Merge branch 'master' of https://github.com/tgstation/-tg-station into warnstandardization

Conflicts:
	code/_onclick/telekinesis.dm
	code/game/sound.dm
This commit is contained in:
Miauw
2014-03-30 20:48:03 +02:00
337 changed files with 34182 additions and 32968 deletions
+1
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@@ -1 +1,2 @@
*.dmm merge=merge-dmm
+2 -2
View File
@@ -282,7 +282,7 @@
"fv" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/awaymission/centcomAway/general)
"fw" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/awaymission/centcomAway/general)
"fx" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/awaymission/centcomAway/general)
"fy" = (/obj/structure/sign/greencross,/turf/simulated/wall/r_wall,/area/awaymission/centcomAway/general)
"fy" = (/obj/structure/sign/bluecross_2,/turf/simulated/wall/r_wall,/area/awaymission/centcomAway/general)
"fz" = (/turf/simulated/floor{dir = 1; icon_state = "yellowcorner"},/area/awaymission/centcomAway/general)
"fA" = (/obj/structure/window/reinforced{dir = 1},/obj/item/weapon/storage/box/monkeycubes,/turf/simulated/floor{icon_state = "floor"},/area/awaymission/centcomAway/general)
"fB" = (/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor{icon_state = "floor"},/area/awaymission/centcomAway/general)
@@ -368,7 +368,7 @@
"hd" = (/obj/structure/stool/bed/chair{dir = 4},/obj/item/device/radio/intercom{pixel_y = 25},/turf/simulated/shuttle/floor,/area/awaymission/centcomAway/hangar)
"he" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/turf/simulated/shuttle/plating,/area/awaymission/centcomAway/hangar)
"hf" = (/obj/structure/reagent_dispensers/fueltank,/turf/simulated/floor/plating,/area/awaymission/centcomAway/hangar)
"hg" = (/obj/structure/table,/obj/item/weapon/cable_coil,/turf/simulated/floor/plating,/area/awaymission/centcomAway/hangar)
"hg" = (/obj/structure/table,/obj/item/stack/cable_coil,/turf/simulated/floor/plating,/area/awaymission/centcomAway/hangar)
"hh" = (/obj/structure/closet/body_bag,/turf/simulated/floor{icon_state = "engine"},/area/awaymission/centcomAway/general)
"hi" = (/obj/structure/sign/biohazard,/turf/simulated/wall/r_wall,/area/awaymission/centcomAway/general)
"hj" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/PDAs,/turf/simulated/floor{icon_state = "floor"},/area/awaymission/centcomAway/general)
+5 -5
View File
@@ -204,7 +204,7 @@
"dV" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor/airless{icon_state = "floorscorched1"},/area/awaymission/northblock)
"dW" = (/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"dX" = (/obj/item/weapon/table_parts,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"dY" = (/obj/structure/table,/obj/item/weapon/cable_coil{amount = 5},/obj/item/weapon/screwdriver,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"dY" = (/obj/structure/table,/obj/item/stack/cable_coil{amount = 5},/obj/item/weapon/screwdriver,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"dZ" = (/obj/structure/computerframe{anchored = 1},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"ea" = (/obj/machinery/light,/obj/structure/computerframe{anchored = 1},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"eb" = (/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
@@ -248,7 +248,7 @@
"eN" = (/obj/machinery/power/apc{cell_type = 5000; dir = 4; name = "North Block APC"; pixel_x = 28},/obj/structure/cable,/turf/simulated/floor{dir = 9; icon_state = "blue"},/area/awaymission/northblock)
"eO" = (/obj/structure/window/reinforced,/turf/simulated/floor{dir = 1; icon_state = "blue"},/area/awaymission/northblock)
"eP" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor/airless{icon_state = "damaged2"},/area/awaymission/northblock)
"eQ" = (/obj/structure/table,/obj/item/weapon/reagent_containers/food/snacks/grown/potato,/obj/item/weapon/cable_coil{amount = 1},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"eQ" = (/obj/structure/table,/obj/item/weapon/reagent_containers/food/snacks/grown/potato,/obj/item/stack/cable_coil{amount = 1},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"eR" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/table,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"eS" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/computerframe{anchored = 1},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"eT" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/table,/obj/item/weapon/book/manual/research_and_development,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
@@ -271,7 +271,7 @@
"fk" = (/obj/structure/table,/turf/simulated/floor{dir = 1; icon_state = "blue"},/area/awaymission/northblock)
"fl" = (/obj/structure/computerframe{anchored = 1},/turf/simulated/floor{dir = 1; icon_state = "bluecorner"},/area/awaymission/northblock)
"fm" = (/obj/machinery/door/airlock/gold{name = "Airlock"},/turf/simulated/floor,/area/awaymission/northblock)
"fn" = (/obj/structure/table,/obj/item/weapon/cable_coil,/obj/item/weapon/cable_coil{pixel_x = -3; pixel_y = 5},/obj/item/weapon/cell/crap,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"fn" = (/obj/structure/table,/obj/item/stack/cable_coil,/obj/item/stack/cable_coil{pixel_x = -3; pixel_y = 5},/obj/item/weapon/stock_parts/cell/crap,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"fo" = (/obj/structure/table,/obj/item/weapon/stock_parts/matter_bin{pixel_x = 3},/obj/item/weapon/stock_parts/matter_bin{pixel_x = -3},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"fp" = (/obj/machinery/door/window/eastleft{name = "Windoor"},/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
"fq" = (/obj/structure/target_stake,/obj/item/target/syndicate,/turf/simulated/floor{icon_state = "showroomfloor"},/area/awaymission/research)
@@ -362,7 +362,7 @@
"gX" = (/obj/effect/decal/remains/human,/turf/simulated/floor{tag = "icon-warningcorner (NORTH)"; icon_state = "warningcorner"; dir = 1},/area/awaymission/arrivalblock)
"gY" = (/obj/machinery/computer/security,/turf/simulated/floor{icon_state = "red"; dir = 9},/area/awaymission/arrivalblock)
"gZ" = (/obj/machinery/computer/secure_data,/turf/simulated/floor{icon_state = "red"; dir = 1},/area/awaymission/arrivalblock)
"ha" = (/obj/structure/table,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/melee/baton,/obj/item/clothing/head/helmet/warden,/turf/simulated/floor{icon_state = "red"; dir = 1},/area/awaymission/arrivalblock)
"ha" = (/obj/structure/table,/obj/item/weapon/book/manual/wiki/security_space_law,/obj/item/weapon/melee/baton,/obj/item/clothing/head/helmet/warden,/turf/simulated/floor{icon_state = "red"; dir = 1},/area/awaymission/arrivalblock)
"hb" = (/obj/structure/closet/wardrobe/red,/obj/machinery/light{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor{icon_state = "red"; dir = 1},/area/awaymission/arrivalblock)
"hc" = (/obj/structure/closet/secure_closet/security,/turf/simulated/floor{icon_state = "red"; dir = 1},/area/awaymission/arrivalblock)
"hd" = (/obj/structure/closet/secure_closet/security,/turf/simulated/floor{icon_state = "red"; dir = 5},/area/awaymission/arrivalblock)
@@ -481,7 +481,7 @@
"jm" = (/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"jn" = (/obj/item/ammo_casing/a12mm{pixel_y = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"jo" = (/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"jp" = (/obj/structure/sign/redcross{pixel_y = -32},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"jp" = (/obj/structure/sign/bluecross{pixel_y = -32},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"jq" = (/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"jr" = (/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/turf/simulated/floor/airless,/area/awaymission/southblock)
"js" = (/obj/item/clothing/head/helmet/space/syndicate,/turf/simulated/floor/airless,/area/awaymission/southblock)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+37 -37
View File
@@ -63,11 +63,11 @@
"abk" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/obj/machinery/alarm{pixel_y = 23},/turf/simulated/floor{icon_state = "vault"; dir = 8},/area/security/warden)
"abl" = (/obj/structure/closet/l3closet/security,/turf/simulated/floor{icon_state = "dark"},/area/security/warden)
"abm" = (/obj/structure/closet/bombcloset,/turf/simulated/floor{icon_state = "dark"},/area/security/warden)
"abn" = (/obj/structure/table/woodentable,/obj/item/weapon/book/manual/wiki/security_space_law,/obj/item/weapon/cartridge/detective,/obj/machinery/requests_console{announcementConsole = 1; department = "Head of Security's Desk"; departmentType = 5; name = "Head of Security RC"; pixel_x = 0; pixel_y = 30},/turf/simulated/floor/carpet,/area/security/hos)
"abn" = (/obj/structure/table/woodentable,/obj/item/device/taperecorder{pixel_y = 0},/obj/item/device/radio/off,/turf/simulated/floor/carpet,/area/security/hos)
"abo" = (/obj/machinery/computer/secure_data,/turf/simulated/floor/carpet,/area/security/hos)
"abp" = (/obj/machinery/computer/security,/turf/simulated/floor/carpet,/area/security/hos)
"abq" = (/obj/structure/closet/secure_closet/hos,/turf/simulated/floor/carpet,/area/security/hos)
"abr" = (/obj/structure/filingcabinet,/obj/machinery/alarm{pixel_y = 23},/obj/structure/reagent_dispensers/peppertank{pixel_x = 30; pixel_y = 0},/turf/simulated/floor/carpet,/area/security/hos)
"abr" = (/obj/structure/table/woodentable,/obj/item/weapon/folder/red,/obj/item/weapon/stamp/hos,/turf/simulated/floor/carpet,/area/security/hos)
"abs" = (/turf/simulated/wall,/area/security/main)
"abt" = (/obj/machinery/door/airlock/external{name = "Security External Airlock"; req_access_txt = "1; 13"},/turf/simulated/floor/plating,/area/security/main)
"abu" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/obj/machinery/flasher{id = "PCell 3"; pixel_x = -28},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/prison)
@@ -95,10 +95,10 @@
"abQ" = (/obj/structure/rack,/obj/item/weapon/gun/energy/gun{pixel_x = -3; pixel_y = 3},/obj/item/weapon/gun/energy/gun,/obj/item/weapon/gun/energy/gun{pixel_x = 3; pixel_y = -3},/turf/simulated/floor{dir = 2; icon_state = "bot"},/area/security/warden)
"abR" = (/turf/simulated/floor,/area/security/warden)
"abS" = (/obj/structure/reagent_dispensers/peppertank{pixel_x = 30; pixel_y = 0},/obj/machinery/atmospherics/unary/vent_scrubber{on = 1; scrub_N2O = 0; scrub_Toxins = 0},/turf/simulated/floor,/area/security/warden)
"abT" = (/obj/structure/table/woodentable,/obj/item/weapon/folder/red,/turf/simulated/floor/carpet,/area/security/hos)
"abU" = (/obj/item/weapon/stamp/hos,/obj/structure/table/woodentable,/turf/simulated/floor/carpet,/area/security/hos)
"abT" = (/obj/structure/filingcabinet,/turf/simulated/floor/carpet,/area/security/hos)
"abU" = (/obj/machinery/alarm{pixel_y = 23},/obj/structure/reagent_dispensers/peppertank{pixel_x = 30; pixel_y = 0},/obj/structure/closet/wardrobe/hos,/turf/simulated/floor/carpet,/area/security/hos)
"abV" = (/obj/item/weapon/paper_bin{pixel_x = -3; pixel_y = 7},/obj/item/weapon/pen,/obj/structure/table/woodentable,/turf/simulated/floor/carpet,/area/security/hos)
"abW" = (/obj/structure/table/woodentable,/obj/item/device/radio/off,/obj/item/device/taperecorder{pixel_y = 0},/obj/item/device/radio/intercom{dir = 4; name = "Station Intercom (General)"; pixel_x = 31},/turf/simulated/floor/carpet,/area/security/hos)
"abW" = (/obj/structure/table/woodentable,/obj/item/weapon/book/manual/wiki/security_space_law,/obj/item/weapon/cartridge/detective,/obj/machinery/requests_console{announcementConsole = 1; department = "Head of Security's Desk"; departmentType = 5; name = "Head of Security RC"; pixel_x = 0; pixel_y = 30},/obj/item/device/radio/intercom{dir = 4; name = "Station Intercom (General)"; pixel_x = -31},/turf/simulated/floor/carpet,/area/security/hos)
"abX" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/security/main)
"abY" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/security/main)
"abZ" = (/turf/simulated/wall/r_wall,/area/security/main)
@@ -2622,10 +2622,10 @@
"aYv" = (/obj/structure/disposalpipe/segment,/obj/machinery/light{dir = 8},/turf/simulated/floor{dir = 8; icon_state = "bluecorner"},/area/hallway/primary/central)
"aYw" = (/obj/machinery/navbeacon{codes_txt = "patrol;next_patrol=Stbd"; location = "HOP"},/turf/simulated/floor,/area/hallway/primary/central)
"aYx" = (/obj/structure/extinguisher_cabinet{pixel_x = 0; pixel_y = -30},/turf/simulated/floor,/area/hallway/primary/starboard)
"aYy" = (/obj/machinery/light,/turf/simulated/floor{dir = 2; icon_state = "greencorner"},/area/hallway/primary/starboard)
"aYz" = (/turf/simulated/floor{dir = 2; icon_state = "green"},/area/hallway/primary/starboard)
"aYA" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{dir = 2; icon_state = "green"},/area/hallway/primary/starboard)
"aYB" = (/obj/machinery/light,/turf/simulated/floor{dir = 8; icon_state = "greencorner"},/area/hallway/primary/starboard)
"aYy" = (/turf/simulated/floor{dir = 8; icon_state = "whitebluecorner"},/area/medical/medbay)
"aYz" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor{dir = 2; icon_state = "whitebluecorner"},/area/medical/sleeper)
"aYA" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{dir = 4; icon_state = "whiteblue"},/area/medical/sleeper)
"aYB" = (/obj/structure/table,/obj/structure/bedsheetbin{pixel_x = 2},/obj/item/clothing/suit/straight_jacket,/obj/item/clothing/mask/muzzle,/obj/machinery/light/small{dir = 8},/turf/simulated/floor{dir = 8; icon_state = "whitebluecorner"},/area/medical/sleeper)
"aYC" = (/obj/structure/extinguisher_cabinet{pixel_x = 0; pixel_y = -30},/obj/machinery/light,/turf/simulated/floor{dir = 2; icon_state = "whitecorner"},/area/hallway/primary/starboard)
"aYD" = (/turf/simulated/floor{icon_state = "whitehall"; dir = 2},/area/hallway/primary/starboard)
"aYE" = (/turf/simulated/floor{dir = 8; icon_state = "whitecorner"},/area/hallway/primary/starboard)
@@ -2690,7 +2690,7 @@
"aZL" = (/obj/machinery/door/airlock/glass{name = "Central Access"},/obj/structure/disposalpipe/segment,/turf/simulated/floor{dir = 8; icon_state = "bluecorner"},/area/hallway/primary/central)
"aZM" = (/obj/machinery/door/airlock/glass{name = "Central Access"},/turf/simulated/floor,/area/hallway/primary/central)
"aZN" = (/turf/simulated/wall,/area/medical/chemistry)
"aZO" = (/obj/structure/sign/greencross,/turf/simulated/wall,/area/medical/medbay)
"aZO" = (/obj/structure/disposalpipe/segment{dir = 4},/turf/simulated/floor{dir = 8; icon_state = "whiteblue"},/area/medical/medbay)
"aZP" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/plating,/area/medical/medbay)
"aZQ" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/medical/medbay)
"aZR" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 4},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor/plating,/area/medical/medbay)
@@ -2920,10 +2920,10 @@
"beh" = (/obj/structure/table,/obj/item/weapon/storage/box/beakers{pixel_x = 2; pixel_y = 2},/obj/item/weapon/storage/box/beakers{pixel_x = 2; pixel_y = 2},/obj/item/weapon/reagent_containers/glass/beaker/large,/obj/item/weapon/reagent_containers/glass/beaker/large,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/storage/pill_bottle/inaprovaline{pixel_x = 5; pixel_y = -2},/obj/item/weapon/storage/pill_bottle/inaprovaline{pixel_x = 5; pixel_y = -2},/turf/simulated/floor{dir = 2; icon_state = "whiteyellow"},/area/medical/chemistry)
"bei" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/plating,/area/medical/chemistry)
"bej" = (/obj/machinery/hologram/holopad,/obj/machinery/atmospherics/pipe/manifold{pipe_color = "red"; dir = 8; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
"bek" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{dir = 2; icon_state = "whitegreencorner"},/area/medical/medbay)
"bel" = (/obj/machinery/atmospherics/pipe/manifold{pipe_color = "red"; icon_state = "manifold-r-f"; level = 1; name = "pipe manifold"},/turf/simulated/floor{dir = 2; icon_state = "whitegreen"},/area/medical/medbay)
"bem" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{dir = 2; icon_state = "whitegreen"},/area/medical/medbay)
"ben" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{dir = 2; icon_state = "whitegreen"},/area/medical/medbay)
"bek" = (/turf/simulated/floor{dir = 8; icon_state = "whiteblue"},/area/medical/sleeper)
"bel" = (/obj/machinery/alarm{dir = 8; icon_state = "alarm0"; pixel_x = 24},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{dir = 4; icon_state = "whitebluecorner"},/area/medical/sleeper)
"bem" = (/obj/structure/stool/bed,/obj/item/weapon/bedsheet/medical,/obj/structure/sign/nosmoking_2{pixel_x = -28},/turf/simulated/floor{dir = 1; icon_state = "whitebluecorner"},/area/medical/sleeper)
"ben" = (/obj/structure/sign/bluecross_2,/turf/simulated/wall,/area/medical/medbay)
"beo" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor/plating,/area/security/checkpoint/medical)
"bep" = (/obj/structure/table,/obj/machinery/recharger{pixel_y = 4},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/checkpoint/medical)
"beq" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 8; on = 1; scrub_Toxins = 0},/turf/simulated/floor,/area/security/checkpoint/medical)
@@ -2997,7 +2997,7 @@
"bfG" = (/obj/structure/table,/obj/item/weapon/storage/box/syringes,/obj/item/clothing/glasses/science{pixel_x = 2; pixel_y = 4},/obj/item/clothing/glasses/science,/obj/item/device/radio/intercom{dir = 8; name = "Station Intercom (General)"; pixel_x = -28},/turf/simulated/floor{icon_state = "white"},/area/medical/chemistry)
"bfH" = (/obj/structure/disposalpipe/segment,/turf/simulated/floor{icon_state = "white"},/area/medical/chemistry)
"bfI" = (/obj/structure/table/reinforced,/obj/machinery/door/window/eastright{base_state = "left"; dir = 8; icon_state = "left"; name = "Chemistry Desk"; req_access_txt = "33"},/obj/machinery/door/firedoor/border_only{dir = 4; name = "Firelock East"},/turf/simulated/floor/plating,/area/medical/chemistry)
"bfJ" = (/turf/simulated/floor{dir = 4; icon_state = "whitegreen"},/area/medical/medbay)
"bfJ" = (/obj/machinery/light,/turf/simulated/floor{dir = 8; icon_state = "bluecorner"},/area/hallway/primary/starboard)
"bfK" = (/obj/structure/table/reinforced,/obj/item/weapon/paper_bin{pixel_x = 1; pixel_y = 9},/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
"bfL" = (/obj/structure/table/reinforced,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
"bfM" = (/obj/structure/table/reinforced,/obj/item/weapon/folder/white,/obj/item/weapon/pen,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
@@ -3149,8 +3149,8 @@
"biC" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor{icon_state = "white"},/area/medical/chemistry)
"biD" = (/obj/structure/table,/obj/item/weapon/folder/white,/obj/item/device/radio/headset/headset_med,/turf/simulated/floor{icon_state = "white"},/area/medical/chemistry)
"biE" = (/turf/simulated/wall,/area/medical/medbay)
"biF" = (/obj/machinery/door/firedoor/border_only,/obj/machinery/door/airlock/glass_medical{id_tag = "MedbayFoyer"; name = "Medbay"; req_access_txt = "5"},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{dir = 1; icon_state = "whitegreen"},/area/medical/medbay)
"biG" = (/obj/machinery/door/firedoor/border_only,/obj/machinery/door/airlock/glass_medical{id_tag = "MedbayFoyer"; name = "Medbay"; req_access_txt = "5"},/turf/simulated/floor{dir = 1; icon_state = "whitegreen"},/area/medical/medbay)
"biF" = (/turf/simulated/floor{dir = 0; icon_state = "blue"},/area/hallway/primary/starboard)
"biG" = (/obj/machinery/light,/turf/simulated/floor{icon_state = "bluecorner"},/area/hallway/primary/starboard)
"biH" = (/obj/machinery/atmospherics/pipe/simple{dir = 4},/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/plating,/area/medical/medbay)
"biI" = (/obj/machinery/computer/med_data,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
"biJ" = (/obj/machinery/alarm{dir = 1; icon_state = "alarm0"; pixel_y = -22},/obj/machinery/requests_console{announcementConsole = 0; department = "Medbay"; departmentType = 1; name = "Medbay RC"; pixel_x = 30; pixel_y = 0; pixel_z = 0},/obj/machinery/light,/obj/machinery/atmospherics/pipe/manifold{pipe_color = "blue"; dir = 8; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
@@ -3899,13 +3899,13 @@
"bwY" = (/obj/structure/table,/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/item/weapon/retractor,/turf/simulated/floor{icon_state = "whitehall"; dir = 2},/area/medical/sleeper)
"bwZ" = (/obj/structure/table,/obj/item/weapon/cautery{pixel_x = 4},/turf/simulated/floor,/area/medical/sleeper)
"bxa" = (/obj/structure/table,/obj/item/weapon/folder/white,/obj/item/weapon/gun/syringe,/obj/item/weapon/reagent_containers/dropper,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bxb" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor{dir = 2; icon_state = "whitegreencorner"},/area/medical/sleeper)
"bxb" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{dir = 0; icon_state = "blue"},/area/hallway/primary/starboard)
"bxc" = (/obj/structure/closet/l3closet/general,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bxd" = (/obj/structure/closet/secure_closet/medical3,/obj/machinery/alarm{pixel_y = 24},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bxe" = (/obj/structure/closet/secure_closet/medical3,/obj/machinery/camera{c_tag = "Medbay Storage"; dir = 2; network = list("SS13")},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bxf" = (/obj/structure/table,/obj/item/weapon/storage/box/bodybags{pixel_x = 3; pixel_y = 3},/obj/item/weapon/storage/box/rxglasses,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bxg" = (/obj/structure/table,/obj/item/weapon/storage/box/beakers{pixel_x = 2; pixel_y = 2},/obj/item/weapon/storage/box/syringes,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bxh" = (/turf/simulated/floor{dir = 8; icon_state = "whitegreencorner"},/area/medical/medbay)
"bxh" = (/obj/machinery/door/firedoor/border_only,/obj/machinery/door/airlock/glass_medical{id_tag = "MedbayFoyer"; name = "Medbay"; req_access_txt = "5"},/turf/simulated/floor{dir = 1; icon_state = "whiteblue"},/area/medical/medbay)
"bxi" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating,/area/medical/cmo)
"bxj" = (/turf/simulated/floor{icon_state = "barber"},/area/medical/cmo)
"bxk" = (/obj/structure/stool/bed/chair/office/light,/obj/effect/landmark/start{name = "Chief Medical Officer"},/turf/simulated/floor{icon_state = "barber"},/area/medical/cmo)
@@ -3966,12 +3966,12 @@
"byn" = (/obj/structure/disposalpipe/segment,/obj/structure/table,/obj/item/clothing/gloves/latex,/obj/item/clothing/mask/surgical,/obj/item/clothing/suit/apron/surgical,/turf/simulated/floor{dir = 4; icon_state = "whitehall"},/area/medical/sleeper)
"byo" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"byp" = (/obj/structure/table,/obj/item/weapon/surgical_drapes,/turf/simulated/floor{dir = 8; icon_state = "whitehall"},/area/medical/sleeper)
"byq" = (/obj/structure/table,/obj/structure/bedsheetbin{pixel_x = 2},/obj/item/clothing/suit/straight_jacket,/obj/item/clothing/mask/muzzle,/obj/machinery/light/small{dir = 8},/turf/simulated/floor{dir = 8; icon_state = "whitegreencorner"},/area/medical/sleeper)
"byr" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{dir = 4; icon_state = "whitegreen"},/area/medical/sleeper)
"byq" = (/obj/machinery/door/firedoor/border_only,/obj/machinery/door/airlock/glass_medical{id_tag = "MedbayFoyer"; name = "Medbay"; req_access_txt = "5"},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{dir = 1; icon_state = "whiteblue"},/area/medical/medbay)
"byr" = (/turf/simulated/floor{dir = 4; icon_state = "whiteblue"},/area/medical/medbay)
"bys" = (/obj/machinery/door/airlock/glass_medical{id_tag = null; name = "Medbay Storage"; req_access_txt = "45"},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"byt" = (/obj/structure/disposalpipe/segment{dir = 4; icon_state = "pipe-c"},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"byu" = (/obj/machinery/door/airlock/glass_medical{id_tag = null; name = "Medbay Storage"; req_access_txt = "45"},/obj/structure/disposalpipe/segment{dir = 4},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"byv" = (/obj/structure/disposalpipe/segment{dir = 4},/turf/simulated/floor{dir = 8; icon_state = "whitegreen"},/area/medical/medbay)
"byv" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{dir = 2; icon_state = "whiteblue"},/area/medical/medbay)
"byw" = (/obj/structure/disposalpipe/segment{dir = 2; icon_state = "pipe-c"},/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
"byx" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/plating,/area/medical/cmo)
"byy" = (/obj/structure/table,/obj/item/weapon/paper_bin{pixel_x = -2; pixel_y = 5},/turf/simulated/floor{icon_state = "barber"},/area/medical/cmo)
@@ -4040,8 +4040,8 @@
"bzJ" = (/obj/structure/disposalpipe/segment{dir = 8; icon_state = "pipe-c"},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bzK" = (/obj/structure/optable,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bzL" = (/obj/machinery/door/firedoor/border_only{dir = 8; name = "Firelock West"},/obj/machinery/door/airlock/medical{name = "Operating Theatre"; req_access_txt = "45"},/turf/simulated/floor,/area/medical/sleeper)
"bzM" = (/turf/simulated/floor{dir = 8; icon_state = "whitegreen"},/area/medical/sleeper)
"bzN" = (/obj/machinery/alarm{dir = 8; icon_state = "alarm0"; pixel_x = 24},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{dir = 4; icon_state = "whitegreencorner"},/area/medical/sleeper)
"bzM" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{dir = 2; icon_state = "whitebluecorner"},/area/medical/medbay)
"bzN" = (/obj/machinery/atmospherics/pipe/manifold{pipe_color = "red"; icon_state = "manifold-r-f"; level = 1; name = "pipe manifold"},/turf/simulated/floor{dir = 2; icon_state = "whiteblue"},/area/medical/medbay)
"bzO" = (/obj/structure/table,/obj/item/weapon/storage/belt/medical{pixel_x = 0; pixel_y = 2},/obj/item/weapon/storage/belt/medical{pixel_x = 0; pixel_y = 2},/obj/item/weapon/storage/belt/medical{pixel_x = 0; pixel_y = 2},/obj/item/clothing/tie/stethoscope,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bzP" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bzQ" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 6},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
@@ -4118,7 +4118,7 @@
"bBj" = (/obj/machinery/computer/operating,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bBk" = (/obj/machinery/atmospherics/pipe/manifold{pipe_color = "blue"; dir = 8; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bBl" = (/obj/machinery/atmospherics/unary/vent_pump{dir = 8; on = 1},/turf/simulated/floor{dir = 8; icon_state = "whitehall"},/area/medical/sleeper)
"bBm" = (/obj/structure/stool/bed,/obj/item/weapon/bedsheet/medical,/obj/structure/sign/nosmoking_2{pixel_x = -28},/turf/simulated/floor{dir = 1; icon_state = "whitegreencorner"},/area/medical/sleeper)
"bBm" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{dir = 2; icon_state = "whiteblue"},/area/medical/medbay)
"bBn" = (/obj/structure/stool/bed,/obj/item/weapon/bedsheet/medical,/obj/machinery/vending/wallmed1{pixel_x = 28; pixel_y = 0},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/camera{c_tag = "Medbay Recovery Room"; dir = 8; network = list("SS13")},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bBo" = (/obj/structure/table,/obj/item/weapon/folder/white,/obj/item/weapon/folder/white,/obj/item/weapon/hand_labeler,/obj/item/weapon/gun/syringe,/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
"bBp" = (/obj/structure/table,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline{pixel_x = 7; pixel_y = -3},/obj/item/weapon/reagent_containers/glass/bottle/antitoxin{pixel_x = -4; pixel_y = -3},/obj/item/weapon/reagent_containers/syringe/inaprovaline{pixel_x = 3; pixel_y = -2},/obj/item/weapon/reagent_containers/glass/bottle/stoxin,/obj/item/weapon/reagent_containers/glass/bottle/toxin{pixel_x = 4; pixel_y = 2},/obj/item/weapon/reagent_containers/syringe/inaprovaline{pixel_x = 5; pixel_y = -2},/turf/simulated/floor{icon_state = "white"},/area/medical/sleeper)
@@ -8409,9 +8409,9 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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@@ -8463,14 +8463,14 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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+2 -2
View File
@@ -1,8 +1,8 @@
#if !defined(MAP_FILE)
#include "map_files\MetaStation.v39H.dmm"
#include "map_files\MetaStation.v39I.dmm"
#define MAP_FILE "MetaStation.v39H.dmm"
#define MAP_FILE "MetaStation.v39I.dmm"
#define MAP_NAME "MetaStation"
#elif !defined(MAP_OVERRIDE)
@@ -51,6 +51,14 @@
update_icon()
default_change_direction_wrench(mob/user, /obj/item/weapon/wrench/W)
if(..())
initialize_directions = dir
if(node)
disconnect(node)
initialize()
. = 1
build_network()
if(!network && node)
network = new /datum/pipe_network()
@@ -82,6 +90,7 @@
disconnect(obj/machinery/atmospherics/reference)
if(reference==node)
node.disconnect(src)
del(network)
node = null
@@ -386,6 +386,6 @@
target_vent = src
L << "<span class='warning'> The vent you were heading to appears to be welded.</span>"
L.loc = target_vent.loc
var/area/new_area = get_area(loc)
var/area/new_area = get_area(L.loc)
if(new_area)
new_area.Entered(L)
+181 -181
View File
@@ -1,181 +1,181 @@
/atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return null
/turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
return
/turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
var/datum/gas_mixture/air_contents = return_air()
if(!air_contents)
return 0
if(active_hotspot)
if(soh)
if(air_contents.toxins > 0.5 && air_contents.oxygen > 0.5)
if(active_hotspot.temperature < exposed_temperature)
active_hotspot.temperature = exposed_temperature
if(active_hotspot.volume < exposed_volume)
active_hotspot.volume = exposed_volume
return 1
var/igniting = 0
if((exposed_temperature > PLASMA_MINIMUM_BURN_TEMPERATURE) && air_contents.toxins > 0.5)
igniting = 1
if(igniting)
if(air_contents.oxygen < 0.5 || air_contents.toxins < 0.5)
return 0
active_hotspot = new(src)
active_hotspot.temperature = exposed_temperature
active_hotspot.volume = exposed_volume
active_hotspot.just_spawned = (current_cycle < air_master.current_cycle)
//remove just_spawned protection if no longer processing this cell
air_master.add_to_active(src, 0)
return igniting
//This is the icon for fire on turfs, also helps for nurturing small fires until they are full tile
/obj/effect/hotspot
anchored = 1
mouse_opacity = 0
unacidable = 1//So you can't melt fire with acid.
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = TURF_LAYER
luminosity = 3
var/volume = 125
var/temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
var/just_spawned = 1
var/bypassing = 0
/obj/effect/hotspot/New()
..()
air_master.hotspots += src
perform_exposure()
/obj/effect/hotspot/proc/perform_exposure()
var/turf/simulated/floor/location = loc
if(!istype(location)) return 0
if(volume > CELL_VOLUME*0.95) bypassing = 1
else bypassing = 0
if(bypassing)
if(!just_spawned)
volume = location.air.fuel_burnt*FIRE_GROWTH_RATE
temperature = location.air.temperature
else
var/datum/gas_mixture/affected = location.air.remove_ratio(volume/location.air.volume)
affected.temperature = temperature
affected.react()
temperature = affected.temperature
volume = affected.fuel_burnt*FIRE_GROWTH_RATE
location.assume_air(affected)
for(var/atom/item in loc)
if(item && item != src) // It's possible that the item is deleted in temperature_expose
item.fire_act(null, temperature, volume)
return 0
/obj/effect/hotspot/process()
if(just_spawned)
just_spawned = 0
return 0
var/turf/simulated/floor/location = loc
if(!istype(location))
Kill()
return
if(location.excited_group)
location.excited_group.reset_cooldowns()
if((temperature < FIRE_MINIMUM_TEMPERATURE_TO_EXIST) || (volume <= 1))
Kill()
return
if(location.air.toxins < 0.5 || location.air.oxygen < 0.5)
Kill()
return
perform_exposure()
if(location.wet) location.wet = 0
if(bypassing)
icon_state = "3"
location.burn_tile()
//Possible spread due to radiated heat
if(location.air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_SPREAD)
var/radiated_temperature = location.air.temperature*FIRE_SPREAD_RADIOSITY_SCALE
for(var/direction in cardinal)
if(!(location.atmos_adjacent_turfs & direction))
continue
var/turf/simulated/T = get_step(src, direction)
if(istype(T) && T.active_hotspot)
T.hotspot_expose(radiated_temperature, CELL_VOLUME/4)
else
if(volume > CELL_VOLUME*0.4)
icon_state = "2"
else
icon_state = "1"
if(temperature > location.max_fire_temperature_sustained)
location.max_fire_temperature_sustained = temperature
if(location.heat_capacity && temperature > location.heat_capacity)
location.to_be_destroyed = 1
/*if(prob(25))
location.ReplaceWithSpace()
return 0*/
return 1
// Garbage collect itself by nulling reference to it
/obj/effect/hotspot/proc/Kill()
air_master.hotspots -= src
DestroyTurf()
garbage_collect()
/obj/effect/hotspot/proc/garbage_collect()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
if(T.active_hotspot == src)
T.active_hotspot = null
loc = null
/obj/effect/hotspot/proc/DestroyTurf()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
if(T.to_be_destroyed)
var/chance_of_deletion
if (T.heat_capacity) //beware of division by zero
chance_of_deletion = T.max_fire_temperature_sustained / T.heat_capacity * 8 //there is no problem with prob(23456), min() was redundant --rastaf0
else
chance_of_deletion = 100
if(prob(chance_of_deletion))
T.ChangeTurf(/turf/space)
else
T.to_be_destroyed = 0
T.max_fire_temperature_sustained = 0
/obj/effect/hotspot/New()
..()
dir = pick(cardinal)
air_update_turf()
return
/obj/effect/hotspot/Crossed(mob/living/L)
..()
if(isliving(L))
L.fire_act()
/atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return null
/turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
return
/turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
var/datum/gas_mixture/air_contents = return_air()
if(!air_contents)
return 0
if(active_hotspot)
if(soh)
if(air_contents.toxins > 0.5 && air_contents.oxygen > 0.5)
if(active_hotspot.temperature < exposed_temperature)
active_hotspot.temperature = exposed_temperature
if(active_hotspot.volume < exposed_volume)
active_hotspot.volume = exposed_volume
return 1
var/igniting = 0
if((exposed_temperature > PLASMA_MINIMUM_BURN_TEMPERATURE) && air_contents.toxins > 0.5)
igniting = 1
if(igniting)
if(air_contents.oxygen < 0.5 || air_contents.toxins < 0.5)
return 0
active_hotspot = new(src)
active_hotspot.temperature = exposed_temperature
active_hotspot.volume = exposed_volume
active_hotspot.just_spawned = (current_cycle < air_master.current_cycle)
//remove just_spawned protection if no longer processing this cell
air_master.add_to_active(src, 0)
return igniting
//This is the icon for fire on turfs, also helps for nurturing small fires until they are full tile
/obj/effect/hotspot
anchored = 1
mouse_opacity = 0
unacidable = 1//So you can't melt fire with acid.
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = TURF_LAYER
luminosity = 3
var/volume = 125
var/temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
var/just_spawned = 1
var/bypassing = 0
/obj/effect/hotspot/New()
..()
air_master.hotspots += src
perform_exposure()
/obj/effect/hotspot/proc/perform_exposure()
var/turf/simulated/floor/location = loc
if(!istype(location)) return 0
if(volume > CELL_VOLUME*0.95) bypassing = 1
else bypassing = 0
if(bypassing)
if(!just_spawned)
volume = location.air.fuel_burnt*FIRE_GROWTH_RATE
temperature = location.air.temperature
else
var/datum/gas_mixture/affected = location.air.remove_ratio(volume/location.air.volume)
affected.temperature = temperature
affected.react()
temperature = affected.temperature
volume = affected.fuel_burnt*FIRE_GROWTH_RATE
location.assume_air(affected)
for(var/atom/item in loc)
if(item && item != src) // It's possible that the item is deleted in temperature_expose
item.fire_act(null, temperature, volume)
return 0
/obj/effect/hotspot/process()
if(just_spawned)
just_spawned = 0
return 0
var/turf/simulated/floor/location = loc
if(!istype(location))
Kill()
return
if(location.excited_group)
location.excited_group.reset_cooldowns()
if((temperature < FIRE_MINIMUM_TEMPERATURE_TO_EXIST) || (volume <= 1))
Kill()
return
if(location.air.toxins < 0.5 || location.air.oxygen < 0.5)
Kill()
return
perform_exposure()
if(location.wet) location.wet = 0
if(bypassing)
icon_state = "3"
location.burn_tile()
//Possible spread due to radiated heat
if(location.air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_SPREAD)
var/radiated_temperature = location.air.temperature*FIRE_SPREAD_RADIOSITY_SCALE
for(var/direction in cardinal)
if(!(location.atmos_adjacent_turfs & direction))
continue
var/turf/simulated/T = get_step(src, direction)
if(istype(T) && T.active_hotspot)
T.hotspot_expose(radiated_temperature, CELL_VOLUME/4)
else
if(volume > CELL_VOLUME*0.4)
icon_state = "2"
else
icon_state = "1"
if(temperature > location.max_fire_temperature_sustained)
location.max_fire_temperature_sustained = temperature
if(location.heat_capacity && temperature > location.heat_capacity)
location.to_be_destroyed = 1
/*if(prob(25))
location.ReplaceWithSpace()
return 0*/
return 1
// Garbage collect itself by nulling reference to it
/obj/effect/hotspot/proc/Kill()
air_master.hotspots -= src
DestroyTurf()
garbage_collect()
/obj/effect/hotspot/proc/garbage_collect()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
if(T.active_hotspot == src)
T.active_hotspot = null
loc = null
/obj/effect/hotspot/proc/DestroyTurf()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
if(T.to_be_destroyed)
var/chance_of_deletion
if (T.heat_capacity) //beware of division by zero
chance_of_deletion = T.max_fire_temperature_sustained / T.heat_capacity * 8 //there is no problem with prob(23456), min() was redundant --rastaf0
else
chance_of_deletion = 100
if(prob(chance_of_deletion))
T.ChangeTurf(/turf/space)
else
T.to_be_destroyed = 0
T.max_fire_temperature_sustained = 0
/obj/effect/hotspot/New()
..()
dir = pick(cardinal)
air_update_turf()
return
/obj/effect/hotspot/Crossed(mob/living/L)
..()
if(isliving(L))
L.fire_act()
+262 -262
View File
@@ -1,263 +1,263 @@
var/kill_air = 0
var/global/datum/controller/air_system/air_master
datum/controller/air_system
var/list/excited_groups = list()
var/list/active_turfs = list()
var/list/hotspots = list()
var/speed = 1
//Special functions lists
var/list/turf/simulated/active_super_conductivity = list()
var/list/turf/simulated/high_pressure_delta = list()
var/current_cycle = 0
/datum/controller/air_system/proc/setup()
set background = BACKGROUND_ENABLED
world << "\red \b Processing Geometry..."
sleep(1)
var/start_time = world.timeofday
setup_allturfs()
global_activeturfs = active_turfs.len
world << "\red \b Geometry processed in [(world.timeofday-start_time)/10] seconds!"
/datum/controller/air_system/proc/process()
if(kill_air)
return 1
if(speed > 1)
for(var/i=0,i<speed,i++)
spawn((10/speed)*i)
process_air()
else
process_air()
return 1
/datum/controller/air_system/proc/process_air()
current_cycle++
process_active_turfs()
process_excited_groups()
process_high_pressure_delta()
process_hotspots()
process_super_conductivity()
/datum/controller/air_system/proc/process_hotspots()
for(var/obj/effect/hotspot/H in hotspots)
H.process()
/datum/controller/air_system/proc/process_super_conductivity()
for(var/turf/simulated/T in active_super_conductivity)
T.super_conduct()
/datum/controller/air_system/proc/process_high_pressure_delta()
for(var/turf/T in high_pressure_delta)
T.high_pressure_movements()
T.pressure_difference = 0
high_pressure_delta.len = 0
/datum/controller/air_system/proc/process_active_turfs()
for(var/turf/simulated/T in active_turfs)
T.process_cell()
/datum/controller/air_system/proc/remove_from_active(var/turf/simulated/T)
if(istype(T))
T.excited = 0
active_turfs -= T
if(T.excited_group)
T.excited_group.garbage_collect()
/datum/controller/air_system/proc/add_to_active(var/turf/simulated/T, var/blockchanges = 1)
if(istype(T) && T.air)
T.excited = 1
active_turfs |= T
if(blockchanges && T.excited_group)
T.excited_group.garbage_collect()
else
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/simulated/S = get_step(T, direction)
if(istype(S))
air_master.add_to_active(S)
/datum/controller/air_system/proc/setup_allturfs()
for(var/turf/simulated/T in world)
T.CalculateAdjacentTurfs()
if(!T.blocks_air)
if(T.air.check_tile_graphic())
T.update_visuals(T.air)
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/enemy_tile = get_step(T, direction)
if(istype(enemy_tile,/turf/simulated/))
var/turf/simulated/enemy_simulated = enemy_tile
if(!T.air.compare(enemy_simulated.air))
T.excited = 1
active_turfs |= T
break
else
if(!T.air.check_turf(enemy_tile))
T.excited = 1
active_turfs |= T
/datum/controller/air_system/proc/process_excited_groups()
for(var/datum/excited_group/EG in excited_groups)
EG.breakdown_cooldown ++
if(EG.breakdown_cooldown == 10)
EG.self_breakdown()
return
if(EG.breakdown_cooldown > 20)
EG.dismantle()
/turf/proc/CanAtmosPass(var/turf/T)
if(!istype(T)) return 0
var/R
if(blocks_air || T.blocks_air)
R = 1
for(var/obj/O in contents)
if(!O.CanAtmosPass(T))
R = 1
if(O.BlockSuperconductivity()) //the direction and open/closed are already checked on CanAtmosPass() so there are no arguments
var/D = get_dir(src, T)
atmos_supeconductivity |= D
D = get_dir(T, src)
T.atmos_supeconductivity |= D
return 0 //no need to keep going, we got all we asked
for(var/obj/O in T.contents)
if(!O.CanAtmosPass(src))
R = 1
if(O.BlockSuperconductivity())
var/D = get_dir(src, T)
atmos_supeconductivity |= D
D = get_dir(T, src)
T.atmos_supeconductivity |= D
return 0
var/D = get_dir(src, T)
atmos_supeconductivity &= ~D
D = get_dir(T, src)
T.atmos_supeconductivity &= ~D
if(!R)
return 1
atom/movable/proc/CanAtmosPass()
return 1
atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
return (!density || !height || air_group)
turf/CanPass(atom/movable/mover, turf/target, height=1.5,air_group=0)
if(!target) return 0
if(istype(mover)) // turf/Enter(...) will perform more advanced checks
return !density
else // Now, doing more detailed checks for air movement and air group formation
if(target.blocks_air||blocks_air)
return 0
for(var/obj/obstacle in src)
if(!obstacle.CanPass(mover, target, height, air_group))
return 0
for(var/obj/obstacle in target)
if(!obstacle.CanPass(mover, src, height, air_group))
return 0
return 1
/atom/movable/proc/BlockSuperconductivity() // objects that block air and don't let superconductivity act. Only firelocks atm.
return 0
/turf/proc/CalculateAdjacentTurfs()
atmos_adjacent_turfs_amount = 0
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
if(!istype(T))
continue
var/counterdir = get_dir(T, src)
if(CanAtmosPass(T))
atmos_adjacent_turfs_amount += 1
atmos_adjacent_turfs |= direction
if(!(T.atmos_adjacent_turfs & counterdir))
T.atmos_adjacent_turfs_amount += 1
T.atmos_adjacent_turfs |= counterdir
else
atmos_adjacent_turfs &= ~direction
if(T.atmos_adjacent_turfs & counterdir)
T.atmos_adjacent_turfs_amount -= 1
T.atmos_adjacent_turfs &= ~counterdir
/atom/movable/proc/air_update_turf(var/command = 0)
if(!istype(loc,/turf) && command)
return
for(var/turf/T in locs) // used by double wide doors and other nonexistant multitile structures
T.air_update_turf(command)
/turf/proc/air_update_turf(var/command = 0)
if(command)
CalculateAdjacentTurfs()
if(air_master)
air_master.add_to_active(src,command)
/atom/movable/proc/move_update_air(var/turf/T)
if(istype(T,/turf))
T.air_update_turf(1)
air_update_turf(1)
/atom/movable/proc/atmos_spawn_air(var/text, var/amount) //because a lot of people loves to copy paste awful code lets just make a easy proc to spawn your plasma fires
var/turf/simulated/T = get_turf(src)
if(!istype(T))
return
T.atmos_spawn_air(text, amount)
var/const/SPAWN_HEAT = 1
var/const/SPAWN_TOXINS = 4
var/const/SPAWN_OXYGEN = 8
var/const/SPAWN_CO2 = 16
var/const/SPAWN_NITROGEN = 32
var/const/SPAWN_N2O = 64
var/const/SPAWN_AIR = 256
/turf/simulated/proc/atmos_spawn_air(var/flag, var/amount)
if(!text || !amount || !air)
return
var/datum/gas_mixture/G = new
if(flag & SPAWN_HEAT)
G.temperature += 1000
if(flag & SPAWN_TOXINS)
G.toxins += amount
if(flag & SPAWN_OXYGEN)
G.oxygen += amount
if(flag & SPAWN_CO2)
G.carbon_dioxide += amount
if(flag & SPAWN_NITROGEN)
G.nitrogen += amount
if(flag & SPAWN_N2O)
var/datum/gas/sleeping_agent/T = new
T.moles += amount
G.trace_gases += T
if(flag & SPAWN_AIR)
G.oxygen += MOLES_O2STANDARD * amount
G.nitrogen += MOLES_N2STANDARD * amount
air.merge(G)
var/kill_air = 0
var/global/datum/controller/air_system/air_master
datum/controller/air_system
var/list/excited_groups = list()
var/list/active_turfs = list()
var/list/hotspots = list()
var/speed = 1
//Special functions lists
var/list/turf/simulated/active_super_conductivity = list()
var/list/turf/simulated/high_pressure_delta = list()
var/current_cycle = 0
/datum/controller/air_system/proc/setup()
set background = BACKGROUND_ENABLED
world << "\red \b Processing Geometry..."
sleep(1)
var/start_time = world.timeofday
setup_allturfs()
global_activeturfs = active_turfs.len
world << "\red \b Geometry processed in [(world.timeofday-start_time)/10] seconds!"
