain && src)
stored_research.copy_research_to(S.stored_research)
to_chat(H, "<span class='notice'>Data analyzed. Process finished.</span>")
to_chat(ninja, "<span class='notice'>Copying files...</span>")
if(do_after(ninja, ninja_suit.s_delay, target = src) && ninja_gloves.candrain && src)
stored_research.copy_research_to(ninja_suit.stored_research)
to_chat(ninja, "<span class='notice'>Data analyzed. Process finished.</span>")
//SECURITY CONSOLE//
/obj/machinery/computer/secure_data/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
AI_notify_hack()
if(do_after(ninja, 200))
for(var/datum/data/record/rec in sortRecord(GLOB.data_core.general, sortBy, order))
for(var/datum/data/record/security_record in GLOB.data_core.security)
security_record.fields["criminal"] = "*Arrest*"
var/datum/antagonist/ninja/ninja_antag = ninja.mind.has_antag_datum(/datum/antagonist/ninja)
if(!ninja_antag)
return
var/datum/objective/security_scramble/objective = locate() in ninja_antag.objectives
if(objective)
objective.completed = TRUE
//WIRE//
/obj/structure/cable/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
//COMMUNICATIONS CONSOLE//
/obj/machinery/computer/communications/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
if(ninja_gloves.communication_console_hack_success)
return
AI_notify_hack()
if(do_after(ninja, 300))
var/announcement_pick = rand(0, 2)
switch(announcement_pick)
if(0)
priority_announce("Attention crew, it appears that someone on your station has made unexpected communication with an alien device in nearby space.", "[command_name()] High-Priority Update")
var/datum/round_event_control/spawn_swarmer/swarmer_event = new/datum/round_event_control/spawn_swarmer
swarmer_event.runEvent()
if(1)
priority_announce("Attention crew, it appears that someone on your station has made unexpected communication with a syndicate ship in nearby space.", "[command_name()] High-Priority Update")
var/datum/round_event_control/pirates/pirate_event = new/datum/round_event_control/pirates
pirate_event.runEvent()
ninja_gloves.communication_console_hack_success = TRUE
var/datum/antagonist/ninja/ninja_antag = ninja.mind.has_antag_datum(/datum/antagonist/ninja)
if(!ninja_antag)
return
var/datum/objective/terror_message/objective = locate() in ninja_antag.objectives
if(objective)
objective.completed = TRUE
//AIRLOCK//
/obj/machinery/door/airlock/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
var/maxcapacity = 0 //Safety check
if(!operating && density && hasPower() && !(obj_flags & EMAGGED))
emag_act()
ninja_gloves.door_hack_counter++
var/datum/antagonist/ninja/ninja_antag = ninja.mind.has_antag_datum(/datum/antagonist/ninja)
if(!ninja_antag)
return
var/datum/objective/door_jack/objective = locate() in ninja_antag.objectives
if(objective && objective.doors_required <= ninja_gloves.door_hack_counter)
objective.completed = TRUE
//WIRE//
/obj/structure/cable/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
var/maxcapacity = FALSE //Safety check
var/drain = 0 //Drain amount
. = 0
var/drain_total = 0
var/datum/powernet/PN = powernet
while(G.candrain && !maxcapacity && src)
drain = (round((rand(G.mindrain, G.maxdrain))/2))
var/datum/powernet/wire_powernet = powernet
while(ninja_gloves.candrain && !maxcapacity && src)
drain = (round((rand(ninja_gloves.mindrain, ninja_gloves.maxdrain))/2))
var/drained = 0
if(PN && do_after(H,10, target = src))
if(wire_powernet && do_after(ninja ,10, target = src))
drained = min(drain, delayed_surplus())
add_delayedload(drained)
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/AP = T.master
for(var/obj/machinery/power/terminal/affected_terminal in wire_powernet.nodes)
if(istype(affected_terminal.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/AP = affected_terminal.master
if(AP.operating && AP.cell && AP.cell.charge > 0)
AP.cell.charge = max(0, AP.cell.charge - 5)
drained += 5
else
break
S.cell.give(drain)
if(S.cell.charge > S.cell.maxcharge)
. += (drained-(S.cell.charge - S.cell.maxcharge))
S.cell.charge = S.cell.maxcharge
maxcapacity = 1
ninja_suit.cell.give(drain)
if(ninja_suit.cell.charge > ninja_suit.cell.maxcharge)
drain_total += (drained-(ninja_suit.cell.charge - ninja_suit.cell.maxcharge))
ninja_suit.cell.charge = ninja_suit.cell.maxcharge
maxcapacity = TRUE
else
. += drained
S.spark_system.start()
drain_total += drained
ninja_suit.spark_system.start()
return drain_total
//MECH//
/obj/vehicle/sealed/mecha/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/obj/vehicle/sealed/mecha/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
var/maxcapacity = 0 //Safety check
var/maxcapacity = FALSE //Safety check
var/drain = 0 //Drain amount
. = 0
var/drain_total = 0
to_chat(occupants, "[icon2html(src, occupants)]<span class='danger'>Warning: Unauthorized access through sub-route 4, block H, detected.</span>")
if(get_charge())
while(G.candrain && cell.charge > 0 && !maxcapacity)
drain = rand(G.mindrain,G.maxdrain)
while(ninja_gloves.candrain && cell.charge > 0 && !maxcapacity)
drain = rand(ninja_gloves.mindrain, ninja_gloves.maxdrain)
if(cell.charge < drain)
drain = cell.charge
if(S.cell.charge + drain > S.cell.maxcharge)
drain = S.cell.maxcharge - S.cell.charge
maxcapacity = 1
if (do_after(H,10, target = src))
if(ninja_suit.cell.charge + drain > ninja_suit.cell.maxcharge)
drain = ninja_suit.cell.maxcharge - ninja_suit.cell.charge
maxcapacity = TRUE
if (do_after(ninja, 10, target = src))
spark_system.start()
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
cell.use(drain)
S.cell.give(drain)
. += drain
ninja_suit.cell.give(drain)
drain_total += drain
else
break
return drain_total
//BORG//
/mob/living/silicon/robot/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/mob/living/silicon/robot/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
var/maxcapacity = 0 //Safety check
var/drain = 0 //Drain amount
. = 0
to_chat(src, "<span class='danger'>Warning: Unauthorized access through sub-route 12, block C, detected.</span>")
if(cell?.charge)
while(G.candrain && cell.charge > 0 && !maxcapacity)
drain = rand(G.mindrain,G.maxdrain)
