Merge remote-tracking branch 'remotes/upstream/master' into airlock_charge_buff

This commit is contained in:
Xhuis
2015-09-21 22:18:24 -04:00
49 changed files with 613 additions and 411 deletions
@@ -16,7 +16,6 @@
return 1
return 0
/obj/item/borg/upgrade/reset
name = "cyborg module reset board"
desc = "Used to reset a cyborg's module. Destroys any other upgrades applied to the cyborg."
@@ -197,7 +196,7 @@
R.module.rebuild()
return 1
/obj/item/borg/upgrade/syndicate/
/obj/item/borg/upgrade/syndicate
name = "illegal equipment module"
desc = "Unlocks the hidden, deadlier functions of a cyborg"
icon_state = "cyborg_upgrade3"
@@ -211,3 +210,85 @@
R.SetEmagged(1)
return 1
/obj/item/borg/upgrade/selfrepair
name = "self-repair module"
desc = "This module will repair the cyborg over time."
icon_state = "cyborg_upgrade5"
require_module = 1
var/repair_amount = -1
var/repair_tick = 1
var/msg_cooldown = 0
var/on = 0
var/powercost = 10
var/mob/living/silicon/robot/cyborg
/obj/item/borg/upgrade/selfrepair/action(mob/living/silicon/robot/R)
if(..())
return 0
var/obj/item/borg/upgrade/selfrepair/U = locate() in R
if(U)
usr << "<span class='warning'>This unit is already equipped with a self-repair module.</span>"
return 0
cyborg = R
icon_state = "selfrepair_off"
action_button_name = "Toggle Self-Repair"
return 1
/obj/item/borg/upgrade/selfrepair/ui_action_click()
on = !on
if(on)
cyborg << "<span class='notice'>You activate the self-repair module.</span>"
SSobj.processing |= src
else
cyborg << "<span class='notice'>You deactivate the self-repair module.</span>"
SSobj.processing -= src
update_icon()
/obj/item/borg/upgrade/selfrepair/update_icon()
if(cyborg)
icon_state = "selfrepair_[on ? "on" : "off"]"
else
icon_state = "cyborg_upgrade5"
/obj/item/borg/upgrade/selfrepair/proc/deactivate()
SSobj.processing -= src
on = 0
update_icon()
/obj/item/borg/upgrade/selfrepair/process()
if(!repair_tick)
repair_tick = 1
return
if( cyborg && (cyborg.stat != DEAD) && on)
if(cyborg.cell.charge < powercost*2)
cyborg << "<span class='warning'>Self-repair module deactivated. Please recharge.</span>"
deactivate()
return
if(cyborg.health < cyborg.maxHealth)
if(cyborg.health < 0)
repair_amount = -2.5
powercost = 30
else
repair_amount = -1
powercost = 10
cyborg.adjustBruteLoss(repair_amount)
cyborg.adjustFireLoss(repair_amount)
cyborg.updatehealth()
cyborg.cell.use(powercost)
else
cyborg.cell.use(5)
repair_tick = 0
if( (world.time - 2000) > msg_cooldown )
var/msgmode = "standby"
if(cyborg.health < 0)
msgmode = "critical"
else if(cyborg.health < cyborg.maxHealth)
msgmode = "normal"
cyborg << "<span class='notice'>Self-repair is active in <span class='boldnotice'>[msgmode]</span> mode.</span>"
msg_cooldown = world.time
else
deactivate()
@@ -103,6 +103,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list ( \
new/datum/stack_recipe("book case", /obj/structure/bookcase, 4, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("drying rack", /obj/machinery/smartfridge/drying_rack, 10, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("dog bed", /obj/structure/stool/bed/dogbed, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("display case chassis", /obj/structure/displaycase_chassis, 5, one_per_turf = 1, on_floor = 1), \
)
/obj/item/stack/sheet/mineral/wood
@@ -87,6 +87,15 @@
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
var/id = 1
/obj/item/weapon/implant/tracking/New()
..()
tracking_implants += src
/obj/item/weapon/implant/tracking/Destroy()
..()
tracking_implants -= src
/obj/item/weapon/implant/tracking/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
@@ -24,6 +24,14 @@
/obj/item/weapon/implant/chem/New()
..()
create_reagents(50)
tracking_implants += src
/obj/item/weapon/implant/chem/Destroy()
..()
tracking_implants -= src
/obj/item/weapon/implant/chem/trigger(emote, mob/source)
if(emote == "deathgasp")
@@ -78,7 +78,7 @@ Frequency:
src.temp += "[W.code]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
src.temp += "<B>Extranneous Signals:</B><BR>"
for (var/obj/item/weapon/implant/tracking/W in world)
for (var/obj/item/weapon/implant/tracking/W in tracking_implants)
if (!W.implanted || !ismob(W.loc))
continue
else
+150 -25
View File
@@ -1,22 +1,23 @@
/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. Hooked up with an anti-theft system."