/datum/controller/air_system/proc/process()
if(kill_air)
return 1
if(speed > 1)
for(var/i=0,i<speed,i++)
spawn((10/speed)*i)
process_air()
else
process_air()
return 1
/datum/controller/air_system/proc/process_air()
current_cycle++
process_active_turfs()
process_excited_groups()
process_high_pressure_delta()
process_hotspots()
process_super_conductivity()
/datum/controller/air_system/proc/process_hotspots()
for(var/obj/effect/hotspot/H in hotspots)
H.process()
/datum/controller/air_system/proc/process_super_conductivity()
for(var/turf/simulated/T in active_super_conductivity)
T.super_conduct()
/datum/controller/air_system/proc/process_high_pressure_delta()
for(var/turf/T in high_pressure_delta)
T.high_pressure_movements()
T.pressure_difference = 0
high_pressure_delta.len = 0
/datum/controller/air_system/proc/process_active_turfs()
for(var/turf/simulated/T in active_turfs)
T.process_cell()
/datum/controller/air_system/proc/remove_from_active(var/turf/simulated/T)
if(istype(T))
T.excited = 0
active_turfs -= T
if(T.excited_group)
T.excited_group.garbage_collect()
/datum/controller/air_system/proc/add_to_active(var/turf/simulated/T, var/blockchanges = 1)
if(istype(T) && T.air)
T.excited = 1
active_turfs |= T
if(blockchanges && T.excited_group)
T.excited_group.garbage_collect()
else
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/simulated/S = get_step(T, direction)
if(istype(S))
air_master.add_to_active(S)
/datum/controller/air_system/proc/setup_allturfs()
for(var/turf/simulated/T in world)
T.CalculateAdjacentTurfs()
if(!T.blocks_air)
if(T.air.check_tile_graphic())
T.update_visuals(T.air)
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/enemy_tile = get_step(T, direction)
if(istype(enemy_tile,/turf/simulated/))
var/turf/simulated/enemy_simulated = enemy_tile
if(!T.air.compare(enemy_simulated.air))
T.excited = 1
active_turfs |= T
break
else
if(!T.air.check_turf(enemy_tile))
T.excited = 1
active_turfs |= T
/datum/controller/air_system/proc/process_excited_groups()
for(var/datum/excited_group/EG in excited_groups)
EG.breakdown_cooldown ++
if(EG.breakdown_cooldown == 10)
EG.self_breakdown()
return
if(EG.breakdown_cooldown > 20)
EG.dismantle()
/turf/proc/CanAtmosPass(var/turf/T)
if(!istype(T)) return 0
var/R
if(blocks_air || T.blocks_air)
R = 1
for(var/obj/O in contents)
if(!O.CanAtmosPass(T))
R = 1
if(O.BlockSuperconductivity()) //the direction and open/closed are already checked on CanAtmosPass() so there are no arguments
var/D = get_dir(src, T)
atmos_supeconductivity |= D
D = get_dir(T, src)
T.atmos_supeconductivity |= D
return 0 //no need to keep going, we got all we asked
for(var/obj/O in T.contents)
if(!O.CanAtmosPass(src))
R = 1
if(O.BlockSuperconductivity())
var/D = get_dir(src, T)
atmos_supeconductivity |= D
D = get_dir(T, src)
T.atmos_supeconductivity |= D
return 0
var/D = get_dir(src, T)
atmos_supeconductivity &= ~D
D = get_dir(T, src)
T.atmos_supeconductivity &= ~D
if(!R)
return 1
atom/movable/proc/CanAtmosPass()
return 1
atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
return (!density || !height || air_group)
turf/CanPass(atom/movable/mover, turf/target, height=1.5,air_group=0)
if(!target) return 0
if(istype(mover)) // turf/Enter(...) will perform more advanced checks
return !density
else // Now, doing more detailed checks for air movement and air group formation
if(target.blocks_air||blocks_air)
return 0
for(var/obj/obstacle in src)
if(!obstacle.CanPass(mover, target, height, air_group))
return 0
for(var/obj/obstacle in target)
if(!obstacle.CanPass(mover, src, height, air_group))
return 0
return 1
/atom/movable/proc/BlockSuperconductivity() // objects that block air and don't let superconductivity act. Only firelocks atm.
return 0
/turf/proc/CalculateAdjacentTurfs()
atmos_adjacent_turfs_amount = 0
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
if(!istype(T))
continue
var/counterdir = get_dir(T, src)
if(CanAtmosPass(T))
atmos_adjacent_turfs_amount += 1
atmos_adjacent_turfs |= direction
if(!(T.atmos_adjacent_turfs & counterdir))
T.atmos_adjacent_turfs_amount += 1
T.atmos_adjacent_turfs |= counterdir
else
atmos_adjacent_turfs &= ~direction
if(T.atmos_adjacent_turfs & counterdir)
T.atmos_adjacent_turfs_amount -= 1
T.atmos_adjacent_turfs &= ~counterdir
/atom/movable/proc/air_update_turf(var/command = 0)
if(!istype(loc,/turf) && command)
return
for(var/turf/T in locs) // used by double wide doors and other nonexistant multitile structures
T.air_update_turf(command)
/turf/proc/air_update_turf(var/command = 0)
if(command)
CalculateAdjacentTurfs()
if(air_master)
air_master.add_to_active(src,command)
/atom/movable/proc/move_update_air(var/turf/T)
if(istype(T,/turf))
T.air_update_turf(1)
air_update_turf(1)
/atom/movable/proc/atmos_spawn_air(var/text, var/amount) //because a lot of people loves to copy paste awful code lets just make a easy proc to spawn your plasma fires
var/turf/simulated/T = get_turf(src)
if(!istype(T))
return
T.atmos_spawn_air(text, amount)
var/const/SPAWN_HEAT = 1
var/const/SPAWN_TOXINS = 4
var/const/SPAWN_OXYGEN = 8
var/const/SPAWN_CO2 = 16
var/const/SPAWN_NITROGEN = 32
var/const/SPAWN_N2O = 64
var/const/SPAWN_AIR = 256
/turf/simulated/proc/atmos_spawn_air(var/flag, var/amount)
if(!text || !amount || !air)
return
var/datum/gas_mixture/G = new
if(flag & SPAWN_HEAT)
G.temperature += 1000
if(flag & SPAWN_TOXINS)
G.toxins += amount
if(flag & SPAWN_OXYGEN)
G.oxygen += amount
if(flag & SPAWN_CO2)
G.carbon_dioxide += amount
if(flag & SPAWN_NITROGEN)
G.nitrogen += amount
if(flag & SPAWN_N2O)
var/datum/gas/sleeping_agent/T = new
T.moles += amount
G.trace_gases += T
if(flag & SPAWN_AIR)
G.oxygen += MOLES_O2STANDARD * amount
G.nitrogen += MOLES_N2STANDARD * amount
air.merge(G)
air_master.add_to_active(src, 0)
+463 -463
View File
@@ -1,464 +1,464 @@
turf
var/pressure_difference = 0
var/pressure_direction = 0
var/atmos_adjacent_turfs = 0
var/atmos_adjacent_turfs_amount = 0
var/atmos_supeconductivity = 0
turf/assume_air(datum/gas_mixture/giver) //use this for machines to adjust air
del(giver)
return 0
turf/return_air()
//Create gas mixture to hold data for passing
var/datum/gas_mixture/GM = new
GM.oxygen = oxygen
GM.carbon_dioxide = carbon_dioxide
GM.nitrogen = nitrogen
GM.toxins = toxins
GM.temperature = temperature
return GM
turf/remove_air(amount as num)
var/datum/gas_mixture/GM = new
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
if(sum>0)
GM.oxygen = (oxygen/sum)*amount
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
GM.nitrogen = (nitrogen/sum)*amount
GM.toxins = (toxins/sum)*amount
GM.temperature = temperature
return GM
turf/simulated
var/datum/excited_group/excited_group
var/excited = 0
var/recently_active = 0
var/datum/gas_mixture/air
var/archived_cycle = 0
var/current_cycle = 0
var/obj/effect/hotspot/active_hotspot
var/temperature_archived //USED ONLY FOR SOLIDS
turf/simulated/New()
..()
if(!blocks_air)
air = new
air.oxygen = oxygen
air.carbon_dioxide = carbon_dioxide
air.nitrogen = nitrogen
air.toxins = toxins
air.temperature = temperature
turf/simulated/Del()
if(active_hotspot)
active_hotspot.garbage_collect()
..()
turf/simulated/assume_air(datum/gas_mixture/giver)
if(!giver) return 0
var/datum/gas_mixture/receiver = air
if(istype(receiver))
air.merge(giver)
if(air.check_tile_graphic())
update_visuals(air)
return 1
else return ..()
turf/simulated/proc/copy_air_with_tile(turf/simulated/T)
if(istype(T) && T.air && air)
air.copy_from(T.air)
turf/simulated/proc/copy_air(datum/gas_mixture/copy)
if(air && copy)
air.copy_from(copy)
turf/simulated/return_air()
if(air)
return air
else
return ..()
turf/simulated/remove_air(amount as num)
if(air)
var/datum/gas_mixture/removed = null
removed = air.remove(amount)
if(air.check_tile_graphic())
update_visuals(air)
return removed
else
return ..()
turf/simulated/proc/mimic_temperature_solid(turf/model, conduction_coefficient)
var/delta_temperature = (temperature_archived - model.temperature)
if((heat_capacity > 0) && (abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER))
var/heat = conduction_coefficient*delta_temperature* \
(heat_capacity*model.heat_capacity/(heat_capacity+model.heat_capacity))
temperature -= heat/heat_capacity
turf/simulated/proc/share_temperature_mutual_solid(turf/simulated/sharer, conduction_coefficient)
var/delta_temperature = (temperature_archived - sharer.temperature_archived)
if(abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER && heat_capacity && sharer.heat_capacity)
var/heat = conduction_coefficient*delta_temperature* \
(heat_capacity*sharer.heat_capacity/(heat_capacity+sharer.heat_capacity))
temperature -= heat/heat_capacity
sharer.temperature += heat/sharer.heat_capacity
/turf/simulated/proc/process_cell()
if(archived_cycle < air_master.current_cycle) //archive self if not already done
archive()
current_cycle = air_master.current_cycle
var/remove = 1 //set by non simulated turfs who are sharing with this turf
for(var/direction in cardinal)
if(!(atmos_adjacent_turfs & direction))
continue
var/turf/enemy_tile = get_step(src, direction)
if(istype(enemy_tile,/turf/simulated))
var/turf/simulated/enemy_simulated = enemy_tile
if(current_cycle > enemy_simulated.current_cycle)
enemy_simulated.archive()
/******************* GROUP HANDLING START *****************************************************************/
if(enemy_simulated.excited)
if(excited_group)
if(enemy_simulated.excited_group)
if(excited_group != enemy_simulated.excited_group)
excited_group.merge_groups(enemy_simulated.excited_group) //combine groups
share_air(enemy_simulated) //share
else
if((recently_active == 1 && enemy_simulated.recently_active == 1) || !air.compare(enemy_simulated.air))
excited_group.add_turf(enemy_simulated) //add enemy to our group
share_air(enemy_simulated) //share
else
if(enemy_simulated.excited_group)
if((recently_active == 1 && enemy_simulated.recently_active == 1) || !air.compare(enemy_simulated.air))
enemy_simulated.excited_group.add_turf(src) //join self to enemy group
share_air(enemy_simulated) //share
else
if((recently_active == 1 && enemy_simulated.recently_active == 1) || !air.compare(enemy_simulated.air))
var/datum/excited_group/EG = new //generate new group
EG.add_turf(src)
EG.add_turf(enemy_simulated)
share_air(enemy_simulated) //share
else
if(!air.compare(enemy_simulated.air)) //compare if
air_master.add_to_active(enemy_simulated) //excite enemy
if(excited_group)
excited_group.add_turf(enemy_simulated) //add enemy to group
else
var/datum/excited_group/EG = new //generate new group
EG.add_turf(src)
EG.add_turf(enemy_simulated)
share_air(enemy_simulated) //share
/******************* GROUP HANDLING FINISH *********************************************************************/
else
if(!air.check_turf(enemy_tile))
var/difference = air.mimic(enemy_tile,,atmos_adjacent_turfs_amount)
if(difference)
if(difference > 0)
consider_pressure_difference(enemy_tile, difference)
else
enemy_tile.consider_pressure_difference(src, difference)
remove = 0
if(excited_group)
last_share_check()
air.react()
if(air.check_tile_graphic())
update_visuals(air)
if(air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
hotspot_expose(air.temperature, CELL_VOLUME)
for(var/atom/movable/item in src)
item.temperature_expose(air, air.temperature, CELL_VOLUME)
temperature_expose(air, air.temperature, CELL_VOLUME)
if(air.temperature > MINIMUM_TEMPERATURE_START_SUPERCONDUCTION)
if(consider_superconductivity(starting = 1))
remove = 0
if(!excited_group && remove == 1)
air_master.remove_from_active(src)
/turf/simulated/proc/archive()
if(air) //For open space like floors
air.archive()
temperature_archived = temperature
archived_cycle = air_master.current_cycle
/turf/simulated/proc/update_visuals(datum/gas_mixture/model)
overlays.Cut()
var/siding_icon_state = return_siding_icon_state()
if(siding_icon_state)
overlays += image('icons/turf/floors.dmi',siding_icon_state)
switch(model.graphic)
if("plasma")
overlays.Add(plmaster)
if("sleeping_agent")
overlays.Add(slmaster)
/turf/simulated/proc/share_air(var/turf/simulated/T)
if(T.current_cycle < current_cycle)
var/difference
difference = air.share(T.air, atmos_adjacent_turfs_amount)
if(difference)
if(difference > 0)
consider_pressure_difference(T, difference)
else
T.consider_pressure_difference(src, difference)
last_share_check()
/turf/proc/consider_pressure_difference(var/turf/simulated/T, var/difference)
air_master.high_pressure_delta |= src
if(difference > pressure_difference)
pressure_direction = get_dir(src, T)
pressure_difference = difference
/turf/simulated/proc/last_share_check()
if(air.last_share > MINIMUM_AIR_TO_SUSPEND)
excited_group.reset_cooldowns()
/turf/proc/high_pressure_movements()
for(var/atom/movable/M in src)
M.experience_pressure_difference(pressure_difference, pressure_direction)
atom/movable/var/pressure_resistance = 5
atom/movable/var/last_forced_movement = 0
atom/movable/proc/experience_pressure_difference(pressure_difference, direction)
if(last_forced_movement >= air_master.current_cycle)
return 0
else if(!anchored)
if(pressure_difference > pressure_resistance)
last_forced_movement = air_master.current_cycle
spawn step(src, direction)
return 1
/datum/excited_group
var/list/turf_list = list()
var/breakdown_cooldown = 0
/datum/excited_group/New()
if(air_master)
air_master.excited_groups += src
/datum/excited_group/proc/add_turf(var/turf/simulated/T)
turf_list += T
T.excited_group = src
T.recently_active = 1
reset_cooldowns()
/datum/excited_group/proc/merge_groups(var/datum/excited_group/E)
if(turf_list.len > E.turf_list.len)
air_master.excited_groups -= E
for(var/turf/simulated/T in E.turf_list)
T.excited_group = src
turf_list += T
reset_cooldowns()
else
air_master.excited_groups -= src
for(var/turf/simulated/T in turf_list)
T.excited_group = E
E.turf_list += T
E.reset_cooldowns()
/datum/excited_group/proc/reset_cooldowns()
breakdown_cooldown = 0
/datum/excited_group/proc/self_breakdown()
var/datum/gas_mixture/A = new
var/datum/gas/sleeping_agent/S = new
A.trace_gases += S
for(var/turf/simulated/T in turf_list)
A.oxygen += T.air.oxygen
A.carbon_dioxide+= T.air.carbon_dioxide
A.nitrogen += T.air.nitrogen
A.toxins += T.air.toxins
if(T.air.trace_gases.len)
for(var/datum/gas/N in T.air.trace_gases)
S.moles += N.moles
for(var/turf/simulated/T in turf_list)
T.air.oxygen = A.oxygen/turf_list.len
T.air.carbon_dioxide= A.carbon_dioxide/turf_list.len
T.air.nitrogen = A.nitrogen/turf_list.len
T.air.toxins = A.toxins/turf_list.len
if(S.moles > 0)
if(T.air.trace_gases.len)
for(var/datum/gas/G in T.air.trace_gases)
G.moles = S.moles/turf_list.len
else
var/datum/gas/sleeping_agent/G = new
G.moles = S.moles/turf_list.len
T.air.trace_gases += G
if(T.air.check_tile_graphic())
T.update_visuals(T.air)
/datum/excited_group/proc/dismantle()
for(var/turf/simulated/T in turf_list)
T.excited = 0
T.recently_active = 0
T.excited_group = null
air_master.active_turfs -= T
garbage_collect()
/datum/excited_group/proc/garbage_collect()
for(var/turf/simulated/T in turf_list)
T.excited_group = null
turf_list.Cut()
air_master.excited_groups -= src
turf/simulated/proc/super_conduct()
var/conductivity_directions = 0
if(blocks_air)
//Does not participate in air exchange, so will conduct heat across all four borders at this time
conductivity_directions = NORTH|SOUTH|EAST|WEST
if(archived_cycle < air_master.current_cycle)
archive()
else
//Does particate in air exchange so only consider directions not considered during process_cell()
for(var/direction in cardinal)
if(!(atmos_adjacent_turfs & direction) && !(atmos_supeconductivity & direction))
conductivity_directions += direction
if(conductivity_directions>0)
//Conduct with tiles around me
for(var/direction in cardinal)
if(conductivity_directions&direction)
var/turf/neighbor = get_step(src,direction)
if(!neighbor.thermal_conductivity)
continue
if(istype(neighbor, /turf/simulated)) //anything under this subtype will share in the exchange
var/turf/simulated/T = neighbor
if(T.archived_cycle < air_master.current_cycle)
T.archive()
if(T.air)
if(air) //Both tiles are open
air.temperature_share(T.air, WINDOW_HEAT_TRANSFER_COEFFICIENT)
else //Solid but neighbor is open
T.air.temperature_turf_share(src, T.thermal_conductivity)
air_master.add_to_active(T, 0)
else
if(air) //Open but neighbor is solid
air.temperature_turf_share(T, T.thermal_conductivity)
else //Both tiles are solid
share_temperature_mutual_solid(T, T.thermal_conductivity)
T.temperature_expose(null, T.temperature, null)
T.consider_superconductivity()
else
if(air) //Open
air.temperature_mimic(neighbor, neighbor.thermal_conductivity)
else
mimic_temperature_solid(neighbor, neighbor.thermal_conductivity)
radiate_to_spess()
//Conduct with air on my tile if I have it
if(air)
air.temperature_turf_share(src, thermal_conductivity)
//Make sure still hot enough to continue conducting heat
if(air.temperature < MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION)
air_master.active_super_conductivity -= src
return 0
else
if(temperature < MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION)
air_master.active_super_conductivity -= src
return 0
turf/simulated/proc/consider_superconductivity(starting)
if(!thermal_conductivity)
return 0
if(air)
if(air.temperature < (starting?MINIMUM_TEMPERATURE_START_SUPERCONDUCTION:MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION))
return 0
if(air.heat_capacity() < M_CELL_WITH_RATIO) // Was: MOLES_CELLSTANDARD*0.1*0.05 Since there are no variables here we can make this a constant.
return 0
else
if(temperature < (starting?MINIMUM_TEMPERATURE_START_SUPERCONDUCTION:MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION))
return 0
air_master.active_super_conductivity |= src
return 1
turf/simulated/proc/radiate_to_spess() //Radiate excess tile heat to space
if(temperature > T0C) //Considering 0 degC as te break even point for radiation in and out
var/delta_temperature = (temperature_archived - 2.7) //hardcoded space temperature
if((heat_capacity > 0) && (abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER))
var/heat = thermal_conductivity*delta_temperature* \
(heat_capacity*700000/(heat_capacity+700000)) //700000 is the heat_capacity from a space turf, hardcoded here
turf
var/pressure_difference = 0
var/pressure_direction = 0
var/atmos_adjacent_turfs = 0
var/atmos_adjacent_turfs_amount = 0
var/atmos_supeconductivity = 0
turf/assume_air(datum/gas_mixture/giver) //use this for machines to adjust air
del(giver)
return 0
turf/return_air()
//Create gas mixture to hold data for passing
var/datum/gas_mixture/GM = new
GM.oxygen = oxygen
GM.carbon_dioxide = carbon_dioxide
GM.nitrogen = nitrogen
GM.toxins = toxins
GM.temperature = temperature
return GM
turf/remove_air(amount as num)
var/datum/gas_mixture/GM = new
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
if(sum>0)
GM.oxygen = (oxygen/sum)*amount
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
GM.nitrogen = (nitrogen/sum)*amount
GM.toxins = (toxins/sum)*amount
GM.temperature = temperature
return GM
turf/simulated
var/datum/excited_group/excited_group
var/excited = 0
var/recently_active = 0
var/datum/gas_mixture/air
var/archived_cycle = 0
var/current_cycle = 0
var/obj/effect/hotspot/active_hotspot
var/temperature_archived //USED ONLY FOR SOLIDS
turf/simulated/New()
..()
if(!blocks_air)
air = new
air.oxygen = oxygen
air.carbon_dioxide = carbon_dioxide
air.nitrogen = nitrogen
air.toxins = toxins
air.temperature = temperature
turf/simulated/Del()
if(active_hotspot)
active_hotspot.garbage_collect()
..()
turf/simulated/assume_air(datum/gas_mixture/giver)
if(!giver) return 0
var/datum/gas_mixture/receiver = air
if(istype(receiver))
air.merge(giver)
if(air.check_tile_graphic())
update_visuals(air)
return 1
else return ..()
turf/simulated/proc/copy_air_with_tile(turf/simulated/T)
if(istype(T) && T.air && air)
air.copy_from(T.air)
turf/simulated/proc/copy_air(datum/gas_mixture/copy)
if(air && copy)
air.copy_from(copy)
turf/simulated/return_air()
if(air)
return air
else
return ..()
turf/simulated/remove_air(amount as num)
if(air)
var/datum/gas_mixture/removed = null
removed = air.remove(amount)
if(air.check_tile_graphic())
update_visuals(air)
return removed
else
return ..()
turf/simulated/proc/mimic_temperature_solid(turf/model, conduction_coefficient)
var/delta_temperature = (temperature_archived - model.temperature)
if((heat_capacity > 0) && (abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER))
var/heat = conduction_coefficient*delta_temperature* \
(heat_capacity*model.heat_capacity/(heat_capacity+model.heat_capacity))
temperature -= heat/heat_capacity
turf/simulated/proc/share_temperature_mutual_solid(turf/simulated/sharer, conduction_coefficient)
var/delta_temperature = (temperature_archived - sharer.temperature_archived)
if(abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER && heat_capacity && sharer.heat_capacity)
var/heat = conduction_coefficient*delta_temperature* \
(heat_capacity*sharer.heat_capacity/(heat_capacity+sharer.heat_capacity))
temperature -= heat/heat_capacity
sharer.temperature += heat/sharer.heat_capacity
/turf/simulated/proc/process_cell()
if(archived_cycle < air_master.current_cycle) //archive self if not already done
archive()
current_cycle = air_master.current_cycle
var/remove = 1 //set by non simulated turfs who are sharing with this turf
for(var/direction in cardinal)
if(!(atmos_adjacent_turfs & direction))
continue
var/turf/enemy_tile = get_step(src, direction)
if(istype(enemy_tile,/turf/simulated))
var/turf/simulated/enemy_simulated = enemy_tile
if(current_cycle > enemy_simulated.current_cycle)
enemy_simulated.archive()
/******************* GROUP HANDLING START *****************************************************************/
if(enemy_simulated.excited)
if(excited_group)
if(enemy_simulated.excited_group)
if(excited_group != enemy_simulated.excited_group)
excited_group.merge_groups(enemy_simulated.excited_group) //combine groups
share_air(enemy_simulated) //share
else
if((recently_active == 1 && enemy_simulated.recently_active == 1) || !air.compare(enemy_simulated.air))
excited_group.add_turf(enemy_simulated) //add enemy to our group
share_air(enemy_simulated) //share
else
if(enemy_simulated.excited_group)
if((recently_active == 1 && enemy_simulated.recently_active == 1) || !air.compare(enemy_simulated.air))
enemy_simulated.excited_group.add_turf(src) //join self to enemy group
share_air(enemy_simulated) //share
else
if((recently_active == 1 && enemy_simulated.recently_active == 1) || !air.compare(enemy_simulated.air))
var/datum/excited_group/EG = new //generate new group
EG.add_turf(src)
EG.add_turf(enemy_simulated)
share_air(enemy_simulated) //share
else
if(!air.compare(enemy_simulated.air)) //compare if
air_master.add_to_active(enemy_simulated) //excite enemy
if(excited_group)
excited_group.add_turf(enemy_simulated) //add enemy to group
else
var/datum/excited_group/EG = new //generate new group
EG.add_turf(src)
EG.add_turf(enemy_simulated)
share_air(enemy_simulated) //share
/******************* GROUP HANDLING FINISH *********************************************************************/
else
if(!air.check_turf(enemy_tile))
var/difference = air.mimic(enemy_tile,,atmos_adjacent_turfs_amount)
if(difference)
if(difference > 0)
consider_pressure_difference(enemy_tile, difference)
else
enemy_tile.consider_pressure_difference(src, difference)
remove = 0
if(excited_group)
last_share_check()
air.react()
if(air.check_tile_graphic())
update_visuals(air)
if(air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
hotspot_expose(air.temperature, CELL_VOLUME)
for(var/atom/movable/item in src)
item.temperature_expose(air, air.temperature, CELL_VOLUME)
temperature_expose(air, air.temperature, CELL_VOLUME)
if(air.temperature > MINIMUM_TEMPERATURE_START_SUPERCONDUCTION)
if(consider_superconductivity(starting = 1))
remove = 0
if(!excited_group && remove == 1)
air_master.remove_from_active(src)
/turf/simulated/proc/archive()
if(air) //For open space like floors
air.archive()
temperature_archived = temperature
archived_cycle = air_master.current_cycle
/turf/simulated/proc/update_visuals(datum/gas_mixture/model)
overlays.Cut()
var/siding_icon_state = return_siding_icon_state()
if(siding_icon_state)
overlays += image('icons/turf/floors.dmi',siding_icon_state)
switch(model.graphic)
if("plasma")
overlays.Add(plmaster)
if("sleeping_agent")
overlays.Add(slmaster)
/turf/simulated/proc/share_air(var/turf/simulated/T)
if(T.current_cycle < current_cycle)
var/difference
difference = air.share(T.air, atmos_adjacent_turfs_amount)
if(difference)
if(difference > 0)
consider_pressure_difference(T, difference)
else
T.consider_pressure_difference(src, difference)
last_share_check()
/turf/proc/consider_pressure_difference(var/turf/simulated/T, var/difference)
air_master.high_pressure_delta |= src
if(difference > pressure_difference)
pressure_direction = get_dir(src, T)
pressure_difference = difference
/turf/simulated/proc/last_share_check()
if(air.last_share > MINIMUM_AIR_TO_SUSPEND)
excited_group.reset_cooldowns()
/turf/proc/high_pressure_movements()
for(var/atom/movable/M in src)
M.experience_pressure_difference(pressure_difference, pressure_direction)
atom/movable/var/pressure_resistance = 5
atom/movable/var/last_forced_movement = 0
atom/movable/proc/experience_pressure_difference(pressure_difference, direction)
if(last_forced_movement >= air_master.current_cycle)
return 0
else if(!anchored)
if(pressure_difference > pressure_resistance)
last_forced_movement = air_master.current_cycle
spawn step(src, direction)
return 1
/datum/excited_group
var/list/turf_list = list()
var/breakdown_cooldown = 0
/datum/excited_group/New()
if(air_master)
air_master.excited_groups += src
/datum/excited_group/proc/add_turf(var/turf/simulated/T)
turf_list += T
T.excited_group = src
T.recently_active = 1
reset_cooldowns()
/datum/excited_group/proc/merge_groups(var/datum/excited_group/E)
if(turf_list.len > E.turf_list.len)
air_master.excited_groups -= E
for(var/turf/simulated/T in E.turf_list)
T.excited_group = src
turf_list += T
reset_cooldowns()
else
air_master.excited_groups -= src
for(var/turf/simulated/T in turf_list)
T.excited_group = E
E.turf_list += T
E.reset_cooldowns()
/datum/excited_group/proc/reset_cooldowns()
breakdown_cooldown = 0
/datum/excited_group/proc/self_breakdown()
var/datum/gas_mixture/A = new
var/datum/gas/sleeping_agent/S = new
A.trace_gases += S
for(var/turf/simulated/T in turf_list)
A.oxygen += T.air.oxygen
A.carbon_dioxide+= T.air.carbon_dioxide
A.nitrogen += T.air.nitrogen
A.toxins += T.air.toxins
if(T.air.trace_gases.len)
for(var/datum/gas/N in T.air.trace_gases)
S.moles += N.moles
for(var/turf/simulated/T in turf_list)
T.air.oxygen = A.oxygen/turf_list.len
T.air.carbon_dioxide= A.carbon_dioxide/turf_list.len
T.air.nitrogen = A.nitrogen/turf_list.len
T.air.toxins = A.toxins/turf_list.len
if(S.moles > 0)
if(T.air.trace_gases.len)
for(var/datum/gas/G in T.air.trace_gases)
G.moles = S.moles/turf_list.len
else
var/datum/gas/sleeping_agent/G = new
G.moles = S.moles/turf_list.len
T.air.trace_gases += G
if(T.air.check_tile_graphic())
T.update_visuals(T.air)
/datum/excited_group/proc/dismantle()
for(var/turf/simulated/T in turf_list)
T.excited = 0
T.recently_active = 0
T.excited_group = null
air_master.active_turfs -= T
garbage_collect()
/datum/excited_group/proc/garbage_collect()
for(var/turf/simulated/T in turf_list)
T.excited_group = null
turf_list.Cut()
air_master.excited_groups -= src
turf/simulated/proc/super_conduct()
var/conductivity_directions = 0
if(blocks_air)
//Does not participate in air exchange, so will conduct heat across all four borders at this time
conductivity_directions = NORTH|SOUTH|EAST|WEST
if(archived_cycle < air_master.current_cycle)
archive()
else
//Does particate in air exchange so only consider directions not considered during process_cell()
for(var/direction in cardinal)
if(!(atmos_adjacent_turfs & direction) && !(atmos_supeconductivity & direction))
conductivity_directions += direction
if(conductivity_directions>0)
//Conduct with tiles around me
for(var/direction in cardinal)
if(conductivity_directions&direction)
var/turf/neighbor = get_step(src,direction)
if(!neighbor.thermal_conductivity)
continue
if(istype(neighbor, /turf/simulated)) //anything under this subtype will share in the exchange
var/turf/simulated/T = neighbor
if(T.archived_cycle < air_master.current_cycle)
T.archive()
if(T.air)
if(air) //Both tiles are open
air.temperature_share(T.air, WINDOW_HEAT_TRANSFER_COEFFICIENT)
else //Solid but neighbor is open
T.air.temperature_turf_share(src, T.thermal_conductivity)
air_master.add_to_active(T, 0)
else
if(air) //Open but neighbor is solid
air.temperature_turf_share(T, T.thermal_conductivity)
else //Both tiles are solid
share_temperature_mutual_solid(T, T.thermal_conductivity)
T.temperature_expose(null, T.temperature, null)
T.consider_superconductivity()
else
if(air) //Open
air.temperature_mimic(neighbor, neighbor.thermal_conductivity)
else
mimic_temperature_solid(neighbor, neighbor.thermal_conductivity)
radiate_to_spess()
//Conduct with air on my tile if I have it
if(air)
air.temperature_turf_share(src, thermal_conductivity)
//Make sure still hot enough to continue conducting heat
if(air.temperature < MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION)
air_master.active_super_conductivity -= src
return 0
else
if(temperature < MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION)
air_master.active_super_conductivity -= src
return 0
turf/simulated/proc/consider_superconductivity(starting)
if(!thermal_conductivity)
return 0
if(air)
if(air.temperature < (starting?MINIMUM_TEMPERATURE_START_SUPERCONDUCTION:MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION))
return 0
if(air.heat_capacity() < M_CELL_WITH_RATIO) // Was: MOLES_CELLSTANDARD*0.1*0.05 Since there are no variables here we can make this a constant.
return 0
else
if(temperature < (starting?MINIMUM_TEMPERATURE_START_SUPERCONDUCTION:MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION))
return 0
air_master.active_super_conductivity |= src
return 1
turf/simulated/proc/radiate_to_spess() //Radiate excess tile heat to space
if(temperature > T0C) //Considering 0 degC as te break even point for radiation in and out
var/delta_temperature = (temperature_archived - 2.7) //hardcoded space temperature
if((heat_capacity > 0) && (abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER))
var/heat = thermal_conductivity*delta_temperature* \
(heat_capacity*700000/(heat_capacity+700000)) //700000 is the heat_capacity from a space turf, hardcoded here
temperature -= heat/heat_capacity
@@ -1,8 +0,0 @@
/*
Hey you!
You only need to untick maps/tgstation.2.0.9.dmm for this if you download the modified map from:
http://tgstation13.googlecode.com/files/tgstation.2.1.0_deptsec.zip
Everything else can just be ticked on top of the original stuff.
*/
@@ -1,122 +0,0 @@
var/list/sec_departments = list("engineering", "supply", "medical", "science")
/datum/job/officer/proc/assign_sec_to_department(var/mob/living/carbon/human/H)
if(!H) return 0
if(!sec_departments.len)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
else
var/department = pick(sec_departments)
sec_departments -= department
var/dep_access = null
var/destination = null
switch(department)
if("supply")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/cargo(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/supply(H), slot_ears)
dep_access = list(access_mailsorting, access_mining)
destination = /area/security/checkpoint/supply
if("engineering")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/engine(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/engi(H), slot_ears)
dep_access = list(access_construction, access_engine)
destination = /area/security/checkpoint/engineering
if("medical")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/med(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/med(H), slot_ears)
dep_access = list(access_medical)
destination = /area/security/checkpoint/medical
if("science")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/science(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/sci(H), slot_ears)
dep_access = list(access_research)
destination = /area/security/checkpoint/science
var/teleport = 0
if(!config.sec_start_brig)
if(destination)
if(!ticker || ticker.current_state <= GAME_STATE_SETTING_UP)
teleport = 1
if(teleport)
var/turf/T
var/safety = 0
while(safety < 25)
T = safepick(get_area_turfs(destination))
if(T && !H.Move(T))
safety += 1
continue
else
break
H << "<b>You have been assigned to [department]!</b>"
access += dep_access
/datum/job/officer
title = "Security Officer"
flag = OFFICER
department_flag = ENGSEC
faction = "Station"
total_positions = 5
spawn_positions = 5
supervisors = "the head of security, and the head of your assigned department (if applicable)"
selection_color = "#ffeeee"
equip(var/mob/living/carbon/human/H)
if(!H) return 0
if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
assign_sec_to_department(H)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/security(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_s_store)
H.equip_to_slot_or_del(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_l_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
H.equip_to_slot_or_del(new /obj/item/weapon/melee/baton/loaded(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
return 1
/obj/item/device/radio/headset/headset_sec/department/New()
wires = new(src)
secure_radio_connections = new
if(radio_controller)
initialize()
recalculateChannels()
/obj/item/device/radio/headset/headset_sec/department/engi
keyslot1 = new /obj/item/device/encryptionkey/headset_sec
keyslot2 = new /obj/item/device/encryptionkey/headset_eng
/obj/item/device/radio/headset/headset_sec/department/supply
keyslot1 = new /obj/item/device/encryptionkey/headset_sec
keyslot2 = new /obj/item/device/encryptionkey/headset_cargo
/obj/item/device/radio/headset/headset_sec/department/med
keyslot1 = new /obj/item/device/encryptionkey/headset_sec
keyslot2 = new /obj/item/device/encryptionkey/headset_med
/obj/item/device/radio/headset/headset_sec/department/sci
keyslot1 = new /obj/item/device/encryptionkey/headset_sec
keyslot2 = new /obj/item/device/encryptionkey/headset_sci
/obj/item/clothing/under/rank/security/cargo/New()
attachTie(new /obj/item/clothing/tie/armband/cargo)
/obj/item/clothing/under/rank/security/engine/New()
attachTie(new /obj/item/clothing/tie/armband/engine)
/obj/item/clothing/under/rank/security/science/New()
attachTie(new /obj/item/clothing/tie/armband/science)
/obj/item/clothing/under/rank/security/med/New()
attachTie(new /obj/item/clothing/tie/armband/medgreen)
+58 -58
View File
@@ -1,59 +1,59 @@
/client/verb/pipenets_debug()
if(!holder) return
for(var/i=1,i<=pipe_networks.len,i++)
// src << "<a href='?"\ref[holder]";adminplayervars=\ref[powernets[i]]'>[copytext("\ref[powernets[i]]",8,12)]</A>"
src << "<A HREF='?_src_=vars;Vars=\ref[pipe_networks[i]]'>[copytext("\ref[pipe_networks[i]]",8,12)]</A>"
src << "[pipe_networks.len] total pipenets"
/client/verb/pipenet_overlays()
var/list/L = list()
for(var/obj/machinery/atmospherics/AT in view(mob))
AT.maptext = null
L |= AT
for(var/datum/pipe_network/Network in pipe_networks)
for(var/obj/machinery/atmospherics/AT in Network.normal_members)
if(!(AT in L))
continue
if(!AT.maptext)
AT.maptext = "<font color='white'>[copytext("\ref[Network]",8,12)]</font>"
else
world << "DUPLICATE: <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[AT.x];Y=[AT.y];Z=[AT.z]'>[AT.name]</a> net#<A HREF='?_src_=vars;Vars=\ref[Network]'>[copytext("\ref[Network]",8,12)]</A>)"
for(var/datum/pipeline/PL in Network.line_members)
for(var/obj/machinery/atmospherics/AT in PL.members)
if(!(AT in L))
continue
if(!AT.maptext)
AT.maptext = "<font color='green'>[copytext("\ref[Network]",8,12)]</font>"
else
world << "DUPLICATE: <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[AT.x];Y=[AT.y];Z=[AT.z]'>[AT.name]</a> net#<A HREF='?_src_=vars;Vars=\ref[Network]'>[copytext("\ref[Network]",8,12)]</A>)"
for(var/obj/machinery/atmospherics/ATE in PL.edges)
if(!(ATE in L))
continue
if(!ATE.maptext)
ATE.maptext = "<font color='red'>[copytext("\ref[Network]",8,12)]</font>"
else
world << "DUPLICATE: <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[ATE.x];Y=[ATE.y];Z=[ATE.z]'>[ATE.name]</a> net#<A HREF='?_src_=vars;Vars=\ref[Network]'>[copytext("\ref[Network]",8,12)]</A>)"
/client/verb/follow_pipenet(var/netref as null|anything in get_refs(pipe_networks))
var/datum/pipe_network/Network = locate(netref)
if(!Network)
src << "Unable to locate [netref]"
return
for(var/obj/machinery/atmospherics/AT in world)
if(AT)
animate(AT, alpha = 255, time = 0)
for(var/obj/machinery/atmospherics/AT in Network.normal_members)
if(AT)
animate(AT, alpha = 0, time = 1, loop = -1)
animate(alpha = 255, time = 1)
for(var/datum/pipeline/PL in Network.line_members)
for(var/obj/machinery/atmospherics/AT in PL.members)
if(AT)
animate(AT, alpha = 0, time = 1, loop = -1)
animate(alpha = 255, time = 1)
/proc/get_refs(var/list/L)
. = list()
for(var/everything in L)
/client/verb/pipenets_debug()
if(!holder) return
for(var/i=1,i<=pipe_networks.len,i++)
// src << "<a href='?"\ref[holder]";adminplayervars=\ref[powernets[i]]'>[copytext("\ref[powernets[i]]",8,12)]</A>"
src << "<A HREF='?_src_=vars;Vars=\ref[pipe_networks[i]]'>[copytext("\ref[pipe_networks[i]]",8,12)]</A>"
src << "[pipe_networks.len] total pipenets"
/client/verb/pipenet_overlays()
var/list/L = list()
for(var/obj/machinery/atmospherics/AT in view(mob))
AT.maptext = null
L |= AT
for(var/datum/pipe_network/Network in pipe_networks)
for(var/obj/machinery/atmospherics/AT in Network.normal_members)
if(!(AT in L))
continue
if(!AT.maptext)
AT.maptext = "<font color='white'>[copytext("\ref[Network]",8,12)]</font>"
else
world << "DUPLICATE: <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[AT.x];Y=[AT.y];Z=[AT.z]'>[AT.name]</a> net#<A HREF='?_src_=vars;Vars=\ref[Network]'>[copytext("\ref[Network]",8,12)]</A>)"
for(var/datum/pipeline/PL in Network.line_members)
for(var/obj/machinery/atmospherics/AT in PL.members)
if(!(AT in L))
continue
if(!AT.maptext)
AT.maptext = "<font color='green'>[copytext("\ref[Network]",8,12)]</font>"
else
world << "DUPLICATE: <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[AT.x];Y=[AT.y];Z=[AT.z]'>[AT.name]</a> net#<A HREF='?_src_=vars;Vars=\ref[Network]'>[copytext("\ref[Network]",8,12)]</A>)"
for(var/obj/machinery/atmospherics/ATE in PL.edges)
if(!(ATE in L))
continue
if(!ATE.maptext)
ATE.maptext = "<font color='red'>[copytext("\ref[Network]",8,12)]</font>"
else
world << "DUPLICATE: <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[ATE.x];Y=[ATE.y];Z=[ATE.z]'>[ATE.name]</a> net#<A HREF='?_src_=vars;Vars=\ref[Network]'>[copytext("\ref[Network]",8,12)]</A>)"
/client/verb/follow_pipenet(var/netref as null|anything in get_refs(pipe_networks))
var/datum/pipe_network/Network = locate(netref)
if(!Network)
src << "Unable to locate [netref]"
return
for(var/obj/machinery/atmospherics/AT in world)
if(AT)
animate(AT, alpha = 255, time = 0)
for(var/obj/machinery/atmospherics/AT in Network.normal_members)
if(AT)
animate(AT, alpha = 0, time = 1, loop = -1)
animate(alpha = 255, time = 1)
for(var/datum/pipeline/PL in Network.line_members)
for(var/obj/machinery/atmospherics/AT in PL.members)
if(AT)
animate(AT, alpha = 0, time = 1, loop = -1)
animate(alpha = 255, time = 1)
/proc/get_refs(var/list/L)
. = list()
for(var/everything in L)
. += "\ref[everything]"
+13 -13
View File
@@ -1,14 +1,14 @@
/*
This folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
The values in this folder are NOT options. They are not for hosts to play with.
Some of the values are arbitrary and only need to be different from similar constants;
for example, the genetic mutation numbers in genetics.dm mean nothing, but MUST be distinct.
It is wise not to touch them unless you understand what they do, where they're used,
and most importantly,
how to undo your changes if you screw it up.
- Sayu
/*
This folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
The values in this folder are NOT options. They are not for hosts to play with.
Some of the values are arbitrary and only need to be different from similar constants;
for example, the genetic mutation numbers in genetics.dm mean nothing, but MUST be distinct.
It is wise not to touch them unless you understand what they do, where they're used,
and most importantly,
how to undo your changes if you screw it up.
- Sayu
*/
+37 -37
View File
@@ -1,37 +1,37 @@
//A set of constants used to determine which type of mute an admin wishes to apply:
//Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO etc = (MUTE_IC << 1)
//Therefore there needs to be a gap between the flags for the automute flags
#define MUTE_IC 1
#define MUTE_OOC 2
#define MUTE_PRAY 4
#define MUTE_ADMINHELP 8
#define MUTE_DEADCHAT 16
#define MUTE_ALL 31
//Some constants for DB_Ban
#define BANTYPE_PERMA 1
#define BANTYPE_TEMP 2
#define BANTYPE_JOB_PERMA 3
#define BANTYPE_JOB_TEMP 4
#define BANTYPE_ANY_FULLBAN 5 //used to locate stuff to unban.
#define BANTYPE_APPEARANCE 6
#define BANTYPE_ADMIN_PERMA 7
#define BANTYPE_ADMIN_TEMP 8
//Please don't edit these values without speaking to Errorage first ~Carn
//Admin Permissions
#define R_BUILDMODE 1
#define R_ADMIN 2
#define R_BAN 4
#define R_FUN 8
#define R_SERVER 16
#define R_DEBUG 32
#define R_POSSESS 64
#define R_PERMISSIONS 128
#define R_STEALTH 256
#define R_REJUVINATE 512
#define R_VAREDIT 1024
#define R_SOUNDS 2048
#define R_SPAWN 4096
#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
//A set of constants used to determine which type of mute an admin wishes to apply:
//Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO etc = (MUTE_IC << 1)
//Therefore there needs to be a gap between the flags for the automute flags
#define MUTE_IC 1
#define MUTE_OOC 2
#define MUTE_PRAY 4
#define MUTE_ADMINHELP 8
#define MUTE_DEADCHAT 16
#define MUTE_ALL 31
//Some constants for DB_Ban
#define BANTYPE_PERMA 1
#define BANTYPE_TEMP 2
#define BANTYPE_JOB_PERMA 3
#define BANTYPE_JOB_TEMP 4
#define BANTYPE_ANY_FULLBAN 5 //used to locate stuff to unban.
#define BANTYPE_APPEARANCE 6
#define BANTYPE_ADMIN_PERMA 7
#define BANTYPE_ADMIN_TEMP 8
//Please don't edit these values without speaking to Errorage first ~Carn
//Admin Permissions
#define R_BUILDMODE 1
#define R_ADMIN 2
#define R_BAN 4
#define R_FUN 8
#define R_SERVER 16
#define R_DEBUG 32
#define R_POSSESS 64
#define R_PERMISSIONS 128
#define R_STEALTH 256
#define R_REJUVINATE 512
#define R_VAREDIT 1024
#define R_SOUNDS 2048
#define R_SPAWN 4096
#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
+109 -109
View File
@@ -1,109 +1,109 @@
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC
#define M_CELL_WITH_RATIO (MOLES_CELLSTANDARD * 0.005)
#define O2STANDARD 0.21
#define N2STANDARD 0.79
#define MOLES_O2STANDARD (MOLES_CELLSTANDARD*O2STANDARD) // O2 standard value (21%)
#define MOLES_N2STANDARD (MOLES_CELLSTANDARD*N2STANDARD) // N2 standard value (79%)
#define GAS_O2 (1 << 0)
#define GAS_N2 (1 << 1)
#define GAS_PL (1 << 2)
#define GAS_CO2 (1 << 3)
#define GAS_N2O (1 << 4)
//stuff you should probably leave well alone!
//ATMOS
#define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
#define NORMPIPERATE 30 //pipe-insulation rate divisor
#define HEATPIPERATE 8 //heat-exch pipe insulation
#define FLOWFRAC 0.99 //fraction of gas transfered per process
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) //Tank starts leaking
#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) //Tank spills all contents into atmosphere
#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) //Boom 3x3 base explosion
#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) //+1 for each SCALE kPa aboe threshold
#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05 //Minimum ratio of air that must move to/from a tile to suspend group processing
#define MINIMUM_AIR_TO_SUSPEND (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Minimum amount of air that has to move before a group processing can be suspended
#define MINIMUM_MOLES_DELTA_TO_MOVE (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Either this must be active
#define MINIMUM_TEMPERATURE_TO_MOVE (T20C+100) //or this (or both, obviously)
#define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012
#define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4 //Minimum temperature difference before group processing is suspended
#define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5 //Minimum temperature difference before the gas temperatures are just set to be equal
#define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION T20C+10
#define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION T20C+200
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur
#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile
#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
#define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
//Plasma fire properties
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
#define PLASMA_UPPER_TEMPERATURE 1370+T0C
#define PLASMA_MINIMUM_OXYGEN_NEEDED 2
#define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30
#define PLASMA_OXYGEN_FULLBURN 10
#define MIN_PLASMA_DAMAGE 1
#define MAX_PLASMA_DAMAGE 10
#define MOLES_PLASMA_VISIBLE 0.7 //Moles in a standard cell after which plasma is visible
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
#define WARNING_LOW_PRESSURE 50 //This is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE)
#define HAZARD_LOW_PRESSURE 20 //This is when the black ultra-low pressure icon is displayed. (This one is set as a constant)
#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
#define BODYTEMP_AUTORECOVERY_DIVISOR 12 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
#define BODYTEMP_AUTORECOVERY_MINIMUM 10 //Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50.