if(cell.charge < drain)
drain = cell.charge
if(S.cell.charge+drain > S.cell.maxcharge)
drain = S.cell.maxcharge - S.cell.charge
maxcapacity = 1
if (do_after(H,10))
spark_system.start()
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
cell.use(drain)
S.cell.give(drain)
. += drain
else
break
to_chat(src, "<span class='danger'>Warni-***BZZZZZZZZZRT*** UPLOADING SPYDERPATCHER VERSION 9.5.2...</span>")
if (do_after(ninja, 60, target = src))
spark_system.start()
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(src, "<span class='danger'>UPLOAD COMPLETE. NEW CYBORG MODULE DETECTED. INSTALLING...</span>")
faction = list(ROLE_NINJA)
bubble_icon = "syndibot"
lawupdate = FALSE
scrambledcodes = TRUE
ionpulse = TRUE
laws = new /datum/ai_laws/ninja_override()
module.transform_to(pick(/obj/item/robot_module/syndicate, /obj/item/robot_module/syndicate_medical, /obj/item/robot_module/saboteur))
var/datum/antagonist/ninja/ninja_antag = ninja.mind.has_antag_datum(/datum/antagonist/ninja)
if(!ninja_antag)
return
var/datum/objective/cyborg_hijack/objective = locate() in ninja_antag.objectives
if(objective)
objective.completed = TRUE
//CARBON MOBS//
/mob/living/carbon/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
if(!S || !H || !G)
/mob/living/carbon/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/ninja_suit, mob/living/carbon/human/ninja, obj/item/clothing/gloves/space_ninja/ninja_gloves)
if(!ninja_suit || !ninja || !ninja_gloves)
return INVALID_DRAIN
. = DRAIN_MOB_SHOCK_FAILED
//Default cell = 10,000 charge, 10,000/1000 = 10 uses without charging/upgrading
if(S.cell && S.cell.charge && S.cell.use(1000))
if(ninja_suit.cell?.charge && ninja_suit.cell.use(1000))
. = DRAIN_MOB_SHOCK
//Got that electric touch
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, loc)
playsound(src, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
visible_message("<span class='danger'>[H] electrocutes [src] with [H.p_their()] touch!</span>", "<span class='userdanger'>[H] electrocutes you with [H.p_their()] touch!</span>")
electrocute_act(25, H)
visible_message("<span class='danger'>[ninja] electrocutes [src] with [ninja.p_their()] touch!</span>", "<span class='userdanger'>[ninja] electrocutes you with [ninja.p_their()] touch!</span>")
Knockdown(3 SECONDS)
@@ -0,0 +1,45 @@
/**
* # Energy Net
*
* Energy net which ensnares prey until it is destroyed. Used by space ninjas.
*
* Energy net which keeps its target from moving until it is destroyed. Used to send
* players to a holding area in which they could never leave, but such feature has since
* been removed.
*/
/obj/structure/energy_net
name = "energy net"
desc = "It's a net made of green energy."
icon = 'icons/effects/effects.dmi'
icon_state = "energynet"
density = TRUE//Can't pass through.
opacity = FALSE //Can see through.
mouse_opacity = MOUSE_OPACITY_ICON//So you can hit it with stuff.
anchored = TRUE//Can't drag/grab the net.
layer = ABOVE_ALL_MOB_LAYER
max_integrity = 60 //How much health it has.
can_buckle = 1
buckle_lying = 0
buckle_prevents_pull = TRUE
///The creature currently caught in the net
var/mob/living/affecting
/obj/structure/energy_net/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BRUTE || damage_type == BURN)
playsound(src, 'sound/weapons/slash.ogg', 80, TRUE)
/obj/structure/energy_net/Destroy()
if(!QDELETED(affecting))
affecting.visible_message("<span class='notice'>[affecting.name] is recovered from the energy net!</span>", "<span class='notice'>You are recovered from the energy net!</span>", "<span class='hear'>You hear a grunt.</span>")
affecting = null
return ..()
/obj/structure/energy_net/attack_paw(mob/user)
return attack_hand()
/obj/structure/energy_net/user_buckle_mob(mob/living/M, mob/living/user)
return//We only want our target to be buckled
/obj/structure/energy_net/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
return//The net must be destroyed to free the target
@@ -0,0 +1,45 @@
//Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
//Movement impairing would indicate drugs and the like.
/datum/action/item_action/ninjaboost
check_flags = NONE
name = "Adrenaline Boost"
desc = "Inject a secret chemical that will counteract all movement-impairing effect."
button_icon_state = "repulse"
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/**
* Proc called to activate space ninja's adrenaline.
*
* Proc called to use space ninja's adrenaline. Gets the ninja out of almost any stun.
* Also makes them shout MGS references when used. After a bit, it injects the user with
* radium by calling a different proc.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
if(ninjacost(0,N_ADRENALINE))
return
var/mob/living/carbon/human/ninja = affecting
ninja.SetUnconscious(0)
ninja.SetStun(0)
ninja.SetKnockdown(0)
ninja.SetImmobilized(0)
ninja.SetParalyzed(0)
ninja.adjustStaminaLoss(-200)
ninja.stuttering = 0
ninja.reagents.add_reagent(/datum/reagent/medicine/stimulants, 5)
ninja.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"), forced = "ninjaboost")
a_boost = FALSE
to_chat(ninja, "<span class='notice'>You have used the adrenaline boost.</span>")
s_coold = 6
addtimer(CALLBACK(src, .proc/ninjaboost_after), 70)
/**
* Proc called to inject the ninja with radium.
*
* Used after 7 seconds of using the ninja's adrenaline.
* Injects the user with how much radium the suit needs to refill an adrenaline boost.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost_after()
var/mob/living/carbon/human/ninja = affecting
ninja.reagents.add_reagent(/datum/reagent/uranium/radium, a_transfer * 0.25)
to_chat(ninja, "<span class='danger'>You are beginning to feel the after-effect of the injection.</span>")
@@ -0,0 +1,28 @@
/**
* Proc called to check if the ninja can afford an ability's cost.
*
* Proc which determine whether or not a space ninja can afford to use a specific ability.
* It can also cancel stealth if the ability requested it.
* Arguments:
* * cost - the energy cost of the ability
* * specificCheck - Determines if the check is a normal one, an adrenaline one, or a stealth cancel check.