icon_state = "glassbox0"
desc = "A display case for prized possessions."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
var/health = 30
var/occupied = 1
var/destroyed = 0
var/obj/item/showpiece = null
var/alert = 0
var/open = 0
var/obj/item/weapon/electronics/airlock/electronics
/obj/structure/displaycase/ex_act(severity, target)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc )
occupied = 0
dump()
qdel(src)
if (2)
if (prob(50))
@@ -27,6 +28,13 @@
src.health -= 5
src.healthcheck()
/obj/structure/displaycase/examine(mob/user)
..()
if(showpiece)
user << "<span class='notice'>There's [showpiece] inside.</span>"
if(alert)
user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
/obj/structure/displaycase/bullet_act(obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
@@ -35,16 +43,17 @@
src.healthcheck()
return
/obj/structure/displaycase/proc/dump()
if (showpiece)
showpiece.loc = src.loc
showpiece = null
/obj/structure/displaycase/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc )
occupied = 0
dump()
qdel(src)
/obj/structure/displaycase/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
@@ -55,27 +64,76 @@
update_icon()
//Activate Anti-theft
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, "sound/effects/alert.ogg", 50, 1)
if(alert)
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, "sound/effects/alert.ogg", 50, 1)
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/displaycase/update_icon()
if(src.destroyed)
src.icon_state = "glassboxb[src.occupied]"
/obj/structure/displaycase/proc/is_directional(atom/A)
try
getFlatIcon(A,defdir=4)
catch
return 0
return 1
/obj/structure/displaycase/proc/get_flat_icon_directional(atom/A)
//Get flatIcon even if dir is mismatched for directionless icons
//SLOW
var/icon/I
if(is_directional(A))
I = getFlatIcon(A)
else
src.icon_state = "glassbox[src.occupied]"
var/old_dir = A.dir
A.dir = 2
I = getFlatIcon(A)
A.dir = old_dir
return I
/obj/structure/displaycase/update_icon()
var/icon/I
if(open)
I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
else
I = icon('icons/obj/stationobjs.dmi',"glassbox0")
if(destroyed)
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
if(showpiece)
var/icon/S = get_flat_icon_directional(showpiece)
S.Scale(17,17)
I.Blend(S,ICON_UNDERLAY,8,8)
src.icon = I
return
/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
src.health -= W.force
src.healthcheck()
..()
if(istype(W, /obj/item/weapon/card) && electronics && !destroyed && allowed(user))
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
open = !open
update_icon()
return
if(!alert && istype(W,/obj/item/weapon/crowbar))
if(destroyed && !showpiece)
user << "<span class='notice'>You remove the destroyed case</span>"
qdel(src)
return
user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
if(do_after(user, 20, target = src))
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
open = !open
update_icon()
else if(open)
if(user.unEquip(W))
W.loc = src
showpiece = W
user << "<span class='notice'>You put [W] on display</span>"
update_icon()
else
user.changeNext_move(CLICK_CD_MELEE)
src.health -= W.force
src.healthcheck()
..()
return
/obj/structure/displaycase/attack_paw(mob/user)
@@ -83,10 +141,9 @@
/obj/structure/displaycase/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if (src.destroyed && src.occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc )
if (showpiece && (destroyed || open))
dump()
user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
src.occupied = 0
src.add_fingerprint(user)
update_icon()
return
@@ -98,3 +155,71 @@
return
/obj/structure/displaycase_chassis
anchored = 1
density = 0
name = "display case chassis"
desc = "wooden base of display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox_chassis"
var/obj/item/weapon/electronics/airlock/electronics
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You start disassembling [src]...</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 30, target = src))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/sheet/mineral/wood(get_turf(src))
qdel(src)
return
if(istype(I, /obj/item/weapon/electronics/airlock))
user << "<span class='notice'>You start installing the electronics into [src]...</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(user.unEquip(I) && do_after(user, 30, target = src))
I.loc = src
electronics = I
user << "<span class='notice'>You install the airlock electronics.</span>"
return
if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
user << "<span class='warning'>You need ten glass sheets to do this!</span>"
return
user << "<span class='notice'>You start adding [G] to [src]...</span>"
if(do_after(user, 20, target = src))
G.use(10)
var/obj/structure/displaycase/display = new(src.loc)
if(electronics)
electronics.loc = display
display.electronics = electronics
if(electronics.use_one_access)
display.req_one_access = electronics.conf_access
else
display.req_access = electronics.conf_access
qdel(src)
return
return
/obj/structure/displaycase/captain
alert = 1
/obj/structure/displaycase/captain/New()
..()
showpiece = new /obj/item/weapon/gun/energy/laser/captain (src)
update_icon()
/obj/structure/displaycase/labcage
name = "lab cage"
desc = "A glass lab container for storing interesting creatures."
/obj/structure/displaycase/labcage/New()
..()
var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger(src)
A.sterile = 1
A.name = "Lamarr"
showpiece = A
update_icon()
@@ -1,91 +0,0 @@
/obj/structure/lamarr
name = "lab cage"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "labcage1"
desc = "A glass lab container for storing interesting creatures."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete Lamarr
var/health = 30
var/occupied = 1
var/destroyed = 0
/obj/structure/lamarr/ex_act(severity, target)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
Break()
qdel(src)
if (2)
if (prob(50))
src.health -= 15
src.healthcheck()
if (3)
if (prob(50))
src.health -= 5
src.healthcheck()
/obj/structure/lamarr/bullet_act(obj/item/projectile/Proj)
health -= Proj.damage
..()
src.healthcheck()
return
/obj/structure/lamarr/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
Break()
qdel(src)
/obj/structure/lamarr/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/weapon/shard( src.loc )
playsound(src, "shatter", 70, 1)
Break()
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/lamarr/update_icon()
if(src.destroyed)
src.icon_state = "labcageb[src.occupied]"
else
src.icon_state = "labcage[src.occupied]"
return
/obj/structure/lamarr/attackby(obj/item/weapon/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
src.health -= W.force
src.healthcheck()
..()
return
/obj/structure/lamarr/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/lamarr/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if (src.destroyed)
return
else
user.visible_message("<span class='warning'>[user] kicks the lab cage.</span>", \
"<span class='danger'>You kick the lab cage.</span>")
src.health -= 2
healthcheck()
return
/obj/structure/lamarr/proc/Break()
if(occupied)
var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger( src.loc )
A.sterile = 1
A.name = "Lamarr"
occupied = 0
update_icon()
return