#define BODYTEMP_COLD_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.
#define BODYTEMP_HEAT_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster.
#define BODYTEMP_COOLING_MAX 30 //The maximum number of degrees that your body can cool in 1 tick, when in a cold area.
#define BODYTEMP_HEATING_MAX 30 //The maximum number of degrees that your body can heat up in 1 tick, when in a hot area.
#define BODYTEMP_HEAT_DAMAGE_LIMIT 360.15 // The limit the human body can take before it starts taking damage from heat.
#define BODYTEMP_COLD_DAMAGE_LIMIT 260.15 // The limit the human body can take before it starts taking damage from coldness.
#define SPACE_HELM_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_HELM_MAX_TEMP_PROTECT 1500 //Thermal insulation works both ways /Malkevin
#define SPACE_SUIT_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
#define SPACE_SUIT_MAX_TEMP_PROTECT 1500
#define FIRE_SUIT_MIN_TEMP_PROTECT 60 //Cold protection for firesuits
#define FIRE_SUIT_MAX_TEMP_PROTECT 30000 //what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
#define FIRE_HELM_MIN_TEMP_PROTECT 60 //Cold protection for fire helmets
#define FIRE_HELM_MAX_TEMP_PROTECT 30000 //for fire helmet quality items (red and white hardhats)
#define HELMET_MIN_TEMP_PROTECT 160 //For normal helmets
#define HELMET_MAX_TEMP_PROTECT 600 //For normal helmets
#define ARMOR_MIN_TEMP_PROTECT 160 //For armor
#define ARMOR_MAX_TEMP_PROTECT 600 //For armor
#define GLOVES_MIN_TEMP_PROTECT 2.0 //For some gloves (black and)
#define GLOVES_MAX_TEMP_PROTECT 1500 //For some gloves
#define SHOES_MIN_TEMP_PROTECT 2.0 //For gloves
#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
#define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
#define PRESSURE_SUIT_REDUCTION_COEFFICIENT 0.8 //This is how much (percentual) a suit with the flag STOPSPRESSUREDMAGE reduces pressure.
#define PRESSURE_HEAD_REDUCTION_COEFFICIENT 0.4 //This is how much (percentual) a helmet/hat with the flag STOPSPRESSUREDMAGE reduces pressure.
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC
#define M_CELL_WITH_RATIO (MOLES_CELLSTANDARD * 0.005)
#define O2STANDARD 0.21
#define N2STANDARD 0.79
#define MOLES_O2STANDARD (MOLES_CELLSTANDARD*O2STANDARD) // O2 standard value (21%)
#define MOLES_N2STANDARD (MOLES_CELLSTANDARD*N2STANDARD) // N2 standard value (79%)
#define GAS_O2 (1 << 0)
#define GAS_N2 (1 << 1)
#define GAS_PL (1 << 2)
#define GAS_CO2 (1 << 3)
#define GAS_N2O (1 << 4)
//stuff you should probably leave well alone!
//ATMOS
#define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
#define NORMPIPERATE 30 //pipe-insulation rate divisor
#define HEATPIPERATE 8 //heat-exch pipe insulation
#define FLOWFRAC 0.99 //fraction of gas transfered per process
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) //Tank starts leaking
#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) //Tank spills all contents into atmosphere
#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) //Boom 3x3 base explosion
#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) //+1 for each SCALE kPa aboe threshold
#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05 //Minimum ratio of air that must move to/from a tile to suspend group processing
#define MINIMUM_AIR_TO_SUSPEND (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Minimum amount of air that has to move before a group processing can be suspended
#define MINIMUM_MOLES_DELTA_TO_MOVE (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Either this must be active
#define MINIMUM_TEMPERATURE_TO_MOVE (T20C+100) //or this (or both, obviously)
#define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012
#define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4 //Minimum temperature difference before group processing is suspended
#define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5 //Minimum temperature difference before the gas temperatures are just set to be equal
#define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION T20C+10
#define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION T20C+200
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur
#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile
#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
#define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
//Plasma fire properties
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
#define PLASMA_UPPER_TEMPERATURE 1370+T0C
#define PLASMA_MINIMUM_OXYGEN_NEEDED 2
#define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30
#define PLASMA_OXYGEN_FULLBURN 10
#define MIN_PLASMA_DAMAGE 1
#define MAX_PLASMA_DAMAGE 10
#define MOLES_PLASMA_VISIBLE 0.7 //Moles in a standard cell after which plasma is visible
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
#define WARNING_LOW_PRESSURE 50 //This is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE)
#define HAZARD_LOW_PRESSURE 20 //This is when the black ultra-low pressure icon is displayed. (This one is set as a constant)
#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
#define BODYTEMP_AUTORECOVERY_DIVISOR 12 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
#define BODYTEMP_AUTORECOVERY_MINIMUM 10 //Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50.
#define BODYTEMP_COLD_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.
#define BODYTEMP_HEAT_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster.
#define BODYTEMP_COOLING_MAX 30 //The maximum number of degrees that your body can cool in 1 tick, when in a cold area.
#define BODYTEMP_HEATING_MAX 30 //The maximum number of degrees that your body can heat up in 1 tick, when in a hot area.
#define BODYTEMP_HEAT_DAMAGE_LIMIT 360.15 // The limit the human body can take before it starts taking damage from heat.
#define BODYTEMP_COLD_DAMAGE_LIMIT 260.15 // The limit the human body can take before it starts taking damage from coldness.
#define SPACE_HELM_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_HELM_MAX_TEMP_PROTECT 1500 //Thermal insulation works both ways /Malkevin
#define SPACE_SUIT_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
#define SPACE_SUIT_MAX_TEMP_PROTECT 1500
#define FIRE_SUIT_MIN_TEMP_PROTECT 60 //Cold protection for firesuits
#define FIRE_SUIT_MAX_TEMP_PROTECT 30000 //what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
#define FIRE_HELM_MIN_TEMP_PROTECT 60 //Cold protection for fire helmets
#define FIRE_HELM_MAX_TEMP_PROTECT 30000 //for fire helmet quality items (red and white hardhats)
#define HELMET_MIN_TEMP_PROTECT 160 //For normal helmets
#define HELMET_MAX_TEMP_PROTECT 600 //For normal helmets
#define ARMOR_MIN_TEMP_PROTECT 160 //For armor
#define ARMOR_MAX_TEMP_PROTECT 600 //For armor
#define GLOVES_MIN_TEMP_PROTECT 2.0 //For some gloves (black and)
#define GLOVES_MAX_TEMP_PROTECT 1500 //For some gloves
#define SHOES_MIN_TEMP_PROTECT 2.0 //For gloves
#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
#define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
#define PRESSURE_SUIT_REDUCTION_COEFFICIENT 0.8 //This is how much (percentual) a suit with the flag STOPSPRESSUREDMAGE reduces pressure.
#define PRESSURE_HEAD_REDUCTION_COEFFICIENT 0.4 //This is how much (percentual) a helmet/hat with the flag STOPSPRESSUREDMAGE reduces pressure.
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//ITEM INVENTORY SLOT BITMASKS
#define SLOT_OCLOTHING 1
#define SLOT_ICLOTHING 2
#define SLOT_GLOVES 4
#define SLOT_EYES 8
#define SLOT_EARS 16
#define SLOT_MASK 32
#define SLOT_HEAD 64
#define SLOT_FEET 128
#define SLOT_ID 256
#define SLOT_BELT 512
#define SLOT_BACK 1024
#define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets.
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
#define HIDEGLOVES 1 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESUITSTORAGE 2 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEMASK 1 //APPLIES ONLY TO HELMETS/MASKS!!
#define HIDEEARS 2 //APPLIES ONLY TO HELMETS/MASKS!! (ears means headsets and such)
#define HIDEEYES 4 //APPLIES ONLY TO HELMETS/MASKS!! (eyes means glasses)
#define HIDEFACE 8 //APPLIES ONLY TO HELMETS/MASKS!! Dictates whether we appear as unknown.
//slots
#define slot_back 1
#define slot_wear_mask 2
#define slot_handcuffed 3
#define slot_l_hand 4
#define slot_r_hand 5
#define slot_belt 6
#define slot_wear_id 7
#define slot_ears 8
#define slot_glasses 9
#define slot_gloves 10
#define slot_head 11
#define slot_shoes 12
#define slot_wear_suit 13
#define slot_w_uniform 14
#define slot_l_store 15
#define slot_r_store 16
#define slot_s_store 17
#define slot_in_backpack 18
#define slot_legcuffed 19
//Cant seem to find a mob bitflags area other than the powers one
// bitflags for clothing parts - also used for limbs
#define HEAD 1
#define CHEST 2
#define GROIN 4
#define LEG_LEFT 8
#define LEG_RIGHT 16
#define LEGS 24
#define FOOT_LEFT 32
#define FOOT_RIGHT 64
#define FEET 96
#define ARM_LEFT 128
#define ARM_RIGHT 256
#define ARMS 384
#define HAND_LEFT 512
#define HAND_RIGHT 1024
#define HANDS 1536
#define FULL_BODY 2047
// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
// The values here should add up to 1.
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_CHEST 0.15
#define THERMAL_PROTECTION_GROIN 0.15
#define THERMAL_PROTECTION_LEG_LEFT 0.075
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
#define THERMAL_PROTECTION_ARM_LEFT 0.075
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
//ITEM INVENTORY SLOT BITMASKS
#define SLOT_OCLOTHING 1
#define SLOT_ICLOTHING 2
#define SLOT_GLOVES 4
#define SLOT_EYES 8
#define SLOT_EARS 16
#define SLOT_MASK 32
#define SLOT_HEAD 64
#define SLOT_FEET 128
#define SLOT_ID 256
#define SLOT_BELT 512
#define SLOT_BACK 1024
#define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets.
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
#define HIDEGLOVES 1 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESUITSTORAGE 2 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEMASK 1 //APPLIES ONLY TO HELMETS/MASKS!!
#define HIDEEARS 2 //APPLIES ONLY TO HELMETS/MASKS!! (ears means headsets and such)
#define HIDEEYES 4 //APPLIES ONLY TO HELMETS/MASKS!! (eyes means glasses)
#define HIDEFACE 8 //APPLIES ONLY TO HELMETS/MASKS!! Dictates whether we appear as unknown.
//slots
#define slot_back 1
#define slot_wear_mask 2
#define slot_handcuffed 3
#define slot_l_hand 4
#define slot_r_hand 5
#define slot_belt 6
#define slot_wear_id 7
#define slot_ears 8
#define slot_glasses 9
#define slot_gloves 10
#define slot_head 11
#define slot_shoes 12
#define slot_wear_suit 13
#define slot_w_uniform 14
#define slot_l_store 15
#define slot_r_store 16
#define slot_s_store 17
#define slot_in_backpack 18
#define slot_legcuffed 19
//Cant seem to find a mob bitflags area other than the powers one
// bitflags for clothing parts - also used for limbs
#define HEAD 1
#define CHEST 2
#define GROIN 4
#define LEG_LEFT 8
#define LEG_RIGHT 16
#define LEGS 24
#define FOOT_LEFT 32
#define FOOT_RIGHT 64
#define FEET 96
#define ARM_LEFT 128
#define ARM_RIGHT 256
#define ARMS 384
#define HAND_LEFT 512
#define HAND_RIGHT 1024
#define HANDS 1536
#define FULL_BODY 2047
// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
// The values here should add up to 1.
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_CHEST 0.15
#define THERMAL_PROTECTION_GROIN 0.15
#define THERMAL_PROTECTION_LEG_LEFT 0.075
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
#define THERMAL_PROTECTION_ARM_LEFT 0.075
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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//Damage things //TODO: merge these down to reduce on defines
//Way to waste perfectly good damagetype names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc...
#define BRUTE "brute"
#define BURN "fire"
#define TOX "tox"
#define OXY "oxy"
#define CLONE "clone"
#define STAMINA "stamina"
#define STUN "stun"
#define WEAKEN "weaken"
#define PARALYZE "paralize"
#define IRRADIATE "irradiate"
#define STUTTER "stutter"
#define EYE_BLUR "eye_blur"
#define DROWSY "drowsy"
//I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches
#define BRUTELOSS 1
#define FIRELOSS 2
#define TOXLOSS 4
#define OXYLOSS 8
//Bitflags defining which status effects could be or are inflicted on a mob
#define CANSTUN 1
#define CANWEAKEN 2
#define CANPARALYSE 4
#define CANPUSH 8
#define GODMODE 4096
#define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath
#define DISFIGURED 16384 //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system
#define XENO_HOST 32768 //Tracks whether we're gonna be a baby alien's mummy.
//Grab levels
#define GRAB_PASSIVE 1
#define GRAB_AGGRESSIVE 2
#define GRAB_NECK 3
#define GRAB_UPGRADING 4
#define GRAB_KILL 5
#define HOSTILE_STANCE_IDLE 1
//#define HOSTILE_STANCE_ALERT 2 //Was only used by bears
#define HOSTILE_STANCE_ATTACK 3
#define HOSTILE_STANCE_ATTACKING 4
//#define HOSTILE_STANCE_TIRED 5 //Was also only used by bears
//Damage things //TODO: merge these down to reduce on defines
//Way to waste perfectly good damagetype names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc...
#define BRUTE "brute"
#define BURN "fire"
#define TOX "tox"
#define OXY "oxy"
#define CLONE "clone"
#define STAMINA "stamina"
#define STUN "stun"
#define WEAKEN "weaken"
#define PARALYZE "paralize"
#define IRRADIATE "irradiate"
#define STUTTER "stutter"
#define EYE_BLUR "eye_blur"
#define DROWSY "drowsy"
//I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches
#define BRUTELOSS 1
#define FIRELOSS 2
#define TOXLOSS 4
#define OXYLOSS 8
//Bitflags defining which status effects could be or are inflicted on a mob
#define CANSTUN 1
#define CANWEAKEN 2
#define CANPARALYSE 4
#define CANPUSH 8
#define GODMODE 4096
#define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath
#define DISFIGURED 16384 //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system
#define XENO_HOST 32768 //Tracks whether we're gonna be a baby alien's mummy.
//Grab levels
#define GRAB_PASSIVE 1
#define GRAB_AGGRESSIVE 2
#define GRAB_NECK 3
#define GRAB_UPGRADING 4
#define GRAB_KILL 5
#define HOSTILE_STANCE_IDLE 1
//#define HOSTILE_STANCE_ALERT 2 //Was only used by bears
#define HOSTILE_STANCE_ATTACK 3
#define HOSTILE_STANCE_ATTACKING 4
//#define HOSTILE_STANCE_TIRED 5 //Was also only used by bears
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/*
These defines are specific to the atom/flags bitmask
*/
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
//#define SUITSPACE 8 // suit protects against space
#define USEDELAY 16 // For adding extra delay to heavy items, not currently used
#define NOSHIELD 32 // weapon not affected by shield
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define FPRINT 256 // takes a fingerprint
#define ON_BORDER 512 // item has priority to check when entering or leaving
#define GLASSESCOVERSEYES 1024
#define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags
#define HEADCOVERSEYES 1024 // feel free to realloc these numbers for other purposes
#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
#define HEADCOVERSMOUTH 2048
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
#define NOREACT 16384 //Reagents dont' react inside this container.
#define BLOCKHAIR 32768 // temporarily removes the user's hair icon
//turf-only flags
#define NOJAUNT 1
/*
These defines are used specifically with the atom/pass_flags bitmask
the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
*/
//flags for pass_flags
#define PASSTABLE 1
#define PASSGLASS 2
#define PASSGRILLE 4
/*
These defines are specific to the atom/flags bitmask
*/
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
//#define SUITSPACE 8 // suit protects against space
//#define USEDELAY 16 // For adding extra delay to heavy items, not currently used
#define NOSHIELD 32 // weapon not affected by shield
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define FPRINT 256 // takes a fingerprint
#define ON_BORDER 512 // item has priority to check when entering or leaving
#define GLASSESCOVERSEYES 1024
#define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags
#define HEADCOVERSEYES 1024 // feel free to realloc these numbers for other purposes
#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
#define HEADCOVERSMOUTH 2048
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
#define NOREACT 16384 //Reagents dont' react inside this container.
#define BLOCKHAIR 32768 // temporarily removes the user's hair icon
//turf-only flags
#define NOJAUNT 1
/*
These defines are used specifically with the atom/pass_flags bitmask
the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
*/
//flags for pass_flags
#define PASSTABLE 1
#define PASSGLASS 2
#define PASSGRILLE 4
#define PASSBLOB 8
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//bitflags for mutations
// Extra powers:
#define SHADOW (1<<10) // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM (1<<11) // supersonic screaming (25%)
#define EXPLOSIVE (1<<12) // exploding on-demand (15%)
#define REGENERATION (1<<13) // superhuman regeneration (30%)
#define REPROCESSOR (1<<14) // eat anything (50%)
#define SHAPESHIFTING (1<<15) // take on the appearance of anything (40%)
#define PHASING (1<<16) // ability to phase through walls (40%)
#define SHIELD (1<<17) // shielding from all projectile attacks (30%)
#define SHOCKWAVE (1<<18) // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY (1<<19) // ability to shoot electric attacks (15%)
// String identifiers for associative list lookup
// mob/var/list/mutations
// Generic mutations:
#define TK 1
#define COLD_RESISTANCE 2
#define XRAY 3
#define HULK 4
#define CLUMSY 5
#define FAT 6
#define HUSK 7
#define NOCLONE 8
// Extra powers:
#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
#define HEAL 10 // healing people with hands
#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM 12 // supersonic screaming (25%)
#define EXPLOSIVE 13 // exploding on-demand (15%)
#define REGENERATION 14 // superhuman regeneration (30%)
#define REPROCESSOR 15 // eat anything (50%)
#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
#define PHASING 17 // ability to phase through walls (40%)
#define SHIELD 18 // shielding from all projectile attacks (30%)
#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
//disabilities
#define NEARSIGHTED 1
#define EPILEPSY 2
#define COUGHING 4
#define TOURETTES 8
#define NERVOUS 16
//sdisabilities
#define BLIND 1
#define MUTE 2
#define DEAF 4
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
#define DNA_UNI_IDENTITY_BLOCKS 7
#define DNA_HAIR_COLOR_BLOCK 1
#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
#define DNA_SKIN_TONE_BLOCK 3
#define DNA_EYE_COLOR_BLOCK 4
#define DNA_GENDER_BLOCK 5
#define DNA_FACIAL_HAIR_STYLE_BLOCK 6
#define DNA_HAIR_STYLE_BLOCK 7
#define DNA_STRUC_ENZYMES_BLOCKS 14
#define DNA_UNIQUE_ENZYMES_LEN 32
//Transformation proc stuff
#define TR_KEEPITEMS 1
#define TR_KEEPVIRUS 2
#define TR_KEEPDAMAGE 4
#define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize)
#define TR_KEEPIMPLANTS 16
#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
#define TR_DEFAULTMSG 64
#define TR_KEEPSRC 128
//Organ stuff, It's here because "Genetics" is the most relevant file for organs
#define ORGAN_ORGANIC 1
//bitflags for mutations
// Extra powers:
#define SHADOW (1<<10) // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM (1<<11) // supersonic screaming (25%)
#define EXPLOSIVE (1<<12) // exploding on-demand (15%)
#define REGENERATION (1<<13) // superhuman regeneration (30%)
#define REPROCESSOR (1<<14) // eat anything (50%)
#define SHAPESHIFTING (1<<15) // take on the appearance of anything (40%)
#define PHASING (1<<16) // ability to phase through walls (40%)
#define SHIELD (1<<17) // shielding from all projectile attacks (30%)
#define SHOCKWAVE (1<<18) // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY (1<<19) // ability to shoot electric attacks (15%)
// String identifiers for associative list lookup
// mob/var/list/mutations
// Generic mutations:
#define TK 1
#define COLD_RESISTANCE 2
#define XRAY 3
#define HULK 4
#define CLUMSY 5
#define FAT 6
#define HUSK 7
#define NOCLONE 8
// Extra powers:
#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
#define HEAL 10 // healing people with hands
#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM 12 // supersonic screaming (25%)
#define EXPLOSIVE 13 // exploding on-demand (15%)
#define REGENERATION 14 // superhuman regeneration (30%)
#define REPROCESSOR 15 // eat anything (50%)
#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
#define PHASING 17 // ability to phase through walls (40%)
#define SHIELD 18 // shielding from all projectile attacks (30%)
#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
//disabilities
#define NEARSIGHTED 1
#define EPILEPSY 2
#define COUGHING 4
#define TOURETTES 8
#define NERVOUS 16
//sdisabilities
#define BLIND 1
#define MUTE 2
#define DEAF 4
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
#define DNA_UNI_IDENTITY_BLOCKS 7
#define DNA_HAIR_COLOR_BLOCK 1
#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
#define DNA_SKIN_TONE_BLOCK 3
#define DNA_EYE_COLOR_BLOCK 4
#define DNA_GENDER_BLOCK 5
#define DNA_FACIAL_HAIR_STYLE_BLOCK 6
#define DNA_HAIR_STYLE_BLOCK 7
#define DNA_STRUC_ENZYMES_BLOCKS 14
#define DNA_UNIQUE_ENZYMES_LEN 32
//Transformation proc stuff
#define TR_KEEPITEMS 1
#define TR_KEEPVIRUS 2
#define TR_KEEPDAMAGE 4
#define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize)
#define TR_KEEPIMPLANTS 16
#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
#define TR_DEFAULTMSG 64
#define TR_KEEPSRC 128
//Organ stuff, It's here because "Genetics" is the most relevant file for organs
#define ORGAN_ORGANIC 1
#define ORGAN_ROBOTIC 2
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// channel numbers for power
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
#define TOTAL 4 //for total power used only
//bitflags for door switches.
#define OPEN 1
#define IDSCAN 2
#define BOLTS 4
#define SHOCK 8
#define SAFE 16
// channel numbers for power
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
#define TOTAL 4 //for total power used only
//bitflags for door switches.
#define OPEN 1
#define IDSCAN 2
#define BOLTS 4
#define SHOCK 8
#define SAFE 16
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#define PI 3.1415
#define SPEED_OF_LIGHT 3e8 //not exact but hey!
#define SPEED_OF_LIGHT_SQ 9e+16
#define INFINITY 1e31 //closer then enough
//atmos
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
#define ONE_ATMOSPHERE 101.325 //kPa
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
#define TCMB 2.7 // -270.3degC
#define PI 3.1415
#define SPEED_OF_LIGHT 3e8 //not exact but hey!
#define SPEED_OF_LIGHT_SQ 9e+16
#define INFINITY 1e31 //closer then enough
//atmos
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
#define ONE_ATMOSPHERE 101.325 //kPa
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
#define TCMB 2.7 // -270.3degC
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#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
//Security levels
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_RED 2
#define SEC_LEVEL_DELTA 3
//some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 //Used to trigger removal from a processing list
#define MANIFEST_ERROR_NAME 1
#define MANIFEST_ERROR_COUNT 2
#define MANIFEST_ERROR_ITEM 4
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
//HUD styles. Please ensure HUD_VERSIONS is the same as the maximum index. Index order defines how they are cycled in F12.
#define HUD_STYLE_STANDARD 1
#define HUD_STYLE_REDUCED 2
#define HUD_STYLE_NOHUD 3
#define HUD_VERSIONS 3 //used in show_hud()
//1 = standard hud
//2 = reduced hud (just hands and intent switcher)
//3 = no hud (for screenshots)
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
//Security levels
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_RED 2
#define SEC_LEVEL_DELTA 3
//some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 //Used to trigger removal from a processing list
#define MANIFEST_ERROR_NAME 1
#define MANIFEST_ERROR_COUNT 2
#define MANIFEST_ERROR_ITEM 4
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
//HUD styles. Please ensure HUD_VERSIONS is the same as the maximum index. Index order defines how they are cycled in F12.
#define HUD_STYLE_STANDARD 1
#define HUD_STYLE_REDUCED 2
#define HUD_STYLE_NOHUD 3
#define HUD_VERSIONS 3 //used in show_hud()
//1 = standard hud
//2 = reduced hud (just hands and intent switcher)
//3 = no hud (for screenshots)
+27 -27
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@@ -1,27 +1,27 @@
//Preference toggles
#define SOUND_ADMINHELP 1
#define SOUND_MIDI 2
#define SOUND_AMBIENCE 4
#define SOUND_LOBBY 8
#define CHAT_OOC 16
#define CHAT_DEAD 32
#define CHAT_GHOSTEARS 64
#define CHAT_GHOSTSIGHT 128
#define CHAT_PRAYER 256
#define CHAT_RADIO 512
#define MEMBER_PUBLIC 1024
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|MEMBER_PUBLIC)
#define BE_TRAITOR 1
#define BE_OPERATIVE 2
#define BE_CHANGELING 4
#define BE_WIZARD 8
#define BE_MALF 16
#define BE_REV 32
#define BE_ALIEN 64
#define BE_PAI 128
#define BE_CULTIST 256
#define BE_BLOB 512
#define BE_NINJA 1024
//Preference toggles
#define SOUND_ADMINHELP 1
#define SOUND_MIDI 2
#define SOUND_AMBIENCE 4
#define SOUND_LOBBY 8
#define CHAT_OOC 16
#define CHAT_DEAD 32
#define CHAT_GHOSTEARS 64
#define CHAT_GHOSTSIGHT 128
#define CHAT_PRAYER 256
#define CHAT_RADIO 512
#define MEMBER_PUBLIC 1024
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|MEMBER_PUBLIC)
#define BE_TRAITOR 1
#define BE_OPERATIVE 2
#define BE_CHANGELING 4
#define BE_WIZARD 8
#define BE_MALF 16
#define BE_REV 32
#define BE_ALIEN 64
#define BE_PAI 128
#define BE_CULTIST 256
#define BE_BLOB 512
#define BE_NINJA 1024
+32 -32
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@@ -1,32 +1,32 @@
#define SEE_INVISIBLE_MINIMUM 5
#define SEE_INVISIBLE_OBSERVER_NOLIGHTING 15
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
#define INVISIBILITY_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
#define SEE_INVISIBLE_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
#define INVISIBILITY_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans.
#define HEALTH_HUD 1 // dead, alive, sick, health status
#define STATUS_HUD 2 // a simple line rounding the mob's number health
#define ID_HUD 3 // the job asigned to your ID
#define WANTED_HUD 4 // wanted, released, parroled, security status
#define IMPLOYAL_HUD 5 // loyality implant
#define IMPCHEM_HUD 6 // chemical implant
#define IMPTRACK_HUD 7 // tracking implant
#define SEE_INVISIBLE_MINIMUM 5
#define SEE_INVISIBLE_OBSERVER_NOLIGHTING 15
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
#define INVISIBILITY_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
#define SEE_INVISIBLE_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
#define INVISIBILITY_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans.
#define HEALTH_HUD 1 // dead, alive, sick, health status
#define STATUS_HUD 2 // a simple line rounding the mob's number health
#define ID_HUD 3 // the job asigned to your ID
#define WANTED_HUD 4 // wanted, released, parroled, security status
#define IMPLOYAL_HUD 5 // loyality implant
#define IMPCHEM_HUD 6 // chemical implant
#define IMPTRACK_HUD 7 // tracking implant
+15 -15
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@@ -1,15 +1,15 @@
/*
Used with the various stat variables (mob, machines)
*/
//mob/var/stat things
#define CONSCIOUS 0
#define UNCONSCIOUS 1
#define DEAD 2
// bitflags for machine stat variable
#define BROKEN 1
#define NOPOWER 2
#define POWEROFF 4 // tbd
#define MAINT 8 // under maintaince
#define EMPED 16 // temporary broken by EMP pulse
/*
Used with the various stat variables (mob, machines)
*/
//mob/var/stat things
#define CONSCIOUS 0
#define UNCONSCIOUS 1
#define DEAD 2
// bitflags for machine stat variable
#define BROKEN 1
#define NOPOWER 2
#define POWEROFF 4 // tbd
#define MAINT 8 // under maintaince
#define EMPED 16 // temporary broken by EMP pulse
+389 -389
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@@ -1,389 +1,389 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/proc/get_area(O)
var/atom/location = O
var/i
for(i=1, i<=20, i++)
if(isarea(location))
return location
else if (istype(location))
location = location.loc
else
return null
return 0
/proc/get_area_master(O)
var/area/A = get_area(O)
if(A && A.master)
A = A.master
return A
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
if(A.name == N)
return A
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
/proc/alone_in_area(var/area/the_area, var/mob/must_be_alone, var/check_type = /mob/living/carbon)
var/area/our_area = get_area_master(the_area)
for(var/C in living_mob_list)
if(!istype(C, check_type))
continue
if(C == must_be_alone)
continue
if(our_area == get_area_master(C))
return 0
return 1
//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
//They should approximate pythagoras theorem well enough for our needs.
#define k1 0.934
#define k2 0.427
/proc/cheap_hypotenuse(Ax,Ay,Bx,By) // T is just the second atom to check distance to center with
var/dx = abs(Ax - Bx) //sides of right-angled triangle
var/dy = abs(Ay - By)
if(dx>=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :)
else return (k2*dx) + (k1*dy)
#undef k1
#undef k2
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
//var/debug_mob = 0
// Better recursive loop, technically sort of not actually recursive cause that shit is retarded, enjoy.
//No need for a recursive limit either
proc/recursive_mob_check(var/atom/O,var/client_check=1,var/sight_check=1,var/include_radio=1)
var/list/processing_list = list(O)
var/list/processed_list = list()
var/list/found_mobs = list()
while(processing_list.len)
var/atom/A = processing_list[1]
var/passed = 0
if(ismob(A))
var/mob/A_tmp = A
passed=1
if(client_check && !A_tmp.client)
passed=0
if(sight_check && !isInSight(A_tmp, O))
passed=0
else if(include_radio && istype(A, /obj/item/device/radio))
passed=1
if(sight_check && !isInSight(A, O))
passed=0
if(passed)
found_mobs |= A
for(var/atom/B in A)
if(!(B in processed_list))
processing_list |= B
processing_list -= A
processed_list |= A
return found_mobs
proc/get_mobs_in_view(var/R, var/atom/source)
// Returns a list of mobs in range of R from source. Used in radio and say code.
var/turf/T = get_turf(source)
var/list/hear = list()
if(!T)
return hear
var/list/range = hear(R, T)
for(var/atom/movable/A in range)
hear |= recursive_mob_check(A, 1, 0, 1)
return hear
/proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios)
set background = BACKGROUND_ENABLED
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
var/list/speaker_coverage = list()
for(var/i = 1; i <= radios.len; i++)
var/obj/item/device/radio/R = radios[i]
if(R)
var/turf/speaker = get_turf(R)
if(speaker)
for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage[T] = T
// Try to find all the players who can hear the message
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M)
var/turf/ear = get_turf(M)
if(ear)
if(speaker_coverage[ear])
. |= M
return .
#define SIGN(X) ((X<0)?-1:1)
proc
inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
#undef SIGN
proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/proc/try_move_adjacent(atom/movable/AM)
var/turf/T = get_turf(AM)
for(var/direction in cardinal)
if(AM.Move(get_step(T, direction)))
break
/proc/get_mob_by_key(var/key)
for(var/mob/M in mob_list)
if(M.ckey == lowertext(key))
return M
return null
// Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer.
/proc/get_candidates(be_special_flag=0, afk_bracket=3000)
var/list/candidates = list()
// Keep looping until we find a non-afk candidate within the time bracket (we limit the bracket to 10 minutes (6000))
while(!candidates.len && afk_bracket < 6000)
for(var/mob/dead/observer/G in player_list)
if(G.client != null)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk(afk_bracket) && (G.client.prefs.be_special & be_special_flag))
candidates += G.client
afk_bracket += 600 // Add a minute to the bracket, for every attempt
return candidates
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /obj/screen/text()
O.maptext = maptext
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
return O
/proc/Show2Group4Delay(obj/O, list/group, delay=0)
if(!isobj(O)) return
if(!group) group = clients
for(var/client/C in group)
C.screen += O
if(delay)
spawn(delay)
for(var/client/C in group)
C.screen -= O
/proc/flick_overlay(image/I, list/show_to, duration)
for(var/client/C in show_to)
C.images += I
sleep(duration)
for(var/client/C in show_to)
C.images -= I
/proc/get_active_player_count()
// Get active players who are playing in the round
var/active_players = 0
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M && M.client)
if(istype(M, /mob/new_player)) // exclude people in the lobby
continue
else if(isobserver(M)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/O = M
if(O.started_as_observer) // Exclude people who started as observers
continue
active_players++
return active_players
/datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/proc/get_area(O)
var/atom/location = O
var/i
for(i=1, i<=20, i++)
if(isarea(location))
return location
else if (istype(location))
location = location.loc
else
return null
return 0
/proc/get_area_master(O)
var/area/A = get_area(O)
if(A && A.master)
A = A.master
return A
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
if(A.name == N)
return A
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
/proc/alone_in_area(var/area/the_area, var/mob/must_be_alone, var/check_type = /mob/living/carbon)
var/area/our_area = get_area_master(the_area)
for(var/C in living_mob_list)
if(!istype(C, check_type))
continue
if(C == must_be_alone)
continue
if(our_area == get_area_master(C))
return 0
return 1
//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
//They should approximate pythagoras theorem well enough for our needs.
#define k1 0.934
#define k2 0.427
/proc/cheap_hypotenuse(Ax,Ay,Bx,By) // T is just the second atom to check distance to center with
var/dx = abs(Ax - Bx) //sides of right-angled triangle
var/dy = abs(Ay - By)
if(dx>=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :)
else return (k2*dx) + (k1*dy)
#undef k1
#undef k2
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
//var/debug_mob = 0
// Better recursive loop, technically sort of not actually recursive cause that shit is retarded, enjoy.
//No need for a recursive limit either
proc/recursive_mob_check(var/atom/O,var/client_check=1,var/sight_check=1,var/include_radio=1)
var/list/processing_list = list(O)
var/list/processed_list = list()
var/list/found_mobs = list()
while(processing_list.len)
var/atom/A = processing_list[1]
var/passed = 0
if(ismob(A))
var/mob/A_tmp = A
passed=1
if(client_check && !A_tmp.client)
passed=0
if(sight_check && !isInSight(A_tmp, O))
passed=0
else if(include_radio && istype(A, /obj/item/device/radio))
passed=1
if(sight_check && !isInSight(A, O))
passed=0
if(passed)
found_mobs |= A
for(var/atom/B in A)
if(!(B in processed_list))
processing_list |= B
processing_list -= A
processed_list |= A
return found_mobs
proc/get_mobs_in_view(var/R, var/atom/source)
// Returns a list of mobs in range of R from source. Used in radio and say code.
var/turf/T = get_turf(source)
var/list/hear = list()
if(!T)
return hear
var/list/range = hear(R, T)
for(var/atom/movable/A in range)
hear |= recursive_mob_check(A, 1, 0, 1)
return hear
/proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios)
set background = BACKGROUND_ENABLED
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
var/list/speaker_coverage = list()
for(var/i = 1; i <= radios.len; i++)
var/obj/item/device/radio/R = radios[i]
if(R)
var/turf/speaker = get_turf(R)
if(speaker)
for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage[T] = T
// Try to find all the players who can hear the message
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M)
var/turf/ear = get_turf(M)
if(ear)
if(speaker_coverage[ear])
. |= M
return .
#define SIGN(X) ((X<0)?-1:1)
proc
inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
#undef SIGN
proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/proc/try_move_adjacent(atom/movable/AM)
var/turf/T = get_turf(AM)
for(var/direction in cardinal)
if(AM.Move(get_step(T, direction)))
break
/proc/get_mob_by_key(var/key)
for(var/mob/M in mob_list)
if(M.ckey == lowertext(key))
return M
return null
// Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer.
/proc/get_candidates(be_special_flag=0, afk_bracket=3000)
var/list/candidates = list()
// Keep looping until we find a non-afk candidate within the time bracket (we limit the bracket to 10 minutes (6000))
while(!candidates.len && afk_bracket < 6000)
for(var/mob/dead/observer/G in player_list)
if(G.client != null)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk(afk_bracket) && (G.client.prefs.be_special & be_special_flag))
candidates += G.client
afk_bracket += 600 // Add a minute to the bracket, for every attempt
return candidates
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /obj/screen/text()
O.maptext = maptext
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
return O
/proc/Show2Group4Delay(obj/O, list/group, delay=0)
if(!isobj(O)) return
if(!group) group = clients
for(var/client/C in group)
C.screen += O
if(delay)
spawn(delay)
for(var/client/C in group)
C.screen -= O
/proc/flick_overlay(image/I, list/show_to, duration)
for(var/client/C in show_to)
C.images += I
sleep(duration)
for(var/client/C in show_to)
C.images -= I
/proc/get_active_player_count()
// Get active players who are playing in the round
var/active_players = 0
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M && M.client)
if(istype(M, /mob/new_player)) // exclude people in the lobby
continue
else if(isobserver(M)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/O = M
if(O.started_as_observer) // Exclude people who started as observers
continue
active_players++
return active_players
/datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
+3 -3
View File
@@ -1,3 +1,3 @@
/matrix/proc/TurnTo(old_angle, new_angle)
. = new_angle - old_angle
Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
/matrix/proc/TurnTo(old_angle, new_angle)
. = new_angle - old_angle
Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
+1 -1
View File
@@ -1290,4 +1290,4 @@ proc/check_target_facings(mob/living/initator, mob/living/target)
if(initator.dir + 4 == target.dir || initator.dir - 4 == target.dir) //mobs are facing each other
return 2
if(initator.dir + 2 == target.dir || initator.dir - 2 == target.dir || initator.dir + 6 == target.dir || initator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
return 3
return 3
+44 -44
View File
@@ -1,44 +1,44 @@
var/datum/configuration/config = null
var/host = null
var/join_motd = null
var/station_name = null
var/game_version = "/tg/ Station 13"
var/changelog_hash = ""
var/ooc_allowed = 1 // used with admin verbs to disable ooc - not a config option apparently
var/dooc_allowed = 1
var/abandon_allowed = 1
var/enter_allowed = 1
var/guests_allowed = 1
var/shuttle_frozen = 0
var/shuttle_left = 0
var/tinted_weldhelh = 1
// Debug is used exactly once (in living.dm) but is commented out in a lot of places. It is not set anywhere and only checked.
// Debug2 is used in conjunction with a lot of admin verbs and therefore is actually legit.
var/Debug = 0 // global debug switch
var/Debug2 = 0
//This was a define, but I changed it to a variable so it can be changed in-game.(kept the all-caps definition because... code...) -Errorage
var/MAX_EX_DEVESTATION_RANGE = 3
var/MAX_EX_HEAVY_RANGE = 7
var/MAX_EX_LIGHT_RANGE = 14
var/MAX_EX_FLASH_RANGE = 14
var/MAX_EX_FLAME_RANGE = 14
var/list/be_special_flags = list(
"Traitor" = BE_TRAITOR,
"Operative" = BE_OPERATIVE,
"Changeling" = BE_CHANGELING,
"Wizard" = BE_WIZARD,
"Malf AI" = BE_MALF,
"Revolutionary" = BE_REV,
"Alien Lifeform" = BE_ALIEN,
"pAI" = BE_PAI,
"Cultist" = BE_CULTIST,
"Blob" = BE_BLOB,
"Ninja" = BE_NINJA
)
var/datum/configuration/config = null
var/host = null
var/join_motd = null
var/station_name = null
var/game_version = "/tg/ Station 13"
var/changelog_hash = ""
var/ooc_allowed = 1 // used with admin verbs to disable ooc - not a config option apparently
var/dooc_allowed = 1
var/abandon_allowed = 1
var/enter_allowed = 1
var/guests_allowed = 1
var/shuttle_frozen = 0
var/shuttle_left = 0
var/tinted_weldhelh = 1
// Debug is used exactly once (in living.dm) but is commented out in a lot of places. It is not set anywhere and only checked.
// Debug2 is used in conjunction with a lot of admin verbs and therefore is actually legit.
var/Debug = 0 // global debug switch
var/Debug2 = 0
//This was a define, but I changed it to a variable so it can be changed in-game.(kept the all-caps definition because... code...) -Errorage
var/MAX_EX_DEVESTATION_RANGE = 3
var/MAX_EX_HEAVY_RANGE = 7
var/MAX_EX_LIGHT_RANGE = 14
var/MAX_EX_FLASH_RANGE = 14
var/MAX_EX_FLAME_RANGE = 14
var/list/be_special_flags = list(
"Traitor" = BE_TRAITOR,
"Operative" = BE_OPERATIVE,
"Changeling" = BE_CHANGELING,
"Wizard" = BE_WIZARD,
"Malf AI" = BE_MALF,
"Revolutionary" = BE_REV,
"Alien Lifeform" = BE_ALIEN,
"pAI" = BE_PAI,
"Cultist" = BE_CULTIST,
"Blob" = BE_BLOB,
"Ninja" = BE_NINJA
)
+11 -11
View File
@@ -1,11 +1,11 @@
// MySQL configuration
var/sqladdress = "localhost"
var/sqlport = "3306"
var/sqlfdbkdb = "test"
var/sqlfdbklogin = "root"
var/sqlfdbkpass = ""
//Database connections
//A connection is established on world creation. Ideally, the connection dies when the server restarts (After feedback logging.).
var/DBConnection/dbcon = new() //Feedback database (New database)
// MySQL configuration
var/sqladdress = "localhost"
var/sqlport = "3306"
var/sqlfdbkdb = "test"
var/sqlfdbklogin = "root"
var/sqlfdbkpass = ""
//Database connections
//A connection is established on world creation. Ideally, the connection dies when the server restarts (After feedback logging.).
var/DBConnection/dbcon = new() //Feedback database (New database)
+6 -6
View File
@@ -1,6 +1,6 @@
var/going = 1.0 // ticker pregame countdown
var/master_mode = "traitor"//"extended"
var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
var/wavesecret = 0 // meteor mode, delays wave progression, terrible name
var/datum/station_state/start_state = null // Used in blob mode
var/going = 1.0 // ticker pregame countdown
var/master_mode = "traitor"//"extended"
var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
var/wavesecret = 0 // meteor mode, delays wave progression, terrible name
var/datum/station_state/start_state = null // Used in blob mode
+25 -25
View File
@@ -1,25 +1,25 @@
//////////////
var/NEARSIGHTEDBLOCK = 0
var/EPILEPSYBLOCK = 0
var/COUGHBLOCK = 0
var/TOURETTESBLOCK = 0
var/NERVOUSBLOCK = 0
var/BLINDBLOCK = 0
var/DEAFBLOCK = 0
var/HULKBLOCK = 0
var/TELEBLOCK = 0
var/FIREBLOCK = 0
var/XRAYBLOCK = 0
var/CLUMSYBLOCK = 0
var/STRANGEBLOCK = 0
var/RACEBLOCK = 0
var/list/bad_se_blocks
var/list/good_se_blocks
var/list/op_se_blocks
var/NULLED_SE
var/NULLED_UI
var/list/global_mutations = list() // list of hidden mutation things
//////////////
var/NEARSIGHTEDBLOCK = 0
var/EPILEPSYBLOCK = 0
var/COUGHBLOCK = 0
var/TOURETTESBLOCK = 0
var/NERVOUSBLOCK = 0
var/BLINDBLOCK = 0
var/DEAFBLOCK = 0
var/HULKBLOCK = 0
var/TELEBLOCK = 0
var/FIREBLOCK = 0
var/XRAYBLOCK = 0
var/CLUMSYBLOCK = 0
var/STRANGEBLOCK = 0
var/RACEBLOCK = 0
var/list/bad_se_blocks
var/list/good_se_blocks
var/list/op_se_blocks
var/NULLED_SE
var/NULLED_UI
var/list/global_mutations = list() // list of hidden mutation things
+32 -32
View File
@@ -1,32 +1,32 @@
//Preferences stuff
//Hairstyles
var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name
var/global/list/hair_styles_male_list = list() //stores only hair names
var/global/list/hair_styles_female_list = list() //stores only hair names
var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name
var/global/list/facial_hair_styles_male_list = list() //stores only hair names
var/global/list/facial_hair_styles_female_list = list() //stores only hair names
//Underwear
var/global/list/underwear_all = list() //stores /datum/sprite_accessory/underwear indexed by name
var/global/list/underwear_m = list() //stores only underwear name
var/global/list/underwear_f = list() //stores only underwear name
//Backpacks
var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel")
//Female Uniforms
var/global/list/female_uniform_icons = list()
//radical shit
var/list/hit_appends = list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF")
var/list/scarySounds = list('sound/weapons/thudswoosh.ogg','sound/weapons/Taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg','sound/items/Welder.ogg','sound/items/Welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
// tagged for the Cargo Bay.
var/list/TAGGERLOCATIONS = list("Disposals",
"Cargo Bay", "QM Office", "Engineering", "CE Office",
"Atmospherics", "Security", "HoS Office", "Medbay",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
//Preferences stuff
//Hairstyles
var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name
var/global/list/hair_styles_male_list = list() //stores only hair names
var/global/list/hair_styles_female_list = list() //stores only hair names
var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name
var/global/list/facial_hair_styles_male_list = list() //stores only hair names
var/global/list/facial_hair_styles_female_list = list() //stores only hair names
//Underwear
var/global/list/underwear_all = list() //stores /datum/sprite_accessory/underwear indexed by name
var/global/list/underwear_m = list() //stores only underwear name
var/global/list/underwear_f = list() //stores only underwear name
//Backpacks
var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel")
//Female Uniforms
var/global/list/female_uniform_icons = list()
//radical shit
var/list/hit_appends = list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF")
var/list/scarySounds = list('sound/weapons/thudswoosh.ogg','sound/weapons/Taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg','sound/items/Welder.ogg','sound/items/Welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
// tagged for the Cargo Bay.
var/list/TAGGERLOCATIONS = list("Disposals",
"Cargo Bay", "QM Office", "Engineering", "CE Office",
"Atmospherics", "Security", "HoS Office", "Medbay",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
+43 -43
View File
@@ -1,43 +1,43 @@
var/list/cardinal = list( NORTH, SOUTH, EAST, WEST )
var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
//(Exceptions: extended, sandbox and nuke) -Errorage
//Was list("3" = 30, "4" = 70).
//Spacing should be a reliable method of getting rid of a body -- Urist.
//Go away Urist, I'm restoring this to the longer list. ~Errorage
var/list/accessable_z_levels = list("1" = 5, "3" = 10, "4" = 15, "5" = 10, "6" = 60)
var/global/list/global_map = null
//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
//Resulting sector map looks like
//|_1_|_4_|
//|_5_|_3_|
//
//1 - SS13
//4 - Derelict
//3 - AI satellite
//5 - empty space
var/list/landmarks_list = list() //list of all landmarks created
var/list/monkeystart = list()
var/list/wizardstart = list()
var/list/newplayer_start = list()
var/list/latejoin = list()
var/list/prisonwarp = list() //prisoners go to these
var/list/holdingfacility = list() //captured people go here
var/list/xeno_spawn = list()//Aliens spawn at these.
var/list/tdome1 = list()
var/list/tdome2 = list()
var/list/tdomeobserve = list()
var/list/tdomeadmin = list()
var/list/prisonsecuritywarp = list() //prison security goes to these
var/list/prisonwarped = list() //list of players already warped
var/list/blobstart = list()
var/list/global_activeturfs
//away missions
var/list/awaydestinations = list() //a list of landmarks that the warpgate can take you to
var/list/cardinal = list( NORTH, SOUTH, EAST, WEST )
var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
//(Exceptions: extended, sandbox and nuke) -Errorage
//Was list("3" = 30, "4" = 70).
//Spacing should be a reliable method of getting rid of a body -- Urist.
