Merge branch 'master' of https://github.com/tgstation/tgstation into proofofconceptantagdatum

Conflicts:
	code/game/gamemodes/game_mode.dm
This commit is contained in:
Joan Lung
2016-09-20 19:03:20 -04:00
105 changed files with 1484 additions and 2880 deletions
+46
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@@ -0,0 +1,46 @@
/obj/structure/sacrificealtar
name = "sacrificial altar"
desc = "An altar designed to perform blood sacrifice for a deity."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "sacrificealtar"
anchored = 1
density = 0
can_buckle = 1
/obj/structure/sacrificealtar/attack_hand(mob/living/user)
..()
if(!has_buckled_mobs())
return
var/mob/living/L = locate() in buckled_mobs
if(!L)
return
user << "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>"
L.gib()
message_admins("[key_name_admin(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar.")
/obj/structure/healingfountain
name = "healing fountain"
desc = "A fountain containing the waters of life."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "fountain"
anchored = 1
density = 1
var/time_between_uses = 1800
var/last_process = 0
/obj/structure/healingfountain/attack_hand(mob/living/user)
if(last_process + time_between_uses > world.time)
user << "<span class='notice'>The fountain appears to be empty.</span>"
return
last_process = world.time
user << "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>"
user.reagents.add_reagent("godblood",20)
update_icons()
addtimer(src, "update_icons", time_between_uses)
/obj/structure/healingfountain/proc/update_icons()
if(last_process + time_between_uses > world.time)
icon_state = "fountain"
else
icon_state = "fountain-red"
+40
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@@ -120,3 +120,43 @@
name = "dense stack of papers"
desc = "A stack of various papers, childish scribbles scattered across each page."
icon_state = "paperstack"
/obj/structure/fluff/divine
name = "Miracle"
icon = 'icons/obj/hand_of_god_structures.dmi'
anchored = 1
density = 1
/obj/structure/fluff/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus-neutral"
/obj/structure/fluff/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit-neutral"
/obj/structure/fluff/divine/convertaltar
name = "conversion altar"
desc = "An altar dedicated to a deity."
icon_state = "convertaltar-neutral"
density = 0
can_buckle = 1
/obj/structure/fluff/divine/powerpylon
name = "power pylon"
desc = "A pylon which increases the deity's rate it can influence the world."
icon_state = "powerpylon"
can_buckle = 1
/obj/structure/fluff/divine/defensepylon
name = "defense pylon"
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
icon_state = "defensepylon"
/obj/structure/fluff/divine/shrine
name = "shrine"
desc = "A shrine dedicated to a deity."
icon_state = "shrine"
@@ -20,6 +20,22 @@
var/obj/F = new /obj/structure/kitchenspike(src.loc,)
transfer_fingerprints_to(F)
qdel(src)
else if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(!WT.remove_fuel(0, user))
return
user << "<span class='notice'>You begin cutting \the [src] apart...</span>"
playsound(src.loc, "sound/items/Welder.ogg", 40, 1)
if(do_after(user, 40/WT.toolspeed, 1, target = src))
if(!WT.isOn())
return
playsound(src.loc, "sound/items/Welder.ogg", 50, 1)
visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
"<span class='notice'>You cut \the [src] apart with \the [WT].</span>",
"<span class='italics'>You hear welding.</span>")
new /obj/item/stack/sheet/metal(src.loc, 4)
qdel(src)
return
else
return ..()
+99
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@@ -0,0 +1,99 @@
/obj/structure/trap
name = "IT'S A TARP"
desc = "stepping on me is a guaranteed bad day"
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "trap"
density = 0
alpha = 30 //initially quite hidden when not "recharging"
var/last_trigger = 0
var/time_between_triggers = 600 //takes a minute to recharge
/obj/structure/trap/Crossed(atom/movable/AM)
if(last_trigger + time_between_triggers > world.time)
return
alpha = initial(alpha)
if(isliving(AM))
var/mob/living/L = AM
last_trigger = world.time
alpha = 200
trap_effect(L)
animate(src, alpha = initial(alpha), time = time_between_triggers)
/obj/structure/trap/examine(mob/user)
..()
if(!isliving(user)) //bad ghosts, stop trying to powergame from beyond the grave
return
user << "You reveal a trap!"
alpha = 200
animate(src, alpha = initial(alpha), time = time_between_triggers)
/obj/structure/trap/proc/trap_effect(mob/living/L)
return
/obj/structure/trap/stun
name = "shock trap"
desc = "A trap that will shock you, it will burn your flesh and render you immobile, You'd better avoid it."
icon_state = "trap-shock"
/obj/structure/trap/stun/trap_effect(mob/living/L)
L << "<span class='danger'><B>You are paralyzed from the intense shock!</B></span>"
L.Weaken(5)
var/turf/Lturf = get_turf(L)
new /obj/effect/particle_effect/sparks/electricity(Lturf)
new /obj/effect/particle_effect/sparks(Lturf)
/obj/structure/trap/fire
name = "flame trap"
desc = "A trap that will set you ablaze. You'd better avoid it."
icon_state = "trap-fire"
/obj/structure/trap/fire/trap_effect(mob/living/L)
L << "<span class='danger'><B>Spontaneous combustion!</B></span>"
L.Weaken(1)
var/turf/Lturf = get_turf(L)
new /obj/effect/hotspot(Lturf)
new /obj/effect/particle_effect/sparks(Lturf)
/obj/structure/trap/chill
name = "frost trap"
desc = "A trap that will chill you to the bone. You'd better avoid it."
icon_state = "trap-frost"
/obj/structure/trap/chill/trap_effect(mob/living/L)
L << "<span class='danger'><B>You're frozen solid!</B></span>"
L.Weaken(1)
L.bodytemperature -= 300
new /obj/effect/particle_effect/sparks(get_turf(L))
/obj/structure/trap/damage
name = "earth trap"
desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
icon_state = "trap-earth"
/obj/structure/trap/damage/trap_effect(mob/living/L)
L << "<span class='danger'><B>The ground quakes beneath your feet!</B></span>"
L.Weaken(5)
L.adjustBruteLoss(35)
var/turf/Lturf = get_turf(L)
new /obj/effect/particle_effect/sparks(Lturf)
new /obj/structure/flora/rock(Lturf)
/obj/structure/trap/ward
name = "divine ward"
desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
icon_state = "ward"
density = 1
time_between_triggers = 1200 //Exists for 2 minutes
/obj/structure/trap/ward/New()
..()
QDEL_IN(src, time_between_triggers)