* * Returns TRUE or the current cooldown timer if we can't perform the ability, and FALSE if we can.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(cost = 0, specificCheck = 0)
var/mob/living/carbon/human/ninja = affecting
var/actualCost = cost*10
if(cost && cell.charge < actualCost)
to_chat(ninja, "<span class='warning'>Not enough energy!</span>")
return TRUE
else
//This shit used to be handled individually on every proc.. why even bother with a universal check proc then?
cell.charge-=(actualCost)
switch(specificCheck)
if(N_STEALTH_CANCEL)
cancel_stealth()//Get rid of it.
if(N_ADRENALINE)
if(!a_boost)
to_chat(ninja, "<span class='warning'>You do not have any more adrenaline boosters!</span>")
return TRUE
return (s_coold)//Returns the value of the variable which counts down to zero.
@@ -0,0 +1,21 @@
//Disables nearby tech equipment.
/datum/action/item_action/ninjapulse
name = "EM Burst (50E)"
desc = "Disable any nearby technology with an electro-magnetic pulse."
button_icon_state = "emp"
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/**
* Proc called to allow the ninja to EMP the nearby area.
*
* Proc called to allow the ninja to EMP the nearby area. By default, costs 500E, which is half of the default battery's max charge.
* Also affects the ninja as well.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
if(ninjacost(500,N_STEALTH_CANCEL))
return
var/mob/living/carbon/human/H = affecting
playsound(H.loc, 'sound/effects/empulse.ogg', 60, 2)
empulse(H, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 4
@@ -0,0 +1,15 @@
/datum/action/item_action/toggle_glove
name = "Toggle interaction"
desc = "Switch between normal interaction and drain mode."
button_icon_state = "s-ninjan"
icon_icon = 'icons/obj/clothing/gloves.dmi'
/**
* Proc called to toggle the ninja glove's special abilities.
*
* Used to toggle whether or not the ninja glove's abilities will activate on touch.
*/
/obj/item/clothing/gloves/space_ninja/proc/toggledrain()
var/mob/living/carbon/human/ninja = loc
to_chat(ninja, "<span class='notice'>You [candrain?"disable":"enable"] special interaction.</span>")
candrain=!candrain
@@ -0,0 +1,36 @@
/datum/action/item_action/ninjanet
name = "Energy Net (40E)"
desc = "Captures a fallen opponent in a net of energy."
button_icon_state = "energynet"
icon_icon = 'icons/effects/effects.dmi'
/**
* Proc called to ensnare a person in a energy net.
*
* Used to ensnare a target in an energy net, preventing them from moving until the net is broken.
* Costs 40E, which is 40% of the default battery's max charge. Intended as a means of reliably locking down an opponent when ninja stars won't suffice.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet()
var/mob/living/carbon/human/ninja = affecting
var/mob/living/net_target = input("Select who to capture:","Capture who?",null) as null|mob in sortNames(oview(ninja))
if(QDELETED(net_target)||!(net_target in oview(ninja)))
return
if(locate(/obj/structure/energy_net) in get_turf(net_target))//Check if they are already being affected by an energy net.
to_chat(ninja, "<span class='warning'>[net_target.p_they(TRUE)] are already trapped inside an energy net!</span>")
return
for(var/turf/between_turf in getline(get_turf(ninja), get_turf(net_target)))
if(between_turf.density)//Don't want them shooting nets through walls. It's kind of cheesy.
to_chat(ninja, "<span class='warning'>You may not use an energy net through solid obstacles!</span>")
return
if(!ninjacost(400,N_STEALTH_CANCEL))
ninja.Beam(net_target, "n_beam",time=15)
ninja.say("Get over here!", forced = "ninja net")
var/obj/structure/energy_net/net = new /obj/structure/energy_net(net_target.drop_location())
net.affecting = net_target
ninja.visible_message("<span class='danger'>[ninja] caught [net_target] with an energy net!</span>","<span class='notice'>You caught [net_target] with an energy net!</span>")
if(net_target.buckled)
net_target.buckled.unbuckle_mob(affecting,TRUE)
net.buckle_mob(net_target, TRUE) //No moving for you!
@@ -0,0 +1,43 @@
/datum/action/item_action/ninjastar
name = "Create Throwing Stars (1E)"
desc = "Creates a throwing star in your hand, if possible."
button_icon_state = "throwingstar"
icon_icon = 'icons/obj/items_and_weapons.dmi'
/**
* Proc called to create a ninja star in the ninja's hands.
*
* Called to create a ninja star in the wearer's hand. The ninja
* star doesn't do much up-front damage, but deals stamina damage
* as the target moves around, forcing a finish or flee scenario.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
if(ninjacost(10))
return
var/mob/living/carbon/human/ninja = affecting
var/obj/item/throwing_star/stamina/ninja/ninja_star = new(ninja)
if(ninja.put_in_hands(ninja_star))
to_chat(ninja, "<span class='notice'>A throwing star has been created in your hand!</span>")
else
qdel(ninja_star)
to_chat(ninja, "<span class='notice'>You can't create a throwing star, your hands are full!</span>")
ninja.throw_mode_on() //So they can quickly throw it.
/**
* # Ninja Throwing Star
*
* a throwing star which specifically makes sure you know it came from a real ninja.
*
* The most important item in the entire codebase, as without it we would all cease to exist.
* Inherits everything that makes it interesting the stamina throwing star, but the most
* important change made is that its name specifically has the prefix, 'ninja' in it.
* This provides the detective role with information to play off of by ensuring that his
* assumption that a space ninja is aboard the ship to be true when he find 20 of these in
* the captain's back. Along with this, its throwforce is 10 instead of the 5 of the stamina
* throwing star, meaning it'll do a little more damage than the stamina throwing star does as well.
* Changes to this item need to be approved by all maintainers, so if you do change it, make sure
* you go through the proper channels, lest you get permabanned. Do I make myself clear?
*/
/obj/item/throwing_star/stamina/ninja
name = "ninja throwing star"
throwforce = 10
@@ -0,0 +1,39 @@
/datum/action/item_action/ninjastatus
check_flags = NONE
name = "Status Readout"
desc = "Gives a detailed readout about your current status."
button_icon_state = "health"
icon_icon = 'icons/obj/device.dmi'
/**
* Proc called to put a status readout to the ninja in chat.
*
* Called put some information about the ninja's current status into chat.