//Go away Urist, I'm restoring this to the longer list. ~Errorage
var/list/accessable_z_levels = list("1" = 5, "3" = 10, "4" = 15, "5" = 10, "6" = 60)
var/global/list/global_map = null
//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
//Resulting sector map looks like
//|_1_|_4_|
//|_5_|_3_|
//
//1 - SS13
//4 - Derelict
//3 - AI satellite
//5 - empty space
var/list/landmarks_list = list() //list of all landmarks created
var/list/monkeystart = list()
var/list/wizardstart = list()
var/list/newplayer_start = list()
var/list/latejoin = list()
var/list/prisonwarp = list() //prisoners go to these
var/list/holdingfacility = list() //captured people go here
var/list/xeno_spawn = list()//Aliens spawn at these.
var/list/tdome1 = list()
var/list/tdome2 = list()
var/list/tdomeobserve = list()
var/list/tdomeadmin = list()
var/list/prisonsecuritywarp = list() //prison security goes to these
var/list/prisonwarped = list() //list of players already warped
var/list/blobstart = list()
var/list/global_activeturfs
//away missions
var/list/awaydestinations = list() //a list of landmarks that the warpgate can take you to
+12 -12
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@@ -1,12 +1,12 @@
var/list/clients = list() //list of all clients
var/list/admins = list() //list of all clients whom are admins
var/list/directory = list() //list of all ckeys with associated client
//Since it didn't really belong in any other category, I'm putting this here
//This is for procs to replace all the goddamn 'in world's that are chilling around the code
var/global/list/player_list = list() //List of all mobs **with clients attached**. Excludes /mob/new_player
var/global/list/mob_list = list() //List of all mobs, including clientless
var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/new_player
var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/new_player
var/global/list/joined_player_list = list() //List of all clients that have joined the game at round-start or as a latejoin.
var/list/clients = list() //list of all clients
var/list/admins = list() //list of all clients whom are admins
var/list/directory = list() //list of all ckeys with associated client
//Since it didn't really belong in any other category, I'm putting this here
//This is for procs to replace all the goddamn 'in world's that are chilling around the code
var/global/list/player_list = list() //List of all mobs **with clients attached**. Excludes /mob/new_player
var/global/list/mob_list = list() //List of all mobs, including clientless
var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/new_player
var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/new_player
var/global/list/joined_player_list = list() //List of all clients that have joined the game at round-start or as a latejoin.
+15 -15
View File
@@ -1,16 +1,16 @@
var/list/ai_names = file2list("config/names/ai.txt")
var/list/wizard_first = file2list("config/names/wizardfirst.txt")
var/list/wizard_second = file2list("config/names/wizardsecond.txt")
var/list/ninja_titles = file2list("config/names/ninjatitle.txt")
var/list/ninja_names = file2list("config/names/ninjaname.txt")
var/list/commando_names = file2list("config/names/death_commando.txt")
var/list/first_names_male = file2list("config/names/first_male.txt")
var/list/first_names_female = file2list("config/names/first_female.txt")
var/list/last_names = file2list("config/names/last.txt")
var/list/clown_names = file2list("config/names/clown.txt")
var/list/verbs = file2list("config/names/verbs.txt")
var/list/adjectives = file2list("config/names/adjectives.txt")
//loaded on startup because of "
var/list/ai_names = file2list("config/names/ai.txt")
var/list/wizard_first = file2list("config/names/wizardfirst.txt")
var/list/wizard_second = file2list("config/names/wizardsecond.txt")
var/list/ninja_titles = file2list("config/names/ninjatitle.txt")
var/list/ninja_names = file2list("config/names/ninjaname.txt")
var/list/commando_names = file2list("config/names/death_commando.txt")
var/list/first_names_male = file2list("config/names/first_male.txt")
var/list/first_names_female = file2list("config/names/first_female.txt")
var/list/last_names = file2list("config/names/last.txt")
var/list/clown_names = file2list("config/names/clown.txt")
var/list/verbs = file2list("config/names/verbs.txt")
var/list/adjectives = file2list("config/names/adjectives.txt")
//loaded on startup because of "
//would include in rsc if ' was used
+13 -13
View File
@@ -1,14 +1,14 @@
var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
var/global/list/portals = list() //for use by portals
var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking.
var/global/list/shuttle_caller_list = list() //list of all communication consoles and AIs, for automatic shuttle calls when there are none.
//items that ask to be called every cycle
var/global/list/machines = list()
var/global/list/processing_objects = list()
var/global/list/active_diseases = list()
var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
var/global/list/surgeries_list = list() //list of all surgeries by name, associated with their path.
var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
var/global/list/portals = list() //for use by portals
var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking.
var/global/list/shuttle_caller_list = list() //list of all communication consoles and AIs, for automatic shuttle calls when there are none.
//items that ask to be called every cycle
var/global/list/machines = list()
var/global/list/processing_objects = list()
var/global/list/active_diseases = list()
var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
var/global/list/surgeries_list = list() //list of all surgeries by name, associated with their path.
var/global/list/table_recipes = list() //list of all table craft recipes
+13 -13
View File
@@ -1,13 +1,13 @@
var/diary = null
var/diaryofmeanpeople = null
var/href_logfile = null
var/list/bombers = list( )
var/list/admin_log = list ( )
var/list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
var/list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
var/list/combatlog = list()
var/list/IClog = list()
var/list/OOClog = list()
var/list/adminlog = list()
var/diary = null
var/diaryofmeanpeople = null
var/href_logfile = null
var/list/bombers = list( )
var/list/admin_log = list ( )
var/list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
var/list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
var/list/combatlog = list()
var/list/IClog = list()
var/list/OOClog = list()
var/list/adminlog = list()
+14 -14
View File
@@ -1,14 +1,14 @@
var/global/obj/effect/overlay/plmaster = null // atmospheric overlay for plasma
var/global/obj/effect/overlay/slmaster = null // atmospheric overlay for sleeping gas
var/admin_notice = "" // Admin notice that all clients see when joining the server
// nanomanager, the manager for Nano UIs
var/datum/nanomanager/nanomanager = new()
var/timezoneOffset = 0 // The difference betwen midnight (of the host computer) and 0 world.ticks.
// For FTP requests. (i.e. downloading runtime logs.)
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
var/fileaccess_timer = 0
var/global/obj/effect/overlay/plmaster = null // atmospheric overlay for plasma
var/global/obj/effect/overlay/slmaster = null // atmospheric overlay for sleeping gas
var/admin_notice = "" // Admin notice that all clients see when joining the server
// nanomanager, the manager for Nano UIs
var/datum/nanomanager/nanomanager = new()
var/timezoneOffset = 0 // The difference betwen midnight (of the host computer) and 0 world.ticks.
// For FTP requests. (i.e. downloading runtime logs.)
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
var/fileaccess_timer = 0
+13 -13
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@@ -1,14 +1,14 @@
var/global/obj/effect/datacore/data_core = null
//var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
//Noble idea, but doing this made GC fail. The gains from waiting on deffering are lost by using del()
var/CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
var/datum/sun/sun = null
var/list/powernets = list()
// this is not strictly unused although the whole modules datum thing is unused
// To remove this you need to remove that
var/datum/moduletypes/mods = new()
var/global/obj/effect/datacore/data_core = null
//var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
//Noble idea, but doing this made GC fail. The gains from waiting on deffering are lost by using del()
var/CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
var/datum/sun/sun = null
var/list/powernets = list()
// this is not strictly unused although the whole modules datum thing is unused
// To remove this you need to remove that
var/datum/moduletypes/mods = new()
var/map_name = "Unknown" //The name of the map that is loaded. Assigned in world/New()
+36 -36
View File
@@ -1,37 +1,37 @@
var/dna_ident = 1 // unused global variable
var/shuttle_z = 2 //unused, was written to by a shuttle landmark
var/list/reg_dna = list( ) // unused, was written to when making unique DNA
/////////////// old events system global variables
var/eventchance = 3 //% per 5 mins
var/event = 0
var/hadevent = 0
var/blobevent = 0
///////////////
var/skipupdate = 0
var/list/jobMax = list()
var/forceblob = 0
var/shuttlecoming = 0
var/datum/debug/debugobj
var/list/liftable_structures = list(
/obj/machinery/autolathe,
/obj/machinery/constructable_frame,
/obj/machinery/hydroponics,
/obj/machinery/computer,
/obj/structure/optable,
/obj/structure/dispenser,
/obj/machinery/gibber,
/obj/machinery/microwave,
/obj/machinery/vending,
/obj/machinery/seed_extractor,
/obj/machinery/space_heater,
/obj/machinery/recharge_station,
/obj/machinery/flasher,
/obj/structure/stool,
/obj/structure/closet,
/obj/machinery/photocopier,
/obj/structure/filingcabinet,
/obj/structure/reagent_dispensers,
/obj/machinery/portable_atmospherics/canister
var/dna_ident = 1 // unused global variable
var/shuttle_z = 2 //unused, was written to by a shuttle landmark
var/list/reg_dna = list( ) // unused, was written to when making unique DNA
/////////////// old events system global variables
var/eventchance = 3 //% per 5 mins
var/event = 0
var/hadevent = 0
var/blobevent = 0
///////////////
var/skipupdate = 0
var/list/jobMax = list()
var/forceblob = 0
var/shuttlecoming = 0
var/datum/debug/debugobj
var/list/liftable_structures = list(
/obj/machinery/autolathe,
/obj/machinery/constructable_frame,
/obj/machinery/hydroponics,
/obj/machinery/computer,
/obj/structure/optable,
/obj/structure/dispenser,
/obj/machinery/gibber,
/obj/machinery/microwave,
/obj/machinery/vending,
/obj/machinery/seed_extractor,
/obj/machinery/space_heater,
/obj/machinery/recharge_station,
/obj/machinery/flasher,
/obj/structure/stool,
/obj/structure/closet,
/obj/machinery/photocopier,
/obj/structure/filingcabinet,
/obj/structure/reagent_dispensers,
/obj/machinery/portable_atmospherics/canister
)
+123 -123
View File
@@ -1,124 +1,124 @@
/*
Adjacency proc for determining touch range
This is mostly to determine if a user can enter a square for the purposes of touching something.
Examples include reaching a square diagonally or reaching something on the other side of a glass window.
This is calculated by looking for border items, or in the case of clicking diagonally from yourself, dense items.
This proc will NOT notice if you are trying to attack a window on the other side of a dense object in its turf. There is a window helper for that.
Note that in all cases the neighbor is handled simply; this is usually the user's mob, in which case it is up to you
to check that the mob is not inside of something
*/
/atom/proc/Adjacent(var/atom/neighbor) // basic inheritance, unused
return 0
// Not a sane use of the function and (for now) indicative of an error elsewhere
/area/Adjacent(var/atom/neighbor)
CRASH("Call to /area/Adjacent(), unimplemented proc")
/*
Adjacency (to turf):
* If you are in the same turf, always true
* If you are vertically/horizontally adjacent, ensure there are no border objects
* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
* Passing through in this case ignores anything with the throwpass flag, such as tables, racks, and morgue trays.
*/
/turf/Adjacent(var/atom/neighbor, var/atom/target = null)
var/turf/T0 = get_turf(neighbor)
if(T0 == src)
return 1
if(get_dist(src,T0) > 1)
return 0
if(T0.x == x || T0.y == y)
// Check for border blockages
return T0.ClickCross(get_dir(T0,src), border_only = 1) && src.ClickCross(get_dir(src,T0), border_only = 1, target_atom = target)
// Not orthagonal
var/in_dir = get_dir(neighbor,src) // eg. northwest (1+8)
var/d1 = in_dir&(in_dir-1) // eg west (1+8)&(8) = 8
var/d2 = in_dir - d1 // eg north (1+8) - 8 = 1
for(var/d in list(d1,d2))
if(!T0.ClickCross(d, border_only = 1))
continue // could not leave T0 in that direction
var/turf/T1 = get_step(T0,d)
if(!T1 || T1.density || !T1.ClickCross(get_dir(T1,T0) & get_dir(T1,src), border_only = 0))
continue // couldn't enter or couldn't leave T1
if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target))
continue // could not enter src
return 1 // we don't care about our own density
return 0
/*
Adjacency (to anything else):
* Must be on a turf
* In the case of a multiple-tile object, all valid locations are checked for adjacency.
Note: Multiple-tile objects are created when the bound_width and bound_height are creater than the tile size.
This is not used in stock /tg/station currently.
*/
/atom/movable/Adjacent(var/atom/neighbor)
if(neighbor == loc) return 1
if(!isturf(loc)) return 0
for(var/turf/T in locs)
if(isnull(T)) continue
if(T.Adjacent(neighbor,src)) return 1
return 0
// This is necessary for storage items not on your person.
/obj/item/Adjacent(var/atom/neighbor, var/recurse = 1)
if(neighbor == loc) return 1
if(istype(loc,/obj/item))
if(recurse > 0)
return loc.Adjacent(neighbor,recurse - 1)
return 0
return ..()
/*
Special case: This allows you to reach a door when it is visally on top of,
but technically behind, a fire door
You could try to rewrite this to be faster, but I'm not sure anything would be.
This can be safely removed if border firedoors are ever moved to be on top of doors
so they can be interacted with without opening the door.
*/
/obj/machinery/door/Adjacent(var/atom/neighbor)
var/obj/machinery/door/firedoor/border_only/BOD = locate() in loc
if(BOD)
BOD.throwpass = 1 // allow click to pass
. = ..()
BOD.throwpass = 0
return .
return ..()
/*
This checks if you there is uninterrupted airspace between that turf and this one.
This is defined as any dense ON_BORDER object, or any dense object without throwpass.
The border_only flag allows you to not objects (for source and destination squares)
*/
/turf/proc/ClickCross(var/target_dir, var/border_only, var/target_atom = null)
for(var/obj/O in src)
if( !O.density || O == target_atom || O.throwpass) continue // throwpass is used for anything you can click through
if( O.flags&ON_BORDER) // windows have throwpass but are on border, check them first
if( O.dir & target_dir || O.dir&(O.dir-1) ) // full tile windows are just diagonals mechanically
return 0
else if( !border_only ) // dense, not on border, cannot pass over
return 0
return 1
/*
Aside: throwpass does not do what I thought it did originally, and is only used for checking whether or not
a thrown object should stop after already successfully entering a square. Currently the throw code involved
only seems to affect hitting mobs, because the checks performed against objects are already performed when
entering or leaving the square. Since throwpass isn't used on mobs, but only on objects, it is effectively
useless. Throwpass may later need to be removed and replaced with a passcheck (bitfield on movable atom passflags).
Since I don't want to complicate the click code rework by messing with unrelated systems it won't be changed here.
/*
Adjacency proc for determining touch range
This is mostly to determine if a user can enter a square for the purposes of touching something.
Examples include reaching a square diagonally or reaching something on the other side of a glass window.
This is calculated by looking for border items, or in the case of clicking diagonally from yourself, dense items.
This proc will NOT notice if you are trying to attack a window on the other side of a dense object in its turf. There is a window helper for that.
Note that in all cases the neighbor is handled simply; this is usually the user's mob, in which case it is up to you
to check that the mob is not inside of something
*/
/atom/proc/Adjacent(var/atom/neighbor) // basic inheritance, unused
return 0
// Not a sane use of the function and (for now) indicative of an error elsewhere
/area/Adjacent(var/atom/neighbor)
CRASH("Call to /area/Adjacent(), unimplemented proc")
/*
Adjacency (to turf):
* If you are in the same turf, always true
* If you are vertically/horizontally adjacent, ensure there are no border objects
* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
* Passing through in this case ignores anything with the throwpass flag, such as tables, racks, and morgue trays.
*/
/turf/Adjacent(var/atom/neighbor, var/atom/target = null)
var/turf/T0 = get_turf(neighbor)
if(T0 == src)
return 1
if(get_dist(src,T0) > 1)
return 0
if(T0.x == x || T0.y == y)
// Check for border blockages
return T0.ClickCross(get_dir(T0,src), border_only = 1) && src.ClickCross(get_dir(src,T0), border_only = 1, target_atom = target)
// Not orthagonal
var/in_dir = get_dir(neighbor,src) // eg. northwest (1+8)
var/d1 = in_dir&(in_dir-1) // eg west (1+8)&(8) = 8
var/d2 = in_dir - d1 // eg north (1+8) - 8 = 1
for(var/d in list(d1,d2))
if(!T0.ClickCross(d, border_only = 1))
continue // could not leave T0 in that direction
var/turf/T1 = get_step(T0,d)
if(!T1 || T1.density || !T1.ClickCross(get_dir(T1,T0) & get_dir(T1,src), border_only = 0))
continue // couldn't enter or couldn't leave T1
if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target))
continue // could not enter src
return 1 // we don't care about our own density
return 0
/*
Adjacency (to anything else):
* Must be on a turf
* In the case of a multiple-tile object, all valid locations are checked for adjacency.
Note: Multiple-tile objects are created when the bound_width and bound_height are creater than the tile size.
This is not used in stock /tg/station currently.
*/
/atom/movable/Adjacent(var/atom/neighbor)
if(neighbor == loc) return 1
if(!isturf(loc)) return 0
for(var/turf/T in locs)
if(isnull(T)) continue
if(T.Adjacent(neighbor,src)) return 1
return 0
// This is necessary for storage items not on your person.
/obj/item/Adjacent(var/atom/neighbor, var/recurse = 1)
if(neighbor == loc) return 1
if(istype(loc,/obj/item))
if(recurse > 0)
return loc.Adjacent(neighbor,recurse - 1)
return 0
return ..()
/*
Special case: This allows you to reach a door when it is visally on top of,
but technically behind, a fire door
You could try to rewrite this to be faster, but I'm not sure anything would be.
This can be safely removed if border firedoors are ever moved to be on top of doors
so they can be interacted with without opening the door.
*/
/obj/machinery/door/Adjacent(var/atom/neighbor)
var/obj/machinery/door/firedoor/border_only/BOD = locate() in loc
if(BOD)
BOD.throwpass = 1 // allow click to pass
. = ..()
BOD.throwpass = 0
return .
return ..()
/*
This checks if you there is uninterrupted airspace between that turf and this one.
This is defined as any dense ON_BORDER object, or any dense object without throwpass.
The border_only flag allows you to not objects (for source and destination squares)
*/
/turf/proc/ClickCross(var/target_dir, var/border_only, var/target_atom = null)
for(var/obj/O in src)
if( !O.density || O == target_atom || O.throwpass) continue // throwpass is used for anything you can click through
if( O.flags&ON_BORDER) // windows have throwpass but are on border, check them first
if( O.dir & target_dir || O.dir&(O.dir-1) ) // full tile windows are just diagonals mechanically
return 0
else if( !border_only ) // dense, not on border, cannot pass over
return 0
return 1
/*
Aside: throwpass does not do what I thought it did originally, and is only used for checking whether or not
a thrown object should stop after already successfully entering a square. Currently the throw code involved
only seems to affect hitting mobs, because the checks performed against objects are already performed when
entering or leaving the square. Since throwpass isn't used on mobs, but only on objects, it is effectively
useless. Throwpass may later need to be removed and replaced with a passcheck (bitfield on movable atom passflags).
Since I don't want to complicate the click code rework by messing with unrelated systems it won't be changed here.
*/
+6 -2
View File
@@ -15,7 +15,6 @@
return
if(control_disabled || stat) return
next_move = world.time + 9
if(ismob(A))
ai_actual_track(A)
@@ -51,7 +50,6 @@
if(world.time <= next_move)
return
next_move = world.time + 9
if(aicamera.in_camera_mode)
aicamera.camera_mode_off()
@@ -101,6 +99,8 @@
return
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(emagged)
return
if(density)
Topic("aiEnable=7", list("aiEnable"="7"), 1) // 1 meaning no window (consistency!)
else
@@ -112,6 +112,8 @@
return
/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
if(emagged)
return
if(locked)
Topic("aiEnable=4", list("aiEnable"="4"), 1)// 1 meaning no window (consistency!)
else
@@ -126,6 +128,8 @@
return
/obj/machinery/door/airlock/AIAltClick() // Eletrifies doors.
if(emagged)
return
if(!secondsElectrified)
// permenant shock
Topic("aiEnable=6", list("aiEnable"="6"), 1) // 1 meaning no window (consistency!)
+298 -315
View File
@@ -1,315 +1,298 @@
/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
/mob/var/next_click = 0
/*
Before anything else, defer these calls to a per-mobtype handler. This allows us to
remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
that's a lot of code duplication and is hard to maintain.
Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location,control,params)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
usr.DblClickOn(src,params)
/*
Standard mob ClickOn()
Handles exceptions: Buildmode, middle click, modified clicks, mech actions
After that, mostly just check your state, check whether you're holding an item,
check whether you're adjacent to the target, then pass off the click to whoever
is recieving it.
The most common are:
* mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* atom/attackby(item,user) - used only when adjacent
* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn( var/atom/A, var/params )
if(world.time <= next_click)
return
next_click = world.time + 1
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(stat || paralysis || stunned || weakened)
return
face_atom(A)
if(next_move > world.time) // in the year 2000...
return
if(istype(loc,/obj/mecha))
if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled
return
var/obj/mecha/M = loc
return M.click_action(A,src)
if(restrained())
next_move = world.time + 10 //Doing shit in cuffs shall be vey slow
RestrainedClickOn(A)
return
if(in_throw_mode)
throw_item(A)
return
var/obj/item/W = get_active_hand()
if(W == A)
next_move = world.time + 6
if(W.flags&USEDELAY)
next_move += 5
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
return
// operate two levels deep here (item in backpack in src; NOT item in box in backpack in src)
if(!isturf(A) && A == loc || (A in contents) || (A.loc in contents))
// faster access to objects already on you
if(A in contents)
next_move = world.time + 6 // on your person
else
next_move = world.time + 8 // in a box/bag or in your square
// No adjacency needed
if(W)
if(W.flags&USEDELAY)
next_move += 5
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1 indicates adjacency
else
UnarmedAttack(A)
return
if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
return
// Allows you to click on a box's contents, if that box is on the ground, but no deeper than that
if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
next_move = world.time + 10
if(A.Adjacent(src)) // see adjacent.dm
if(W)
if(W.flags&USEDELAY)
next_move += 5
if(W.preattack(A,src,1,params)) //Weapon attack override,return 1 to exit
return
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1: clicking something Adjacent
else
UnarmedAttack(A, 1)
return
else // non-adjacent click
if(W)
if(W.preattack(A,src,0,params)) //Weapon attack override,return 1 to exit
return
W.afterattack(A,src,0,params) // 0: not Adjacent
else
RangedAttack(A, params)
return
// Default behavior: ignore double clicks, consider them normal clicks instead
/mob/proc/DblClickOn(var/atom/A, var/params)
ClickOn(A,params)
/*
Translates into attack_hand, etc.
Note: proximity_flag here is used to distinguish between normal usage (flag=1),
and usage when clicking on things telekinetically (flag=0). This proc will
not be called at ranged except with telekinesis.
proximity_flag is not currently passed to attack_hand, and is instead used
in human click code to allow glove touches only at melee range.
*/
/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
return
/*
Ranged unarmed attack:
This currently is just a default for all mobs, involving
laser eyes and telekinesis. You could easily add exceptions
for things like ranged glove touches, spitting alien acid/neurotoxin,
animals lunging, etc.
*/
/mob/proc/RangedAttack(var/atom/A, var/params)
if(!mutations.len) return
if((LASER in mutations) && a_intent == "harm")
LaserEyes(A) // moved into a proc below
else if(TK in mutations)
switch(get_dist(src,A))
if(0)
;
if(1 to 5) // not adjacent may mean blocked by window
next_move += 2
if(5 to 7)
next_move += 5
if(8 to tk_maxrange)
next_move += 10
else
return
A.attack_tk(src)
/*
Restrained ClickOn
Used when you are handcuffed and click things.
Not currently used by anything but could easily be.
*/
/mob/proc/RestrainedClickOn(var/atom/A)
return
/*
Middle click
Only used for swapping hands
*/
/mob/proc/MiddleClickOn(var/atom/A)
return
/mob/living/carbon/MiddleClickOn(var/atom/A)
swap_hand()
// In case of use break glass
/*
/atom/proc/MiddleClick(var/mob/M as mob)
return
*/
/*
Shift click
For most mobs, examine.
This is overridden in ai.dm
*/
/mob/proc/ShiftClickOn(var/atom/A)
A.ShiftClick(src)
return
/atom/proc/ShiftClick(var/mob/user)
if(user.client && user.client.eye == user)
examine()
user.face_atom(src)
return
/*
Ctrl click
For most objects, pull
*/
/mob/proc/CtrlClickOn(var/atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(var/mob/user)
return
/atom/movable/CtrlClick(var/mob/user)
if(Adjacent(user))
user.start_pulling(src)
/*
Alt click
Unused except for AI
*/
/mob/proc/AltClickOn(var/atom/A)
A.AltClick(src)
return
/atom/proc/AltClick(var/mob/user)
var/turf/T = get_turf(src)
if(T && user.TurfAdjacent(T))
if(user.listed_turf == T)
user.listed_turf = null
else
user.listed_turf = T
user.client.statpanel = T.name
return
/mob/proc/TurfAdjacent(var/turf/T)
return T.Adjacent(src)
/*
Misc helpers
Laser Eyes: as the name implies, handles this since nothing else does currently
face_atom: turns the mob towards what you clicked on
*/
/mob/proc/LaserEyes(atom/A)
return
/mob/living/LaserEyes(atom/A)
next_move = world.time + 6
var/turf/T = get_turf(src)
var/turf/U = get_turf(A)
var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam( loc )
LE.icon = 'icons/effects/genetics.dmi'
LE.icon_state = "eyelasers"
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
LE.firer = src
LE.def_zone = get_organ_target()
LE.original = A
LE.current = T
LE.yo = U.y - T.y
LE.xo = U.x - T.x
spawn( 1 )
LE.process()
/mob/living/carbon/human/LaserEyes()
if(nutrition>0)
..()
nutrition = max(nutrition - rand(1,5),0)
handle_regular_hud_updates()
else
src << "\red You're out of energy! You need food!"
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A)
if( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y ) return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16) dir = NORTH
else if(A.pixel_y < -16)dir = SOUTH
else if(A.pixel_x > 16) dir = EAST
else if(A.pixel_x < -16)dir = WEST
return
if(abs(dx) < abs(dy))
if(dy > 0) dir = NORTH
else dir = SOUTH
else
if(dx > 0) dir = EAST
else dir = WEST
/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
/mob/var/next_click = 0
/*
Before anything else, defer these calls to a per-mobtype handler. This allows us to
remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
that's a lot of code duplication and is hard to maintain.
Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location,control,params)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
usr.DblClickOn(src,params)
/*
Standard mob ClickOn()
Handles exceptions: Buildmode, middle click, modified clicks, mech actions
After that, mostly just check your state, check whether you're holding an item,
check whether you're adjacent to the target, then pass off the click to whoever
is recieving it.
The most common are:
* mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* atom/attackby(item,user) - used only when adjacent
* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn( var/atom/A, var/params )
if(world.time <= next_click)
return
next_click = world.time + 1
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(stat || paralysis || stunned || weakened)
return
face_atom(A)
if(next_move > world.time) // in the year 2000...
return
if(istype(loc,/obj/mecha))
if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled
return
var/obj/mecha/M = loc
return M.click_action(A,src)
if(restrained())
changeNext_move(10) //Doing shit in cuffs shall be vey slow
RestrainedClickOn(A)
return
if(in_throw_mode)
throw_item(A)
return
var/obj/item/W = get_active_hand()
if(W == A)
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
return
// operate two levels deep here (item in backpack in src; NOT item in box in backpack in src)
if(!isturf(A) && A == loc || (A in contents) || (A.loc in contents))
// No adjacency needed
if(W)
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1 indicates adjacency
else
if(ismob(A))
changeNext_move(8)
UnarmedAttack(A)
return
if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
return
// Allows you to click on a box's contents, if that box is on the ground, but no deeper than that
if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
if(A.Adjacent(src)) // see adjacent.dm
if(W)
if(W.preattack(A,src,1,params)) //Weapon attack override,return 1 to exit
return
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1: clicking something Adjacent
else
if(ismob(A))
changeNext_move(8)
UnarmedAttack(A, 1)
return
else // non-adjacent click
if(W)
if(W.preattack(A,src,0,params)) //Weapon attack override,return 1 to exit
return
W.afterattack(A,src,0,params) // 0: not Adjacent
else
RangedAttack(A, params)
return
/mob/proc/changeNext_move(num)
next_move = world.time + num
// Default behavior: ignore double clicks (the second click that makes the doubleclick call already calls for a normal click)
/mob/proc/DblClickOn(var/atom/A, var/params)
return
/*
Translates into attack_hand, etc.
Note: proximity_flag here is used to distinguish between normal usage (flag=1),
and usage when clicking on things telekinetically (flag=0). This proc will
not be called at ranged except with telekinesis.
proximity_flag is not currently passed to attack_hand, and is instead used
in human click code to allow glove touches only at melee range.
*/
/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
if(ismob(A))
changeNext_move(8)
return
/*
Ranged unarmed attack:
This currently is just a default for all mobs, involving
laser eyes and telekinesis. You could easily add exceptions
for things like ranged glove touches, spitting alien acid/neurotoxin,
animals lunging, etc.
*/
/mob/proc/RangedAttack(var/atom/A, var/params)
if(!mutations.len) return
if((LASER in mutations) && a_intent == "harm")
LaserEyes(A) // moved into a proc below
else
if(TK in mutations)
A.attack_tk(src)
/*
Restrained ClickOn
Used when you are handcuffed and click things.
Not currently used by anything but could easily be.
*/
/mob/proc/RestrainedClickOn(var/atom/A)
return
/*
Middle click
Only used for swapping hands
*/
/mob/proc/MiddleClickOn(var/atom/A)
return
/mob/living/carbon/MiddleClickOn(var/atom/A)
swap_hand()
// In case of use break glass
/*
/atom/proc/MiddleClick(var/mob/M as mob)
return
*/
/*
Shift click
For most mobs, examine.
This is overridden in ai.dm
*/
/mob/proc/ShiftClickOn(var/atom/A)
A.ShiftClick(src)
return
/atom/proc/ShiftClick(var/mob/user)
if(user.client && user.client.eye == user)
examine()
user.face_atom(src)
return
/*
Ctrl click
For most objects, pull
*/
/mob/proc/CtrlClickOn(var/atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(var/mob/user)
return
/atom/movable/CtrlClick(var/mob/user)
if(Adjacent(user))
user.start_pulling(src)
/*
Alt click
Unused except for AI
*/
/mob/proc/AltClickOn(var/atom/A)
A.AltClick(src)
return
/atom/proc/AltClick(var/mob/user)
var/turf/T = get_turf(src)
if(T && user.TurfAdjacent(T))
if(user.listed_turf == T)
user.listed_turf = null
else
user.listed_turf = T
user.client.statpanel = T.name
return
/mob/proc/TurfAdjacent(var/turf/T)
return T.Adjacent(src)
/*
Misc helpers
Laser Eyes: as the name implies, handles this since nothing else does currently
face_atom: turns the mob towards what you clicked on
*/
/mob/proc/LaserEyes(atom/A)
return
/mob/living/LaserEyes(atom/A)
changeNext_move(4)
var/turf/T = get_turf(src)
var/turf/U = get_turf(A)
var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam( loc )
LE.icon = 'icons/effects/genetics.dmi'
LE.icon_state = "eyelasers"
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
LE.firer = src
LE.def_zone = get_organ_target()
LE.original = A
LE.current = T
LE.yo = U.y - T.y
LE.xo = U.x - T.x
spawn( 1 )
LE.process()
/mob/living/carbon/human/LaserEyes()
if(nutrition>0)
..()
nutrition = max(nutrition - rand(1,5),0)
handle_regular_hud_updates()
else
src << "\red You're out of energy! You need food!"
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A)
if( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y ) return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16) dir = NORTH
else if(A.pixel_y < -16)dir = SOUTH
else if(A.pixel_x > 16) dir = EAST
else if(A.pixel_x < -16)dir = WEST
return
if(abs(dx) < abs(dy))
if(dy > 0) dir = NORTH
else dir = SOUTH
else
if(dx > 0) dir = EAST
else dir = WEST
+105 -118
View File
@@ -1,118 +1,105 @@
/*
Cyborg ClickOn()
Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
However, they do have a range restriction on item use, so they cannot do without the
adjacency code.
*/
/mob/living/silicon/robot/ClickOn(var/atom/A, var/params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
build_click(src, client.buildmode, params, A)
return
if(stat || lockcharge || weakened || stunned || paralysis)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(next_move >= world.time)
return
face_atom(A) // change direction to face what you clicked on
/*
cyborg restrained() currently does nothing
if(restrained())
RestrainedClickOn(A)
return
*/
var/obj/item/W = get_active_hand()
// Cyborgs have no range-checking unless there is item use
if(!W)
A.attack_robot(src)
return
// buckled cannot prevent machine interlinking but stops arm movement
if( buckled )
return
if(W == A)
next_move = world.time + 8
if(W.flags&USEDELAY)
next_move += 5
W.attack_self(src)
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
// No adjacency checks
next_move = world.time + 8
if(W.flags&USEDELAY)
next_move += 5
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params)
return
if(!isturf(loc))
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
next_move = world.time + 10
if(W.flags&USEDELAY)
next_move += 5
var/resolved = A.attackby(W, src)
if(!resolved && A && W)
W.afterattack(A, src, 1, params)
return
else
next_move = world.time + 10
W.afterattack(A, src, 0, params)
return
return
//Middle click cycles through selected modules.
/mob/living/silicon/robot/MiddleClickOn(var/atom/A)
cycle_modules()
return
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
If you would like to add advanced features to robot
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
A.attack_robot(src)
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
/atom/proc/attack_robot(mob/user as mob)
attack_ai(user)
return
/*
Cyborg ClickOn()
Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
However, they do have a range restriction on item use, so they cannot do without the
adjacency code.
*/
/mob/living/silicon/robot/ClickOn(var/atom/A, var/params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
build_click(src, client.buildmode, params, A)
return
if(stat || lockcharge || weakened || stunned || paralysis)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(next_move >= world.time)
return
face_atom(A) // change direction to face what you clicked on
/*
cyborg restrained() currently does nothing
if(restrained())
RestrainedClickOn(A)
return
*/
var/obj/item/W = get_active_hand()
// Cyborgs have no range-checking unless there is item use
if(!W)
A.attack_robot(src)
return
// buckled cannot prevent machine interlinking but stops arm movement
if( buckled )
return
if(W == A)
W.attack_self(src)
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
// No adjacency checks
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params)
return
if(!isturf(loc))
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
var/resolved = A.attackby(W, src)
if(!resolved && A && W)
W.afterattack(A, src, 1, params)
return
else
W.afterattack(A, src, 0, params)
return
return
//Middle click cycles through selected modules.
/mob/living/silicon/robot/MiddleClickOn(var/atom/A)
cycle_modules()
return
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
If you would like to add advanced features to robot
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
A.attack_robot(src)
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
/atom/proc/attack_robot(mob/user as mob)
attack_ai(user)
return
+17 -17
View File
@@ -1,17 +1,17 @@
/*
MouseDrop:
Called on the atom you're dragging. In a lot of circumstances we want to use the
recieving object instead, so that's the default action. This allows you to drag
almost anything into a trash can.
*/
/atom/MouseDrop(atom/over)
if(!usr || !over) return
if(!Adjacent(usr) || !over.Adjacent(usr)) return // should stop you from dragging through windows
over.MouseDrop_T(src,usr)
return
// recieve a mousedrop
/atom/proc/MouseDrop_T(atom/dropping, mob/user)
return
/*
MouseDrop:
Called on the atom you're dragging. In a lot of circumstances we want to use the
recieving object instead, so that's the default action. This allows you to drag
almost anything into a trash can.
*/
/atom/MouseDrop(atom/over)
if(!usr || !over) return
if(!Adjacent(usr) || !over.Adjacent(usr)) return // should stop you from dragging through windows
over.MouseDrop_T(src,usr)
return
// recieve a mousedrop
/atom/proc/MouseDrop_T(atom/dropping, mob/user)
return
+105 -105
View File
@@ -1,105 +1,105 @@
/*
These defines specificy screen locations. For more information, see the byond documentation on the screen_loc var.
The short version:
Everything is encoded as strings because apparently that's how Byond rolls.
"1,1" is the bottom left square of the user's screen. This aligns perfectly with the turf grid.
"1:2,3:4" is the square (1,3) with pixel offsets (+2, +4); slightly right and slightly above the turf grid.
Pixel offsets are used so you don't perfectly hide the turf under them, that would be crappy.
In addition, the keywords NORTH, SOUTH, EAST, WEST and CENTER can be used to represent their respective
screen borders. NORTH-1, for example, is the row just below the upper edge. Useful if you want your
UI to scale with screen size.
The size of the user's screen is defined by client.view (indirectly by world.view), in our case "15x15".
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
*/
//Upper left action buttons, displayed when you pick up an item that has this enabled.
#define ui_action_slot1 "WEST :6, NORTH-1:26"
#define ui_action_slot2 "WEST+1:8, NORTH-1:26"
#define ui_action_slot3 "WEST+2:10,NORTH-1:26"
#define ui_action_slot4 "WEST+3:12,NORTH-1:26"
#define ui_action_slot5 "WEST+4:14,NORTH-1:26"
//Lower left, persistant menu
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST:6,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
//Lower center, persistant menu
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
#define ui_id "CENTER-4:12,SOUTH:5"
#define ui_belt "CENTER-3:14,SOUTH:5"
#define ui_back "CENTER-2:14,SOUTH:5"
#define ui_rhand "CENTER:-16,SOUTH:5"
#define ui_lhand "CENTER: 16,SOUTH:5"
#define ui_equip "CENTER:-16,SOUTH+1:5"
#define ui_swaphand1 "CENTER:-16,SOUTH+1:5"
#define ui_swaphand2 "CENTER: 16,SOUTH+1:5"
#define ui_storage1 "CENTER+1:18,SOUTH:5"
#define ui_storage2 "CENTER+2:20,SOUTH:5"
#define ui_inv1 "CENTER-2:16,SOUTH:5" //borgs
#define ui_inv2 "CENTER-1 :16,SOUTH:5" //borgs
#define ui_inv3 "CENTER :16,SOUTH:5" //borgs
#define ui_borg_module "CENTER+1:16,SOUTH:5"
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
#define ui_monkey_mask "CENTER-3:14,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:15,SOUTH:5" //monkey
#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
//Lower right, persistant menu
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
#define ui_movi "EAST-2:26,SOUTH:5"
#define ui_acti "EAST-3:24,SOUTH:5"
#define ui_zonesel "EAST-1:28,SOUTH:5"
#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
#define ui_borg_intents "EAST-2:26,SOUTH:5"
//Upper-middle right (damage indicators)
#define ui_toxin "EAST-1:28,CENTER+5:27"
#define ui_fire "EAST-1:28,CENTER+4:25"
#define ui_oxygen "EAST-1:28,CENTER+3:23"
#define ui_pressure "EAST-1:28,CENTER+2:21"
#define ui_alien_toxin "EAST-1:28,CENTER+5:25"
#define ui_alien_fire "EAST-1:28,CENTER+4:25"
#define ui_alien_oxygen "EAST-1:28,CENTER+3:25"
//Middle right (status indicators)
#define ui_nutrition "EAST-1:28,CENTER-3:11"
#define ui_temp "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
//borgs and aliens
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
#define ui_alien_health "EAST-1:28,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
#define ui_alienplasmadisplay "EAST-1:28,CENTER-2:15"
//Pop-up inventory
#define ui_shoes "WEST+1:8,SOUTH:5"
#define ui_iclothing "WEST:6,SOUTH+1:7"
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
#define ui_gloves "WEST+2:10,SOUTH+1:7"
#define ui_glasses "WEST:6,SOUTH+2:9"
#define ui_mask "WEST+1:8,SOUTH+2:9"
#define ui_ears "WEST+2:10,SOUTH+2:9"
#define ui_head "WEST+1:8,SOUTH+3:11"
/*
These defines specificy screen locations. For more information, see the byond documentation on the screen_loc var.
The short version:
Everything is encoded as strings because apparently that's how Byond rolls.
"1,1" is the bottom left square of the user's screen. This aligns perfectly with the turf grid.
"1:2,3:4" is the square (1,3) with pixel offsets (+2, +4); slightly right and slightly above the turf grid.
Pixel offsets are used so you don't perfectly hide the turf under them, that would be crappy.
In addition, the keywords NORTH, SOUTH, EAST, WEST and CENTER can be used to represent their respective
screen borders. NORTH-1, for example, is the row just below the upper edge. Useful if you want your
UI to scale with screen size.
The size of the user's screen is defined by client.view (indirectly by world.view), in our case "15x15".
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
*/
//Upper left action buttons, displayed when you pick up an item that has this enabled.
#define ui_action_slot1 "WEST :6, NORTH-1:26"
#define ui_action_slot2 "WEST+1:8, NORTH-1:26"
#define ui_action_slot3 "WEST+2:10,NORTH-1:26"
#define ui_action_slot4 "WEST+3:12,NORTH-1:26"
#define ui_action_slot5 "WEST+4:14,NORTH-1:26"
//Lower left, persistant menu
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST:6,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
//Lower center, persistant menu
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
#define ui_id "CENTER-4:12,SOUTH:5"
#define ui_belt "CENTER-3:14,SOUTH:5"
#define ui_back "CENTER-2:14,SOUTH:5"
#define ui_rhand "CENTER:-16,SOUTH:5"
#define ui_lhand "CENTER: 16,SOUTH:5"
#define ui_equip "CENTER:-16,SOUTH+1:5"
#define ui_swaphand1 "CENTER:-16,SOUTH+1:5"
#define ui_swaphand2 "CENTER: 16,SOUTH+1:5"
#define ui_storage1 "CENTER+1:18,SOUTH:5"
#define ui_storage2 "CENTER+2:20,SOUTH:5"
#define ui_inv1 "CENTER-2:16,SOUTH:5" //borgs
#define ui_inv2 "CENTER-1 :16,SOUTH:5" //borgs
#define ui_inv3 "CENTER :16,SOUTH:5" //borgs
#define ui_borg_module "CENTER+1:16,SOUTH:5"
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
#define ui_monkey_mask "CENTER-3:14,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:15,SOUTH:5" //monkey
#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
//Lower right, persistant menu
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
#define ui_movi "EAST-2:26,SOUTH:5"
#define ui_acti "EAST-3:24,SOUTH:5"
#define ui_zonesel "EAST-1:28,SOUTH:5"
#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
#define ui_borg_intents "EAST-2:26,SOUTH:5"
//Upper-middle right (damage indicators)
#define ui_toxin "EAST-1:28,CENTER+5:27"
#define ui_fire "EAST-1:28,CENTER+4:25"
#define ui_oxygen "EAST-1:28,CENTER+3:23"
#define ui_pressure "EAST-1:28,CENTER+2:21"
#define ui_alien_toxin "EAST-1:28,CENTER+5:25"
#define ui_alien_fire "EAST-1:28,CENTER+4:25"
#define ui_alien_oxygen "EAST-1:28,CENTER+3:25"
//Middle right (status indicators)
#define ui_nutrition "EAST-1:28,CENTER-3:11"
#define ui_temp "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
//borgs and aliens
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
#define ui_alien_health "EAST-1:28,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
#define ui_alienplasmadisplay "EAST-1:28,CENTER-2:15"
//Pop-up inventory
#define ui_shoes "WEST+1:8,SOUTH:5"
#define ui_iclothing "WEST:6,SOUTH+1:7"
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
#define ui_gloves "WEST+2:10,SOUTH+1:7"
#define ui_glasses "WEST:6,SOUTH+2:9"
#define ui_mask "WEST+1:8,SOUTH+2:9"
#define ui_ears "WEST+2:10,SOUTH+2:9"
#define ui_head "WEST+1:8,SOUTH+3:11"
+172 -172
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@@ -1,172 +1,172 @@
/datum/hud/proc/alien_hud()
adding = list()
other = list()
var/obj/screen/using
var/obj/screen/inventory/inv_box
//equippable shit
//hands
inv_box = new /obj/screen/inventory()
inv_box.name = "r_hand"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "hand_r_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "hand_r_active"
inv_box.screen_loc = ui_rhand
inv_box.layer = 19
r_hand_hud_object = inv_box
inv_box.slot_id = slot_r_hand
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "l_hand"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "hand_l_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "hand_l_active"
inv_box.screen_loc = ui_lhand
inv_box.layer = 19
inv_box.slot_id = slot_l_hand
l_hand_hud_object = inv_box
adding += inv_box
//pocket 1
inv_box = new /obj/screen/inventory()
inv_box.name = "storage1"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_alien_storage_l
inv_box.slot_id = slot_l_store
inv_box.layer = 19
adding += inv_box
//pocket 2
inv_box = new /obj/screen/inventory()
inv_box.name = "storage2"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_alien_storage_r
inv_box.slot_id = slot_r_store
inv_box.layer = 19
adding += inv_box
//begin buttons
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand1
using.layer = 19
adding += using
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand2
using.layer = 19
adding += using
using = new /obj/screen()
using.name = "act_intent"
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
adding += using
action_intent = using
using = new /obj/screen()
using.name = "mov_intent"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
adding += using
move_intent = using
using = new /obj/screen()
using.name = "drop"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.layer = 19
adding += using
using = new /obj/screen()
using.name = "resist"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.layer = 19
adding += using
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = 'icons/mob/screen_alien.dmi'
mymob.throw_icon.icon_state = "act_throw_off"
mymob.throw_icon.name = "throw/catch"
mymob.throw_icon.screen_loc = ui_drop_throw
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen_alien.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull_resist
//begin indicators
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen_alien.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_alien_oxygen
mymob.toxin = new /obj/screen()
mymob.toxin.icon = 'icons/mob/screen_alien.dmi'
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_alien_toxin
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen_alien.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_alien_fire
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen_alien.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_alien_health
alien_plasma_display = new /obj/screen()
alien_plasma_display.icon = 'icons/mob/screen_gen.dmi'
alien_plasma_display.icon_state = "power_display2"
alien_plasma_display.name = "plasma stored"
alien_plasma_display.screen_loc = ui_alienplasmadisplay
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen_alien.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel/alien()
mymob.zone_sel.icon = 'icons/mob/screen_alien.dmi'
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, alien_plasma_display, mymob.pullin, mymob.blind, mymob.flash) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += adding + other
/datum/hud/proc/alien_hud()
adding = list()
other = list()
var/obj/screen/using
var/obj/screen/inventory/inv_box
//equippable shit
//hands
inv_box = new /obj/screen/inventory()
inv_box.name = "r_hand"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "hand_r_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "hand_r_active"
inv_box.screen_loc = ui_rhand
inv_box.layer = 19
r_hand_hud_object = inv_box
inv_box.slot_id = slot_r_hand
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "l_hand"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "hand_l_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "hand_l_active"
inv_box.screen_loc = ui_lhand
inv_box.layer = 19
inv_box.slot_id = slot_l_hand
l_hand_hud_object = inv_box
adding += inv_box
//pocket 1
inv_box = new /obj/screen/inventory()
inv_box.name = "storage1"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_alien_storage_l
inv_box.slot_id = slot_l_store
inv_box.layer = 19
adding += inv_box
//pocket 2
inv_box = new /obj/screen/inventory()
inv_box.name = "storage2"
inv_box.icon = 'icons/mob/screen_alien.dmi'
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_alien_storage_r
inv_box.slot_id = slot_r_store
inv_box.layer = 19
adding += inv_box
//begin buttons
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand1
using.layer = 19
adding += using
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand2
using.layer = 19
adding += using
using = new /obj/screen()
using.name = "act_intent"
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
adding += using
action_intent = using
using = new /obj/screen()
using.name = "mov_intent"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
adding += using
move_intent = using
using = new /obj/screen()
using.name = "drop"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.layer = 19
adding += using
using = new /obj/screen()
using.name = "resist"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.layer = 19
adding += using
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = 'icons/mob/screen_alien.dmi'
mymob.throw_icon.icon_state = "act_throw_off"
mymob.throw_icon.name = "throw/catch"
mymob.throw_icon.screen_loc = ui_drop_throw
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen_alien.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull_resist
//begin indicators
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen_alien.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_alien_oxygen
mymob.toxin = new /obj/screen()
mymob.toxin.icon = 'icons/mob/screen_alien.dmi'
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_alien_toxin
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen_alien.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_alien_fire
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen_alien.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_alien_health
alien_plasma_display = new /obj/screen()
alien_plasma_display.icon = 'icons/mob/screen_gen.dmi'
alien_plasma_display.icon_state = "power_display2"
alien_plasma_display.name = "plasma stored"
alien_plasma_display.screen_loc = ui_alienplasmadisplay
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen_alien.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel/alien()
mymob.zone_sel.icon = 'icons/mob/screen_alien.dmi'
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, alien_plasma_display, mymob.pullin, mymob.blind, mymob.flash) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += adding + other
+76 -76
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@@ -1,77 +1,77 @@
/datum/hud/proc/larva_hud()
adding = list()
other = list()
var/obj/screen/using
using = new /obj/screen()
using.name = "act_intent"
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
adding += using
action_intent = using
using = new /obj/screen()
using.name = "mov_intent"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
adding += using
move_intent = using
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen_alien.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_alien_oxygen
mymob.toxin = new /obj/screen()
mymob.toxin.icon = 'icons/mob/screen_alien.dmi'
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_alien_toxin
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen_alien.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_alien_fire
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen_alien.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_alien_health
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen_alien.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull_resist
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen_alien.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel/alien()
mymob.zone_sel.icon = 'icons/mob/screen_alien.dmi'
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list( mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
/datum/hud/proc/larva_hud()
adding = list()
other = list()
var/obj/screen/using
using = new /obj/screen()
using.name = "act_intent"
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
adding += using
action_intent = using
using = new /obj/screen()
using.name = "mov_intent"
using.icon = 'icons/mob/screen_alien.dmi'
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
adding += using
move_intent = using
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen_alien.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_alien_oxygen
mymob.toxin = new /obj/screen()
mymob.toxin.icon = 'icons/mob/screen_alien.dmi'
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_alien_toxin
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen_alien.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_alien_fire
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen_alien.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_alien_health
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen_alien.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull_resist
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen_alien.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel/alien()
mymob.zone_sel.icon = 'icons/mob/screen_alien.dmi'
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list( mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += adding + other
+305 -305
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@@ -1,305 +1,305 @@
/*
The global hud:
Uses the same visual objects for all players.
*/
var/datum/global_hud/global_hud = new()
/datum/global_hud
var/obj/screen/druggy
var/obj/screen/blurry
var/list/vimpaired
var/list/darkMask
/datum/global_hud/New()
//420erryday psychedellic colours screen overlay for when you are high
druggy = new /obj/screen()
druggy.screen_loc = "WEST,SOUTH to EAST,NORTH"
druggy.icon_state = "druggy"
druggy.blend_mode = BLEND_MULTIPLY
druggy.layer = 17
druggy.mouse_opacity = 0
//that white blurry effect you get when you eyes are damaged
blurry = new /obj/screen()
blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
blurry.icon_state = "blurry"
blurry.layer = 17
blurry.mouse_opacity = 0
var/obj/screen/O
var/i
//that nasty looking dither you get when you're short-sighted
vimpaired = newlist(/obj/screen,/obj/screen,/obj/screen,/obj/screen)
O = vimpaired[1]
O.screen_loc = "WEST,SOUTH to CENTER-3,NORTH" //West dither
O = vimpaired[2]
O.screen_loc = "WEST,SOUTH to EAST,CENTER-3" //South dither
O = vimpaired[3]
O.screen_loc = "CENTER+3,SOUTH to EAST,NORTH" //East dither
O = vimpaired[4]
O.screen_loc = "WEST,CENTER+3 to EAST,NORTH" //North dither
//welding mask overlay black/dither
darkMask = newlist(/obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen)
O = darkMask[1]
O.screen_loc = "CENTER-5,CENTER-5 to CENTER-3,CENTER+5" //West dither
O = darkMask[2]
O.screen_loc = "CENTER-5,CENTER-5 to CENTER+5,CENTER-3" //South dither
O = darkMask[3]
O.screen_loc = "CENTER+3,CENTER-5 to CENTER+5,CENTER+5" //East dither
O = darkMask[4]
O.screen_loc = "CENTER-5,CENTER+3 to CENTER+5,CENTER+5" //North dither
O = darkMask[5]
O.screen_loc = "WEST,SOUTH to CENTER-5,NORTH" //West black
O = darkMask[6]
O.screen_loc = "WEST,SOUTH to EAST,CENTER-5" //South black
O = darkMask[7]
O.screen_loc = "CENTER+5,SOUTH to EAST,NORTH" //East black
O = darkMask[8]
O.screen_loc = "WEST,CENTER+5 to EAST,NORTH" //North black
for(i = 1, i <= 4, i++)
O = vimpaired[i]
O.icon_state = "dither50"
O.blend_mode = BLEND_MULTIPLY
O.layer = 17
O.mouse_opacity = 0
O = darkMask[i]
O.icon_state = "dither50"
O.blend_mode = BLEND_MULTIPLY
O.layer = 17
O.mouse_opacity = 0
for(i = 5, i <= 8, i++)
O = darkMask[i]
O.icon_state = "black"
O.blend_mode = BLEND_MULTIPLY
O.layer = 17
O.mouse_opacity = 0
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
/datum/hud
var/mob/mymob
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/hud_version = 1 //Current displayed version of the HUD
var/inventory_shown = 1 //the inventory
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/lingchemdisplay
var/obj/screen/lingstingdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/blobhealthdisplay
var/obj/screen/alien_plasma_display
var/obj/screen/r_hand_hud_object
var/obj/screen/l_hand_hud_object
var/obj/screen/action_intent
var/obj/screen/move_intent
var/list/adding
var/list/other
var/list/obj/screen/hotkeybuttons
var/list/obj/screen/item_action/item_action_list = list() //Used for the item action ui buttons.
datum/hud/New(mob/owner)
mymob = owner
instantiate()
..()
/datum/hud/proc/hidden_inventory_update()
if(!mymob)
return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
if(H.handcuffed)
H.handcuffed.screen_loc = null //no handcuffs in my UI!
if(inventory_shown && hud_shown)
if(H.shoes) H.shoes.screen_loc = ui_shoes
if(H.gloves) H.gloves.screen_loc = ui_gloves
if(H.ears) H.ears.screen_loc = ui_ears
if(H.glasses) H.glasses.screen_loc = ui_glasses
if(H.w_uniform) H.w_uniform.screen_loc = ui_iclothing
if(H.wear_suit) H.wear_suit.screen_loc = ui_oclothing
if(H.wear_mask) H.wear_mask.screen_loc = ui_mask
if(H.head) H.head.screen_loc = ui_head
else
if(H.shoes) H.shoes.screen_loc = null
if(H.gloves) H.gloves.screen_loc = null
if(H.ears) H.ears.screen_loc = null
if(H.glasses) H.glasses.screen_loc = null
if(H.w_uniform) H.w_uniform.screen_loc = null
if(H.wear_suit) H.wear_suit.screen_loc = null
if(H.wear_mask) H.wear_mask.screen_loc = null
if(H.head) H.head.screen_loc = null
/datum/hud/proc/persistant_inventory_update()
if(!mymob)
return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
if(hud_shown)
if(H.s_store) H.s_store.screen_loc = ui_sstore1
if(H.wear_id) H.wear_id.screen_loc = ui_id
if(H.belt) H.belt.screen_loc = ui_belt
if(H.back) H.back.screen_loc = ui_back
if(H.l_store) H.l_store.screen_loc = ui_storage1
if(H.r_store) H.r_store.screen_loc = ui_storage2
else
if(H.s_store) H.s_store.screen_loc = null
if(H.wear_id) H.wear_id.screen_loc = null
if(H.belt) H.belt.screen_loc = null
if(H.back) H.back.screen_loc = null
if(H.l_store) H.l_store.screen_loc = null
if(H.r_store) H.r_store.screen_loc = null
/datum/hud/proc/instantiate()
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
var/ui_style = ui_style2icon(mymob.client.prefs.UI_style)
if(ishuman(mymob))
human_hud(ui_style) // Pass the player the UI style chosen in preferences
else if(ismonkey(mymob))
monkey_hud(ui_style)
else if(isbrain(mymob))
brain_hud(ui_style)
else if(islarva(mymob))
larva_hud()
else if(isalien(mymob))
alien_hud()
else if(isAI(mymob))
ai_hud()
else if(isrobot(mymob))
robot_hud()
else if(isobserver(mymob))
ghost_hud()
else if(isovermind(mymob))
blob_hud()
if(istype(mymob.loc,/obj/mecha))
show_hud(HUD_STYLE_REDUCED)
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(var/version = 0)
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
display_hud_version = hud_version + 1
if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
display_hud_version = 1
switch(display_hud_version)
if(HUD_STYLE_STANDARD) //Default HUD
hud_shown = 1 //Governs behavior of other procs
if(adding)
mymob.client.screen += adding
if(other && inventory_shown)
mymob.client.screen += other
if(hotkeybuttons && !hotkey_ui_hidden)
mymob.client.screen += hotkeybuttons
action_intent.screen_loc = ui_acti //Restore intent selection to the original position
mymob.client.screen += mymob.zone_sel //This one is a special snowflake
mymob.client.screen += mymob.bodytemp //As are the rest of these...
mymob.client.screen += mymob.fire
mymob.client.screen += mymob.healths
mymob.client.screen += mymob.internals
mymob.client.screen += mymob.nutrition_icon
mymob.client.screen += mymob.oxygen
mymob.client.screen += mymob.pressure
mymob.client.screen += mymob.toxin
mymob.client.screen += lingstingdisplay
mymob.client.screen += lingchemdisplay
hidden_inventory_update()
persistant_inventory_update()
mymob.update_action_buttons()
if(HUD_STYLE_REDUCED) //Reduced HUD
hud_shown = 0 //Governs behavior of other procs
if(adding)
mymob.client.screen -= adding
if(other)
mymob.client.screen -= other
if(hotkeybuttons)
mymob.client.screen -= hotkeybuttons
if(item_action_list)
mymob.client.screen -= item_action_list
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
mymob.client.screen -= mymob.zone_sel //zone_sel is a mob variable for some reason.
mymob.client.screen -= lingstingdisplay
mymob.client.screen -= lingchemdisplay
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
mymob.client.screen += l_hand_hud_object //we want the hands to be visible
mymob.client.screen += r_hand_hud_object //we want the hands to be visible
mymob.client.screen += action_intent //we want the intent swticher visible
action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
hidden_inventory_update()
persistant_inventory_update()
mymob.update_action_buttons()
if(HUD_STYLE_NOHUD) //No HUD
hud_shown = 0 //Governs behavior of other procs
if(adding)
mymob.client.screen -= adding
if(other)
mymob.client.screen -= other
if(hotkeybuttons)
mymob.client.screen -= hotkeybuttons
if(item_action_list)
mymob.client.screen -= item_action_list
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
mymob.client.screen -= mymob.zone_sel //zone_sel is a mob variable for some reason.
mymob.client.screen -= mymob.bodytemp
mymob.client.screen -= mymob.fire
mymob.client.screen -= mymob.healths
mymob.client.screen -= mymob.internals
mymob.client.screen -= mymob.nutrition_icon
mymob.client.screen -= mymob.oxygen
mymob.client.screen -= mymob.pressure
mymob.client.screen -= mymob.toxin
mymob.client.screen -= lingstingdisplay
mymob.client.screen -= lingchemdisplay
hidden_inventory_update()
persistant_inventory_update()
mymob.update_action_buttons()
hud_version = display_hud_version
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
set name = "F12"
set hidden = 1
if(hud_used && client)
if(ishuman(src))
hud_used.show_hud() //Shows the next hud preset
usr << "<span class ='info'>Switched HUD mode.</span>"
else
usr << "<span class ='warning'>Inventory hiding is currently only supported for human mobs, sorry.</span>"
else
usr << "<span class ='warning'>This mob type does not use a HUD.</span>"
/*
The global hud:
Uses the same visual objects for all players.
*/
var/datum/global_hud/global_hud = new()
/datum/global_hud
var/obj/screen/druggy
var/obj/screen/blurry
var/list/vimpaired
var/list/darkMask
/datum/global_hud/New()
//420erryday psychedellic colours screen overlay for when you are high
druggy = new /obj/screen()
druggy.screen_loc = "WEST,SOUTH to EAST,NORTH"
druggy.icon_state = "druggy"
druggy.blend_mode = BLEND_MULTIPLY
druggy.layer = 17
druggy.mouse_opacity = 0
//that white blurry effect you get when you eyes are damaged
blurry = new /obj/screen()
blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
blurry.icon_state = "blurry"
blurry.layer = 17
blurry.mouse_opacity = 0
var/obj/screen/O
var/i
//that nasty looking dither you get when you're short-sighted
vimpaired = newlist(/obj/screen,/obj/screen,/obj/screen,/obj/screen)
O = vimpaired[1]
O.screen_loc = "WEST,SOUTH to CENTER-3,NORTH" //West dither
O = vimpaired[2]
O.screen_loc = "WEST,SOUTH to EAST,CENTER-3" //South dither
O = vimpaired[3]
O.screen_loc = "CENTER+3,SOUTH to EAST,NORTH" //East dither
O = vimpaired[4]
O.screen_loc = "WEST,CENTER+3 to EAST,NORTH" //North dither
//welding mask overlay black/dither
darkMask = newlist(/obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen)
O = darkMask[1]
O.screen_loc = "CENTER-5,CENTER-5 to CENTER-3,CENTER+5" //West dither
O = darkMask[2]
O.screen_loc = "CENTER-5,CENTER-5 to CENTER+5,CENTER-3" //South dither
O = darkMask[3]
O.screen_loc = "CENTER+3,CENTER-5 to CENTER+5,CENTER+5" //East dither
O = darkMask[4]
O.screen_loc = "CENTER-5,CENTER+3 to CENTER+5,CENTER+5" //North dither
O = darkMask[5]
O.screen_loc = "WEST,SOUTH to CENTER-5,NORTH" //West black
O = darkMask[6]
O.screen_loc = "WEST,SOUTH to EAST,CENTER-5" //South black
O = darkMask[7]
O.screen_loc = "CENTER+5,SOUTH to EAST,NORTH" //East black
O = darkMask[8]
O.screen_loc = "WEST,CENTER+5 to EAST,NORTH" //North black
for(i = 1, i <= 4, i++)
O = vimpaired[i]
O.icon_state = "dither50"
O.blend_mode = BLEND_MULTIPLY
O.layer = 17
O.mouse_opacity = 0
O = darkMask[i]
O.icon_state = "dither50"
O.blend_mode = BLEND_MULTIPLY
O.layer = 17
O.mouse_opacity = 0
for(i = 5, i <= 8, i++)
O = darkMask[i]
O.icon_state = "black"
O.blend_mode = BLEND_MULTIPLY
O.layer = 17
O.mouse_opacity = 0
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
/datum/hud
var/mob/mymob
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/hud_version = 1 //Current displayed version of the HUD
var/inventory_shown = 1 //the inventory
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/lingchemdisplay
var/obj/screen/lingstingdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/blobhealthdisplay
var/obj/screen/alien_plasma_display
var/obj/screen/r_hand_hud_object
var/obj/screen/l_hand_hud_object
var/obj/screen/action_intent
var/obj/screen/move_intent
var/list/adding
var/list/other
var/list/obj/screen/hotkeybuttons
var/list/obj/screen/item_action/item_action_list = list() //Used for the item action ui buttons.
datum/hud/New(mob/owner)
mymob = owner
instantiate()
..()
/datum/hud/proc/hidden_inventory_update()
if(!mymob)
return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
if(H.handcuffed)
H.handcuffed.screen_loc = null //no handcuffs in my UI!
if(inventory_shown && hud_shown)
if(H.shoes) H.shoes.screen_loc = ui_shoes
if(H.gloves) H.gloves.screen_loc = ui_gloves
if(H.ears) H.ears.screen_loc = ui_ears
if(H.glasses) H.glasses.screen_loc = ui_glasses
if(H.w_uniform) H.w_uniform.screen_loc = ui_iclothing
if(H.wear_suit) H.wear_suit.screen_loc = ui_oclothing
if(H.wear_mask) H.wear_mask.screen_loc = ui_mask
if(H.head) H.head.screen_loc = ui_head
else
if(H.shoes) H.shoes.screen_loc = null
if(H.gloves) H.gloves.screen_loc = null
if(H.ears) H.ears.screen_loc = null
if(H.glasses) H.glasses.screen_loc = null
if(H.w_uniform) H.w_uniform.screen_loc = null
if(H.wear_suit) H.wear_suit.screen_loc = null
if(H.wear_mask) H.wear_mask.screen_loc = null
if(H.head) H.head.screen_loc = null
/datum/hud/proc/persistant_inventory_update()
if(!mymob)
return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
if(hud_shown)
if(H.s_store) H.s_store.screen_loc = ui_sstore1
if(H.wear_id) H.wear_id.screen_loc = ui_id
if(H.belt) H.belt.screen_loc = ui_belt
if(H.back) H.back.screen_loc = ui_back
if(H.l_store) H.l_store.screen_loc = ui_storage1
if(H.r_store) H.r_store.screen_loc = ui_storage2
else
if(H.s_store) H.s_store.screen_loc = null
if(H.wear_id) H.wear_id.screen_loc = null
if(H.belt) H.belt.screen_loc = null
if(H.back) H.back.screen_loc = null
if(H.l_store) H.l_store.screen_loc = null
if(H.r_store) H.r_store.screen_loc = null
/datum/hud/proc/instantiate()
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
var/ui_style = ui_style2icon(mymob.client.prefs.UI_style)
if(ishuman(mymob))
human_hud(ui_style) // Pass the player the UI style chosen in preferences
else if(ismonkey(mymob))
monkey_hud(ui_style)
else if(isbrain(mymob))
brain_hud(ui_style)
else if(islarva(mymob))
larva_hud()
else if(isalien(mymob))
alien_hud()
else if(isAI(mymob))
ai_hud()
else if(isrobot(mymob))
robot_hud()
else if(isobserver(mymob))
ghost_hud()
else if(isovermind(mymob))
blob_hud()
if(istype(mymob.loc,/obj/mecha))
show_hud(HUD_STYLE_REDUCED)
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(var/version = 0)
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
display_hud_version = hud_version + 1
if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
display_hud_version = 1
switch(display_hud_version)
if(HUD_STYLE_STANDARD) //Default HUD
hud_shown = 1 //Governs behavior of other procs
if(adding)
mymob.client.screen += adding
if(other && inventory_shown)
mymob.client.screen += other
if(hotkeybuttons && !hotkey_ui_hidden)
mymob.client.screen += hotkeybuttons
action_intent.screen_loc = ui_acti //Restore intent selection to the original position
mymob.client.screen += mymob.zone_sel //This one is a special snowflake
mymob.client.screen += mymob.bodytemp //As are the rest of these...
mymob.client.screen += mymob.fire
mymob.client.screen += mymob.healths
mymob.client.screen += mymob.internals
mymob.client.screen += mymob.nutrition_icon
mymob.client.screen += mymob.oxygen
mymob.client.screen += mymob.pressure
mymob.client.screen += mymob.toxin
mymob.client.screen += lingstingdisplay
mymob.client.screen += lingchemdisplay
hidden_inventory_update()
persistant_inventory_update()
mymob.update_action_buttons()
if(HUD_STYLE_REDUCED) //Reduced HUD
hud_shown = 0 //Governs behavior of other procs
if(adding)
mymob.client.screen -= adding
if(other)
mymob.client.screen -= other
if(hotkeybuttons)
mymob.client.screen -= hotkeybuttons
if(item_action_list)
mymob.client.screen -= item_action_list
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
mymob.client.screen -= mymob.zone_sel //zone_sel is a mob variable for some reason.
mymob.client.screen -= lingstingdisplay
mymob.client.screen -= lingchemdisplay
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
mymob.client.screen += l_hand_hud_object //we want the hands to be visible
mymob.client.screen += r_hand_hud_object //we want the hands to be visible
mymob.client.screen += action_intent //we want the intent swticher visible
action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
hidden_inventory_update()
persistant_inventory_update()
mymob.update_action_buttons()
if(HUD_STYLE_NOHUD) //No HUD
hud_shown = 0 //Governs behavior of other procs
if(adding)
mymob.client.screen -= adding
if(other)
mymob.client.screen -= other
if(hotkeybuttons)
mymob.client.screen -= hotkeybuttons
if(item_action_list)
mymob.client.screen -= item_action_list
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
mymob.client.screen -= mymob.zone_sel //zone_sel is a mob variable for some reason.
mymob.client.screen -= mymob.bodytemp
mymob.client.screen -= mymob.fire
mymob.client.screen -= mymob.healths
mymob.client.screen -= mymob.internals
mymob.client.screen -= mymob.nutrition_icon
mymob.client.screen -= mymob.oxygen
mymob.client.screen -= mymob.pressure
mymob.client.screen -= mymob.toxin
mymob.client.screen -= lingstingdisplay
mymob.client.screen -= lingchemdisplay
hidden_inventory_update()
persistant_inventory_update()
mymob.update_action_buttons()
hud_version = display_hud_version
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
set name = "F12"
set hidden = 1
if(hud_used && client)
if(ishuman(src))
hud_used.show_hud() //Shows the next hud preset
usr << "<span class ='info'>Switched HUD mode.</span>"
else
usr << "<span class ='warning'>Inventory hiding is currently only supported for human mobs, sorry.</span>"
else
usr << "<span class ='warning'>This mob type does not use a HUD.</span>"
+383 -383
View File
@@ -1,383 +1,383 @@
/datum/hud/proc/human_hud(ui_style = 'icons/mob/screen_midnight.dmi')
adding = list()
other = list()
hotkeybuttons = list() //These can be disabled for hotkey users
var/obj/screen/using
var/obj/screen/inventory/inv_box
using = new /obj/screen()
using.name = "act_intent"
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
adding += using
action_intent = using
using = new /obj/screen()
using.name = "mov_intent"
using.icon = ui_style
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
adding += using
move_intent = using
using = new /obj/screen()
using.name = "drop"
using.icon = ui_style
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.layer = 19
hotkeybuttons += using
inv_box = new /obj/screen/inventory()
inv_box.name = "i_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_w_uniform
inv_box.icon_state = "uniform"
inv_box.screen_loc = ui_iclothing
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "o_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_wear_suit
inv_box.icon_state = "suit"
inv_box.screen_loc = ui_oclothing
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "hand_r_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "hand_r_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
inv_box.layer = 19
r_hand_hud_object = inv_box
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "hand_l_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "hand_l_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
inv_box.layer = 19
l_hand_hud_object = inv_box
adding += inv_box
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand1
using.layer = 19
adding += using
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand2
using.layer = 19
adding += using
inv_box = new /obj/screen/inventory()
inv_box.name = "id"
inv_box.icon = ui_style
inv_box.icon_state = "id"
inv_box.screen_loc = ui_id
inv_box.slot_id = slot_wear_id
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
inv_box.screen_loc = ui_mask
inv_box.slot_id = slot_wear_mask
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_back
inv_box.slot_id = slot_back
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage1"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage1
inv_box.slot_id = slot_l_store
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage2"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage2
inv_box.slot_id = slot_r_store
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "suit storage"
inv_box.icon = ui_style
inv_box.icon_state = "suit_storage"
inv_box.screen_loc = ui_sstore1
inv_box.slot_id = slot_s_store
inv_box.layer = 19
adding += inv_box
using = new /obj/screen()
using.name = "resist"
using.icon = ui_style
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.layer = 19
hotkeybuttons += using
using = new /obj/screen()
using.name = "toggle"
using.icon = ui_style
using.icon_state = "toggle"
using.screen_loc = ui_inventory
using.layer = 20
adding += using
using = new /obj/screen()
using.name = "equip"
using.icon = ui_style
using.icon_state = "act_equip"
using.screen_loc = ui_equip
using.layer = 20
adding += using
inv_box = new /obj/screen/inventory()
inv_box.name = "gloves"
inv_box.icon = ui_style
inv_box.icon_state = "gloves"
inv_box.screen_loc = ui_gloves
inv_box.slot_id = slot_gloves
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "eyes"
inv_box.icon = ui_style
inv_box.icon_state = "glasses"
inv_box.screen_loc = ui_glasses
inv_box.slot_id = slot_glasses
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "ears"
inv_box.icon = ui_style
inv_box.icon_state = "ears"
inv_box.screen_loc = ui_ears
inv_box.slot_id = slot_ears
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
inv_box.screen_loc = ui_head
inv_box.slot_id = slot_head
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "shoes"
inv_box.icon = ui_style
inv_box.icon_state = "shoes"
inv_box.screen_loc = ui_shoes
inv_box.slot_id = slot_shoes
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "belt"
inv_box.icon = ui_style
inv_box.icon_state = "belt"
inv_box.screen_loc = ui_belt
inv_box.slot_id = slot_belt
inv_box.layer = 19
adding += inv_box
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = ui_style
mymob.throw_icon.icon_state = "act_throw_off"
mymob.throw_icon.name = "throw/catch"
mymob.throw_icon.screen_loc = ui_drop_throw
hotkeybuttons += mymob.throw_icon
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.pressure = new /obj/screen()
mymob.pressure.icon_state = "pressure0"
mymob.pressure.name = "pressure"
mymob.pressure.screen_loc = ui_pressure
mymob.toxin = new /obj/screen()
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_toxin
mymob.internals = new /obj/screen()
mymob.internals.icon_state = "internal0"
mymob.internals.name = "internal"
mymob.internals.screen_loc = ui_internal
mymob.fire = new /obj/screen()
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.bodytemp = new /obj/screen()
mymob.bodytemp.icon_state = "temp1"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.healths = new /obj/screen()
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
mymob.nutrition_icon = new /obj/screen()
mymob.nutrition_icon.icon_state = "nutrition0"
mymob.nutrition_icon.name = "nutrition"
mymob.nutrition_icon.screen_loc = ui_nutrition
mymob.pullin = new /obj/screen()
mymob.pullin.icon = ui_style
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull_resist
hotkeybuttons += mymob.pullin
lingchemdisplay = new /obj/screen()
lingchemdisplay.name = "chemical storage"
lingchemdisplay.icon_state = "power_display"
lingchemdisplay.screen_loc = ui_lingchemdisplay
lingchemdisplay.layer = 20
lingchemdisplay.invisibility = 101
lingstingdisplay = new /obj/screen()
lingstingdisplay.name = "current sting"
lingstingdisplay.screen_loc = ui_lingstingdisplay
lingstingdisplay.layer = 20
lingstingdisplay.invisibility = 101
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.mouse_opacity = 0
mymob.blind.layer = 0
mymob.damageoverlay = new /obj/screen()
mymob.damageoverlay.icon = 'icons/mob/screen_full.dmi'
mymob.damageoverlay.icon_state = "oxydamageoverlay0"
mymob.damageoverlay.name = "dmg"
mymob.damageoverlay.blend_mode = BLEND_MULTIPLY
mymob.damageoverlay.screen_loc = "CENTER-7,CENTER-7"
mymob.damageoverlay.mouse_opacity = 0
mymob.damageoverlay.layer = 18.1 //The black screen overlay sets layer to 18 to display it, this one has to be just on top.
mymob.flash = new /obj/screen()
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.blend_mode = BLEND_ADD
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = ui_style
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.damageoverlay, lingchemdisplay, lingstingdisplay) //, mymob.hands, mymob.rest, mymob.sleep) //, mymob.mach )
mymob.client.screen += adding + hotkeybuttons
inventory_shown = 0;
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
set category = "OOC"
set name = "Toggle hotkey buttons"
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
if(hud_used.hotkey_ui_hidden)
client.screen += hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 0
else
client.screen -= hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 1
/mob/living/carbon/human/update_action_buttons()
var/num = 1
if(!hud_used) return
if(!client) return
if(hud_used.hud_shown != 1) //Hud toggled to minimal
return
client.screen -= hud_used.item_action_list
for(var/obj/item/I in src)
if(I.action_button_name)
if(hud_used.item_action_list.len < num)
var/obj/screen/item_action/N = new(hud_used)
hud_used.item_action_list += N
var/obj/screen/item_action/A = hud_used.item_action_list[num]
A.icon = ui_style2icon(client.prefs.UI_style)
A.icon_state = "template"
A.overlays = list()
var/image/img = image(I.icon, A, I.icon_state)
img.pixel_x = 0
img.pixel_y = 0
A.overlays += img
A.name = I.action_button_name
A.owner = I
client.screen += hud_used.item_action_list[num]
switch(num)
if(1)
A.screen_loc = ui_action_slot1
if(2)
A.screen_loc = ui_action_slot2
if(3)
A.screen_loc = ui_action_slot3
if(4)
A.screen_loc = ui_action_slot4
if(5)
A.screen_loc = ui_action_slot5
break //5 slots available, so no more can be added.
num++
/datum/hud/proc/human_hud(ui_style = 'icons/mob/screen_midnight.dmi')
adding = list()
other = list()
hotkeybuttons = list() //These can be disabled for hotkey users
var/obj/screen/using
var/obj/screen/inventory/inv_box
using = new /obj/screen()
using.name = "act_intent"
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
adding += using
action_intent = using
using = new /obj/screen()
using.name = "mov_intent"
using.icon = ui_style
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
adding += using
move_intent = using
using = new /obj/screen()
using.name = "drop"
using.icon = ui_style
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.layer = 19
hotkeybuttons += using
inv_box = new /obj/screen/inventory()
inv_box.name = "i_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_w_uniform
inv_box.icon_state = "uniform"
inv_box.screen_loc = ui_iclothing
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "o_clothing"
inv_box.icon = ui_style
inv_box.slot_id = slot_wear_suit
inv_box.icon_state = "suit"
inv_box.screen_loc = ui_oclothing
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "hand_r_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "hand_r_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
inv_box.layer = 19
r_hand_hud_object = inv_box
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "hand_l_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "hand_l_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
inv_box.layer = 19
l_hand_hud_object = inv_box
adding += inv_box
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand1
using.layer = 19
adding += using
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand2
using.layer = 19
adding += using
inv_box = new /obj/screen/inventory()
inv_box.name = "id"
inv_box.icon = ui_style
inv_box.icon_state = "id"
inv_box.screen_loc = ui_id
inv_box.slot_id = slot_wear_id
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
inv_box.screen_loc = ui_mask
inv_box.slot_id = slot_wear_mask
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_back
inv_box.slot_id = slot_back
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage1"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage1
inv_box.slot_id = slot_l_store
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "storage2"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
inv_box.screen_loc = ui_storage2
inv_box.slot_id = slot_r_store
inv_box.layer = 19
adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "suit storage"
inv_box.icon = ui_style
inv_box.icon_state = "suit_storage"
inv_box.screen_loc = ui_sstore1
inv_box.slot_id = slot_s_store
inv_box.layer = 19
adding += inv_box
using = new /obj/screen()
using.name = "resist"
using.icon = ui_style
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.layer = 19
hotkeybuttons += using
using = new /obj/screen()
using.name = "toggle"
using.icon = ui_style
using.icon_state = "toggle"
using.screen_loc = ui_inventory
using.layer = 20
adding += using
using = new /obj/screen()
using.name = "equip"
using.icon = ui_style
using.icon_state = "act_equip"
using.screen_loc = ui_equip
using.layer = 20
adding += using
inv_box = new /obj/screen/inventory()
inv_box.name = "gloves"
inv_box.icon = ui_style
inv_box.icon_state = "gloves"
inv_box.screen_loc = ui_gloves
inv_box.slot_id = slot_gloves
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "eyes"
inv_box.icon = ui_style
inv_box.icon_state = "glasses"
inv_box.screen_loc = ui_glasses
inv_box.slot_id = slot_glasses
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "ears"
inv_box.icon = ui_style
inv_box.icon_state = "ears"
inv_box.screen_loc = ui_ears
inv_box.slot_id = slot_ears
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
inv_box.screen_loc = ui_head
inv_box.slot_id = slot_head
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "shoes"
inv_box.icon = ui_style
inv_box.icon_state = "shoes"
inv_box.screen_loc = ui_shoes
inv_box.slot_id = slot_shoes
inv_box.layer = 19
other += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "belt"
inv_box.icon = ui_style
inv_box.icon_state = "belt"
inv_box.screen_loc = ui_belt
inv_box.slot_id = slot_belt
inv_box.layer = 19
adding += inv_box
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = ui_style
mymob.throw_icon.icon_state = "act_throw_off"
mymob.throw_icon.name = "throw/catch"
mymob.throw_icon.screen_loc = ui_drop_throw
hotkeybuttons += mymob.throw_icon
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.pressure = new /obj/screen()
mymob.pressure.icon_state = "pressure0"
mymob.pressure.name = "pressure"
mymob.pressure.screen_loc = ui_pressure
mymob.toxin = new /obj/screen()
mymob.toxin.icon_state = "tox0"
mymob.toxin.name = "toxin"
mymob.toxin.screen_loc = ui_toxin
mymob.internals = new /obj/screen()
mymob.internals.icon_state = "internal0"
mymob.internals.name = "internal"
mymob.internals.screen_loc = ui_internal
mymob.fire = new /obj/screen()
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.bodytemp = new /obj/screen()
mymob.bodytemp.icon_state = "temp1"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.healths = new /obj/screen()
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
mymob.nutrition_icon = new /obj/screen()
mymob.nutrition_icon.icon_state = "nutrition0"
mymob.nutrition_icon.name = "nutrition"
mymob.nutrition_icon.screen_loc = ui_nutrition
mymob.pullin = new /obj/screen()
mymob.pullin.icon = ui_style
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull_resist
hotkeybuttons += mymob.pullin
lingchemdisplay = new /obj/screen()
lingchemdisplay.name = "chemical storage"
lingchemdisplay.icon_state = "power_display"
lingchemdisplay.screen_loc = ui_lingchemdisplay
lingchemdisplay.layer = 20
lingchemdisplay.invisibility = 101
lingstingdisplay = new /obj/screen()
lingstingdisplay.name = "current sting"
lingstingdisplay.screen_loc = ui_lingstingdisplay
lingstingdisplay.layer = 20
lingstingdisplay.invisibility = 101
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.mouse_opacity = 0
mymob.blind.layer = 0
mymob.damageoverlay = new /obj/screen()
mymob.damageoverlay.icon = 'icons/mob/screen_full.dmi'
mymob.damageoverlay.icon_state = "oxydamageoverlay0"
mymob.damageoverlay.name = "dmg"
mymob.damageoverlay.blend_mode = BLEND_MULTIPLY
mymob.damageoverlay.screen_loc = "CENTER-7,CENTER-7"
mymob.damageoverlay.mouse_opacity = 0
mymob.damageoverlay.layer = 18.1 //The black screen overlay sets layer to 18 to display it, this one has to be just on top.
mymob.flash = new /obj/screen()
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.blend_mode = BLEND_ADD
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = ui_style
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.damageoverlay, lingchemdisplay, lingstingdisplay) //, mymob.hands, mymob.rest, mymob.sleep) //, mymob.mach )
mymob.client.screen += adding + hotkeybuttons
inventory_shown = 0;
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
set category = "OOC"
set name = "Toggle hotkey buttons"
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
if(hud_used.hotkey_ui_hidden)
client.screen += hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 0
else
client.screen -= hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 1
/mob/living/carbon/human/update_action_buttons()
var/num = 1
if(!hud_used) return
if(!client) return
if(hud_used.hud_shown != 1) //Hud toggled to minimal
return
client.screen -= hud_used.item_action_list
for(var/obj/item/I in src)
if(I.action_button_name)
if(hud_used.item_action_list.len < num)
var/obj/screen/item_action/N = new(hud_used)
hud_used.item_action_list += N
var/obj/screen/item_action/A = hud_used.item_action_list[num]
A.icon = ui_style2icon(client.prefs.UI_style)
A.icon_state = "template"
A.overlays = list()
var/image/img = image(I.icon, A, I.icon_state)
img.pixel_x = 0
img.pixel_y = 0
A.overlays += img
A.name = I.action_button_name
A.owner = I
client.screen += hud_used.item_action_list[num]
switch(num)
if(1)
A.screen_loc = ui_action_slot1
if(2)
A.screen_loc = ui_action_slot2
if(3)
A.screen_loc = ui_action_slot3
if(4)
A.screen_loc = ui_action_slot4
if(5)
A.screen_loc = ui_action_slot5
break //5 slots available, so no more can be added.
num++
+35 -35
View File
@@ -1,35 +1,35 @@
/datum/hud/proc/unplayer_hud()
return
/datum/hud/proc/ghost_hud()
return
/datum/hud/proc/brain_hud(ui_style = 'icons/mob/screen_midnight.dmi')
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
/datum/hud/proc/ai_hud()
return
/datum/hud/proc/blob_hud(ui_style = 'icons/mob/screen_midnight.dmi')
blobpwrdisplay = new /obj/screen()
blobpwrdisplay.name = "blob power"
blobpwrdisplay.icon_state = "block"
blobpwrdisplay.screen_loc = ui_health
blobpwrdisplay.layer = 20
blobhealthdisplay = new /obj/screen()
blobhealthdisplay.name = "blob health"
blobhealthdisplay.icon_state = "block"
blobhealthdisplay.screen_loc = ui_internal
blobhealthdisplay.layer = 20
mymob.client.screen = null
mymob.client.screen += list(blobpwrdisplay, blobhealthdisplay)
/datum/hud/proc/unplayer_hud()
return
/datum/hud/proc/ghost_hud()
return
/datum/hud/proc/brain_hud(ui_style = 'icons/mob/screen_midnight.dmi')
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
/datum/hud/proc/ai_hud()
return
/datum/hud/proc/blob_hud(ui_style = 'icons/mob/screen_midnight.dmi')
blobpwrdisplay = new /obj/screen()
blobpwrdisplay.name = "blob power"
blobpwrdisplay.icon_state = "block"
blobpwrdisplay.screen_loc = ui_health
blobpwrdisplay.layer = 20
blobhealthdisplay = new /obj/screen()
blobhealthdisplay.name = "blob health"
blobhealthdisplay.icon_state = "block"
blobhealthdisplay.screen_loc = ui_internal
blobhealthdisplay.layer = 20
mymob.client.screen = null
mymob.client.screen += list(blobpwrdisplay, blobhealthdisplay)
+194 -194
View File
@@ -1,195 +1,195 @@
/datum/hud/proc/robot_hud()
adding = list()
other = list()
var/obj/screen/using
//Radio
using = new /obj/screen()
using.name = "radio"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "radio"
using.screen_loc = ui_borg_radio
using.layer = 20
adding += using
//Module select
using = new /obj/screen()
using.name = "module1"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = 20
adding += using
mymob:inv1 = using
using = new /obj/screen()
using.name = "module2"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = 20
adding += using
mymob:inv2 = using
using = new /obj/screen()
using.name = "module3"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = 20
adding += using
mymob:inv3 = using
//End of module select
//Intent
using = new /obj/screen()
using.name = "act_intent"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = mymob.a_intent
using.screen_loc = ui_borg_intents
using.layer = 20
adding += using
action_intent = using
//Cell
mymob:cells = new /obj/screen()
mymob:cells.icon = 'icons/mob/screen_cyborg.dmi'
mymob:cells.icon_state = "charge-empty"
mymob:cells.name = "cell"
mymob:cells.screen_loc = ui_toxin
//Health
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen_cyborg.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_borg_health
//Installed Module
mymob.hands = new /obj/screen()
mymob.hands.icon = 'icons/mob/screen_cyborg.dmi'
mymob.hands.icon_state = "nomod"
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_borg_module
//Store
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = 'icons/mob/screen_cyborg.dmi'
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_borg_store
//Temp
mymob.bodytemp = new /obj/screen()
mymob.bodytemp.icon_state = "temp0"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen_cyborg.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen_cyborg.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen_cyborg.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_borg_pull
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen_cyborg.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = 'icons/mob/screen_cyborg.dmi'
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list(mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += adding + other
return
/datum/hud/proc/toggle_show_robot_modules()
if(!isrobot(mymob)) return
var/mob/living/silicon/robot/r = mymob
r.shown_robot_modules = !r.shown_robot_modules
update_robot_modules_display()
/datum/hud/proc/update_robot_modules_display()
if(!isrobot(mymob)) return
var/mob/living/silicon/robot/r = mymob
if(r.client)
if(r.shown_robot_modules)
//Modules display is shown
r.client.screen += r.throw_icon //"store" icon
if(!r.module)
usr << "<span class='danger'>No module selected</span>"
return
if(!r.module.modules)
usr << "<span class='danger'>Selected module has no modules to select</span>"
return
if(!r.robot_modules_background)
return
var/display_rows = Ceiling(length(r.module.get_inactive_modules()) / 8)
r.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
r.client.screen += r.robot_modules_background
var/x = -4 //Start at CENTER-4,SOUTH+1
var/y = 1
for(var/atom/movable/A in r.module.get_inactive_modules())
//Module is not currently active
r.client.screen += A
if(x < 0)
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.layer = 20
x++
if(x == 4)
x = -4
y++
else
//Modules display is hidden
r.client.screen -= r.throw_icon //"store" icon
for(var/atom/A in r.module.get_inactive_modules())
//Module is not currently active
r.client.screen -= A
r.shown_robot_modules = 0
/datum/hud/proc/robot_hud()
adding = list()
other = list()
var/obj/screen/using
//Radio
using = new /obj/screen()
using.name = "radio"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "radio"
using.screen_loc = ui_borg_radio
using.layer = 20
adding += using
//Module select
using = new /obj/screen()
using.name = "module1"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = 20
adding += using
mymob:inv1 = using
using = new /obj/screen()
using.name = "module2"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = 20
adding += using
mymob:inv2 = using
using = new /obj/screen()
using.name = "module3"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = 20
adding += using
mymob:inv3 = using
//End of module select
//Intent
using = new /obj/screen()
using.name = "act_intent"
using.icon = 'icons/mob/screen_cyborg.dmi'
using.icon_state = mymob.a_intent
using.screen_loc = ui_borg_intents
using.layer = 20
adding += using
action_intent = using
//Cell
mymob:cells = new /obj/screen()
mymob:cells.icon = 'icons/mob/screen_cyborg.dmi'
mymob:cells.icon_state = "charge-empty"
mymob:cells.name = "cell"
mymob:cells.screen_loc = ui_toxin
//Health
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen_cyborg.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_borg_health
//Installed Module
mymob.hands = new /obj/screen()
mymob.hands.icon = 'icons/mob/screen_cyborg.dmi'
mymob.hands.icon_state = "nomod"
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_borg_module
//Store
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = 'icons/mob/screen_cyborg.dmi'
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_borg_store
//Temp
mymob.bodytemp = new /obj/screen()
mymob.bodytemp.icon_state = "temp0"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen_cyborg.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen_cyborg.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen_cyborg.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_borg_pull
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "CENTER-7,CENTER-7"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen_cyborg.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = 'icons/mob/screen_cyborg.dmi'
mymob.zone_sel.update_icon()
mymob.client.screen = null
mymob.client.screen += list(mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += adding + other
return
/datum/hud/proc/toggle_show_robot_modules()
if(!isrobot(mymob)) return
var/mob/living/silicon/robot/r = mymob
r.shown_robot_modules = !r.shown_robot_modules
update_robot_modules_display()
/datum/hud/proc/update_robot_modules_display()
if(!isrobot(mymob)) return
var/mob/living/silicon/robot/r = mymob
if(r.client)
if(r.shown_robot_modules)
//Modules display is shown
r.client.screen += r.throw_icon //"store" icon
if(!r.module)
usr << "<span class='danger'>No module selected</span>"
return
if(!r.module.modules)
usr << "<span class='danger'>Selected module has no modules to select</span>"
return
if(!r.robot_modules_background)
return
var/display_rows = Ceiling(length(r.module.get_inactive_modules()) / 8)
r.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
r.client.screen += r.robot_modules_background
var/x = -4 //Start at CENTER-4,SOUTH+1
var/y = 1
for(var/atom/movable/A in r.module.get_inactive_modules())
//Module is not currently active
r.client.screen += A
if(x < 0)
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.layer = 20
x++
if(x == 4)
x = -4
y++
else
//Modules display is hidden
r.client.screen -= r.throw_icon //"store" icon
for(var/atom/A in r.module.get_inactive_modules())
//Module is not currently active
r.client.screen -= A
r.shown_robot_modules = 0
r.client.screen -= r.robot_modules_background
+325 -324
View File
@@ -1,324 +1,325 @@
/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen_gen.dmi'
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
return 1
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(usr.next_move >= world.time)
return
usr.next_move = world.time + 6
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
/mob/proc/update_action_buttons()
return
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click()
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
master.attackby(I, usr)
usr.next_move = world.time+2
return 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = "chest"
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = "r_leg"
if(17 to 22)
selecting = "l_leg"
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "groin"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "chest"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = "head"
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = "eyes"
if(25 to 27)
if(icon_x in 15 to 17)
selecting = "eyes"
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/update_icon()
overlays.Cut()
overlays += image('icons/mob/screen_gen.dmi', "[selecting]")
/obj/screen/Click(location, control, params)
if(!usr) return 1
switch(name)
if("toggle")
if(usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.quick_equip()
if("current sting")
var/mob/living/carbon/U = usr
U.unset_sting()
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("mov_intent")
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid))
usr.update_icons()
if("Reset Machine")
usr.unset_machine()
if("internal")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
if(C.internal)
C.internal = null
C << "<span class='notice'>No longer running on internals.</span>"
if(C.internals)
C.internals.icon_state = "internal0"
else
if(!istype(C.wear_mask, /obj/item/clothing/mask))
C << "<span class='notice'>You are not wearing a mask.</span>"
return 1
else
if(istype(C.l_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
C.internal = C.l_hand
else if(istype(C.r_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
C.internal = C.r_hand
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
H.internal = H.r_store
//Seperate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
C.internal = C.back
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
C << "<span class='notice'>You don't have an oxygen tank.</span>"
if("act_intent")
usr.a_intent_change("right")
if("pull")
usr.stop_pulling()
if("throw/catch")
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
usr.drop_item_v()
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
R.pick_module()
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
R.uneq_active()
R.hud_used.update_robot_modules_display()
if("module1")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(1)
if("module2")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(2)
if("module3")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(3)
else
return 0
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
usr.next_move = world.time+2
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
usr.next_move = world.time+2
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
usr.next_move = world.time+6
return 1
/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen_gen.dmi'
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
/obj/screen/Destroy()
master = null
..()
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
return 1
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(usr.next_move >= world.time)
return
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
/mob/proc/update_action_buttons()
return
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click()
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
master.attackby(I, usr)
return 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = "chest"
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = "r_leg"
if(17 to 22)
selecting = "l_leg"
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "groin"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "chest"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = "head"
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = "eyes"
if(25 to 27)
if(icon_x in 15 to 17)
selecting = "eyes"
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/update_icon()
overlays.Cut()
overlays += image('icons/mob/screen_gen.dmi', "[selecting]")
/obj/screen/Click(location, control, params)
if(!usr) return 1
switch(name)
if("toggle")
if(usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.quick_equip()
if("current sting")
var/mob/living/carbon/U = usr
U.unset_sting()
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("mov_intent")
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid))
usr.update_icons()
if("Reset Machine")
usr.unset_machine()
if("internal")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
if(C.internal)
C.internal = null
C << "<span class='notice'>No longer running on internals.</span>"
if(C.internals)
C.internals.icon_state = "internal0"
else
if(!istype(C.wear_mask, /obj/item/clothing/mask))
C << "<span class='notice'>You are not wearing a mask.</span>"
return 1
else
if(istype(C.l_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
C.internal = C.l_hand
else if(istype(C.r_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
C.internal = C.r_hand
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
H.internal = H.r_store
//Seperate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
C.internal = C.back
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
C << "<span class='notice'>You don't have an oxygen tank.</span>"
if("act_intent")
usr.a_intent_change("right")
if("pull")
usr.stop_pulling()
if("throw/catch")
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
usr.drop_item_v()
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
R.pick_module()
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
R.uneq_active()
R.hud_used.update_robot_modules_display()
if("module1")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(1)
if("module2")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(2)
if("module3")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(3)
else
return 0
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
return 1
+77 -76
View File
@@ -1,77 +1,78 @@
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(W && !(W.flags&NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
I.attack(src, user)
/mob/living/proc/attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone)
apply_damage(I.force, I.damtype)
if(I.damtype == "brute")
if(prob(33) && I.force)
var/turf/location = src.loc
if(istype(location, /turf/simulated))
location.add_blood_floor(src)
var/showname = "."
if(user)
showname = " by [user]!"
if(!(user in viewers(I, null)))
showname = "."
if(I.attack_verb && I.attack_verb.len)
src.visible_message("<span class='danger'>[src] has been [pick(I.attack_verb)] with [I][showname]</span>",
"<span class='userdanger'>[src] has been [pick(I.attack_verb)] with [I][showname]</span>")
else if(I.force)
src.visible_message("<span class='danger'>[src] has been attacked with [I][showname]</span>",
"<span class='userdanger'>[src] has been attacked with [I][showname]</span>")
if(!showname && user)
if(user.client)
user << "\red <B>You attack [src] with [I]. </B>"
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
// Overrides the weapon attack so it can attack any atoms like when we want to have an effect on an object independent of attackby
// It is a powerfull proc but it should be used wisely, if there is other alternatives instead use those
// If it returns 1 it exits click code. Always . = 1 at start of the function if you delete src.