* This information used to be displayed constantly on the status tab screen
* when the suit was on, but was turned into this as to remove the code from
* human.dm
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastatus()
var/mob/living/carbon/human/ninja = affecting
var/list/info_list = list()
info_list += "<span class='info'>SpiderOS Status: [s_initialized ? "Initialized" : "Disabled"]</span>\n"
info_list += "<span class='info'>Current Time: [station_time_timestamp()]</span>\n"
//Ninja status
info_list += "<span class='info'>Fingerprints: [md5(ninja.dna.uni_identity)]</span>\n"
info_list += "<span class='info'>Unique Identity: [ninja.dna.unique_enzymes]</span>\n"
info_list += "<span class='info'>Overall Status: [ninja.stat > 1 ? "dead" : "[ninja.health]% healthy"]</span>\n"
info_list += "<span class='info'>Nutrition Status: [ninja.nutrition]</span>\n"
info_list += "<span class='info'>Oxygen Loss: [ninja.getOxyLoss()]</span>\n"
info_list += "<span class='info'>Toxin Levels: [ninja.getToxLoss()]</span>\n"
info_list += "<span class='info'>Burn Severity: [ninja.getFireLoss()]</span>\n"
info_list += "<span class='info'>Brute Trauma: [ninja.getBruteLoss()]</span>\n"
info_list += "<span class='info'>Radiation Levels: [ninja.radiation] rad</span>\n"
info_list += "<span class='info'>Body Temperature: [ninja.bodytemperature-T0C] degrees C ([ninja.bodytemperature*1.8-459.67] degrees F)</span>\n"
//Diseases
if(length(ninja.diseases))
info_list += "Viruses:"
for(var/datum/disease/ninja_disease in ninja.diseases)
info_list += "<span class='info'>* [ninja_disease.name], Type: [ninja_disease.spread_text], Stage: [ninja_disease.stage]/[ninja_disease.max_stages], Possible Cure: [ninja_disease.cure_text]</span>\n"
to_chat(ninja, "[info_list.Join()]")
@@ -0,0 +1,46 @@
/datum/action/item_action/ninja_stealth
name = "Toggle Stealth"
desc = "Toggles stealth mode on and off."
button_icon_state = "ninja_cloak"
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
/**
* Proc called to toggle ninja stealth.
*
* Proc called to toggle whether or not the ninja is in stealth mode.
* If cancelling, calls a separate proc in case something else needs to quickly cancel stealth.
*/
/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
var/mob/living/carbon/human/ninja = affecting
if(!ninja)
return
if(stealth)
cancel_stealth()
else
if(cell.charge <= 0)
to_chat(ninja, "<span class='warning'>You don't have enough power to enable Stealth!</span>")
return
stealth = !stealth
animate(ninja, alpha = 20,time = 12)
ninja.visible_message("<span class='warning'>[ninja.name] vanishes into thin air!</span>", \
"<span class='notice'>You are now mostly invisible to normal detection.</span>")
/**
* Proc called to cancel stealth.
*
* Called to cancel the stealth effect if it is ongoing.
* Does nothing otherwise.
* Arguments:
* * Returns false if either the ninja no longer exists or is already visible, returns true if we successfully made the ninja visible.
*/
/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
var/mob/living/carbon/human/ninja = affecting
if(!ninja)
return FALSE
if(stealth)
stealth = !stealth
animate(ninja, alpha = 255, time = 12)
ninja.visible_message("<span class='warning'>[ninja.name] appears from thin air!</span>", \
"<span class='notice'>You are now visible.</span>")
return TRUE
return FALSE
@@ -24,6 +24,9 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
"Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: <B>FINISHED</B>."
))
/datum/action/item_action/initialize_ninja_suit
name = "Toggle Ninja Suit"
/**
* Toggles the ninja suit on/off
*
@@ -46,40 +49,40 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
* Initializes the ninja suit through seven phases, each of which calls this proc with an incremented phase
* Arguments:
* * delay - The delay between each phase of initialization
* * U - The human who is being affected by the suit
* * ninja - The human who is being affected by the suit
* * phase - The phase of initialization
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/U = loc, phase = 0)
if(!U || !U.mind)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/ninja = loc, phase = 0)
if(!ninja || !ninja.mind)
s_busy = FALSE
return
if (phase > NINJA_LOCK_PHASE && (U.stat == DEAD || U.health <= 0))
to_chat(U, "<span class='danger'><B>FĆAL �Rr�R</B>: 344--93#�&&21 BR��N |/|/aV� PATT$RN <B>RED</B>\nA-A-aB�rT�NG...</span>")
unlock_suit()
if (phase > NINJA_LOCK_PHASE && (ninja.stat == DEAD || ninja.health <= 0))
to_chat(ninja, "<span class='danger'><B>FĆAL �Rr�R</B>: 344--93#�&&21 BR��N |/|/aV� PATT$RN <B>RED</B>\nA-A-aB�rT�NG...</span>")
unlock_suit(ninja)
s_busy = FALSE
return
var/message = GLOB.ninja_initialize_messages[phase + 1]
switch(phase)
if (NINJA_LOCK_PHASE)
if(!lock_suit(U))//To lock the suit onto wearer.
if(!lock_suit(ninja))//To lock the suit onto wearer.
s_busy = FALSE
return
if (NINJA_ICON_GENERATE_PHASE)
lockIcons(U)//Check for icons.
U.regenerate_icons()
lockIcons(ninja)//Check for icons.
ninja.regenerate_icons()
if (NINJA_COMPLETE_PHASE - 1)
message += "<B>[DisplayEnergy(cell.charge)]</B>."
if (NINJA_COMPLETE_PHASE)
message += "[U.real_name]."
message += "[ninja.real_name]."