/obj/item/proc/preattack(atom/target, mob/user, proximity_flag, click_parameters)
return
obj/item/proc/get_clamped_volume()
if(src.force && src.w_class)
return Clamp((src.force + src.w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
else if(!src.force && src.w_class)
return Clamp(src.w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (!istype(M)) // not sure if this is the right thing...
return
if (hitsound && force > 0) //If an item's hitsound is defined and the item's force is greater than zero...
playsound(loc, hitsound, get_clamped_volume(), 1, -1) //...play the item's hitsound at get_clamped_volume() with varying frequency and -1 extra range.
else if (force == 0)//Otherwise, if the item's force is zero...
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)//...play tap.ogg at get_clamped_volume()
/////////////////////////
user.lastattacked = M
M.lastattacker = user
add_logs(user, M, "attacked", object=src.name, addition="(INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])")
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
M.attacked_by(src, user, def_zone)
add_fingerprint(user)
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(W && !(W.flags&NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
user.changeNext_move(8)
I.attack(src, user)
/mob/living/proc/attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone)
apply_damage(I.force, I.damtype)
if(I.damtype == "brute")
if(prob(33) && I.force)
var/turf/location = src.loc
if(istype(location, /turf/simulated))
location.add_blood_floor(src)
var/showname = "."
if(user)
showname = " by [user]!"
if(!(user in viewers(I, null)))
showname = "."
if(I.attack_verb && I.attack_verb.len)
src.visible_message("<span class='danger'>[src] has been [pick(I.attack_verb)] with [I][showname]</span>",
"<span class='userdanger'>[src] has been [pick(I.attack_verb)] with [I][showname]</span>")
else if(I.force)
src.visible_message("<span class='danger'>[src] has been attacked with [I][showname]</span>",
"<span class='userdanger'>[src] has been attacked with [I][showname]</span>")
if(!showname && user)
if(user.client)
user << "\red <B>You attack [src] with [I]. </B>"
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
// Overrides the weapon attack so it can attack any atoms like when we want to have an effect on an object independent of attackby
// It is a powerfull proc but it should be used wisely, if there is other alternatives instead use those
// If it returns 1 it exits click code. Always . = 1 at start of the function if you delete src.
/obj/item/proc/preattack(atom/target, mob/user, proximity_flag, click_parameters)
return
obj/item/proc/get_clamped_volume()
if(src.force && src.w_class)
return Clamp((src.force + src.w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
else if(!src.force && src.w_class)
return Clamp(src.w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (!istype(M)) // not sure if this is the right thing...
return
if (hitsound && force > 0) //If an item's hitsound is defined and the item's force is greater than zero...
playsound(loc, hitsound, get_clamped_volume(), 1, -1) //...play the item's hitsound at get_clamped_volume() with varying frequency and -1 extra range.
else if (force == 0)//Otherwise, if the item's force is zero...
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)//...play tap.ogg at get_clamped_volume()
/////////////////////////
user.lastattacked = M
M.lastattacker = user
add_logs(user, M, "attacked", object=src.name, addition="(INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])")
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
M.attacked_by(src, user, def_zone)
add_fingerprint(user)
return 1
+98 -98
View File
@@ -1,98 +1,98 @@
/client/var/inquisitive_ghost = 1
/mob/dead/observer/verb/toggle_inquisition() // warning: unexpected inquisition
set name = "Toggle Inquisitiveness"
set desc = "Sets whether your ghost examines everything on click by default"
set category = "Ghost"
if(!client) return
client.inquisitive_ghost = !client.inquisitive_ghost
if(client.inquisitive_ghost)
src << "\blue You will now examine everything you click on."
else
src << "\blue You will no longer examine things you click on."
/mob/dead/observer/DblClickOn(var/atom/A, var/params)
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
if(can_reenter_corpse && mind && mind.current)
if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it
reenter_corpse() // (cloning scanner, body bag, closet, mech, etc)
return // seems legit.
// Things you might plausibly want to follow
if((ismob(A) && A != src) || istype(A,/obj/machinery/bot) || istype(A,/obj/machinery/singularity))
ManualFollow(A)
// Otherwise jump
else
loc = get_turf(A)
/mob/dead/observer/ClickOn(var/atom/A, var/params)
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"])
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(world.time <= next_move) return
next_move = world.time + 8
// You are responsible for checking config.ghost_interaction when you override this function
// Not all of them require checking, see below
A.attack_ghost(src)
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user as mob)
if(user.client && user.client.inquisitive_ghost)
examine()
return
// ---------------------------------------
// And here are some good things for free:
// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
/obj/machinery/teleport/hub/attack_ghost(mob/user as mob)
var/atom/l = loc
var/obj/machinery/computer/teleporter/com = locate(/obj/machinery/computer/teleporter, locate(l.x - 2, l.y, l.z))
if(com && com.locked)
user.loc = get_turf(com.locked)
/obj/effect/portal/attack_ghost(mob/user as mob)
if(target)
user.loc = get_turf(target)
/obj/machinery/gateway/centerstation/attack_ghost(mob/user as mob)
if(awaygate)
user.loc = awaygate.loc
else
user << "[src] has no destination."
/obj/machinery/gateway/centeraway/attack_ghost(mob/user as mob)
if(stationgate)
user.loc = stationgate.loc
else
user << "[src] has no destination."
// -------------------------------------------
// This was supposed to be used by adminghosts
// I think it is a *terrible* idea
// but I'm leaving it here anyway
// commented out, of course.
/*
/atom/proc/attack_admin(mob/user as mob)
if(!user || !user.client || !user.client.holder)
return
attack_hand(user)
*/
/client/var/inquisitive_ghost = 1
/mob/dead/observer/verb/toggle_inquisition() // warning: unexpected inquisition
set name = "Toggle Inquisitiveness"
set desc = "Sets whether your ghost examines everything on click by default"
set category = "Ghost"
if(!client) return
client.inquisitive_ghost = !client.inquisitive_ghost
if(client.inquisitive_ghost)
src << "\blue You will now examine everything you click on."
else
src << "\blue You will no longer examine things you click on."
/mob/dead/observer/DblClickOn(var/atom/A, var/params)
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
if(can_reenter_corpse && mind && mind.current)
if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it
reenter_corpse() // (cloning scanner, body bag, closet, mech, etc)
return // seems legit.
// Things you might plausibly want to follow
if((ismob(A) && A != src) || istype(A,/obj/machinery/bot) || istype(A,/obj/machinery/singularity))
ManualFollow(A)
// Otherwise jump
else
loc = get_turf(A)
/mob/dead/observer/ClickOn(var/atom/A, var/params)
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"])
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(world.time <= next_move)
return
// You are responsible for checking config.ghost_interaction when you override this function
// Not all of them require checking, see below
A.attack_ghost(src)
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user as mob)
if(user.client && user.client.inquisitive_ghost)
examine()
return
// ---------------------------------------
// And here are some good things for free:
// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
/obj/machinery/teleport/hub/attack_ghost(mob/user as mob)
var/atom/l = loc
var/obj/machinery/computer/teleporter/com = locate(/obj/machinery/computer/teleporter, locate(l.x - 2, l.y, l.z))
if(com && com.locked)
user.loc = get_turf(com.locked)
/obj/effect/portal/attack_ghost(mob/user as mob)
if(target)
user.loc = get_turf(target)
/obj/machinery/gateway/centerstation/attack_ghost(mob/user as mob)
if(awaygate)
user.loc = awaygate.loc
else
user << "[src] has no destination."
/obj/machinery/gateway/centeraway/attack_ghost(mob/user as mob)
if(stationgate)
user.loc = stationgate.loc
else
user << "[src] has no destination."
// -------------------------------------------
// This was supposed to be used by adminghosts
// I think it is a *terrible* idea
// but I'm leaving it here anyway
// commented out, of course.
/*
/atom/proc/attack_admin(mob/user as mob)
if(!user || !user.client || !user.client.holder)
return
attack_hand(user)
*/
+376 -376
View File
@@ -1,376 +1,376 @@
/atom/DblClick(location, control, params) //TODO: DEFERRED: REWRITE
if(!usr) return
// ------- TIME SINCE LAST CLICK -------
if (world.time <= usr:lastDblClick+1)
return
else
usr:lastDblClick = world.time
//Putting it here for now. It diverts stuff to the mech clicking procs. Putting it here stops us drilling items in our inventory Carn
if(istype(usr.loc,/obj/mecha))
if(usr.client && (src in usr.client.screen))
return
var/obj/mecha/Mech = usr.loc
Mech.click_action(src,usr)
return
// ------- DIR CHANGING WHEN CLICKING ------
if( iscarbon(usr) && !usr.buckled )
if( src.x && src.y && usr.x && usr.y )
var/dx = src.x - usr.x
var/dy = src.y - usr.y
if(dy || dx)
if(abs(dx) < abs(dy))
if(dy > 0) usr.dir = NORTH
else usr.dir = SOUTH
else
if(dx > 0) usr.dir = EAST
else usr.dir = WEST
else
if(pixel_y > 16) usr.dir = NORTH
else if(pixel_y < -16) usr.dir = SOUTH
else if(pixel_x > 16) usr.dir = EAST
else if(pixel_x < -16) usr.dir = WEST
// ------- AI -------
else if (istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = usr
if (ai.control_disabled)
return
// ------- CYBORG -------
else if (istype(usr, /mob/living/silicon/robot))
var/mob/living/silicon/robot/bot = usr
if (bot.lockcharge) return
..()
// ------- SHIFT-CLICK -------
if(params)
var/parameters = params2list(params)
if(parameters["shift"]){
if(!isAI(usr))
ShiftClick(usr)
else
AIShiftClick(usr)
return
}
// ------- ALT-CLICK -------
if(parameters["alt"]){
if(!isAI(usr))
AltClick(usr)
else
AIAltClick(usr)
return
}
// ------- CTRL-CLICK -------
if(parameters["ctrl"]){
if(!isAI(usr))
CtrlClick(usr)
else
AICtrlClick(usr)
return
}
// ------- MIDDLE-CLICK -------
if(parameters["middle"]){
if(!isAI(usr))
MiddleClick(usr)
return
}
// ------- THROW -------
if(usr.in_throw_mode)
return usr:throw_item(src)
// ------- ITEM IN HAND DEFINED -------
var/obj/item/W = usr.get_active_hand()
/* Now handled by get_active_hand()
// ------- ROBOT -------
if(istype(usr, /mob/living/silicon/robot))
if(!isnull(usr:module_active))
W = usr:module_active
else
W = null
*/
// ------- ATTACK SELF -------
if (W == src && usr.stat == 0)
W.attack_self(usr)
if(usr.hand)
usr.update_inv_l_hand(0) //update in-hand overlays
else
usr.update_inv_r_hand(0)
return
// ------- PARALYSIS, STUN, WEAKENED, DEAD, (And not AI) -------
if (((usr.paralysis || usr.stunned || usr.weakened) && !istype(usr, /mob/living/silicon/ai)) || usr.stat != 0)
return
// ------- CLICKING STUFF IN CONTAINERS -------
if ((!( src in usr.contents ) && (((!( isturf(src) ) && (!( isturf(src.loc) ) && (src.loc && !( isturf(src.loc.loc) )))) || !( isturf(usr.loc) )) && (src.loc != usr.loc && (!( istype(src, /obj/screen) ) && !( usr.contents.Find(src.loc) ))))))
if (istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = usr
if (ai.control_disabled || ai.malfhacking)
return
else
return
// ------- 1 TILE AWAY -------
var/t5
// ------- AI CAN CLICK ANYTHING -------
if(istype(usr, /mob/living/silicon/ai))
t5 = 1
// ------- CYBORG CAN CLICK ANYTHING WHEN NOT HOLDING STUFF -------
else if(istype(usr, /mob/living/silicon/robot) && !W)
t5 = 1
else
t5 = in_range(src, usr) || src.loc == usr
// world << "according to dblclick(), t5 is [t5]"
// ------- ACTUALLY DETERMINING STUFF -------
if (((t5 || (W && (W.flags & USEDELAY))) && !( istype(src, /obj/screen) )))
// ------- ( CAN USE ITEM OR HAS 1 SECOND USE DELAY ) AND NOT CLICKING ON SCREEN -------
if (usr.next_move < world.time)
usr.prev_move = usr.next_move
usr.next_move = world.time + 10
else
// ------- ALREADY USED ONE ITEM WITH USE DELAY IN THE PREVIOUS SECOND -------
return
// ------- DELAY CHECK PASSED -------
if ((src.loc && (get_dist(src, usr) < 2 || src.loc == usr.loc)))
// ------- CLICKED OBJECT EXISTS IN GAME WORLD, DISTANCE FROM PERSON TO OBJECT IS 1 SQUARE OR THEY'RE ON THE SAME SQUARE -------
var/direct = get_dir(usr, src)
var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( usr.loc )
var/ok = 0
if ( (direct - 1) & direct)
// ------- CLICKED OBJECT IS LOCATED IN A DIAGONAL POSITION FROM THE PERSON -------
var/turf/Step_1
var/turf/Step_2
switch(direct)
if(5.0)
Step_1 = get_step(usr, NORTH)
Step_2 = get_step(usr, EAST)
if(6.0)
Step_1 = get_step(usr, SOUTH)
Step_2 = get_step(usr, EAST)
if(9.0)
Step_1 = get_step(usr, NORTH)
Step_2 = get_step(usr, WEST)
if(10.0)
Step_1 = get_step(usr, SOUTH)
Step_2 = get_step(usr, WEST)
else
if(Step_1 && Step_2)
// ------- BOTH CARDINAL DIRECTIONS OF THE DIAGONAL EXIST IN THE GAME WORLD -------
var/check_1 = 0
var/check_2 = 0
if(step_to(D, Step_1))
check_1 = 1
for(var/obj/border_obstacle in Step_1)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, src))
check_1 = 0
// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON ONE OF THE DIRECITON TILES -------
for(var/obj/border_obstacle in get_turf(src))
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON THE TILE YOU'RE ON -------
check_1 = 0
D.loc = usr.loc
if(step_to(D, Step_2))
check_2 = 1
for(var/obj/border_obstacle in Step_2)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, src))
check_2 = 0
for(var/obj/border_obstacle in get_turf(src))
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
check_2 = 0
if(check_1 || check_2)
ok = 1
// ------- YOU CAN REACH THE ITEM THROUGH AT LEAST ONE OF THE TWO DIRECTIONS. GOOD. -------
/*
More info:
If you're trying to click an item in the north-east of your mob, the above section of code will first check if tehre's a tile to the north or you and to the east of you
These two tiles are Step_1 and Step_2. After this, a new dummy object is created on your location. It then tries to move to Step_1, If it succeeds, objects on the turf you're on and
the turf that Step_1 is are checked for items which have the ON_BORDER flag set. These are itmes which limit you on only one tile border. Windows, for the most part.
CheckExit() and CanPass() are use to determine this. The dummy object is then moved back to your location and it tries to move to Step_2. Same checks are performed here.
If at least one of the two checks succeeds, it means you can reach the item and ok is set to 1.
*/
else
// ------- OBJECT IS ON A CARDINAL TILE (NORTH, SOUTH, EAST OR WEST OR THE TILE YOU'RE ON) -------
if(loc == usr.loc)
ok = 1
// ------- OBJECT IS ON THE SAME TILE AS YOU -------
else
ok = 1
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in usr.loc)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, src))
ok = 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in get_turf(src))
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
ok = 0
/*
See the previous More info, for... more info...
*/
//del(D)
// Garbage Collect Dummy
D.loc = null
D = null
// ------- DUMMY OBJECT'S SERVED IT'S PURPOSE, IT'S REWARDED WITH A SWIFT DELETE -------
if (!( ok ))
// ------- TESTS ABOVE DETERMINED YOU CANNOT REACH THE TILE -------
return 0
if (!( usr.restrained() || (usr.lying && usr.buckled!=src) ))
// ------- YOU ARE NOT REASTRAINED -------
if (W)
// ------- YOU HAVE AN ITEM IN YOUR HAND - HANDLE ATTACKBY AND AFTERATTACK -------
var/ignoreAA = 0 //Ignore afterattack(). Surgery uses this.
if (t5)
ignoreAA = src.attackby(W, usr)
if (W && !ignoreAA)
W.afterattack(src, usr, (t5 ? 1 : 0), params)
else
// ------- YOU DO NOT HAVE AN ITEM IN YOUR HAND -------
if (istype(usr, /mob/living/carbon/human))
// ------- YOU ARE HUMAN -------
src.attack_hand(usr, usr.hand)
else
// ------- YOU ARE NOT HUMAN. WHAT ARE YOU - DETERMINED HERE AND PROPER ATTACK_MOBTYPE CALLED -------
if (istype(usr, /mob/living/carbon/monkey))
src.attack_paw(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
if(usr.m_intent == "walk" && istype(usr, /mob/living/carbon/alien/humanoid/hunter))
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
usr.update_icons()
src.attack_alien(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/larva))
src.attack_larva(usr)
else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
src.attack_ai(usr, usr.hand)
else if(istype(usr, /mob/living/carbon/slime))
src.attack_slime(usr)
else if(istype(usr, /mob/living/simple_animal))
src.attack_animal(usr)
else
// ------- YOU ARE RESTRAINED. DETERMINE WHAT YOU ARE AND ATTACK WITH THE PROPER HAND_X PROC -------
if (istype(usr, /mob/living/carbon/human))
src.hand_h(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/monkey))
src.hand_p(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
src.hand_al(usr, usr.hand)
else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
src.hand_a(usr, usr.hand)
else
// ------- ITEM INACESSIBLE OR CLICKING ON SCREEN -------
if (istype(src, /obj/screen))
// ------- IT'S THE HUD YOU'RE CLICKING ON -------
usr.prev_move = usr.next_move
usr:lastDblClick = world.time + 2
if (usr.next_move < world.time)
usr.next_move = world.time + 2
else
return
// ------- 2 DECISECOND DELAY FOR CLICKING PASSED -------
if (!( usr.restrained() ))
// ------- YOU ARE NOT RESTRAINED -------
if ((W && !( istype(src, /obj/screen) )))
// ------- IT SHOULD NEVER GET TO HERE, DUE TO THE ISTYPE(SRC, /OBJ/SCREEN) FROM PREVIOUS IF-S - I TESTED IT WITH A DEBUG OUTPUT AND I COULDN'T GET THIST TO SHOW UP. -------
src.attackby(W, usr)
if (W)
W.afterattack(src, usr,, params)
else
// ------- YOU ARE NOT RESTRAINED, AND ARE CLICKING A HUD OBJECT -------
if (istype(usr, /mob/living/carbon/human))
src.attack_hand(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/monkey))
src.attack_paw(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
src.attack_alien(usr, usr.hand)
else
// ------- YOU ARE RESTRAINED CLICKING ON A HUD OBJECT -------
if (istype(usr, /mob/living/carbon/human))
src.hand_h(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/monkey))
src.hand_p(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
src.hand_al(usr, usr.hand)
else
// ------- YOU ARE CLICKING ON AN OBJECT THAT'S INACCESSIBLE TO YOU AND IS NOT YOUR HUD -------
if((LASER in usr:mutations) && usr:a_intent == "harm" && world.time >= usr.next_move)
// ------- YOU HAVE THE LASER MUTATION, YOUR INTENT SET TO HURT AND IT'S BEEN MORE THAN A DECISECOND SINCE YOU LAS TATTACKED -------
var/turf/T = get_turf(usr)
var/turf/U = get_turf(src)
if(istype(usr, /mob/living/carbon/human))
usr:nutrition -= rand(1,5)
usr:handle_regular_hud_updates()
var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( usr.loc )
A.icon = 'icons/effects/genetics.dmi'
A.icon_state = "eyelasers"
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
A.firer = usr
A.def_zone = usr:get_organ_target()
A.original = src
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn( 1 )
A.process()
usr.next_move = world.time + 6
return
/atom/DblClick(location, control, params) //TODO: DEFERRED: REWRITE
if(!usr) return
// ------- TIME SINCE LAST CLICK -------
if (world.time <= usr:lastDblClick+1)
return
else
usr:lastDblClick = world.time
//Putting it here for now. It diverts stuff to the mech clicking procs. Putting it here stops us drilling items in our inventory Carn
if(istype(usr.loc,/obj/mecha))
if(usr.client && (src in usr.client.screen))
return
var/obj/mecha/Mech = usr.loc
Mech.click_action(src,usr)
return
// ------- DIR CHANGING WHEN CLICKING ------
if( iscarbon(usr) && !usr.buckled )
if( src.x && src.y && usr.x && usr.y )
var/dx = src.x - usr.x
var/dy = src.y - usr.y
if(dy || dx)
if(abs(dx) < abs(dy))
if(dy > 0) usr.dir = NORTH
else usr.dir = SOUTH
else
if(dx > 0) usr.dir = EAST
else usr.dir = WEST
else
if(pixel_y > 16) usr.dir = NORTH
else if(pixel_y < -16) usr.dir = SOUTH
else if(pixel_x > 16) usr.dir = EAST
else if(pixel_x < -16) usr.dir = WEST
// ------- AI -------
else if (istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = usr
if (ai.control_disabled)
return
// ------- CYBORG -------
else if (istype(usr, /mob/living/silicon/robot))
var/mob/living/silicon/robot/bot = usr
if (bot.lockcharge) return
..()
// ------- SHIFT-CLICK -------
if(params)
var/parameters = params2list(params)
if(parameters["shift"]){
if(!isAI(usr))
ShiftClick(usr)
else
AIShiftClick(usr)
return
}
// ------- ALT-CLICK -------
if(parameters["alt"]){
if(!isAI(usr))
AltClick(usr)
else
AIAltClick(usr)
return
}
// ------- CTRL-CLICK -------
if(parameters["ctrl"]){
if(!isAI(usr))
CtrlClick(usr)
else
AICtrlClick(usr)
return
}
// ------- MIDDLE-CLICK -------
if(parameters["middle"]){
if(!isAI(usr))
MiddleClick(usr)
return
}
// ------- THROW -------
if(usr.in_throw_mode)
return usr:throw_item(src)
// ------- ITEM IN HAND DEFINED -------
var/obj/item/W = usr.get_active_hand()
/* Now handled by get_active_hand()
// ------- ROBOT -------
if(istype(usr, /mob/living/silicon/robot))
if(!isnull(usr:module_active))
W = usr:module_active
else
W = null
*/
// ------- ATTACK SELF -------
if (W == src && usr.stat == 0)
W.attack_self(usr)
if(usr.hand)
usr.update_inv_l_hand(0) //update in-hand overlays
else
usr.update_inv_r_hand(0)
return
// ------- PARALYSIS, STUN, WEAKENED, DEAD, (And not AI) -------
if (((usr.paralysis || usr.stunned || usr.weakened) && !istype(usr, /mob/living/silicon/ai)) || usr.stat != 0)
return
// ------- CLICKING STUFF IN CONTAINERS -------
if ((!( src in usr.contents ) && (((!( isturf(src) ) && (!( isturf(src.loc) ) && (src.loc && !( isturf(src.loc.loc) )))) || !( isturf(usr.loc) )) && (src.loc != usr.loc && (!( istype(src, /obj/screen) ) && !( usr.contents.Find(src.loc) ))))))
if (istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = usr
if (ai.control_disabled || ai.malfhacking)
return
else
return
// ------- 1 TILE AWAY -------
var/t5
// ------- AI CAN CLICK ANYTHING -------
if(istype(usr, /mob/living/silicon/ai))
t5 = 1
// ------- CYBORG CAN CLICK ANYTHING WHEN NOT HOLDING STUFF -------
else if(istype(usr, /mob/living/silicon/robot) && !W)
t5 = 1
else
t5 = in_range(src, usr) || src.loc == usr
// world << "according to dblclick(), t5 is [t5]"
// ------- ACTUALLY DETERMINING STUFF -------
if (((t5 || (W && (W.flags & USEDELAY))) && !( istype(src, /obj/screen) )))
// ------- ( CAN USE ITEM OR HAS 1 SECOND USE DELAY ) AND NOT CLICKING ON SCREEN -------
if (usr.next_move < world.time)
usr.prev_move = usr.next_move
usr.next_move = world.time + 10
else
// ------- ALREADY USED ONE ITEM WITH USE DELAY IN THE PREVIOUS SECOND -------
return
// ------- DELAY CHECK PASSED -------
if ((src.loc && (get_dist(src, usr) < 2 || src.loc == usr.loc)))
// ------- CLICKED OBJECT EXISTS IN GAME WORLD, DISTANCE FROM PERSON TO OBJECT IS 1 SQUARE OR THEY'RE ON THE SAME SQUARE -------
var/direct = get_dir(usr, src)
var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( usr.loc )
var/ok = 0
if ( (direct - 1) & direct)
// ------- CLICKED OBJECT IS LOCATED IN A DIAGONAL POSITION FROM THE PERSON -------
var/turf/Step_1
var/turf/Step_2
switch(direct)
if(5.0)
Step_1 = get_step(usr, NORTH)
Step_2 = get_step(usr, EAST)
if(6.0)
Step_1 = get_step(usr, SOUTH)
Step_2 = get_step(usr, EAST)
if(9.0)
Step_1 = get_step(usr, NORTH)
Step_2 = get_step(usr, WEST)
if(10.0)
Step_1 = get_step(usr, SOUTH)
Step_2 = get_step(usr, WEST)
else
if(Step_1 && Step_2)
// ------- BOTH CARDINAL DIRECTIONS OF THE DIAGONAL EXIST IN THE GAME WORLD -------
var/check_1 = 0
var/check_2 = 0
if(step_to(D, Step_1))
check_1 = 1
for(var/obj/border_obstacle in Step_1)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, src))
check_1 = 0
// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON ONE OF THE DIRECITON TILES -------
for(var/obj/border_obstacle in get_turf(src))
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON THE TILE YOU'RE ON -------
check_1 = 0
D.loc = usr.loc
if(step_to(D, Step_2))
check_2 = 1
for(var/obj/border_obstacle in Step_2)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, src))
check_2 = 0
for(var/obj/border_obstacle in get_turf(src))
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
check_2 = 0
if(check_1 || check_2)
ok = 1
// ------- YOU CAN REACH THE ITEM THROUGH AT LEAST ONE OF THE TWO DIRECTIONS. GOOD. -------
/*
More info:
If you're trying to click an item in the north-east of your mob, the above section of code will first check if tehre's a tile to the north or you and to the east of you
These two tiles are Step_1 and Step_2. After this, a new dummy object is created on your location. It then tries to move to Step_1, If it succeeds, objects on the turf you're on and
the turf that Step_1 is are checked for items which have the ON_BORDER flag set. These are itmes which limit you on only one tile border. Windows, for the most part.
CheckExit() and CanPass() are use to determine this. The dummy object is then moved back to your location and it tries to move to Step_2. Same checks are performed here.
If at least one of the two checks succeeds, it means you can reach the item and ok is set to 1.
*/
else
// ------- OBJECT IS ON A CARDINAL TILE (NORTH, SOUTH, EAST OR WEST OR THE TILE YOU'RE ON) -------
if(loc == usr.loc)
ok = 1
// ------- OBJECT IS ON THE SAME TILE AS YOU -------
else
ok = 1
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in usr.loc)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, src))
ok = 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in get_turf(src))
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
ok = 0
/*
See the previous More info, for... more info...
*/
//del(D)
// Garbage Collect Dummy
D.loc = null
D = null
// ------- DUMMY OBJECT'S SERVED IT'S PURPOSE, IT'S REWARDED WITH A SWIFT DELETE -------
if (!( ok ))
// ------- TESTS ABOVE DETERMINED YOU CANNOT REACH THE TILE -------
return 0
if (!( usr.restrained() || (usr.lying && usr.buckled!=src) ))
// ------- YOU ARE NOT REASTRAINED -------
if (W)
// ------- YOU HAVE AN ITEM IN YOUR HAND - HANDLE ATTACKBY AND AFTERATTACK -------
var/ignoreAA = 0 //Ignore afterattack(). Surgery uses this.
if (t5)
ignoreAA = src.attackby(W, usr)
if (W && !ignoreAA)
W.afterattack(src, usr, (t5 ? 1 : 0), params)
else
// ------- YOU DO NOT HAVE AN ITEM IN YOUR HAND -------
if (istype(usr, /mob/living/carbon/human))
// ------- YOU ARE HUMAN -------
src.attack_hand(usr, usr.hand)
else
// ------- YOU ARE NOT HUMAN. WHAT ARE YOU - DETERMINED HERE AND PROPER ATTACK_MOBTYPE CALLED -------
if (istype(usr, /mob/living/carbon/monkey))
src.attack_paw(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
if(usr.m_intent == "walk" && istype(usr, /mob/living/carbon/alien/humanoid/hunter))
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
usr.update_icons()
src.attack_alien(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/larva))
src.attack_larva(usr)
else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
src.attack_ai(usr, usr.hand)
else if(istype(usr, /mob/living/carbon/slime))
src.attack_slime(usr)
else if(istype(usr, /mob/living/simple_animal))
src.attack_animal(usr)
else
// ------- YOU ARE RESTRAINED. DETERMINE WHAT YOU ARE AND ATTACK WITH THE PROPER HAND_X PROC -------
if (istype(usr, /mob/living/carbon/human))
src.hand_h(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/monkey))
src.hand_p(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
src.hand_al(usr, usr.hand)
else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
src.hand_a(usr, usr.hand)
else
// ------- ITEM INACESSIBLE OR CLICKING ON SCREEN -------
if (istype(src, /obj/screen))
// ------- IT'S THE HUD YOU'RE CLICKING ON -------
usr.prev_move = usr.next_move
usr:lastDblClick = world.time + 2
if (usr.next_move < world.time)
usr.next_move = world.time + 2
else
return
// ------- 2 DECISECOND DELAY FOR CLICKING PASSED -------
if (!( usr.restrained() ))
// ------- YOU ARE NOT RESTRAINED -------
if ((W && !( istype(src, /obj/screen) )))
// ------- IT SHOULD NEVER GET TO HERE, DUE TO THE ISTYPE(SRC, /OBJ/SCREEN) FROM PREVIOUS IF-S - I TESTED IT WITH A DEBUG OUTPUT AND I COULDN'T GET THIST TO SHOW UP. -------
src.attackby(W, usr)
if (W)
W.afterattack(src, usr,, params)
else
// ------- YOU ARE NOT RESTRAINED, AND ARE CLICKING A HUD OBJECT -------
if (istype(usr, /mob/living/carbon/human))
src.attack_hand(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/monkey))
src.attack_paw(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
src.attack_alien(usr, usr.hand)
else
// ------- YOU ARE RESTRAINED CLICKING ON A HUD OBJECT -------
if (istype(usr, /mob/living/carbon/human))
src.hand_h(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/monkey))
src.hand_p(usr, usr.hand)
else if (istype(usr, /mob/living/carbon/alien/humanoid))
src.hand_al(usr, usr.hand)
else
// ------- YOU ARE CLICKING ON AN OBJECT THAT'S INACCESSIBLE TO YOU AND IS NOT YOUR HUD -------
if((LASER in usr:mutations) && usr:a_intent == "harm" && world.time >= usr.next_move)
// ------- YOU HAVE THE LASER MUTATION, YOUR INTENT SET TO HURT AND IT'S BEEN MORE THAN A DECISECOND SINCE YOU LAS TATTACKED -------
var/turf/T = get_turf(usr)
var/turf/U = get_turf(src)
if(istype(usr, /mob/living/carbon/human))
usr:nutrition -= rand(1,5)
usr:handle_regular_hud_updates()
var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( usr.loc )
A.icon = 'icons/effects/genetics.dmi'
A.icon_state = "eyelasers"
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
A.firer = usr
A.def_zone = usr:get_organ_target()
A.original = src
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn( 1 )
A.process()
usr.next_move = world.time + 6
return
+125 -134
View File
@@ -1,134 +1,125 @@
/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
if(proximity && istype(G) && G.Touch(A,1))
return
A.attack_hand(src)
/atom/proc/attack_hand(mob/user as mob)
return
/*
/mob/living/carbon/human/RestrainedClickOn(var/atom/A) ---carbons will handle this
return
*/
/mob/living/carbon/RestrainedClickOn(var/atom/A)
return 0
/mob/living/carbon/human/RangedAttack(var/atom/A)
if(!gloves && !mutations.len) return
var/obj/item/clothing/gloves/G = gloves
if((LASER in mutations) && a_intent == "harm")
LaserEyes(A) // moved into a proc below
else if(istype(G) && G.Touch(A,0)) // for magic gloves
return
else if(TK in mutations)
switch(get_dist(src,A))
if(1 to 5) // not adjacent may mean blocked by window
next_move += 2
if(5 to 7)
next_move += 5
if(8 to 15)
next_move += 10
if(16 to 128)
return
A.attack_tk(src)
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(var/atom/A)
A.attack_animal(src)
/atom/proc/attack_animal(mob/user as mob)
return
/mob/living/RestrainedClickOn(var/atom/A)
return
/*
Monkeys
*/
/mob/living/carbon/monkey/UnarmedAttack(var/atom/A)
A.attack_paw(src)
/atom/proc/attack_paw(mob/user as mob)
return
/*
Monkey RestrainedClickOn() was apparently the
one and only use of all of the restrained click code
(except to stop you from doing things while handcuffed);
moving it here instead of various hand_p's has simplified
things considerably
*/
/mob/living/carbon/monkey/RestrainedClickOn(var/atom/A)
if(..())
return
if(a_intent != "harm" || !ismob(A)) return
if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
var/mob/living/carbon/ML = A
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/obj/item/organ/limb/affecting = null
if(ishuman(ML)) // why the hell is this not more general
affecting = ML:get_organ(ran_zone(dam_zone))
var/armor = ML.run_armor_check(affecting, "melee")
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
for(var/mob/O in viewers(ML, null))
O.show_message("<span class='danger'>[name] bites [ML]!</span>", 1)
if(armor >= 2) return
for(var/datum/disease/D in viruses)
if(istype(D, /datum/disease/jungle_fever))
ML.contract_disease(D,1,0)
else
for(var/mob/O in viewers(ML, null))
O.show_message("\red <B>[src] has attempted to bite [ML]!</B>", 1)
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(var/atom/A)
A.attack_alien(src)
/atom/proc/attack_alien(mob/user as mob)
attack_paw(user)
return
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(var/atom/A)
A.attack_larva(src)
/atom/proc/attack_larva(mob/user as mob)
return
/*
Slimes
Nothing happening here
*/
/mob/living/carbon/slime/UnarmedAttack(var/atom/A)
A.attack_slime(src)
/atom/proc/attack_slime(mob/user as mob)
return
/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
return
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/new_player/ClickOn()
return
/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
if(proximity && istype(G) && G.Touch(A,1))
return
A.attack_hand(src)
/atom/proc/attack_hand(mob/user as mob)
return
/*
/mob/living/carbon/human/RestrainedClickOn(var/atom/A) ---carbons will handle this
return
*/
/mob/living/carbon/RestrainedClickOn(var/atom/A)
return 0
/mob/living/carbon/human/RangedAttack(var/atom/A)
if(!gloves && !mutations.len) return
var/obj/item/clothing/gloves/G = gloves
if((LASER in mutations) && a_intent == "harm")
LaserEyes(A) // moved into a proc below
else if(istype(G) && G.Touch(A,0)) // for magic gloves
return
else if(TK in mutations)
A.attack_tk(src)
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(var/atom/A)
A.attack_animal(src)
/atom/proc/attack_animal(mob/user as mob)
return
/mob/living/RestrainedClickOn(var/atom/A)
return
/*
Monkeys
*/
/mob/living/carbon/monkey/UnarmedAttack(var/atom/A)
A.attack_paw(src)
/atom/proc/attack_paw(mob/user as mob)
return
/*
Monkey RestrainedClickOn() was apparently the
one and only use of all of the restrained click code
(except to stop you from doing things while handcuffed);
moving it here instead of various hand_p's has simplified
things considerably
*/
/mob/living/carbon/monkey/RestrainedClickOn(var/atom/A)
if(..())
return
if(a_intent != "harm" || !ismob(A)) return
if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
var/mob/living/carbon/ML = A
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/obj/item/organ/limb/affecting = null
if(ishuman(ML)) // why the hell is this not more general
affecting = ML:get_organ(ran_zone(dam_zone))
var/armor = ML.run_armor_check(affecting, "melee")
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
for(var/mob/O in viewers(ML, null))
O.show_message("<span class='danger'>[name] bites [ML]!</span>", 1)
if(armor >= 2) return
for(var/datum/disease/D in viruses)
if(istype(D, /datum/disease/jungle_fever))
ML.contract_disease(D,1,0)
else
for(var/mob/O in viewers(ML, null))
O.show_message("\red <B>[src] has attempted to bite [ML]!</B>", 1)
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(var/atom/A)
A.attack_alien(src)
/atom/proc/attack_alien(mob/user as mob)
attack_paw(user)
return
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(var/atom/A)
A.attack_larva(src)
/atom/proc/attack_larva(mob/user as mob)
return
/*
Slimes
Nothing happening here
*/
/mob/living/carbon/slime/UnarmedAttack(var/atom/A)
A.attack_slime(src)
/atom/proc/attack_slime(mob/user as mob)
return
/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
return
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/new_player/ClickOn()
return
+16 -16
View File
@@ -1,17 +1,17 @@
// Blob Overmind Controls
/mob/camera/blob/CtrlClickOn(var/atom/A) // Expand blob
var/turf/T = get_turf(A)
if(T)
expand_blob(T)
/mob/camera/blob/MiddleClickOn(var/atom/A) // Rally spores
var/turf/T = get_turf(A)
if(T)
rally_spores(T)
/mob/camera/blob/AltClickOn(var/atom/A) // Create a shield
var/turf/T = get_turf(A)
if(T)
// Blob Overmind Controls
/mob/camera/blob/CtrlClickOn(var/atom/A) // Expand blob
var/turf/T = get_turf(A)
if(T)
expand_blob(T)
/mob/camera/blob/MiddleClickOn(var/atom/A) // Rally spores
var/turf/T = get_turf(A)
if(T)
rally_spores(T)
/mob/camera/blob/AltClickOn(var/atom/A) // Create a shield
var/turf/T = get_turf(A)
if(T)
create_shield(T)
+7 -14
View File
@@ -108,20 +108,12 @@ var/const/tk_maxrange = 15
return
var/d = get_dist(user, target)
if(focus) d = max(d,get_dist(user,focus)) // whichever is further
switch(d)
if(0)
;
if(1 to 5) // not adjacent may mean blocked by window
if(!proximity)
user.next_move += 2
if(5 to 7)
user.next_move += 5
if(8 to tk_maxrange)
user.next_move += 10
else
user << "\blue Your mind won't reach that far."
return
if(focus)
d = max(d,get_dist(user,focus)) // whichever is further
if(d > tk_maxrange)
user << "<span class ='warning'>Your mind won't reach that far.</span>"
return
if(!focus)
focus_object(target, user)
@@ -206,3 +198,4 @@ var/const/tk_maxrange = 15
*/
>>>>>>> 039e81687217c0c9819ca1a88d8ac26cb8d4f8d1
+128 -131
View File
@@ -1,131 +1,128 @@
#define GC_COLLECTIONS_PER_TICK 100 // how many objects we're going to null the vars of per tick
#define GC_COLLECTION_TIMEOUT 300 // deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
#define GC_DEL_CHECK_PER_TICK 100 // number of tests per tick to make sure our GC'd objects are actually GC'd
#define GC_FORCE_DEL_PER_TICK 20 // max force del() calls per tick
var/datum/controller/garbage_collector/garbage = new()
var/list/uncollectable_vars=list(
// "bounds", // bounds and its ilk are all caught by the issaved() check later on
"contents",
"gc_destroyed",
"invisibility",
"gender", // Causes runtimes if the logging is on
"parent",
"step_size",
)
// These are the vars left from /vg/'s implementation that aren't const or global
// I dunno how many are necessary but since most of these are numbers anyways, I don't care.
/datum/controller/garbage_collector
var/dels = 0 // number of del()'s we've done this tick
var/list/queue = list() // list of things that have yet to have all their vars nulled out
var/list/destroyed = list() // list of refID's of things that should be garbage collected
// refID's are associated with the time at which they time out and need to be manually del()
// we do this so we aren't constantly locating them and preventing them from being gc'd
/datum/controller/garbage_collector/proc/AddTrash(var/atom/movable/A)
if(!istype(A))
return
// testing("GC: AddTrash([A.type])")
queue |= A
/datum/controller/garbage_collector/proc/Pop()
var/atom/movable/A = queue[1]
if(!A)
queue.Cut(1, 2)
// testing("GC: Pop() given null")
return
if(!istype(A,/atom/movable))
// testing("GC: -- Pop() given [A.type] --")
queue.Cut(1, 2)
dels++
del(A)
return
for(var/vname in A.vars)
if(!issaved(A.vars[vname]))
// testing("GC: Skipping [vname] in [A.type]: it's const|global|tmp")
continue
if(vname in uncollectable_vars)
// testing("GC: Skipping [vname] in [A.type]: it's uncollectable")
continue
// testing("GC: Unsetting [vname] in [A.type]")
A.vars[vname] = null
// testing("GC: Pop([A.type]) - destroyed\[\ref[A]\] = [A.gc_destroyed] current time: [world.time] first:[queue[1]] second:[queue.len > 1 ? "[queue[2]]" : "NOTHING"]")
destroyed["\ref[A]"] = A.gc_destroyed
queue.Cut(1, 2)
/datum/controller/garbage_collector/proc/process()
dels = 0
var/i
for(i = 1, queue.len && i <= GC_COLLECTIONS_PER_TICK, i++)
Pop()
var/time_to_kill = world.time - GC_COLLECTION_TIMEOUT // Anything qdel() but not GC'd BEFORE this time needs to be manually del()
for(i = 1, destroyed.len && i <= GC_DEL_CHECK_PER_TICK, i++)
var/refID = destroyed[1]
var/GCd_at_time = destroyed[refID]
if(GCd_at_time > time_to_kill)
// testing("GC: [refID] not old enough, breaking at [world.time] for [GCd_at_time - time_to_kill] deciseconds until [GCd_at_time + GC_COLLECTION_TIMEOUT]")
break // Everything else is newer, skip them
var/atom/A = locate(refID)
// testing("GC: [refID] old enough to test: GCd_at_time: [GCd_at_time] time_to_kill: [time_to_kill] current: [world.time]")
if(A && A.gc_destroyed == GCd_at_time) // So if something else coincidently gets the same ref, it's not deleted by mistake
// Something's still referring to the qdel'd object. Kill it.
if(dels >= GC_FORCE_DEL_PER_TICK)
// testing("GC: Reached max force dels per tick [dels] vs [GC_FORCE_DEL_PER_TICK]")
break // Server's already pretty pounded, everything else can wait 2 seconds
testing("GC: -- \ref[A] | [A.type] was unable to be garbage collected and was force del() --")
del(A)
dels++
// else
// testing("GC: [refID] properly GC'd at [world.time] with timeout [GCd_at_time]")
destroyed.Cut(1, 2)
/**
* NEVER USE THIS FOR ANYTHING OTHER THAN /atom/movable
* OTHER TYPES CANNOT BE QDEL'D BECAUSE THEIR LOC IS LOCKED OR THEY DON'T HAVE ONE.
* While I'm leaving the above comment in since /atoms cannot be garbage collected, datums and lists can be garbage collected just fine.
* Read the DM guide on it. Hit f1 and search for "garbage collection"
*/
/proc/qdel(var/atom/movable/A)
if(!A)
return
if(!garbage)
del(A)
return
if(!istype(A))
warning("qdel() passed object of type [A.type]. qdel() can only handle /atom/movable types.")
garbage.dels++
del(A)
return
// Let our friend know they're about to get fucked up.
A.Destroy()
garbage.AddTrash(A)
/*
// Uncomment this verb and run it on things to report blockages.
/atom/verb/qdel_test()
set name = "qdel with test"
set category = "Debug"
set background = 1
set src in world
qdel(src)
for(var/datum/everything) //Yes this works.
for(var/everyvar in everything.vars)
var/variable = everything.vars[everyvar]
if(variable == src)
testing("Found [src.type] \ref[src] in [everything.type]'s [everyvar] var.")
else if(islist(variable))
if(src in variable)
testing("Found [src.type]\ref[src] in [everything.type]'s [everyvar] var.")
for(var/atom/movable/everything) //The slow part.
for(var/everyvar in everything.vars)
var/variable = everything.vars[everyvar]
if(variable == src)
testing("Found [src.type] \ref[src] in [everything.type]'s [everyvar] var.")
else if(islist(variable))
if(src in variable)
testing("Found [src.type]\ref[src] in [everything.type]'s [everyvar] var.")
*/
#define GC_COLLECTION_TIMEOUT 300 // deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
#define GC_DEL_CHECK_PER_TICK 100 // number of tests per master controller tick to make sure our GC'd objects are actually GC'd
#define GC_FORCE_DEL_PER_TICK 20 // max force del() calls per master controller tick
var/datum/controller/garbage_collector/garbage = new()
/datum/controller/garbage_collector
var/dels = 0 // number of del()'s we've done this tick
var/list/destroyed = list() // list of refID's of things that should be garbage collected
// refID's are associated with the time at which they time out and need to be manually del()
// we do this so we aren't constantly locating them and preventing them from being gc'd
/datum/controller/garbage_collector/proc/AddTrash(var/datum/A)
if(!istype(A) || !isnull(A.gc_destroyed))
return
// testing("GC: AddTrash([A.type])")
A.gc_destroyed = world.time
destroyed -= "\ref[A]" // Removing any previous references that were GC'd so that the current object will be at the end of the list.
destroyed["\ref[A]"] = world.time
/datum/controller/garbage_collector/proc/process()
dels = 0
var/time_to_kill = world.time - GC_COLLECTION_TIMEOUT // Anything qdel() but not GC'd BEFORE this time needs to be manually del()
var/checkRemain = GC_DEL_CHECK_PER_TICK
while(destroyed.len && --checkRemain >= 0)
if(dels > GC_FORCE_DEL_PER_TICK)
// testing("GC: Reached max force dels per tick [dels] vs [GC_FORCE_DEL_PER_TICK]")
break // Server's already pretty pounded, everything else can wait 2 seconds
var/refID = destroyed[1]
var/GCd_at_time = destroyed[refID]
if(GCd_at_time > time_to_kill)
// testing("GC: [refID] not old enough, breaking at [world.time] for [GCd_at_time - time_to_kill] deciseconds until [GCd_at_time + GC_COLLECTION_TIMEOUT]")
break // Everything else is newer, skip them
var/atom/A = locate(refID)
// testing("GC: [refID] old enough to test: GCd_at_time: [GCd_at_time] time_to_kill: [time_to_kill] current: [world.time]")
if(A && A.gc_destroyed == GCd_at_time) // So if something else coincidently gets the same ref, it's not deleted by mistake
// Something's still referring to the qdel'd object. Kill it.
testing("GC: -- \ref[A] | [A.type] was unable to be GC'd and was deleted --")
del(A)
dels++
// else
// testing("GC: [refID] properly GC'd at [world.time] with timeout [GCd_at_time]")
destroyed.Cut(1, 2)
// Should be treated as a replacement for the 'del' keyword.
// Datums passed to this will be given a chance to clean up references to allow the GC to collect them.
/proc/qdel(var/datum/A)
if(!A)
return
if(!istype(A))
//warning("qdel() passed object of type [A.type]. qdel() can only handle /datum types.")
del(A)
if(garbage)
garbage.dels++
else if(isnull(A.gc_destroyed))
// Let our friend know they're about to get fucked up.
. = !A.Destroy()
if(. && A)
if(garbage && !isturf(A))
garbage.AddTrash(A)
else
del(A)
// Default implementation of clean-up code.
// This should be overridden to remove all references pointing to the object being destroyed.
// Return true if the the GC controller should allow the object to continue existing. (Useful if pooling objects.)
/datum/proc/Destroy()
del(src)
/datum/var/gc_destroyed //Time when this object was destroyed.
#ifdef TESTING
/client/var/running_find_references
/atom/verb/find_references()
set category = "Debug"
set name = "Find References"
set background = 1
set src in world
if(!usr || !usr.client)
return
if(usr.client.running_find_references)
testing("CANCELLED search for references to a [usr.client.running_find_references].")
usr.client.running_find_references = null
return
if(alert("Running this will create a lot of lag until it finishes. You can cancel it by running it again. Would you like to begin the search?", "Find References", "Yes", "No") == "No")
return
// Remove this object from the list of things to be auto-deleted.
if(garbage)
garbage.destroyed -= "\ref[src]"
usr.client.running_find_references = type
testing("Beginning search for references to a [type].")
var/list/things = list()
for(var/client/thing)
things += thing
for(var/datum/thing)
things += thing
for(var/atom/thing)
things += thing
testing("Collected list of things in search for references to a [type]. ([things.len] Thing\s)")
for(var/datum/thing in things)
if(!usr.client.running_find_references) return
for(var/varname in thing.vars)
var/variable = thing.vars[varname]
if(variable == src)
testing("Found [src.type] \ref[src] in [thing.type]'s [varname] var.")
else if(islist(variable))
if(src in variable)
testing("Found [src.type] \ref[src] in [thing.type]'s [varname] list var.")
testing("Completed search for references to a [type].")
usr.client.running_find_references = null
/client/verb/purge_all_destroyed_objects()
set category = "Debug"
if(garbage)
while(garbage.destroyed.len)
var/datum/o = locate(garbage.destroyed[1])
if(istype(o) && o.gc_destroyed)
del(o)
garbage.dels++
garbage.destroyed.Cut(1, 2)
#endif
+84 -84
View File
@@ -1,84 +1,84 @@
//TODO: rewrite and standardise all controller datums to the datum/controller type
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff) - MC done - lighting done
/client/proc/restart_controller(controller in list("Master","Failsafe","Lighting","Supply Shuttle"))
set category = "Debug"
set name = "Restart Controller"
set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
if(!holder) return
usr = null
src = null
switch(controller)
if("Master")
new /datum/controller/game_controller()
master_controller.process()
feedback_add_details("admin_verb","RMC")
if("Failsafe")
new /datum/controller/failsafe()
feedback_add_details("admin_verb","RFailsafe")
if("Lighting")
new /datum/controller/lighting()
lighting_controller.process()
feedback_add_details("admin_verb","RLighting")
if("Supply Shuttle")
supply_shuttle.process()
feedback_add_details("admin_verb","RSupply")
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
return
/client/proc/debug_controller(controller in list("Master","Failsafe","Ticker","Lighting","Garbage","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI", "Cameras", "Events"))
set category = "Debug"
set name = "Debug Controller"
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
if(!holder) return
switch(controller)
if("Master")
debug_variables(master_controller)
feedback_add_details("admin_verb","DMC")
if("Failsafe")
debug_variables(Failsafe)
feedback_add_details("admin_verb","DFailsafe")
if("Ticker")
debug_variables(ticker)
feedback_add_details("admin_verb","DTicker")
if("Lighting")
debug_variables(lighting_controller)
feedback_add_details("admin_verb","DLighting")
if("Garbage")
debug_variables(garbage)
feedback_add_details("admin_verb","DGarbage")
if("Air")
debug_variables(air_master)
feedback_add_details("admin_verb","DAir")
if("Jobs")
debug_variables(job_master)
feedback_add_details("admin_verb","DJobs")
if("Sun")
debug_variables(sun)
feedback_add_details("admin_verb","DSun")
if("Radio")
debug_variables(radio_controller)
feedback_add_details("admin_verb","DRadio")
if("Supply Shuttle")
debug_variables(supply_shuttle)
feedback_add_details("admin_verb","DSupply")
if("Emergency Shuttle")
debug_variables(emergency_shuttle)
feedback_add_details("admin_verb","DEmergency")
if("Configuration")
debug_variables(config)
feedback_add_details("admin_verb","DConf")
if("pAI")
debug_variables(paiController)
feedback_add_details("admin_verb","DpAI")
if("Cameras")
debug_variables(cameranet)
feedback_add_details("admin_verb","DCameras")
if("Events")
debug_variables(events)
feedback_add_details("admin_verb","DEvents")
message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
return
//TODO: rewrite and standardise all controller datums to the datum/controller type
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff) - MC done - lighting done
/client/proc/restart_controller(controller in list("Master","Failsafe","Lighting","Supply Shuttle"))
set category = "Debug"
set name = "Restart Controller"
set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
if(!holder) return
usr = null
src = null
switch(controller)
if("Master")
new /datum/controller/game_controller()
master_controller.process()
feedback_add_details("admin_verb","RMC")
if("Failsafe")
new /datum/controller/failsafe()
feedback_add_details("admin_verb","RFailsafe")
if("Lighting")
new /datum/controller/lighting()
lighting_controller.process()
feedback_add_details("admin_verb","RLighting")
if("Supply Shuttle")
supply_shuttle.process()
feedback_add_details("admin_verb","RSupply")
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
return
/client/proc/debug_controller(controller in list("Master","Failsafe","Ticker","Lighting","Garbage","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI", "Cameras", "Events"))
set category = "Debug"
set name = "Debug Controller"
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
if(!holder) return
switch(controller)
if("Master")
debug_variables(master_controller)
feedback_add_details("admin_verb","DMC")
if("Failsafe")
debug_variables(Failsafe)
feedback_add_details("admin_verb","DFailsafe")
if("Ticker")
debug_variables(ticker)
feedback_add_details("admin_verb","DTicker")
if("Lighting")
debug_variables(lighting_controller)
feedback_add_details("admin_verb","DLighting")
if("Garbage")
debug_variables(garbage)
feedback_add_details("admin_verb","DGarbage")
if("Air")
debug_variables(air_master)
feedback_add_details("admin_verb","DAir")
if("Jobs")
debug_variables(job_master)
feedback_add_details("admin_verb","DJobs")
if("Sun")
debug_variables(sun)
feedback_add_details("admin_verb","DSun")
if("Radio")
debug_variables(radio_controller)
feedback_add_details("admin_verb","DRadio")
if("Supply Shuttle")
debug_variables(supply_shuttle)
feedback_add_details("admin_verb","DSupply")
if("Emergency Shuttle")
debug_variables(emergency_shuttle)
feedback_add_details("admin_verb","DEmergency")
if("Configuration")
debug_variables(config)
feedback_add_details("admin_verb","DConf")
if("pAI")
debug_variables(paiController)
feedback_add_details("admin_verb","DpAI")
if("Cameras")
debug_variables(cameranet)
feedback_add_details("admin_verb","DCameras")
if("Events")
debug_variables(events)
feedback_add_details("admin_verb","DEvents")
message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
return
@@ -1,81 +1,81 @@
/*
//////////////////////////////////////
DNA Saboteur
Very noticable.
Lowers resistance tremendously.
No changes to stage speed.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Cleans the DNA of a person and then randomly gives them a disability.
//////////////////////////////////////
*/
/datum/symptom/genetic_mutation
name = "Deoxyribonucleic Acid Saboteur"
stealth = -2
resistance = -3
stage_speed = 0
transmittable = -3
level = 6
var/good_mutations = 0
var/archived_dna = null
/datum/symptom/genetic_mutation/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
M << "<span class='notice'>[pick("Your skin feels itchy.", "You feel light headed.")]</span>"
clean_randmut(M, good_mutations == 1 ? (good_se_blocks | op_se_blocks) : bad_se_blocks, 20) // Give them a random good/bad mutation.
domutcheck(M, null, 1) // Force the power to manifest
return
// Archive their DNA before they were infected.
/datum/symptom/genetic_mutation/Start(var/datum/disease/advance/A)
var/mob/living/carbon/M = A.affected_mob
if(M)
if(!check_dna_integrity(M))
return
archived_dna = M.dna.struc_enzymes
// Give them back their old DNA when cured.
/datum/symptom/genetic_mutation/End(var/datum/disease/advance/A)
var/mob/living/carbon/M = A.affected_mob
if(M && archived_dna)
if(!check_dna_integrity(M))
return
hardset_dna(M, se = archived_dna)
/*
//////////////////////////////////////
DNA Aide
Very very noticable.
Lowers resistance tremendously.
No changes to stage speed.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Cleans the DNA of a person and then randomly gives them a power..
//////////////////////////////////////
*/
/datum/symptom/genetic_mutation/powers
name = "Deoxyribonucleic Acid Aide"
stealth = -3
resistance = -4
stage_speed = 0
transmittable = -4
level = 6
/*
//////////////////////////////////////
DNA Saboteur
Very noticable.
Lowers resistance tremendously.
No changes to stage speed.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Cleans the DNA of a person and then randomly gives them a disability.
//////////////////////////////////////
*/
/datum/symptom/genetic_mutation
name = "Deoxyribonucleic Acid Saboteur"
stealth = -2
resistance = -3
stage_speed = 0
transmittable = -3
level = 6
var/good_mutations = 0
var/archived_dna = null
/datum/symptom/genetic_mutation/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
M << "<span class='notice'>[pick("Your skin feels itchy.", "You feel light headed.")]</span>"
clean_randmut(M, good_mutations == 1 ? (good_se_blocks | op_se_blocks) : bad_se_blocks, 20) // Give them a random good/bad mutation.
domutcheck(M, null, 1) // Force the power to manifest
return
// Archive their DNA before they were infected.
/datum/symptom/genetic_mutation/Start(var/datum/disease/advance/A)
var/mob/living/carbon/M = A.affected_mob
if(M)
if(!check_dna_integrity(M))
return
archived_dna = M.dna.struc_enzymes
// Give them back their old DNA when cured.
/datum/symptom/genetic_mutation/End(var/datum/disease/advance/A)
var/mob/living/carbon/M = A.affected_mob
if(M && archived_dna)
if(!check_dna_integrity(M))
return
hardset_dna(M, se = archived_dna)
/*
//////////////////////////////////////
DNA Aide
Very very noticable.
Lowers resistance tremendously.
No changes to stage speed.
Decreases transmittablity temrendously.
Fatal Level.
Bonus
Cleans the DNA of a person and then randomly gives them a power..
//////////////////////////////////////
*/
/datum/symptom/genetic_mutation/powers
name = "Deoxyribonucleic Acid Aide"
stealth = -3
resistance = -4
stage_speed = 0
transmittable = -4
level = 6
good_mutations = 1
@@ -1,41 +1,41 @@
/*
//////////////////////////////////////
Vitiligo
Extremely Noticable.
Decreases resistance slightly.
Reduces stage speed slightly.
Reduces transmission.
Critical Level.
BONUS
Makes the mob lose skin pigmentation.
//////////////////////////////////////
*/
/datum/symptom/vitiligo
name = "Vitiligo"
stealth = -3
resistance = -1
stage_speed = -1
transmittable = -2
level = 5
/datum/symptom/vitiligo/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.skin_tone == "albino")
return
switch(A.stage)
if(5)
H.skin_tone = "albino"
H.update_body(0)
else
H.visible_message("<span class='warning'>[H] looks a bit pale...</span>", "<span class='notice'>You look a bit pale...</span>")
/*
//////////////////////////////////////
Vitiligo
Extremely Noticable.
Decreases resistance slightly.
Reduces stage speed slightly.
Reduces transmission.
Critical Level.
BONUS
Makes the mob lose skin pigmentation.
//////////////////////////////////////
*/
/datum/symptom/vitiligo
name = "Vitiligo"
stealth = -3
resistance = -1
stage_speed = -1
transmittable = -2
level = 5
/datum/symptom/vitiligo/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.skin_tone == "albino")
return
switch(A.stage)
if(5)
H.skin_tone = "albino"
H.update_body(0)
else
H.visible_message("<span class='warning'>[H] looks a bit pale...</span>", "<span class='notice'>You look a bit pale...</span>")
return
+2 -2
View File
@@ -2,7 +2,7 @@
name = "Pierrot's Throat"
max_stages = 4
spread = "Airborne"
cure = "A whole banana."
cure = "Banana products, especially banana bread."
cure_id = "banana"
cure_chance = 75
agent = "H0NI<42 Virus"
@@ -22,4 +22,4 @@
if(3)
if(prob(10)) affected_mob << "\red Your thoughts are interrupted by a loud <b>HONK!</b>"
if(4)
if(prob(5)) affected_mob.say( pick( list("HONK!", "Honk!", "Honk.", "Honk?", "Honk!!", "Honk?!", "Honk...") ) )
if(prob(5)) affected_mob.say( pick( list("HONK!", "Honk!", "Honk.", "Honk?", "Honk!!", "Honk?!", "Honk...") ) )
+50 -50
View File
@@ -1,51 +1,51 @@
/datum/disease/rhumba_beat
name = "The Rhumba Beat"
max_stages = 5
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Chick Chicky Boom!"
cure_id = list("plasma")
agent = "Unknown"
affected_species = list("Human")
permeability_mod = 1
/datum/disease/rhumba_beat/stage_act()
..()
switch(stage)
if(1)
if(affected_mob.ckey == "rosham")
src.cure()
if(2)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(45))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(prob(1))
affected_mob << "\red You feel strange..."
if(3)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(5))
affected_mob << "\red You feel the urge to dance..."
else if(prob(5))
affected_mob.emote("gasp")
else if(prob(10))
affected_mob << "\red You feel the need to chick chicky boom..."
if(4)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(10))
affected_mob.emote("gasp")
affected_mob << "\red You feel a burning beat inside..."
if(prob(20))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(5)
if(affected_mob.ckey == "rosham")
src.cure()
affected_mob << "\red Your body is unable to contain the Rhumba Beat..."
if(prob(50))
affected_mob.gib()
else
/datum/disease/rhumba_beat
name = "The Rhumba Beat"
max_stages = 5
spread = "On contact"
spread_type = CONTACT_GENERAL
cure = "Chick Chicky Boom!"
cure_id = list("plasma")
agent = "Unknown"
affected_species = list("Human")
permeability_mod = 1
/datum/disease/rhumba_beat/stage_act()
..()
switch(stage)
if(1)
if(affected_mob.ckey == "rosham")
src.cure()
if(2)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(45))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(prob(1))
affected_mob << "\red You feel strange..."
if(3)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(5))
affected_mob << "\red You feel the urge to dance..."
else if(prob(5))
affected_mob.emote("gasp")
else if(prob(10))
affected_mob << "\red You feel the need to chick chicky boom..."
if(4)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(10))
affected_mob.emote("gasp")
affected_mob << "\red You feel a burning beat inside..."
if(prob(20))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(5)
if(affected_mob.ckey == "rosham")
src.cure()
affected_mob << "\red Your body is unable to contain the Rhumba Beat..."
if(prob(50))
affected_mob.gib()
else
return
+64 -64
View File
@@ -1,64 +1,64 @@
//Nanomachines!
/datum/disease/robotic_transformation
name = "Robotic Transformation"
max_stages = 5
spread = "Syringe"
spread_type = SPECIAL
cure = "An injection of copper."
cure_id = list("copper")
cure_chance = 5
agent = "R2D2 Nanomachines"
affected_species = list("Human")
desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
severity = "Major"
var/gibbed = 0
/datum/disease/robotic_transformation/stage_act()
..()
switch(stage)
if(2)
if (prob(8))
affected_mob << "Your joints feel stiff."
affected_mob.take_organ_damage(1)
if (prob(9))
affected_mob << "\red Beep...boop.."
if (prob(9))
affected_mob << "\red Bop...beeep..."
if(3)
if (prob(8))
affected_mob << "\red Your joints feel very stiff."
affected_mob.take_organ_damage(1)
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
if (prob(10))
affected_mob << "Your skin feels loose."
affected_mob.take_organ_damage(5)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red You can feel something move...inside."
if(4)
if (prob(10))
affected_mob << "\red Your skin feels very loose."
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
if (prob(8))
affected_mob << "\red You can feel... something...inside you."
if(5)
affected_mob <<"\red Your skin feels as if it's about to burst off..."
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40)) //So everyone can feel like robot Seth Brundle
if(src.gibbed != 0) return 0
var/turf/T = find_loc(affected_mob)
gibs(T)
gibbed = 1
var/mob/living/carbon/human/H = affected_mob
if(istype(H) && !jobban_isbanned(affected_mob, "Cyborg"))
H.Robotize()
else
affected_mob.death(1)
//Nanomachines!
/datum/disease/robotic_transformation
name = "Robotic Transformation"
max_stages = 5
spread = "Syringe"
spread_type = SPECIAL
cure = "An injection of copper."
cure_id = list("copper")
cure_chance = 5
agent = "R2D2 Nanomachines"
affected_species = list("Human")
desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
severity = "Major"
var/gibbed = 0
/datum/disease/robotic_transformation/stage_act()
..()
switch(stage)
if(2)
if (prob(8))
affected_mob << "Your joints feel stiff."
affected_mob.take_organ_damage(1)
if (prob(9))
affected_mob << "\red Beep...boop.."
if (prob(9))
affected_mob << "\red Bop...beeep..."
if(3)
if (prob(8))
affected_mob << "\red Your joints feel very stiff."
affected_mob.take_organ_damage(1)
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
if (prob(10))
affected_mob << "Your skin feels loose."
affected_mob.take_organ_damage(5)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red You can feel something move...inside."
if(4)
if (prob(10))
affected_mob << "\red Your skin feels very loose."
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
if (prob(8))
affected_mob << "\red You can feel... something...inside you."
if(5)
affected_mob <<"\red Your skin feels as if it's about to burst off..."
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40)) //So everyone can feel like robot Seth Brundle
if(src.gibbed != 0) return 0
var/turf/T = find_loc(affected_mob)
gibs(T)
gibbed = 1
var/mob/living/carbon/human/H = affected_mob
if(istype(H) && !jobban_isbanned(affected_mob, "Cyborg"))
H.Robotize()
else
affected_mob.death(1)
+172 -172
View File
@@ -1,172 +1,172 @@
/datum/disease/transformation
name = "Transformation"
max_stages = 5
spread = "Acute"
spread_type = SPECIAL
cure = "A coder's love (theoretical)."
agent = "Shenanigans"
affected_species = list("Human", "Monkey", "Alien")
severity = "Major"
stage_prob = 10
hidden = list(1, 1)
var/list/stage1 = list("You feel unremarkable.")
var/list/stage2 = list("You feel boring.")
var/list/stage3 = list("You feel utterly plain.")
var/list/stage4 = list("You feel white bread.")
var/list/stage5 = list("Oh the humanity!")
var/new_form = /mob/living/carbon/human
/datum/disease/transformation/stage_act()
..()
switch(stage)
if(1)
if (prob(10) && stage1)
affected_mob << pick(stage1)
if(2)
if (prob(10) && stage2)
affected_mob << pick(stage2)
if(3)
if (prob(20) && stage3)
affected_mob << pick(stage3)
if(4)
if (prob(20) && stage4)
affected_mob << pick(stage4)
if(5)
if(istype(affected_mob, /mob/living/carbon) && affected_mob.stat != DEAD)
if(stage5)
affected_mob << pick(stage5)
if(jobban_isbanned(affected_mob, new_form))
affected_mob.death(1)
return
if(affected_mob.notransform) return
affected_mob.notransform = 1
affected_mob.canmove = 0
affected_mob.icon = null
affected_mob.overlays.Cut()
affected_mob.invisibility = 101
for(var/obj/item/W in affected_mob)
if(istype(W, /obj/item/weapon/implant))
qdel(W)
continue
W.layer = initial(W.layer)
W.loc = affected_mob.loc
W.dropped(affected_mob)
var/mob/living/new_mob = new new_form(affected_mob.loc)
if(istype(new_mob))
new_mob.a_intent = "harm"
new_mob.universal_speak = 1
if(affected_mob.mind)
affected_mob.mind.transfer_to(new_mob)
else
new_mob.key = affected_mob.key
qdel(affected_mob)
/datum/disease/transformation/robot
name = "Robotic Transformation"
cure = "An injection of copper."
cure_id = list("copper")
cure_chance = 5
agent = "R2D2 Nanomachines"
desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
hidden = list(0, 0)
stage1 = list("")
stage2 = list("Your joints feel stiff.", "\red Beep...boop..")
stage3 = list("\red Your joints feel very stiff.", "Your skin feels loose.", "\red You can feel something move...inside.")
stage4 = list("\red Your skin feels very loose.", "\red You can feel... something...inside you.")
stage5 = list("\red Your skin feels as if it's about to burst off!")
new_form = /mob/living/silicon/robot
/datum/disease/transformation/robot/stage_act()
..()
switch(stage)
if(3)
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if(4)
if (prob(20))
affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
/datum/disease/transformation/xeno
name = "Xenomorph Transformation"
cure = "Spaceacillin & Glycerol"
cure_id = list("spaceacillin", "glycerol")
cure_chance = 5
agent = "Rip-LEY Alien Microbes"
hidden = list(0, 0)
stage1 = list("")
stage2 = list("Your throat feels scratchy.", "\red Kill...")
stage3 = list("\red Your throat feels very scratchy.", "Your skin feels tight.", "\red You can feel something move...inside.")
stage4 = list("\red Your skin feels very tight.", "\red Your blood boils!", "\red You can feel... something...inside you.")
stage5 = list("\red Your skin feels as if it's about to burst off!")
new_form = /mob/living/carbon/alien/humanoid/hunter
/datum/disease/transformation/xeno/stage_act()
..()
switch(stage)
if(3)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if(4)
if (prob(20))
affected_mob.say(pick("You look delicious.", "Going to... devour you...", "Hsssshhhhh!"))
/datum/disease/transformation/slime
name = "Advanced Mutation Transformation"
cure = "frost oil"
cure_id = list("frostoil")
cure_chance = 80
agent = "Advanced Mutation Toxin"
desc = "This highly concentrated extract converts anything into more of itself."
hidden = list(0, 0)
stage1 = list("You don't feel very well.")
stage2 = list("You are turning a little green.")
stage3 = list("\red Your limbs are getting oozy.", "\red Your skin begins to peel away.")
stage4 = list("\red You are turning into a slime.")
stage5 = list("\red You have become a slime.")
new_form = /mob/living/carbon/slime
/datum/disease/transformation/slime/stage_act()
..()
switch(stage)
if(1)
if(ishuman(affected_mob) && affected_mob.dna && affected_mob.dna.mutantrace == "slime")
stage = 5
if(3)
if(ishuman(affected_mob))
var/mob/living/carbon/human/human = affected_mob
if(human.dna && !human.dna.mutantrace)
human.dna.mutantrace = "slime"
human.update_body()
/datum/disease/transformation/corgi
name = "The Barkening"
cure = "Death"
agent = "Fell Doge Majicks"
hidden = list(0, 0)
stage1 = list("BARK.")
stage2 = list("You feel the need to wear silly hats.")
stage3 = list("\red Must... eat... chocolate....", "\red YAP")
stage4 = list("\red Visions of washing machines assail your mind!")
stage5 = list("\red AUUUUUU!!!")
new_form = /mob/living/simple_animal/corgi
/datum/disease/transformation/corgi/stage_act()
..()
switch(stage)
if(3)
if (prob(8))
affected_mob.say(pick("YAP", "Woof!"))
if(4)
if (prob(20))
affected_mob.say(pick("Bark!", "AUUUUUU"))
/datum/disease/transformation
name = "Transformation"
max_stages = 5
spread = "Acute"
spread_type = SPECIAL
cure = "A coder's love (theoretical)."
agent = "Shenanigans"
affected_species = list("Human", "Monkey", "Alien")
severity = "Major"
stage_prob = 10
hidden = list(1, 1)
var/list/stage1 = list("You feel unremarkable.")
var/list/stage2 = list("You feel boring.")
var/list/stage3 = list("You feel utterly plain.")
var/list/stage4 = list("You feel white bread.")
var/list/stage5 = list("Oh the humanity!")
var/new_form = /mob/living/carbon/human
/datum/disease/transformation/stage_act()
..()
switch(stage)
if(1)
if (prob(10) && stage1)
affected_mob << pick(stage1)
if(2)
if (prob(10) && stage2)
affected_mob << pick(stage2)
if(3)
if (prob(20) && stage3)
affected_mob << pick(stage3)
if(4)
if (prob(20) && stage4)
affected_mob << pick(stage4)
if(5)
if(istype(affected_mob, /mob/living/carbon) && affected_mob.stat != DEAD)
if(stage5)
affected_mob << pick(stage5)
if(jobban_isbanned(affected_mob, new_form))
affected_mob.death(1)
return
if(affected_mob.notransform) return
affected_mob.notransform = 1
affected_mob.canmove = 0
affected_mob.icon = null
affected_mob.overlays.Cut()
affected_mob.invisibility = 101
for(var/obj/item/W in affected_mob)
if(istype(W, /obj/item/weapon/implant))
qdel(W)
continue
W.layer = initial(W.layer)
W.loc = affected_mob.loc
W.dropped(affected_mob)
var/mob/living/new_mob = new new_form(affected_mob.loc)
if(istype(new_mob))
new_mob.a_intent = "harm"
new_mob.universal_speak = 1
if(affected_mob.mind)
affected_mob.mind.transfer_to(new_mob)
else
new_mob.key = affected_mob.key
qdel(affected_mob)
/datum/disease/transformation/robot
name = "Robotic Transformation"
cure = "An injection of copper."
cure_id = list("copper")
cure_chance = 5
agent = "R2D2 Nanomachines"
desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
hidden = list(0, 0)
stage1 = list("")
stage2 = list("Your joints feel stiff.", "\red Beep...boop..")
stage3 = list("\red Your joints feel very stiff.", "Your skin feels loose.", "\red You can feel something move...inside.")
stage4 = list("\red Your skin feels very loose.", "\red You can feel... something...inside you.")
stage5 = list("\red Your skin feels as if it's about to burst off!")
new_form = /mob/living/silicon/robot
/datum/disease/transformation/robot/stage_act()
..()
switch(stage)
if(3)
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if(4)
if (prob(20))
affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
/datum/disease/transformation/xeno
name = "Xenomorph Transformation"
cure = "Spaceacillin & Glycerol"
cure_id = list("spaceacillin", "glycerol")
cure_chance = 5
agent = "Rip-LEY Alien Microbes"
hidden = list(0, 0)
stage1 = list("")
stage2 = list("Your throat feels scratchy.", "\red Kill...")
stage3 = list("\red Your throat feels very scratchy.", "Your skin feels tight.", "\red You can feel something move...inside.")
stage4 = list("\red Your skin feels very tight.", "\red Your blood boils!", "\red You can feel... something...inside you.")
stage5 = list("\red Your skin feels as if it's about to burst off!")
new_form = /mob/living/carbon/alien/humanoid/hunter
/datum/disease/transformation/xeno/stage_act()
..()
switch(stage)
if(3)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if(4)
if (prob(20))
affected_mob.say(pick("You look delicious.", "Going to... devour you...", "Hsssshhhhh!"))
/datum/disease/transformation/slime
name = "Advanced Mutation Transformation"
cure = "frost oil"
cure_id = list("frostoil")
cure_chance = 80
agent = "Advanced Mutation Toxin"
desc = "This highly concentrated extract converts anything into more of itself."
hidden = list(0, 0)
stage1 = list("You don't feel very well.")
stage2 = list("You are turning a little green.")
stage3 = list("\red Your limbs are getting oozy.", "\red Your skin begins to peel away.")
stage4 = list("\red You are turning into a slime.")
stage5 = list("\red You have become a slime.")
new_form = /mob/living/carbon/slime
/datum/disease/transformation/slime/stage_act()
..()
switch(stage)
if(1)
if(ishuman(affected_mob) && affected_mob.dna && affected_mob.dna.mutantrace == "slime")
stage = 5
if(3)
if(ishuman(affected_mob))
var/mob/living/carbon/human/human = affected_mob
if(human.dna && !human.dna.mutantrace)
human.dna.mutantrace = "slime"
human.update_body()
/datum/disease/transformation/corgi
name = "The Barkening"
cure = "Death"
agent = "Fell Doge Majicks"
hidden = list(0, 0)
stage1 = list("BARK.")
stage2 = list("You feel the need to wear silly hats.")
stage3 = list("\red Must... eat... chocolate....", "\red YAP")
stage4 = list("\red Visions of washing machines assail your mind!")
stage5 = list("\red AUUUUUU!!!")
new_form = /mob/living/simple_animal/corgi
/datum/disease/transformation/corgi/stage_act()
..()
switch(stage)
if(3)
if (prob(8))
affected_mob.say(pick("YAP", "Woof!"))
if(4)
if (prob(20))
affected_mob.say(pick("Bark!", "AUUUUUU"))
+60 -60
View File
@@ -1,60 +1,60 @@
//Xenomicrobes
/datum/disease/xeno_transformation
name = "Xenomorph Transformation"
max_stages = 5
spread = "Syringe"
spread_type = SPECIAL
cure = "Spaceacillin & Glycerol"
cure_id = list("spaceacillin", "glycerol")
cure_chance = 5
agent = "Rip-LEY Alien Microbes"
affected_species = list("Human")
var/gibbed = 0
/datum/disease/xeno_transformation/stage_act()
..()
switch(stage)
if(2)
if (prob(8))
affected_mob << "Your throat feels scratchy."
affected_mob.take_organ_damage(1)
if (prob(9))
affected_mob << "\red Kill..."
if (prob(9))
affected_mob << "\red Kill..."
if(3)
if (prob(8))
affected_mob << "\red Your throat feels very scratchy."
affected_mob.take_organ_damage(1)
/*
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
*/
if (prob(10))
affected_mob << "Your skin feels tight."
affected_mob.take_organ_damage(5)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red You can feel something move...inside."
if(4)
if (prob(10))
affected_mob << pick("\red Your skin feels very tight.", "\red Your blood boils!")
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("You look delicious.", "Going to... devour you...", "Hsssshhhhh!"))
if (prob(8))
affected_mob << "\red You can feel... something...inside you."
if(5)
affected_mob <<"\red Your skin feels impossibly calloused..."
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40))
if(gibbed != 0) return 0
var/turf/T = find_loc(affected_mob)
gibs(T)
gibbed = 1
affected_mob:Alienize()
//Xenomicrobes
/datum/disease/xeno_transformation
name = "Xenomorph Transformation"
max_stages = 5
spread = "Syringe"
spread_type = SPECIAL
cure = "Spaceacillin & Glycerol"
cure_id = list("spaceacillin", "glycerol")
cure_chance = 5
agent = "Rip-LEY Alien Microbes"
affected_species = list("Human")
var/gibbed = 0
/datum/disease/xeno_transformation/stage_act()
..()
switch(stage)
if(2)
if (prob(8))
affected_mob << "Your throat feels scratchy."
affected_mob.take_organ_damage(1)
if (prob(9))
affected_mob << "\red Kill..."
if (prob(9))
affected_mob << "\red Kill..."
if(3)
if (prob(8))
affected_mob << "\red Your throat feels very scratchy."
affected_mob.take_organ_damage(1)
/*
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
*/
if (prob(10))
affected_mob << "Your skin feels tight."
affected_mob.take_organ_damage(5)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red You can feel something move...inside."
if(4)
if (prob(10))
affected_mob << pick("\red Your skin feels very tight.", "\red Your blood boils!")
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("You look delicious.", "Going to... devour you...", "Hsssshhhhh!"))
if (prob(8))
affected_mob << "\red You can feel... something...inside you."
if(5)
affected_mob <<"\red Your skin feels impossibly calloused..."
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40))
if(gibbed != 0) return 0
var/turf/T = find_loc(affected_mob)
gibs(T)
gibbed = 1
affected_mob:Alienize()
+2 -2
View File
@@ -75,7 +75,7 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
var/mob/living/carbon/human/H = user
if(istype(H.wear_mask, /obj/item/clothing/mask/muzzle))
if((invocation_type == "whisper" || invocation_type == "shout") && istype(H.wear_mask, /obj/item/clothing/mask/muzzle))
user << "<span class='notice'>You can't get the words out!</span>"
return 0
@@ -135,7 +135,7 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
return
/obj/effect/proc_holder/spell/proc/start_recharge()
while(charge_counter < charge_max)
while(charge_counter < charge_max && !isnull(gc_destroyed))
sleep(1)
charge_counter++
+1 -1
View File
@@ -45,7 +45,7 @@
break
else if(istype(item, /obj/item/weapon/gun/magic))
var/obj/item/weapon/gun/magic/I = item
if(prob(80))
if(prob(80) && !I.can_charge)
I.max_charges--
if(I.max_charges <= 0)
I.max_charges = 0
+2 -1
View File
@@ -22,7 +22,8 @@
if(T.density && !summon_ignore_density)
targets -= T
playsound(src.loc, cast_sound, 50, 1)
if(cast_sound)
playsound(src.loc, cast_sound, 50, 1)
if(do_after(usr,delay))
for(var/i=0,i<summon_amt,i++)
+5 -3
View File
@@ -27,10 +27,12 @@
target.gib()
if("gib_brain")
if(ishuman(target) || ismonkey(target))
var/obj/item/organ/brain/B = target.getorgan(/obj/item/organ/brain)
var/mob/living/carbon/C_target = target
var/obj/item/organ/brain/B = C_target.getorgan(/obj/item/organ/brain)
if(B)
B.loc = get_turf(target)
B.transfer_identity(target)
B.loc = get_turf(C_target)
B.transfer_identity(C_target)
C_target.internal_organs -= B
target.gib()
if("disintegrate")
target.dust()
+52 -52
View File
@@ -1,53 +1,53 @@
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall
name = "Invisible wall"
desc = "The mime's performance transmutates into physical reality."
school = "mime"
panel = "Mime"
summon_type = list(/obj/effect/forcefield/mime)
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a wall in front of yourself.</span>"
summon_lifespan = 300
charge_max = 300
clothes_req = 0
range = 0
cast_sound = null
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall/Click()
if(usr)
invocation = "<B>[usr.real_name]</B> looks as if a wall is in front of them."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak
name = "Speech"
desc = "Make or break a vow of silence."
school = "mime"
panel = "Mime"
clothes_req = 0
human_req = 1
charge_max = 3000
range = -1
include_user = 1
/obj/effect/proc_holder/spell/targeted/mime/speak/Click()
if(!usr)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/H = usr
if(H.mind.miming)
still_recharging_msg = "<span class='notice'>You can't break your vow of silence that fast!</span>"
else
still_recharging_msg = "<span class='notice'>You'll have to wait before you can give your vow of silence again.</span>"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak/cast(list/targets)
for(var/mob/living/carbon/human/H in targets)
H.mind.miming=!H.mind.miming
if(H.mind.miming)
H << "<span class='notice'>You make a vow of silence.</span>"
else
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall
name = "Invisible wall"
desc = "The mime's performance transmutates into physical reality."
school = "mime"
panel = "Mime"
summon_type = list(/obj/effect/forcefield/mime)
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a wall in front of yourself.</span>"
summon_lifespan = 300
charge_max = 300
clothes_req = 0
range = 0
cast_sound = null
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall/Click()
if(usr)
invocation = "<B>[usr.real_name]</B> looks as if a wall is in front of them."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak
name = "Speech"
desc = "Make or break a vow of silence."
school = "mime"
panel = "Mime"
clothes_req = 0
human_req = 1
charge_max = 3000
range = -1
include_user = 1
/obj/effect/proc_holder/spell/targeted/mime/speak/Click()
if(!usr)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/H = usr
if(H.mind.miming)
still_recharging_msg = "<span class='notice'>You can't break your vow of silence that fast!</span>"
else
still_recharging_msg = "<span class='notice'>You'll have to wait before you can give your vow of silence again.</span>"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak/cast(list/targets)
for(var/mob/living/carbon/human/H in targets)
H.mind.miming=!H.mind.miming
if(H.mind.miming)
H << "<span class='notice'>You make a vow of silence.</span>"
else
H << "<span class='notice'>You break your vow of silence.</span>"
+1 -1
View File
@@ -1102,4 +1102,4 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/obj/item/clothing/under/suit_jacket/checkered,
/obj/item/clothing/under/suit_jacket/tan)
cost = 30 //Lots of very expensive items. You gotta pay up to look good!
containername = "formal-wear crate"
containername = "formal-wear crate"
+493 -493
View File
@@ -1,493 +1,493 @@
var/list/uplink_items = list()
/proc/get_uplink_items()
// If not already initialized..
if(!uplink_items.len)
// Fill in the list and order it like this:
// A keyed list, acting as categories, which are lists to the datum.
var/list/last = list()
for(var/item in typesof(/datum/uplink_item))
var/datum/uplink_item/I = new item()
if(!I.item)
continue
if(I.gamemodes.len && ticker && !(ticker.mode.type in I.gamemodes))
continue
if(I.excludefrom.len && ticker && (ticker.mode.type in I.excludefrom))
continue
if(I.last)
last += I
continue
if(!uplink_items[I.category])
uplink_items[I.category] = list()
uplink_items[I.category] += I
for(var/datum/uplink_item/I in last)
if(!uplink_items[I.category])
uplink_items[I.category] = list()
uplink_items[I.category] += I
return uplink_items
// You can change the order of the list by putting datums before/after one another OR
// you can use the last variable to make sure it appears last, well have the category appear last.
/datum/uplink_item
var/name = "item name"
var/category = "item category"
var/desc = "item description"
var/item = null
var/cost = 0
var/last = 0 // Appear last
var/list/gamemodes = list() // Empty list means it is in all the gamemodes. Otherwise place the gamemode name here.
var/list/excludefrom = list()//Empty list does nothing. Place the name of gamemode you don't want this item to be available in here. This is so you dont have to list EVERY mode to exclude something.
/datum/uplink_item/proc/spawn_item(var/turf/loc, var/obj/item/device/uplink/U)
if(item)
U.uses -= max(cost, 0)
U.used_TC += cost
feedback_add_details("traitor_uplink_items_bought", "[item]")
return new item(loc)
/datum/uplink_item/proc/buy(var/obj/item/device/uplink/U, var/mob/user)
..()
if(!istype(U))
return 0
if (!user || user.stat || user.restrained())
return 0
if (!( istype(user, /mob/living/carbon/human)))
return 0
// If the uplink's holder is in the user's contents
if ((U.loc in user.contents || (in_range(U.loc, user) && istype(U.loc.loc, /turf))))
user.set_machine(U)
if(cost > U.uses)
return 0
var/obj/I = spawn_item(get_turf(user), U)
if(istype(I, /obj/item) && ishuman(user))
var/mob/living/carbon/human/A = user
A.put_in_any_hand_if_possible(I)
if(istype(I,/obj/item/weapon/storage/box/) && I.contents.len>0)
for(var/atom/o in I)
U.purchase_log += "<BIG>\icon[o]</BIG>"
else
U.purchase_log += "<BIG>\icon[I]</BIG>"
U.interact(user)
return 1
return 0
/*
//
// UPLINK ITEMS
//
*/
// DANGEROUS WEAPONS
/datum/uplink_item/dangerous
category = "Conspicuous and Dangerous Weapons"
/datum/uplink_item/dangerous/revolver
name = "Full Revolver"
desc = "The syndicate revolver is a traditional handgun that fires .357 Magnum cartridges and has 7 chambers."
item = /obj/item/weapon/gun/projectile/revolver
cost = 6
/datum/uplink_item/dangerous/smg
name = "C-20r Submachine Gun"
desc = "A fully-loaded Scarborough Arms-developed submachine gun that fires 12mm automatic rounds with a 20-round magazine."
item = /obj/item/weapon/gun/projectile/automatic/c20r
cost = 7
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/machinegun
name = "L6 Squad Automatic Weapon"
desc = "A traditionally constructed machine gun made by AA-2531. This deadly weapon has a massive 50-round magazine of 7.62×51mm ammunition."
item = /obj/item/weapon/gun/projectile/automatic/l6_saw
cost = 20
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/crossbow
name = "Miniature Energy Crossbow"
desc = "A short bow mounted across a tiller in miniature. Small enough to fit into a pocket or slip into a bag unnoticed. It fires bolts tipped with toxin, a poison collected from an organism. \
Its bolts stun enemies for short periods, and replenish automatically."
item = /obj/item/weapon/gun/energy/crossbow
cost = 5
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/flamethrower
name = "Flamethrower"
desc = "A flamethrower, fueled by a portion of highly flammable biotoxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. Use with caution."
item = /obj/item/weapon/flamethrower/full/tank
cost = 6
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/sword
name = "Energy Sword"
desc = "The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise."
item = /obj/item/weapon/melee/energy/sword
cost = 4
/datum/uplink_item/dangerous/emp
name = "EMP Kit"
desc = "A box that contains two EMP grenades, an EMP implant and a short ranged recharging device disguised as a flashlight. Useful to disrupt communication and silicon lifeforms."
item = /obj/item/weapon/storage/box/syndie_kit/emp
cost = 3
/datum/uplink_item/dangerous/syndicate_minibomb
name = "Syndicate Minibomb"
desc = "The Minibomb is a grenade with a five-second fuse."
item = /obj/item/weapon/grenade/syndieminibomb
cost = 3
/datum/uplink_item/dangerous/viscerators
name = "Viscerator Delivery Grenade"
desc = "A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area."
item = /obj/item/weapon/grenade/spawnergrenade/manhacks
cost = 4
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/bioterror
name = "Biohazardous Chemical Sprayer"
desc = "A chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes... \
Use with extreme caution, to prevent exposure to yourself and your fellow operatives."
item = /obj/item/weapon/reagent_containers/spray/chemsprayer/bioterror
cost = 10
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/gygax
name = "Gygax Exosuit"
desc = "A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. \
This model lacks a method of space propulsion, and therefore it is advised to repair the mothership's teleporter if you wish to make use of it."
item = /obj/mecha/combat/gygax/dark/loaded
cost = 45
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/mauler
name = "Mauler Exosuit"
desc = "A massive and incredibly deadly Syndicate exosuit. Features long-range targetting, thrust vectoring, and deployable smoke."
item = /obj/mecha/combat/marauder/mauler/loaded
cost = 70
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/syndieborg
name = "Syndicate Cyborg"
desc = "A cyborg designed and programmed for systematic extermination of non-Syndicate personnel."
item = /obj/item/weapon/antag_spawner/borg_tele
cost = 25
gamemodes = list(/datum/game_mode/nuclear)
//for refunding the syndieborg teleporter
/datum/uplink_item/dangerous/syndieborg/spawn_item()
var/obj/item/weapon/antag_spawner/borg_tele/T = ..()
if(istype(T))
T.TC_cost = cost
// AMMUNITION
/datum/uplink_item/ammo
category = "Ammunition"
/datum/uplink_item/ammo/revolver
name = "Ammo-357"
desc = "A box that contains seven additional rounds for the revolver, made using an automatic lathe."
item = /obj/item/ammo_box/a357
cost = 2
/datum/uplink_item/ammo/smg
name = "Ammo-12mm"
desc = "A 20-round 12mm magazine for use in the C-20r submachine gun."
item = /obj/item/ammo_box/magazine/m12mm
cost = 1
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/ammo/pistol
name = "Ammo-10mm"
desc = "An additional 8-round 10mm magazine for use in the Stetchkin pistol."
item = /obj/item/ammo_box/magazine/m10mm
cost = 1
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/ammo/machinegun
name = "Ammo-7.62×51mm"
desc = "A 50-round magazine of 7.62×51mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses."
item = /obj/item/ammo_box/magazine/m762
cost = 6
gamemodes = list(/datum/game_mode/nuclear)
// STEALTHY WEAPONS
/datum/uplink_item/stealthy_weapons
category = "Stealthy and Inconspicuous Weapons"
/datum/uplink_item/stealthy_weapons/para_pen
name = "Paralysis Pen"
desc = "A syringe disguised as a functional pen, filled with a neuromuscular-blocking drug that renders a target immobile on injection and makes them seem dead to observers. \
Side effects of the drug include noticeable drooling. The pen holds one dose of paralyzing agent, and cannot be refilled."
item = /obj/item/weapon/pen/paralysis
cost = 3
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/stealthy_weapons/soap
name = "Syndicate Soap"
desc = "A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people."
item = /obj/item/weapon/soap/syndie
cost = 1
/datum/uplink_item/stealthy_weapons/detomatix
name = "Detomatix PDA Cartridge"
desc = "When inserted into a personal digital assistant, this cartridge gives you five opportunities to detonate PDAs of crewmembers who have their message feature enabled. \
The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer. It has a chance to detonate your PDA."
item = /obj/item/weapon/cartridge/syndicate
cost = 3
/datum/uplink_item/stealthy_weapons/silencer
name = "Stetchkin Silencer"
desc = "Fitted for use on the Stetchkin pistol, this silencer will make its shots quieter when equipped onto it."
item = /obj/item/weapon/silencer
cost = 2
gamemodes = list(/datum/game_mode/nuclear)
// STEALTHY TOOLS
/datum/uplink_item/stealthy_tools
category = "Stealth and Camouflage Items"
/datum/uplink_item/stealthy_tools/chameleon_jumpsuit
name = "Chameleon Jumpsuit"
desc = "A jumpsuit used to imitate the uniforms of Nanotrasen crewmembers."
item = /obj/item/clothing/under/chameleon
cost = 3
/datum/uplink_item/stealthy_tools/chameleon_stamp
name = "Chameleon Stamp"
desc = "A stamp that can be activated to imitate an official Nanotrasen Stamp™. The disguised stamp will work exactly like the real stamp and will allow you to forge false documents to gain access or equipment; \
it can also be used in a washing machine to forge clothing."
item = /obj/item/weapon/stamp/chameleon
cost = 1
/datum/uplink_item/stealthy_tools/syndigolashes
name = "No-Slip Brown Shoes"
desc = "These allow you to run on wet floors. They do not work on lubricated surfaces."
item = /obj/item/clothing/shoes/syndigaloshes
cost = 2
/datum/uplink_item/stealthy_tools/agent_card
name = "Agent Identification card"
desc = "Agent cards prevent artificial intelligences from tracking the wearer, and can copy access from other identification cards. The access is cumulative, so scanning one card does not erase the access gained from another."
item = /obj/item/weapon/card/id/syndicate
cost = 2
/datum/uplink_item/stealthy_tools/voice_changer
name = "Voice Changer"
item = /obj/item/clothing/mask/gas/voice
desc = "A conspicuous gas mask that mimics the voice named on your identification card. When no identification is worn, the mask will render your voice unrecognizable."
cost = 4
/datum/uplink_item/stealthy_tools/chameleon_proj
name = "Chameleon-Projector"
desc = "Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. The disguised user cannot run and rojectiles pass over them."
item = /obj/item/device/chameleon
cost = 4
/datum/uplink_item/stealthy_tools/camera_bug
name = "Camera Bug"
desc = "Enables you to bug cameras to view them remotely. Adding particular items to it alters its functions."
item = /obj/item/device/camera_bug
cost = 2
// DEVICE AND TOOLS
/datum/uplink_item/device_tools
category = "Devices and Tools"
/datum/uplink_item/device_tools/emag
name = "Cryptographic Sequencer"
desc = "The emag is a small card that unlocks hidden functions in electronic devices, subverts intended functions and characteristically breaks security mechanisms."