s_initialized = TRUE
s_busy = FALSE
to_chat(U, "<span class='notice'>[message]</span>")
playsound(U, 'sound/effects/sparks1.ogg', 10, TRUE)
to_chat(ninja, "<span class='notice'>[message]</span>")
playsound(ninja, 'sound/effects/sparks1.ogg', 10, TRUE)
if (phase < NINJA_COMPLETE_PHASE)
addtimer(CALLBACK(src, .proc/ninitialize, delay, U, phase + 1), delay)
addtimer(CALLBACK(src, .proc/ninitialize, delay, ninja, phase + 1), delay)
/**
* Deinitializes the ninja suit
@@ -87,11 +90,11 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
* Deinitializes the ninja suit through eight phases, each of which calls this proc with an incremented phase
* Arguments:
* * delay - The delay between each phase of deinitialization
* * U - The human who is being affected by the suit
* * ninja - The human who is being affected by the suit
* * phase - The phase of deinitialization
*/
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay, mob/living/carbon/human/U = affecting == loc ? affecting : null, phase = 0)
if (!U || !U.mind)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay, mob/living/carbon/human/ninja = affecting == loc ? affecting : null, phase = 0)
if (!ninja || !ninja.mind)
s_busy = FALSE
return
if (phase == 0 && alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No") == "No")
@@ -101,17 +104,17 @@ GLOBAL_LIST_INIT(ninja_deinitialize_messages, list(
var/message = GLOB.ninja_deinitialize_messages[phase + 1]
switch(phase)
if(NINJA_DEINIT_LOGOFF_PHASE)
message = "Logging off, [U.real_name]. " + message
message = "Logging off, [ninja.real_name]. " + message
if(NINJA_DEINIT_STEALTH_PHASE)
cancel_stealth()
to_chat(U, "<span class='notice'>[message]</span>")
playsound(U, 'sound/items/deconstruct.ogg', 10, TRUE)
to_chat(ninja, "<span class='notice'>[message]</span>")
playsound(ninja, 'sound/items/deconstruct.ogg', 10, TRUE)
if (phase < NINJA_COMPLETE_PHASE)
addtimer(CALLBACK(src, .proc/deinitialize, delay, U, phase + 1), delay)
addtimer(CALLBACK(src, .proc/deinitialize, delay, ninja, phase + 1), delay)
else
unlock_suit()
U.regenerate_icons()
unlock_suit(ninja)
ninja.regenerate_icons()
s_initialized = FALSE
s_busy = FALSE
@@ -0,0 +1,47 @@
/datum/action/item_action/ninja_sword_recall
name = "Recall Energy Katana (Variable Cost)"
desc = "Teleports the Energy Katana linked to this suit to its wearer, cost based on distance."
button_icon_state = "energy_katana"
icon_icon = 'icons/obj/items_and_weapons.dmi'
/**
* Proc called to recall the ninja's sword.
*
* Called to summon the ninja's katana back to them
* If the katana can see the ninja, it will throw itself towards them.
* If not, the katana will teleport itself to the ninja.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninja_sword_recall()
var/mob/living/carbon/human/ninja = affecting
var/cost = 0
var/inview = TRUE
if(!energyKatana)
to_chat(ninja, "<span class='warning'>Could not locate Energy Katana!</span>")
return
if(energyKatana in ninja)
return
var/distance = get_dist(ninja,energyKatana)
if(!(energyKatana in view(ninja)))
cost = distance //Actual cost is cost x 10, so 5 turfs is 50 cost.
inview = FALSE
if(!ninjacost(cost))
if(iscarbon(energyKatana.loc))
var/mob/living/carbon/sword_holder = energyKatana.loc
sword_holder.transferItemToLoc(energyKatana, get_turf(energyKatana), TRUE)
else
energyKatana.forceMove(get_turf(energyKatana))
if(inview) //If we can see the katana, throw it towards ourselves, damaging people as we go.
energyKatana.spark_system.start()
playsound(ninja, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
ninja.visible_message("<span class='danger'>\the [energyKatana] flies towards [ninja]!</span>","<span class='warning'>You hold out your hand and \the [energyKatana] flies towards you!</span>")
energyKatana.throw_at(ninja, distance+1, energyKatana.throw_speed, ninja)
else //Else just TP it to us.
energyKatana.returnToOwner(ninja, 1)
+10 -2
View File
@@ -1,4 +1,12 @@
/**
* # Ninja Shoes
*
* Space ninja's shoes. Gives him armor on his feet.
*
* Space ninja's ninja shoes. How mousey. Gives him slip protection and protection against attacks.
* Also are temperature resistant.
*
*/
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
@@ -7,7 +15,7 @@
permeability_coefficient = 0.01
clothing_flags = NOSLIP
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
strip_delay = 120
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
+170 -125
View File
@@ -1,12 +1,13 @@
/*
Contents:
- The Ninja Space Suit
- Ninja Space Suit Procs
*/
/**
* # Ninja Suit
*
* Space ninja's suit. Provides him with most of his powers.
*
* Space ninja's suit. Gives space ninja all his iconic powers, which are mostly kept in
* the folder ninja_equipment_actions. Has a lot of unique stuff going on, so make sure to check
* the variables. Check suit_attackby to see radium interaction, disk copying, and cell replacement.
*
*/
/obj/item/clothing/suit/space/space_ninja
name = "ninja suit"
desc = "A unique, vacuum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
@@ -14,44 +15,57 @@ Contents:
inhand_icon_state = "s-ninja_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/stock_parts/cell)
resistance_flags = LAVA_PROOF | ACID_PROOF
armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
strip_delay = 12
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
actions_types = list(/datum/action/item_action/initialize_ninja_suit, /datum/action/item_action/ninjasmoke, /datum/action/item_action/ninjaboost, /datum/action/item_action/ninjapulse, /datum/action/item_action/ninjastar, /datum/action/item_action/ninjanet, /datum/action/item_action/ninja_sword_recall, /datum/action/item_action/ninja_stealth, /datum/action/item_action/toggle_glove)
actions_types = list(/datum/action/item_action/initialize_ninja_suit, /datum/action/item_action/ninjastatus, /datum/action/item_action/ninjaboost, /datum/action/item_action/ninjapulse, /datum/action/item_action/ninjastar, /datum/action/item_action/ninjanet, /datum/action/item_action/ninja_sword_recall, /datum/action/item_action/ninja_stealth)
//Important parts of the suit.
///The person wearing the suit
var/mob/living/carbon/human/affecting = null
///The suit's spark system, used for... sparking.
var/datum/effect_system/spark_spread/spark_system
///The suit's stored research. Used for the research objective (see antagonist file)
var/datum/techweb/stored_research
var/obj/item/disk/tech_disk/t_disk//To copy design onto disk.
var/obj/item/energy_katana/energyKatana //For teleporting the katana back to the ninja (It's an ability)
///The katana registered with the suit, used for recalling and catching the katana. Set when the ninja outfit is created.
var/obj/item/energy_katana/energyKatana
//Other articles of ninja gear worn together, used to easily reference them after initializing.
///The space ninja's hood.
var/obj/item/clothing/head/helmet/space/space_ninja/n_hood
///The space ninja's shoes.
var/obj/item/clothing/shoes/space_ninja/n_shoes
///The space ninja's gloves.
var/obj/item/clothing/gloves/space_ninja/n_gloves
///The space ninja's mask.
var/obj/item/clothing/mask/gas/space_ninja/n_mask
//Main function variables.
var/s_initialized = 0//Suit starts off.
var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
var/s_cost = 2.5//Base energy cost each ntick.
var/s_acost = 12.5//Additional cost for additional powers active.
var/s_delay = 40//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
var/a_transfer = 20//How much radium is used per adrenaline boost.
var/a_maxamount = 7//Maximum number of adrenaline boosts.
var/s_maxamount = 20//Maximum number of smoke bombs.
//Support function variables.
///Whether or not the suit is currently booted up. Starts off.
var/s_initialized = FALSE//Suit starts off.
///The suit's current cooldown. If not 0, blocks usage of most abilities, and decrements its value by 1 every process
var/s_coold = 0
///How much energy the suit expends in a single process
var/s_cost = 1
///Additional energy cost for cloaking per process
var/s_acost = 4
///How fast the suit is at certain actions, like draining power from things
var/s_delay = 40
///Units of radium required to refill the adrenaline boost
var/a_transfer = 20//How much radium is required to refill the adrenaline boost.
///Whether or not the suit is currently in stealth mode.
var/stealth = FALSE//Stealth off.
var/s_busy = FALSE//Is the suit busy with a process? Like AI hacking. Used for safety functions.
///Whether or not the wearer is in the middle of an action, like hacking.
var/s_busy = FALSE
///Whether or not the adrenaline boost ability is available
var/a_boost = TRUE
//Ability function variables.
var/s_bombs = 10//Number of smoke bombs.
var/a_boost = 3//Number of adrenaline boosters.
/obj/item/clothing/suit/space/space_ninja/get_cell()
return cell
/obj/item/clothing/suit/space/space_ninja/examine(mob/user)
. = ..()
if(!s_initialized)
return
if(!user == affecting)
return
. += "All systems operational. Current energy capacity: <B>[DisplayEnergy(cell.charge)]</B>.\n"+\
"The CLOAK-tech device is <B>[stealth?"active":"inactive"]</B>.\n"+\
"[a_boost?"An adrenaline boost is available to use.":"There is no adrenaline boost available. Try refilling the suit with 20 units of radium."]"
/obj/item/clothing/suit/space/space_ninja/Initialize()
. = ..()
@@ -96,113 +110,144 @@ Contents:
user.adjust_bodytemperature(BODYTEMP_NORMAL - user.bodytemperature)
//Simply deletes all the attachments and self, killing all related procs.
/obj/item/clothing/suit/space/space_ninja/proc/terminate()
qdel(n_hood)
qdel(n_gloves)
qdel(n_shoes)
qdel(src)
//Randomizes suit parameters.
/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
s_cost = rand(1,10)
s_acost = rand(10,50)
s_delay = rand(10,100)
s_bombs = rand(5,20)
a_boost = rand(1,7)
//This proc prevents the suit from being taken off.
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/human/H)
if(!istype(H))
return FALSE
if(!is_ninja(H))
to_chat(H, "<span class='danger'><B>fÄTaL ÈÈRRoR</B>: 382200-*#00CÖDE <B>RED</B>\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR...</span>")
H.gib()
return FALSE
if(!istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 100113 UNABLE TO LOCATE HEAD GEAR\nABORTING...")
return FALSE
if(!istype(H.shoes, /obj/item/clothing/shoes/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 122011 UNABLE TO LOCATE FOOT GEAR\nABORTING...")
return FALSE
if(!istype(H.gloves, /obj/item/clothing/gloves/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 110223 UNABLE TO LOCATE HAND GEAR\nABORTING...")
return FALSE
affecting = H
ADD_TRAIT(src, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_hood = H.head
ADD_TRAIT(n_hood, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_shoes = H.shoes
ADD_TRAIT(n_shoes, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_shoes.slowdown--
n_gloves = H.gloves
ADD_TRAIT(n_gloves, TRAIT_NODROP, NINJA_SUIT_TRAIT)
return TRUE
/obj/item/clothing/suit/space/space_ninja/proc/lockIcons(mob/living/carbon/human/H)
icon_state = H.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
H.gloves.icon_state = "s-ninjan"
H.gloves.inhand_icon_state = "s-ninjan"
//This proc allows the suit to be taken off.
/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit()
affecting = null
REMOVE_TRAIT(src, TRAIT_NODROP, NINJA_SUIT_TRAIT)
icon_state = "s-ninja"
if(n_hood)//Should be attached, might not be attached.
REMOVE_TRAIT(n_hood, TRAIT_NODROP, NINJA_SUIT_TRAIT)
if(n_shoes)
REMOVE_TRAIT(n_shoes, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_shoes.slowdown++
if(n_gloves)
n_gloves.icon_state = "s-ninja"
n_gloves.inhand_icon_state = "s-ninja"
REMOVE_TRAIT(n_gloves, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_gloves.candrain = FALSE
n_gloves.draining = FALSE
/obj/item/clothing/suit/space/space_ninja/examine(mob/user)
. = ..()
if(s_initialized)
if(user == affecting)
. += "All systems operational. Current energy capacity: <B>[DisplayEnergy(cell.charge)]</B>.\n"+\
"The CLOAK-tech device is <B>[stealth?"active":"inactive"]</B>.\n"+\
"There are <B>[s_bombs]</B> smoke bomb\s remaining.\n"+\
"There are <B>[a_boost]</B> adrenaline booster\s remaining."
/obj/item/clothing/suit/space/space_ninja/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/initialize_ninja_suit))
if(IS_NINJA_SUIT_INITIALIZATION(action))
toggle_on_off()
return TRUE
if(!s_initialized)
to_chat(user, "<span class='warning'><b>ERROR</b>: suit offline. Please activate suit.</span>")
return FALSE
if(istype(action, /datum/action/item_action/ninjasmoke))
ninjasmoke()
if(s_coold != 0)
to_chat(user, "<span class='warning'><b>ERROR</b>: suit is on cooldown.</span>")
return FALSE
if(IS_NINJA_SUIT_STATUS(action))
ninjastatus()
return TRUE
if(istype(action, /datum/action/item_action/ninjaboost))
if(IS_NINJA_SUIT_BOOST(action))
ninjaboost()
return TRUE
if(istype(action, /datum/action/item_action/ninjapulse))
if(IS_NINJA_SUIT_EMP(action))
ninjapulse()
return TRUE
if(istype(action, /datum/action/item_action/ninjastar))
if(IS_NINJA_SUIT_STAR_CREATION(action))
ninjastar()
return TRUE
if(istype(action, /datum/action/item_action/ninjanet))
if(IS_NINJA_SUIT_NET_CREATION(action))
ninjanet()
return TRUE
if(istype(action, /datum/action/item_action/ninja_sword_recall))
if(IS_NINJA_SUIT_SWORD_RECALL(action))
ninja_sword_recall()
return TRUE
if(istype(action, /datum/action/item_action/ninja_stealth))
stealth()
return TRUE
if(istype(action, /datum/action/item_action/toggle_glove))
n_gloves.toggledrain()
if(IS_NINJA_SUIT_STEALTH(action))
toggle_stealth()
return TRUE
return FALSE
/obj/item/clothing/suit/space/space_ninja/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
. = ..()
if(stealth)
cancel_stealth()
s_coold = 5
/**
* Proc for changing the suit's appearance upon locking.
*
* Proc for when space ninja's suit locks. If the user selects Original, gives it glowing lights, along with having an alternate sprite for female body types.
* Yes, we do have nipLEDs, how could you tell?
* If the user selects New Age, it applies new sprites to all the gear.
* Arguments:
* * ninja - The person wearing the suit.
*/
/obj/item/clothing/suit/space/space_ninja/proc/lockIcons(mob/living/carbon/human/ninja)
var/design_choice = alert(ninja, "Please choose your desired suit design.",,"Original","New Age")
switch(design_choice)
if("Original")
icon_state = ninja.body_type == "female" ? "s-ninjanf" : "s-ninjan"
ninja.gloves.icon_state = "s-ninjan"
ninja.gloves.inhand_icon_state = "s-ninjan"
if("New Age")
icon_state ="ninja_new"
n_hood.icon_state = "ninja_newcowl"
n_gloves.icon_state = "ninja_new"
if(n_mask)
n_mask.icon_state = "ninja_new"
/**
* Proc called to lock the important gear pieces onto space ninja's body.
*
* Called during the suit startup to lock all gear pieces onto space ninja.
* Terminates if a gear piece is not being worn. Also gives the ninja the inability to use firearms.
* If the person in the suit isn't a ninja when this is called, this proc just gibs them instead.
* Arguments:
* * ninja - The person wearing the suit.
* * Returns false if the locking fails due to lack of all suit parts, and true if it succeeds.
*/
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/human/ninja)
if(!istype(ninja))
return FALSE
if(!IS_SPACE_NINJA(ninja))
to_chat(ninja, "<span class='danger'><B>fÄTaL ÈÈRRoR</B>: 382200-*#00CÖDE <B>RED</B>\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR...</span>")
ninja.gib()
return FALSE
if(!istype(ninja.head, /obj/item/clothing/head/helmet/space/space_ninja))
to_chat(ninja, "<span class='userdanger'>ERROR</span>: 100113 UNABLE TO LOCATE HEAD GEAR\nABORTING...")
return FALSE
if(!istype(ninja.shoes, /obj/item/clothing/shoes/space_ninja))
to_chat(ninja, "<span class='userdanger'>ERROR</span>: 122011 UNABLE TO LOCATE FOOT GEAR\nABORTING...")
return FALSE
if(!istype(ninja.gloves, /obj/item/clothing/gloves/space_ninja))
to_chat(ninja, "<span class='userdanger'>ERROR</span>: 110223 UNABLE TO LOCATE HAND GEAR\nABORTING...")
return FALSE
affecting = ninja
ADD_TRAIT(src, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_hood = ninja.head
ADD_TRAIT(n_hood, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_shoes = ninja.shoes
ADD_TRAIT(n_shoes, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_shoes.slowdown--
n_gloves = ninja.gloves
ADD_TRAIT(n_gloves, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_mask = ninja.wear_mask
ADD_TRAIT(ninja, TRAIT_NOGUNS, NINJA_SUIT_TRAIT)
return TRUE
/**
* Proc called to unlock all the gear off space ninja's body.
*
* Proc which is essentially the opposite of lock_suit. Lets you take off all the suit parts.
* Also gets rid of the objection to using firearms from the wearer.
* Arguments:
* * ninja - The person wearing the suit.
*/
/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit(mob/living/carbon/human/ninja)
affecting = null
REMOVE_TRAIT(src, TRAIT_NODROP, NINJA_SUIT_TRAIT)
icon_state = "s-ninja"
if(n_hood)//Should be attached, might not be attached.
REMOVE_TRAIT(n_hood, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_hood.icon_state = "s-ninja"
if(n_shoes)
REMOVE_TRAIT(n_shoes, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_shoes.slowdown++
if(n_gloves)
n_gloves.icon_state = "black"
REMOVE_TRAIT(n_gloves, TRAIT_NODROP, NINJA_SUIT_TRAIT)
n_gloves.candrain = FALSE
n_gloves.draining = FALSE
REMOVE_TRAIT(ninja, TRAIT_NOGUNS, NINJA_SUIT_TRAIT)
if(n_mask)
n_mask.icon_state = "s-ninja"
/**
* Proc used to delete all the attachments and itself.
*
* Can be called to entire rid of the suit pieces and the suit itself.
*/
/obj/item/clothing/suit/space/space_ninja/proc/terminate()
QDEL_NULL(n_hood)
QDEL_NULL(n_gloves)
QDEL_NULL(n_shoes)
QDEL_NULL(src)
+19 -27
View File
@@ -1,39 +1,31 @@
/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/U, params)
if(U!=affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit.
/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/ninja, params)
if(ninja!=affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit.
return ..()
if(istype(I, /obj/item/reagent_containers/glass))//If it's a glass beaker.
if(I.reagents.has_reagent(/datum/reagent/uranium/radium, a_transfer) && a_boost < a_maxamount)
I.reagents.remove_reagent(/datum/reagent/uranium/radium, a_transfer)
a_boost++;
to_chat(U, "<span class='notice'>There are now [a_boost] adrenaline boosts remaining.</span>")
return
if(I.reagents.has_reagent(/datum/reagent/smoke_powder, a_transfer) && s_bombs < s_maxamount)
I.reagents.remove_reagent(/datum/reagent/smoke_powder, a_transfer)
s_bombs++;
to_chat(U, "<span class='notice'>There are now [s_bombs] smoke bombs remaining.</span>")
return
if(istype(I, /obj/item/reagent_containers/glass) && I.reagents.has_reagent(/datum/reagent/uranium/radium, a_transfer) && a_boost != TRUE)//If it's a glass beaker, and what we're transferring is radium.
I.reagents.remove_reagent(/datum/reagent/uranium/radium, a_transfer)
a_boost = TRUE;
to_chat(ninja, "<span class='notice'>The suit's adrenaline boost is now reloaded.</span>")
return
else if(istype(I, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/CELL = I
if(CELL.maxcharge > cell.maxcharge && n_gloves?.candrain)
to_chat(U, "<span class='notice'>Higher maximum capacity detected.\nUpgrading...</span>")
if (n_gloves?.candrain && do_after(U,s_delay, target = src))
U.transferItemToLoc(CELL, src)
to_chat(ninja, "<span class='notice'>Higher maximum capacity detected.\nUpgrading...</span>")
if (n_gloves?.candrain && do_after(ninja,s_delay, target = src))
ninja.transferItemToLoc(CELL, src)
CELL.charge = min(CELL.charge+cell.charge, CELL.maxcharge)
var/obj/item/stock_parts/cell/old_cell = cell
old_cell.charge = 0
U.put_in_hands(old_cell)
old_cell.add_fingerprint(U)
ninja.put_in_hands(old_cell)
old_cell.add_fingerprint(ninja)
old_cell.corrupt()
old_cell.update_icon()
cell = CELL
to_chat(U, "<span class='notice'>Upgrade complete. Maximum capacity: <b>[round(cell.maxcharge/100)]</b>%</span>")
to_chat(ninja, "<span class='notice'>Upgrade complete. Maximum capacity: <b>[round(cell.maxcharge/100)]</b>%</span>")
else
to_chat(U, "<span class='danger'>Procedure interrupted. Protocol terminated.</span>")
to_chat(ninja, "<span class='danger'>Procedure interrupted. Protocol terminated.</span>")
return
else if(istype(I, /obj/item/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit.
@@ -44,15 +36,15 @@
has_research = TRUE
break
if(has_research)//If it has something on it.
to_chat(U, "<span class='notice'>Research information detected, processing...</span>")
if(do_after(U,s_delay, target = src))
to_chat(ninja, "<span class='notice'>Research information detected, processing...</span>")
if(do_after(ninja,s_delay, target = src))
TD.stored_research.copy_research_to(stored_research)
qdel(TD.stored_research)
TD.stored_research = new
to_chat(U, "<span class='notice'>Data analyzed and updated. Disk erased.</span>")
to_chat(ninja, "<span class='notice'>Data analyzed and updated. Disk erased.</span>")
else
to_chat(U, "<span class='userdanger'>ERROR</span>: Procedure interrupted. Process terminated.")
to_chat(ninja, "<span class='userdanger'>ERROR</span>: Procedure interrupted. Process terminated.")
else
to_chat(U, "<span class='notice'>No new research information detected.</span>")
to_chat(ninja, "<span class='notice'>No new research information detected.</span>")
return
return ..()
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@@ -391,7 +391,6 @@
#include "code\datums\achievements\misc_achievements.dm"
#include "code\datums\achievements\skill_achievements.dm"
#include "code\datums\actions\beam_rifle.dm"
#include "code\datums\actions\ninja.dm"
#include "code\datums\atmosphere\_atmosphere.dm"
#include "code\datums\atmosphere\planetary.dm"
#include "code\datums\brain_damage\brain_trauma.dm"
@@ -1542,7 +1541,6 @@
#include "code\modules\antagonists\morph\morph.dm"
#include "code\modules\antagonists\morph\morph_antag.dm"
#include "code\modules\antagonists\nightmare\nightmare.dm"
#include "code\modules\antagonists\ninja\ninja.dm"
#include "code\modules\antagonists\nukeop\clownop.dm"
#include "code\modules\antagonists\nukeop\nukeop.dm"
#include "code\modules\antagonists\nukeop\equipment\borgchameleon.dm"
@@ -1563,6 +1561,7 @@
#include "code\modules\antagonists\slaughter\slaughter_antag.dm"
#include "code\modules\antagonists\slaughter\slaughterevent.dm"
#include "code\modules\antagonists\space_dragon\space_dragon.dm"
#include "code\modules\antagonists\space_ninja\space_ninja.dm"
#include "code\modules\antagonists\survivalist\survivalist.dm"
#include "code\modules\antagonists\swarmer\swarmer.dm"
#include "code\modules\antagonists\traitor\datum_traitor.dm"
@@ -1899,6 +1898,7 @@
#include "code\modules\events\shuttle_catastrophe.dm"
#include "code\modules\events\shuttle_loan.dm"
#include "code\modules\events\space_dragon.dm"
#include "code\modules\events\space_ninja.dm"
#include "code\modules\events\spacevine.dm"
#include "code\modules\events\spider_infestation.dm"
#include "code\modules\events\spontaneous_appendicitis.dm"
@@ -2595,7 +2595,7 @@
#include "code\modules\movespeed\modifiers\status_effects.dm"
#include "code\modules\ninja\__ninjaDefines.dm"
#include "code\modules\ninja\energy_katana.dm"
#include "code\modules\ninja\ninja_event.dm"
#include "code\modules\ninja\ninja_explosive.dm"
#include "code\modules\ninja\outfit.dm"
#include "code\modules\ninja\suit\gloves.dm"
#include "code\modules\ninja\suit\head.dm"
@@ -2604,16 +2604,17 @@
#include "code\modules\ninja\suit\shoes.dm"
#include "code\modules\ninja\suit\suit.dm"
#include "code\modules\ninja\suit\suit_attackby.dm"
#include "code\modules\ninja\suit\suit_initialisation.dm"
#include "code\modules\ninja\suit\n_suit_verbs\energy_net_nets.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_adrenaline.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_cost_check.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_empulse.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_net.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_smoke.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_stars.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_stealth.dm"
#include "code\modules\ninja\suit\n_suit_verbs\ninja_sword_recall.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\energy_net_nets.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_adrenaline.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_cost_check.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_empulse.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_glove_toggle.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_net.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_stars.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_status_read.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_stealth.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_suit_initialisation.dm"
#include "code\modules\ninja\suit\ninja_equipment_actions\ninja_sword_recall.dm"
#include "code\modules\NTNet\netdata.dm"
#include "code\modules\NTNet\network.dm"
#include "code\modules\NTNet\relays.dm"