item = /obj/item/weapon/card/emag
cost = 3
/datum/uplink_item/device_tools/toolbox
name = "Full Syndicate Toolbox"
desc = "The syndicate toolbox is a suspicious black and red. Aside from tools, it comes with cable and a multitool. Insulated gloves are not included."
item = /obj/item/weapon/storage/toolbox/syndicate
cost = 1
/datum/uplink_item/device_tools/medkit
name = "Syndicate Medical Supply Kit"
desc = "The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a medical hud for quick identification of injured comrades, \
and other medical supplies helpful for a medical field operative.."
item = /obj/item/weapon/storage/firstaid/tactical
cost = 5
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/device_tools/space_suit
name = "Syndicate Space Suit"
desc = "The red syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crewmembers are trained to report red space suit sightings."
item = /obj/item/weapon/storage/box/syndie_kit/space
cost = 3
/datum/uplink_item/device_tools/thermal
name = "Thermal Imaging Glasses"
desc = "These glasses are thermals disguised as engineers' optical meson scanners. \
They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. \
Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks."
item = /obj/item/clothing/glasses/thermal/syndi
cost = 3
/datum/uplink_item/device_tools/binary
name = "Binary Translator Key"
desc = "A key, that when inserted into a radio headset, allows you to listen to and talk with artificial intelligences and cybernetic organisms in binary. "
item = /obj/item/device/encryptionkey/binary
cost = 3
/datum/uplink_item/device_tools/ai_detector
name = "Artificial Intelligence Detector" // changed name in case newfriends thought it detected disguised ai's
desc = "A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover."
item = /obj/item/device/multitool/ai_detect
cost = 1
/datum/uplink_item/device_tools/hacked_module
name = "Hacked AI Law Upload Module"
desc = "When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with their wording, as artificial intelligences may look for loopholes to exploit."
item = /obj/item/weapon/aiModule/syndicate
cost = 7
/datum/uplink_item/device_tools/plastic_explosives
name = "Composition C-4"
desc = "C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, attach it to organisms to destroy them, or connect a signaler to its wiring to make it remotely detonable. \
It has a modifiable timer with a minimum setting of 10 seconds."
item = /obj/item/weapon/plastique
cost = 2
/datum/uplink_item/device_tools/powersink
name = "Power sink"
desc = "When screwed to wiring attached to an electric grid, then activated, this large device places excessive load on the grid, causing a stationwide blackout. The sink cannot be carried because of its excessive size. \
Ordering this sends you a small beacon that will teleport the power sink to your location on activation."
item = /obj/item/device/powersink
cost = 5
/datum/uplink_item/device_tools/singularity_beacon
name = "Singularity Beacon"
desc = "When screwed to wiring attached to an electric grid, then activated, this large device pulls the singularity towards it. \
Does not work when the singularity is still in containment. A singularity beacon can cause catastrophic damage to a space station, \
leading to an emergency evacuation. Because of its size, it cannot be carried. Ordering this sends you a small beacon that will teleport the larger beacon to your location on activation."
item = /obj/item/device/sbeacondrop
cost = 7
/datum/uplink_item/device_tools/syndicate_bomb
name = "Syndicate Bomb"
desc = "The Syndicate Bomb has an adjustable timer with a minimum setting of 60 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. \
You can wrench the bomb down to prevent removal. The crew may attempt to defuse the bomb."
item = /obj/item/device/sbeacondrop/bomb
cost = 5
excludefrom = list(/datum/game_mode/traitor/double_agents)
/datum/uplink_item/device_tools/syndicate_detonator
name = "Syndicate Detonator"
desc = "The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. \
Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator."
item = /obj/item/device/syndicatedetonator
cost = 1
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/device_tools/teleporter
name = "Teleporter Circuit Board"
desc = "A printed circuit board that completes the teleporter onboard the mothership. Advise you test fire the teleporter before entering it, as malfunctions can occur."
item = /obj/item/weapon/circuitboard/teleporter
cost = 20
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/device_tools/shield
name = "Energy Shield"
desc = "An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks."
item = /obj/item/weapon/shield/energy
cost = 8
gamemodes = list(/datum/game_mode/nuclear)
// IMPLANTS
/datum/uplink_item/implants
category = "Implants"
/datum/uplink_item/implants/freedom
name = "Freedom Implant"
desc = "An implant injected into the body and later activated using a bodily gesture to attempt to slip restraints."
item = /obj/item/weapon/storage/box/syndie_kit/imp_freedom
cost = 3
/datum/uplink_item/implants/uplink
name = "Uplink Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to open an uplink with 5 telecrystals. \
The ability for an agent to open an uplink after their posessions have been stripped from them makes this implant excellent for escaping confinement."
item = /obj/item/weapon/storage/box/syndie_kit/imp_uplink
cost = 10
/datum/uplink_item/implants/adrenal
name = "Adrenal Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to inject a chemical cocktail, which has a mild healing effect along with removing all stuns and increasing his speed."
item = /obj/item/weapon/storage/box/syndie_kit/imp_adrenal
cost = 4
// POINTLESS BADASSERY
/datum/uplink_item/badass
category = "(Pointless) Badassery"
/datum/uplink_item/badass/bundle
name = "Syndicate Bundle"
desc = "Syndicate Bundles are specialised groups of items that arrive in a plain box. These items are collectively worth more than 10 telecrystals, but you do not know which specialisation you will receive."
item = /obj/item/weapon/storage/box/syndicate
cost = 10
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/badass/syndiecards
name = "Syndicate Playing Cards"
desc = "A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. \
You can also play card games with them."
item = /obj/item/toy/cards/deck/syndicate
cost = 1
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/badass/balloon
name = "For showing that you are The Boss"
desc = "A useless red balloon with the syndicate logo on it, which can blow the deepest of covers."
item = /obj/item/toy/syndicateballoon
cost = 10
/datum/uplink_item/badass/random
name = "Random Item"
desc = "Picking this choice will send you a random item from the list. Useful for when you cannot think of a strategy to finish your objectives with."
item = /obj/item/weapon/storage/box/syndicate
cost = 0
/datum/uplink_item/badass/random/spawn_item(var/turf/loc, var/obj/item/device/uplink/U)
var/list/buyable_items = get_uplink_items()
var/list/possible_items = list()
for(var/category in buyable_items)
for(var/datum/uplink_item/I in buyable_items[category])
if(I == src)
continue
if(I.cost > U.uses)
continue
possible_items += I
if(possible_items.len)
var/datum/uplink_item/I = pick(possible_items)
U.uses -= max(0, I.cost)
feedback_add_details("traitor_uplink_items_bought","RN")
return new I.item(loc)
var/list/uplink_items = list()
/proc/get_uplink_items()
// If not already initialized..
if(!uplink_items.len)
// Fill in the list and order it like this:
// A keyed list, acting as categories, which are lists to the datum.
var/list/last = list()
for(var/item in typesof(/datum/uplink_item))
var/datum/uplink_item/I = new item()
if(!I.item)
continue
if(I.gamemodes.len && ticker && !(ticker.mode.type in I.gamemodes))
continue
if(I.excludefrom.len && ticker && (ticker.mode.type in I.excludefrom))
continue
if(I.last)
last += I
continue
if(!uplink_items[I.category])
uplink_items[I.category] = list()
uplink_items[I.category] += I
for(var/datum/uplink_item/I in last)
if(!uplink_items[I.category])
uplink_items[I.category] = list()
uplink_items[I.category] += I
return uplink_items
// You can change the order of the list by putting datums before/after one another OR
// you can use the last variable to make sure it appears last, well have the category appear last.
/datum/uplink_item
var/name = "item name"
var/category = "item category"
var/desc = "item description"
var/item = null
var/cost = 0
var/last = 0 // Appear last
var/list/gamemodes = list() // Empty list means it is in all the gamemodes. Otherwise place the gamemode name here.
var/list/excludefrom = list()//Empty list does nothing. Place the name of gamemode you don't want this item to be available in here. This is so you dont have to list EVERY mode to exclude something.
/datum/uplink_item/proc/spawn_item(var/turf/loc, var/obj/item/device/uplink/U)
if(item)
U.uses -= max(cost, 0)
U.used_TC += cost
feedback_add_details("traitor_uplink_items_bought", "[item]")
return new item(loc)
/datum/uplink_item/proc/buy(var/obj/item/device/uplink/U, var/mob/user)
..()
if(!istype(U))
return 0
if (!user || user.stat || user.restrained())
return 0
if (!( istype(user, /mob/living/carbon/human)))
return 0
// If the uplink's holder is in the user's contents
if ((U.loc in user.contents || (in_range(U.loc, user) && istype(U.loc.loc, /turf))))
user.set_machine(U)
if(cost > U.uses)
return 0
var/obj/I = spawn_item(get_turf(user), U)
if(istype(I, /obj/item) && ishuman(user))
var/mob/living/carbon/human/A = user
A.put_in_any_hand_if_possible(I)
if(istype(I,/obj/item/weapon/storage/box/) && I.contents.len>0)
for(var/atom/o in I)
U.purchase_log += "<BIG>\icon[o]</BIG>"
else
U.purchase_log += "<BIG>\icon[I]</BIG>"
U.interact(user)
return 1
return 0
/*
//
// UPLINK ITEMS
//
*/
// DANGEROUS WEAPONS
/datum/uplink_item/dangerous
category = "Conspicuous and Dangerous Weapons"
/datum/uplink_item/dangerous/revolver
name = "Full Revolver"
desc = "The syndicate revolver is a traditional handgun that fires .357 Magnum cartridges and has 7 chambers."
item = /obj/item/weapon/gun/projectile/revolver
cost = 6
/datum/uplink_item/dangerous/smg
name = "C-20r Submachine Gun"
desc = "A fully-loaded Scarborough Arms-developed submachine gun that fires 12mm automatic rounds with a 20-round magazine."
item = /obj/item/weapon/gun/projectile/automatic/c20r
cost = 7
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/machinegun
name = "L6 Squad Automatic Weapon"
desc = "A traditionally constructed machine gun made by AA-2531. This deadly weapon has a massive 50-round magazine of 7.62×51mm ammunition."
item = /obj/item/weapon/gun/projectile/automatic/l6_saw
cost = 20
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/crossbow
name = "Miniature Energy Crossbow"
desc = "A short bow mounted across a tiller in miniature. Small enough to fit into a pocket or slip into a bag unnoticed. It fires bolts tipped with toxin, a poison collected from an organism. \
Its bolts stun enemies for short periods, and replenish automatically."
item = /obj/item/weapon/gun/energy/crossbow
cost = 5
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/flamethrower
name = "Flamethrower"
desc = "A flamethrower, fueled by a portion of highly flammable biotoxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. Use with caution."
item = /obj/item/weapon/flamethrower/full/tank
cost = 6
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/sword
name = "Energy Sword"
desc = "The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise."
item = /obj/item/weapon/melee/energy/sword
cost = 4
/datum/uplink_item/dangerous/emp
name = "EMP Kit"
desc = "A box that contains two EMP grenades, an EMP implant and a short ranged recharging device disguised as a flashlight. Useful to disrupt communication and silicon lifeforms."
item = /obj/item/weapon/storage/box/syndie_kit/emp
cost = 3
/datum/uplink_item/dangerous/syndicate_minibomb
name = "Syndicate Minibomb"
desc = "The Minibomb is a grenade with a five-second fuse."
item = /obj/item/weapon/grenade/syndieminibomb
cost = 3
/datum/uplink_item/dangerous/viscerators
name = "Viscerator Delivery Grenade"
desc = "A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area."
item = /obj/item/weapon/grenade/spawnergrenade/manhacks
cost = 4
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/bioterror
name = "Biohazardous Chemical Sprayer"
desc = "A chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes... \
Use with extreme caution, to prevent exposure to yourself and your fellow operatives."
item = /obj/item/weapon/reagent_containers/spray/chemsprayer/bioterror
cost = 10
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/gygax
name = "Gygax Exosuit"
desc = "A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. \
This model lacks a method of space propulsion, and therefore it is advised to repair the mothership's teleporter if you wish to make use of it."
item = /obj/mecha/combat/gygax/dark/loaded
cost = 45
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/mauler
name = "Mauler Exosuit"
desc = "A massive and incredibly deadly Syndicate exosuit. Features long-range targetting, thrust vectoring, and deployable smoke."
item = /obj/mecha/combat/marauder/mauler/loaded
cost = 70
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/syndieborg
name = "Syndicate Cyborg"
desc = "A cyborg designed and programmed for systematic extermination of non-Syndicate personnel."
item = /obj/item/weapon/antag_spawner/borg_tele
cost = 25
gamemodes = list(/datum/game_mode/nuclear)
//for refunding the syndieborg teleporter
/datum/uplink_item/dangerous/syndieborg/spawn_item()
var/obj/item/weapon/antag_spawner/borg_tele/T = ..()
if(istype(T))
T.TC_cost = cost
// AMMUNITION
/datum/uplink_item/ammo
category = "Ammunition"
/datum/uplink_item/ammo/revolver
name = "Ammo-357"
desc = "A box that contains seven additional rounds for the revolver, made using an automatic lathe."
item = /obj/item/ammo_box/a357
cost = 2
/datum/uplink_item/ammo/smg
name = "Ammo-12mm"
desc = "A 20-round 12mm magazine for use in the C-20r submachine gun."
item = /obj/item/ammo_box/magazine/m12mm
cost = 1
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/ammo/pistol
name = "Ammo-10mm"
desc = "An additional 8-round 10mm magazine for use in the Stetchkin pistol."
item = /obj/item/ammo_box/magazine/m10mm
cost = 1
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/ammo/machinegun
name = "Ammo-7.62×51mm"
desc = "A 50-round magazine of 7.62×51mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses."
item = /obj/item/ammo_box/magazine/m762
cost = 6
gamemodes = list(/datum/game_mode/nuclear)
// STEALTHY WEAPONS
/datum/uplink_item/stealthy_weapons
category = "Stealthy and Inconspicuous Weapons"
/datum/uplink_item/stealthy_weapons/para_pen
name = "Paralysis Pen"
desc = "A syringe disguised as a functional pen, filled with a neuromuscular-blocking drug that renders a target immobile on injection and makes them seem dead to observers. \
Side effects of the drug include noticeable drooling. The pen holds one dose of paralyzing agent, and cannot be refilled."
item = /obj/item/weapon/pen/paralysis
cost = 3
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/stealthy_weapons/soap
name = "Syndicate Soap"
desc = "A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people."
item = /obj/item/weapon/soap/syndie
cost = 1
/datum/uplink_item/stealthy_weapons/detomatix
name = "Detomatix PDA Cartridge"
desc = "When inserted into a personal digital assistant, this cartridge gives you five opportunities to detonate PDAs of crewmembers who have their message feature enabled. \
The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer. It has a chance to detonate your PDA."
item = /obj/item/weapon/cartridge/syndicate
cost = 3
/datum/uplink_item/stealthy_weapons/silencer
name = "Stetchkin Silencer"
desc = "Fitted for use on the Stetchkin pistol, this silencer will make its shots quieter when equipped onto it."
item = /obj/item/weapon/silencer
cost = 2
gamemodes = list(/datum/game_mode/nuclear)
// STEALTHY TOOLS
/datum/uplink_item/stealthy_tools
category = "Stealth and Camouflage Items"
/datum/uplink_item/stealthy_tools/chameleon_jumpsuit
name = "Chameleon Jumpsuit"
desc = "A jumpsuit used to imitate the uniforms of Nanotrasen crewmembers."
item = /obj/item/clothing/under/chameleon
cost = 3
/datum/uplink_item/stealthy_tools/chameleon_stamp
name = "Chameleon Stamp"
desc = "A stamp that can be activated to imitate an official Nanotrasen Stamp™. The disguised stamp will work exactly like the real stamp and will allow you to forge false documents to gain access or equipment; \
it can also be used in a washing machine to forge clothing."
item = /obj/item/weapon/stamp/chameleon
cost = 1
/datum/uplink_item/stealthy_tools/syndigolashes
name = "No-Slip Brown Shoes"
desc = "These allow you to run on wet floors. They do not work on lubricated surfaces."
item = /obj/item/clothing/shoes/syndigaloshes
cost = 2
/datum/uplink_item/stealthy_tools/agent_card
name = "Agent Identification card"
desc = "Agent cards prevent artificial intelligences from tracking the wearer, and can copy access from other identification cards. The access is cumulative, so scanning one card does not erase the access gained from another."
item = /obj/item/weapon/card/id/syndicate
cost = 2
/datum/uplink_item/stealthy_tools/voice_changer
name = "Voice Changer"
item = /obj/item/clothing/mask/gas/voice
desc = "A conspicuous gas mask that mimics the voice named on your identification card. When no identification is worn, the mask will render your voice unrecognizable."
cost = 4
/datum/uplink_item/stealthy_tools/chameleon_proj
name = "Chameleon-Projector"
desc = "Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. The disguised user cannot run and rojectiles pass over them."
item = /obj/item/device/chameleon
cost = 4
/datum/uplink_item/stealthy_tools/camera_bug
name = "Camera Bug"
desc = "Enables you to bug cameras to view them remotely. Adding particular items to it alters its functions."
item = /obj/item/device/camera_bug
cost = 2
// DEVICE AND TOOLS
/datum/uplink_item/device_tools
category = "Devices and Tools"
/datum/uplink_item/device_tools/emag
name = "Cryptographic Sequencer"
desc = "The emag is a small card that unlocks hidden functions in electronic devices, subverts intended functions and characteristically breaks security mechanisms."
item = /obj/item/weapon/card/emag
cost = 3
/datum/uplink_item/device_tools/toolbox
name = "Full Syndicate Toolbox"
desc = "The syndicate toolbox is a suspicious black and red. Aside from tools, it comes with cable and a multitool. Insulated gloves are not included."
item = /obj/item/weapon/storage/toolbox/syndicate
cost = 1
/datum/uplink_item/device_tools/medkit
name = "Syndicate Medical Supply Kit"
desc = "The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a medical hud for quick identification of injured comrades, \
and other medical supplies helpful for a medical field operative.."
item = /obj/item/weapon/storage/firstaid/tactical
cost = 5
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/device_tools/space_suit
name = "Syndicate Space Suit"
desc = "The red syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crewmembers are trained to report red space suit sightings."
item = /obj/item/weapon/storage/box/syndie_kit/space
cost = 3
/datum/uplink_item/device_tools/thermal
name = "Thermal Imaging Glasses"
desc = "These glasses are thermals disguised as engineers' optical meson scanners. \
They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. \
Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks."
item = /obj/item/clothing/glasses/thermal/syndi
cost = 3
/datum/uplink_item/device_tools/binary
name = "Binary Translator Key"
desc = "A key, that when inserted into a radio headset, allows you to listen to and talk with artificial intelligences and cybernetic organisms in binary. "
item = /obj/item/device/encryptionkey/binary
cost = 3
/datum/uplink_item/device_tools/ai_detector
name = "Artificial Intelligence Detector" // changed name in case newfriends thought it detected disguised ai's
desc = "A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover."
item = /obj/item/device/multitool/ai_detect
cost = 1
/datum/uplink_item/device_tools/hacked_module
name = "Hacked AI Law Upload Module"
desc = "When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with their wording, as artificial intelligences may look for loopholes to exploit."
item = /obj/item/weapon/aiModule/syndicate
cost = 7
/datum/uplink_item/device_tools/plastic_explosives
name = "Composition C-4"
desc = "C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, attach it to organisms to destroy them, or connect a signaler to its wiring to make it remotely detonable. \
It has a modifiable timer with a minimum setting of 10 seconds."
item = /obj/item/weapon/plastique
cost = 2
/datum/uplink_item/device_tools/powersink
name = "Power sink"
desc = "When screwed to wiring attached to an electric grid, then activated, this large device places excessive load on the grid, causing a stationwide blackout. The sink cannot be carried because of its excessive size. \
Ordering this sends you a small beacon that will teleport the power sink to your location on activation."
item = /obj/item/device/powersink
cost = 5
/datum/uplink_item/device_tools/singularity_beacon
name = "Singularity Beacon"
desc = "When screwed to wiring attached to an electric grid, then activated, this large device pulls the singularity towards it. \
Does not work when the singularity is still in containment. A singularity beacon can cause catastrophic damage to a space station, \
leading to an emergency evacuation. Because of its size, it cannot be carried. Ordering this sends you a small beacon that will teleport the larger beacon to your location on activation."
item = /obj/item/device/sbeacondrop
cost = 7
/datum/uplink_item/device_tools/syndicate_bomb
name = "Syndicate Bomb"
desc = "The Syndicate Bomb has an adjustable timer with a minimum setting of 60 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. \
You can wrench the bomb down to prevent removal. The crew may attempt to defuse the bomb."
item = /obj/item/device/sbeacondrop/bomb
cost = 5
excludefrom = list(/datum/game_mode/traitor/double_agents)
/datum/uplink_item/device_tools/syndicate_detonator
name = "Syndicate Detonator"
desc = "The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. \
Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator."
item = /obj/item/device/syndicatedetonator
cost = 1
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/device_tools/teleporter
name = "Teleporter Circuit Board"
desc = "A printed circuit board that completes the teleporter onboard the mothership. Advise you test fire the teleporter before entering it, as malfunctions can occur."
item = /obj/item/weapon/circuitboard/teleporter
cost = 20
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/device_tools/shield
name = "Energy Shield"
desc = "An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks."
item = /obj/item/weapon/shield/energy
cost = 8
gamemodes = list(/datum/game_mode/nuclear)
// IMPLANTS
/datum/uplink_item/implants
category = "Implants"
/datum/uplink_item/implants/freedom
name = "Freedom Implant"
desc = "An implant injected into the body and later activated using a bodily gesture to attempt to slip restraints."
item = /obj/item/weapon/storage/box/syndie_kit/imp_freedom
cost = 3
/datum/uplink_item/implants/uplink
name = "Uplink Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to open an uplink with 5 telecrystals. \
The ability for an agent to open an uplink after their posessions have been stripped from them makes this implant excellent for escaping confinement."
item = /obj/item/weapon/storage/box/syndie_kit/imp_uplink
cost = 10
/datum/uplink_item/implants/adrenal
name = "Adrenal Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to inject a chemical cocktail, which has a mild healing effect along with removing all stuns and increasing his speed."
item = /obj/item/weapon/storage/box/syndie_kit/imp_adrenal
cost = 4
// POINTLESS BADASSERY
/datum/uplink_item/badass
category = "(Pointless) Badassery"
/datum/uplink_item/badass/bundle
name = "Syndicate Bundle"
desc = "Syndicate Bundles are specialised groups of items that arrive in a plain box. These items are collectively worth more than 10 telecrystals, but you do not know which specialisation you will receive."
item = /obj/item/weapon/storage/box/syndicate
cost = 10
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/badass/syndiecards
name = "Syndicate Playing Cards"
desc = "A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. \
You can also play card games with them."
item = /obj/item/toy/cards/deck/syndicate
cost = 1
excludefrom = list(/datum/game_mode/nuclear)
/datum/uplink_item/badass/balloon
name = "For showing that you are The Boss"
desc = "A useless red balloon with the syndicate logo on it, which can blow the deepest of covers."
item = /obj/item/toy/syndicateballoon
cost = 10
/datum/uplink_item/badass/random
name = "Random Item"
desc = "Picking this choice will send you a random item from the list. Useful for when you cannot think of a strategy to finish your objectives with."
item = /obj/item/weapon/storage/box/syndicate
cost = 0
/datum/uplink_item/badass/random/spawn_item(var/turf/loc, var/obj/item/device/uplink/U)
var/list/buyable_items = get_uplink_items()
var/list/possible_items = list()
for(var/category in buyable_items)
for(var/datum/uplink_item/I in buyable_items[category])
if(I == src)
continue
if(I.cost > U.uses)
continue
possible_items += I
if(possible_items.len)
var/datum/uplink_item/I = pick(possible_items)
U.uses -= max(0, I.cost)
feedback_add_details("traitor_uplink_items_bought","RN")
return new I.item(loc)
+3 -2
View File
@@ -37,7 +37,7 @@ var/const/AIRLOCK_WIRE_LIGHT = 2048
. += text("<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]", (A.locked ? "The door bolts have fallen!" : "The door bolts look up."),
(A.lights ? "The door bolt lights are on." : "The door bolt lights are off!"),
((A.arePowerSystemsOn() && !(A.stat & NOPOWER)) ? "The test light is on." : "The test light is off!"),
(A.aiControlDisabled==0 ? "The 'AI control allowed' light is on." : "The 'AI control allowed' light is off."),
((A.aiControlDisabled==0 && !A.emagged) ? "The 'AI control allowed' light is on." : "The 'AI control allowed' light is off."),
(A.safe==0 ? "The 'Check Wiring' light is on." : "The 'Check Wiring' light is off."),
(A.normalspeed==0 ? "The 'Check Timing Mechanism' light is on." : "The 'Check Timing Mechanism' light is off."),
(A.emergency==0 ? "The emergency lights are off." : "The emergency lights are on."))
@@ -179,7 +179,8 @@ var/const/AIRLOCK_WIRE_LIGHT = 2048
return
if(AIRLOCK_WIRE_OPEN_DOOR)
//tries to open the door without ID
//will succeed only if the ID wire is cut or the door requires no access
//will succeed only if the ID wire is cut or the door requires no access and it's not emagged
if(A.emagged) return
if(!A.requiresID() || A.check_access(null))
if(A.density) A.open()
else A.close()
+94 -94
View File
@@ -1,94 +1,94 @@
/datum/wires/alarm
holder_type = /obj/machinery/alarm
wire_count = 5
var/const/AALARM_WIRE_IDSCAN = 1
var/const/AALARM_WIRE_POWER = 2
var/const/AALARM_WIRE_SYPHON = 4
var/const/AALARM_WIRE_AI_CONTROL = 8
var/const/AALARM_WIRE_AALARM = 16
/datum/wires/alarm/CanUse(var/mob/living/L)
var/obj/machinery/alarm/A = holder
if(A.wiresexposed)
return 1
return 0
/datum/wires/alarm/GetInteractWindow()
var/obj/machinery/alarm/A = holder
. += ..()
. += text("<br>\n[(A.locked ? "The Air Alarm is locked." : "The Air Alarm is unlocked.")]<br>\n[((A.shorted || (A.stat & (NOPOWER|BROKEN))) ? "The Air Alarm is offline." : "The Air Alarm is working properly!")]<br>\n[(A.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on.")]")
/datum/wires/alarm/UpdateCut(var/index, var/mended)
var/obj/machinery/alarm/A = holder
switch(index)
if(AALARM_WIRE_IDSCAN)
if(!mended)
A.locked = 1
//world << "Idscan wire cut"
if(AALARM_WIRE_POWER)
A.shock(usr, 50)
A.shorted = !mended
A.update_icon()
//world << "Power wire cut"
if (AALARM_WIRE_AI_CONTROL)
if (A.aidisabled == !mended)
A.aidisabled = mended
//world << "AI Control Wire Cut"
if(AALARM_WIRE_SYPHON)
if(!mended)
A.mode = 3 // AALARM_MODE_PANIC
A.apply_mode()
//world << "Syphon Wire Cut"
if(AALARM_WIRE_AALARM)
if (A.alarm_area.atmosalert(2))
A.post_alert(2)
A.update_icon()
/datum/wires/alarm/UpdatePulsed(var/index)
var/obj/machinery/alarm/A = holder
switch(index)
if(AALARM_WIRE_IDSCAN)
A.locked = !A.locked
// world << "Idscan wire pulsed"
if (AALARM_WIRE_POWER)
// world << "Power wire pulsed"
if(A.shorted == 0)
A.shorted = 1
A.update_icon()
spawn(12000)
if(A.shorted == 1)
A.shorted = 0
A.update_icon()
if (AALARM_WIRE_AI_CONTROL)
// world << "AI Control wire pulsed"
if (A.aidisabled == 0)
A.aidisabled = 1
A.updateDialog()
spawn(100)
if (A.aidisabled == 1)
A.aidisabled = 0
if(AALARM_WIRE_SYPHON)
// world << "Syphon wire pulsed"
if(A.mode == 1) // AALARM_MODE_SCRUB
A.mode = 3 // AALARM_MODE_PANIC
else
A.mode = 1 // AALARM_MODE_SCRUB
A.apply_mode()
if(AALARM_WIRE_AALARM)
// world << "Aalarm wire pulsed"
if (A.alarm_area.atmosalert(0))
A.post_alert(0)
A.update_icon()
/datum/wires/alarm
holder_type = /obj/machinery/alarm
wire_count = 5
var/const/AALARM_WIRE_IDSCAN = 1
var/const/AALARM_WIRE_POWER = 2
var/const/AALARM_WIRE_SYPHON = 4
var/const/AALARM_WIRE_AI_CONTROL = 8
var/const/AALARM_WIRE_AALARM = 16
/datum/wires/alarm/CanUse(var/mob/living/L)
var/obj/machinery/alarm/A = holder
if(A.wiresexposed)
return 1
return 0
/datum/wires/alarm/GetInteractWindow()
var/obj/machinery/alarm/A = holder
. += ..()
. += text("<br>\n[(A.locked ? "The Air Alarm is locked." : "The Air Alarm is unlocked.")]<br>\n[((A.shorted || (A.stat & (NOPOWER|BROKEN))) ? "The Air Alarm is offline." : "The Air Alarm is working properly!")]<br>\n[(A.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on.")]")
/datum/wires/alarm/UpdateCut(var/index, var/mended)
var/obj/machinery/alarm/A = holder
switch(index)
if(AALARM_WIRE_IDSCAN)
if(!mended)
A.locked = 1
//world << "Idscan wire cut"
if(AALARM_WIRE_POWER)
A.shock(usr, 50)
A.shorted = !mended
A.update_icon()
//world << "Power wire cut"
if (AALARM_WIRE_AI_CONTROL)
if (A.aidisabled == !mended)
A.aidisabled = mended
//world << "AI Control Wire Cut"
if(AALARM_WIRE_SYPHON)
if(!mended)
A.mode = 3 // AALARM_MODE_PANIC
A.apply_mode()
//world << "Syphon Wire Cut"
if(AALARM_WIRE_AALARM)
if (A.alarm_area.atmosalert(2))
A.post_alert(2)
A.update_icon()
/datum/wires/alarm/UpdatePulsed(var/index)
var/obj/machinery/alarm/A = holder
switch(index)
if(AALARM_WIRE_IDSCAN)
A.locked = !A.locked
// world << "Idscan wire pulsed"
if (AALARM_WIRE_POWER)
// world << "Power wire pulsed"
if(A.shorted == 0)
A.shorted = 1
A.update_icon()
spawn(12000)
if(A.shorted == 1)
A.shorted = 0
A.update_icon()
if (AALARM_WIRE_AI_CONTROL)
// world << "AI Control wire pulsed"
if (A.aidisabled == 0)
A.aidisabled = 1
A.updateDialog()
spawn(100)
if (A.aidisabled == 1)
A.aidisabled = 0
if(AALARM_WIRE_SYPHON)
// world << "Syphon wire pulsed"
if(A.mode == 1) // AALARM_MODE_SCRUB
A.mode = 3 // AALARM_MODE_PANIC
else
A.mode = 1 // AALARM_MODE_SCRUB
A.apply_mode()
if(AALARM_WIRE_AALARM)
// world << "Aalarm wire pulsed"
if (A.alarm_area.atmosalert(0))
A.post_alert(0)
A.update_icon()
+57 -57
View File
@@ -1,58 +1,58 @@
/datum/wires/autolathe
holder_type = /obj/machinery/autolathe
wire_count = 10
var/const/AUTOLATHE_HACK_WIRE = 1
var/const/AUTOLATHE_SHOCK_WIRE = 2
var/const/AUTOLATHE_DISABLE_WIRE = 4
/datum/wires/autolathe/GetInteractWindow()
var/obj/machinery/autolathe/A = holder
. += ..()
. += text("<BR>The red light is [A.disabled ? "off" : "on"].<BR>The green light is [A.shocked ? "off" : "on"].<BR>The blue light is [A.hacked ? "off" : "on"].<BR>")
/datum/wires/autolathe/CanUse()
var/obj/machinery/autolathe/A = holder
if(A.panel_open)
return 1
return 0
/datum/wires/autolathe/Interact(var/mob/living/user)
if(CanUse(user))
var/obj/machinery/autolathe/V = holder
V.attack_hand(user)
/datum/wires/autolathe/UpdateCut(index, mended)
var/obj/machinery/autolathe/A = holder
switch(index)
if(AUTOLATHE_HACK_WIRE)
A.hacked = !mended
if(AUTOLATHE_SHOCK_WIRE)
A.shocked = !mended
if(AUTOLATHE_DISABLE_WIRE)
A.disabled = !mended
/datum/wires/autolathe/UpdatePulsed(index)
if(IsIndexCut(index))
return
var/obj/machinery/autolathe/A = holder
switch(index)
if(AUTOLATHE_HACK_WIRE)
A.hacked = !A.hacked
spawn(50)
if(A && !IsIndexCut(index))
A.hacked = 0
Interact(usr)
if(AUTOLATHE_SHOCK_WIRE)
A.shocked = !A.shocked
spawn(50)
if(A && !IsIndexCut(index))
A.shocked = 0
Interact(usr)
if(AUTOLATHE_DISABLE_WIRE)
A.disabled = !A.disabled
spawn(50)
if(A && !IsIndexCut(index))
A.disabled = 0
/datum/wires/autolathe
holder_type = /obj/machinery/autolathe
wire_count = 10
var/const/AUTOLATHE_HACK_WIRE = 1
var/const/AUTOLATHE_SHOCK_WIRE = 2
var/const/AUTOLATHE_DISABLE_WIRE = 4
/datum/wires/autolathe/GetInteractWindow()
var/obj/machinery/autolathe/A = holder
. += ..()
. += text("<BR>The red light is [A.disabled ? "off" : "on"].<BR>The green light is [A.shocked ? "off" : "on"].<BR>The blue light is [A.hacked ? "off" : "on"].<BR>")
/datum/wires/autolathe/CanUse()
var/obj/machinery/autolathe/A = holder
if(A.panel_open)
return 1
return 0
/datum/wires/autolathe/Interact(var/mob/living/user)
if(CanUse(user))
var/obj/machinery/autolathe/V = holder
V.attack_hand(user)
/datum/wires/autolathe/UpdateCut(index, mended)
var/obj/machinery/autolathe/A = holder
switch(index)
if(AUTOLATHE_HACK_WIRE)
A.hacked = !mended
if(AUTOLATHE_SHOCK_WIRE)
A.shocked = !mended
if(AUTOLATHE_DISABLE_WIRE)
A.disabled = !mended
/datum/wires/autolathe/UpdatePulsed(index)
if(IsIndexCut(index))
return
var/obj/machinery/autolathe/A = holder
switch(index)
if(AUTOLATHE_HACK_WIRE)
A.hacked = !A.hacked
spawn(50)
if(A && !IsIndexCut(index))
A.hacked = 0
Interact(usr)
if(AUTOLATHE_SHOCK_WIRE)
A.shocked = !A.shocked
spawn(50)
if(A && !IsIndexCut(index))
A.shocked = 0
Interact(usr)
if(AUTOLATHE_DISABLE_WIRE)
A.disabled = !A.disabled
spawn(50)
if(A && !IsIndexCut(index))
A.disabled = 0
Interact(usr)
+76 -76
View File
@@ -1,77 +1,77 @@
/datum/wires/syndicatebomb
random = 1
holder_type = /obj/machinery/syndicatebomb
wire_count = 5
var/const/WIRE_BOOM = 1 // Explodes if pulsed or cut while active, defuses a bomb that isn't active on cut
var/const/WIRE_UNBOLT = 2 // Unbolts the bomb if cut, hint on pulsed
var/const/WIRE_DELAY = 4 // Raises the timer on pulse, does nothing on cut
var/const/WIRE_PROCEED = 8 // Lowers the timer, explodes if cut while the bomb is active
var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if pulsed while already active, will stop a timer a bomb on cut
/datum/wires/syndicatebomb/CanUse(var/mob/living/L)
var/obj/machinery/syndicatebomb/P = holder
if(P.open_panel)
return 1
return 0
/datum/wires/syndicatebomb/UpdatePulsed(var/index)
var/obj/machinery/syndicatebomb/P = holder
switch(index)
if(WIRE_BOOM)
if (P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.timer = 0
if(WIRE_UNBOLT)
P.loc.visible_message("\blue \icon[holder] The bolts spin in place for a moment.")
if(WIRE_DELAY)
playsound(P.loc, 'sound/machines/chime.ogg', 30, 1)
P.loc.visible_message("\blue \icon[holder] The bomb chirps.")
P.timer += 10
if(WIRE_PROCEED)
playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1)
P.loc.visible_message("\red \icon[holder] The bomb buzzes ominously!")
if (P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them
P.timer = 60
if (P.timer >= 21)
P.timer -= 10
else if (P.timer >= 11) //both to prevent negative timers and to have a little mercy
P.timer = 10
if(WIRE_ACTIVATE)
if(!P.active && !P.defused)
playsound(P.loc, 'sound/machines/click.ogg', 30, 1)
P.loc.visible_message("\red \icon[holder] You hear the bomb start ticking!")
P.active = 1
P.icon_state = "[initial(P.icon_state)]-active[P.open_panel ? "-wires" : ""]"
else
P.loc.visible_message("\blue \icon[holder] The bomb seems to hesitate for a moment.")
P.timer += 5
/datum/wires/syndicatebomb/UpdateCut(var/index, var/mended)
var/obj/machinery/syndicatebomb/P = holder
switch(index)
if(WIRE_EXPLODE)
if(!mended)
if(P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.timer = 0
else
P.defused = 1
if(mended)
P.defused = 0 //cutting and mending all the wires of an inactive bomb will thus cure any sabotage
if(WIRE_UNBOLT)
if (!mended && P.anchored)
playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1)
P.loc.visible_message("\blue \icon[holder] The bolts lift out of the ground!")
P.anchored = 0
if(WIRE_PROCEED)
if(!mended && P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.timer = 0
if(WIRE_ACTIVATE)
if (!mended && P.active)
P.loc.visible_message("\blue \icon[holder] The timer stops! The bomb has been defused!")
P.icon_state = "[initial(P.icon_state)]-inactive[P.open_panel ? "-wires" : ""]"
P.active = 0
/datum/wires/syndicatebomb
random = 1
holder_type = /obj/machinery/syndicatebomb
wire_count = 5
var/const/WIRE_BOOM = 1 // Explodes if pulsed or cut while active, defuses a bomb that isn't active on cut
var/const/WIRE_UNBOLT = 2 // Unbolts the bomb if cut, hint on pulsed
var/const/WIRE_DELAY = 4 // Raises the timer on pulse, does nothing on cut
var/const/WIRE_PROCEED = 8 // Lowers the timer, explodes if cut while the bomb is active
var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if pulsed while already active, will stop a timer a bomb on cut
/datum/wires/syndicatebomb/CanUse(var/mob/living/L)
var/obj/machinery/syndicatebomb/P = holder
if(P.open_panel)
return 1
return 0
/datum/wires/syndicatebomb/UpdatePulsed(var/index)
var/obj/machinery/syndicatebomb/P = holder
switch(index)
if(WIRE_BOOM)
if (P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.timer = 0
if(WIRE_UNBOLT)
P.loc.visible_message("\blue \icon[holder] The bolts spin in place for a moment.")
if(WIRE_DELAY)
playsound(P.loc, 'sound/machines/chime.ogg', 30, 1)
P.loc.visible_message("\blue \icon[holder] The bomb chirps.")
P.timer += 10
if(WIRE_PROCEED)
playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1)
P.loc.visible_message("\red \icon[holder] The bomb buzzes ominously!")
if (P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them
P.timer = 60
if (P.timer >= 21)
P.timer -= 10
else if (P.timer >= 11) //both to prevent negative timers and to have a little mercy
P.timer = 10
if(WIRE_ACTIVATE)
if(!P.active && !P.defused)
playsound(P.loc, 'sound/machines/click.ogg', 30, 1)
P.loc.visible_message("\red \icon[holder] You hear the bomb start ticking!")
P.active = 1
P.icon_state = "[initial(P.icon_state)]-active[P.open_panel ? "-wires" : ""]"
else
P.loc.visible_message("\blue \icon[holder] The bomb seems to hesitate for a moment.")
P.timer += 5
/datum/wires/syndicatebomb/UpdateCut(var/index, var/mended)
var/obj/machinery/syndicatebomb/P = holder
switch(index)
if(WIRE_EXPLODE)
if(!mended)
if(P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.timer = 0
else
P.defused = 1
if(mended)
P.defused = 0 //cutting and mending all the wires of an inactive bomb will thus cure any sabotage
if(WIRE_UNBOLT)
if (!mended && P.anchored)
playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1)
P.loc.visible_message("\blue \icon[holder] The bolts lift out of the ground!")
P.anchored = 0
if(WIRE_PROCEED)
if(!mended && P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.timer = 0
if(WIRE_ACTIVATE)
if (!mended && P.active)
P.loc.visible_message("\blue \icon[holder] The timer stops! The bomb has been defused!")
P.icon_state = "[initial(P.icon_state)]-inactive[P.open_panel ? "-wires" : ""]"
P.active = 0
P.defused = 1
+39 -39
View File
@@ -1,40 +1,40 @@
/datum/wires/taperecorder
wire_count = 2
holder_type = /obj/item/device/taperecorder
var/const/WIRE_PLAY = 1
var/const/WIRE_RECORD = 2
/datum/wires/taperecorder/UpdatePulsed(var/index)
switch(index)
if(WIRE_PLAY)
play()
if(WIRE_RECORD)
record()
/datum/wires/taperecorder/CanUse(var/mob/living/L)
var/obj/item/device/taperecorder/T = holder
if(T.open_panel)
return 1
return 0
/datum/wires/taperecorder/proc/play()
var/obj/item/device/taperecorder/T = holder
T.stop()
T.play()
/datum/wires/taperecorder/proc/record()
var/obj/item/device/taperecorder/T = holder
if(T.recording)
T.stop()
else
T.record()
//helpers
/datum/wires/taperecorder/proc/get_play()
return !(wires_status & WIRE_PLAY)
/datum/wires/taperecorder/proc/get_record()
/datum/wires/taperecorder
wire_count = 2
holder_type = /obj/item/device/taperecorder
var/const/WIRE_PLAY = 1
var/const/WIRE_RECORD = 2
/datum/wires/taperecorder/UpdatePulsed(var/index)
switch(index)
if(WIRE_PLAY)
play()
if(WIRE_RECORD)
record()
/datum/wires/taperecorder/CanUse(var/mob/living/L)
var/obj/item/device/taperecorder/T = holder
if(T.open_panel)
return 1
return 0
/datum/wires/taperecorder/proc/play()
var/obj/item/device/taperecorder/T = holder
T.stop()
T.play()
/datum/wires/taperecorder/proc/record()
var/obj/item/device/taperecorder/T = holder
if(T.recording)
T.stop()
else
T.record()
//helpers
/datum/wires/taperecorder/proc/get_play()
return !(wires_status & WIRE_PLAY)
/datum/wires/taperecorder/proc/get_record()
return !(wires_status & WIRE_RECORD)
+4
View File
@@ -10,3 +10,7 @@
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
M << command
if(title == "")
news_network.SubmitArticle(text, "Centcom Official", "Central Command", null)
else
news_network.SubmitArticle(title + "<br><br>" + text, "Centcom Official", "Central Command", null)
+2 -2
View File
@@ -82,8 +82,8 @@ proc/process_ghost_teleport_locs()
if(istype(AR, /area/turret_protected/aisat) || istype(AR, /area/derelict) || istype(AR, /area/tdome))
ghostteleportlocs += AR.name
ghostteleportlocs[AR.name] = AR
var/turf/picked = pick(get_area_turfs(AR.type))
if (picked.z == 1 || picked.z == 5 || picked.z == 3)
var/turf/picked = safepick(get_area_turfs(AR.type))
if (picked && (picked.z == 1 || picked.z == 5 || picked.z == 3))
ghostteleportlocs += AR.name
ghostteleportlocs[AR.name] = AR
+4 -17
View File
@@ -17,9 +17,6 @@
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
// Garbage collection
var/gc_destroyed //Time when this object
/atom/proc/throw_impact(atom/hit_atom)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
@@ -40,25 +37,15 @@
var/mob/living/M = src
M.take_organ_damage(20)
/atom/proc/CheckParts()
return
/atom/Del()
// Pass to Destroy().
if(isnull(gc_destroyed)) // If we're just straight up calling del(atom), make sure anything in Destroy() gets called anyways just to be sure.
Destroy()
..()
// Like Del(), but for qdel.
// Called BEFORE qdel moves shit.
// Also called on del()
/atom/proc/Destroy()
gc_destroyed = world.time
/atom/Destroy()
if(reagents)
reagents.delete()
del(reagents) // Technically I think the reagent holder will gc, but let's be careful here and delete all the reagents and the holder too
qdel(reagents)
invisibility = 101
// Do not call ..()
/atom/proc/assume_air(datum/gas_mixture/giver)
del(giver)
@@ -389,4 +376,4 @@ var/list/blood_splatter_icons = list()
return
/atom/proc/handle_slip()
return
return
+3 -3
View File
@@ -23,9 +23,9 @@
return
/atom/movable/Del()
if(!gc_destroyed && loc)
if(isnull(gc_destroyed) && loc)
testing("GC: -- [type] was deleted via del() rather than qdel() --")
// else if(!gc_destroyed)
// else if(isnull(gc_destroyed))
// testing("GC: [type] was deleted via GC without qdel()") //Not really a huge issue but from now on, please qdel()
// else
// testing("GC: [type] was deleted via GC with qdel()")
@@ -35,7 +35,7 @@
loc = null // can never null their loc enough really
for(var/atom/movable/AM in contents)
qdel(AM)
. = ..()
..()
// Previously known as HasEntered()
// This is automatically called when something enters your square
+1 -1
View File
@@ -378,7 +378,7 @@
if(open || !locked) //Open and unlocked, no need to escape
open = 1
return
user.next_move = world.time + 100
user.changeNext_move(100)
user.last_special = world.time + 100
user << "<span class='notice'>You lean on the back of [src] and start pushing the door open. (this will take about [breakout_time] minutes.)</span>"
user.visible_message("<span class='warning'>You hear a metallic creaking from [src]!</span>")
+143 -143
View File
@@ -1,144 +1,144 @@
/obj/item/weapon/antag_spawner
throw_speed = 1
throw_range = 5
w_class = 1.0
var/used = 0
/obj/item/weapon/antag_spawner/proc/spawn_antag(var/client/C, var/turf/T, var/type = "")
return
/obj/item/weapon/antag_spawner/proc/equip_antag(mob/target as mob)
return
/obj/item/weapon/antag_spawner/contract
name = "contract"
desc = "A magic contract previously signed by an apprentice. In exchange for instruction in the magical arts, they are bound to answer your call for aid."
icon = 'icons/obj/wizard.dmi'
icon_state ="scroll2"
/obj/item/weapon/antag_spawner/contract/attack_self(mob/user as mob)
user.set_machine(src)
var/dat
if(used)
dat = "<B>You have already summoned your apprentice.</B><BR>"
else
dat = "<B>Contract of Apprenticeship:</B><BR>"
dat += "<I>Using this contract, you may summon an apprentice to aid you on your mission.</I><BR>"
dat += "<I>If you are unable to establish contact with your apprentice, you can feed the contract back to the spellbook to refund your points.</I><BR>"
dat += "<B>Which school of magic is your apprentice studying?:</B><BR>"
dat += "<A href='byond://?src=\ref[src];school=destruction'>Destruction</A><BR>"
dat += "<I>Your apprentice is skilled in offensive magic. They know Magic Missile and Fireball.</I><BR>"
dat += "<A href='byond://?src=\ref[src];school=bluespace'>Bluespace Manipulation</A><BR>"
dat += "<I>Your apprentice is able to defy physics, melting through solid objects and travelling great distances in the blink of an eye. They know Teleport and Ethereal Jaunt.</I><BR>"
dat += "<A href='byond://?src=\ref[src];school=healing'>Healing</A><BR>"
dat += "<I>Your apprentice is training to cast spells that will aid your survival. They know Forcewall and Charge and come with a Staff of Healing.</I><BR>"
dat += "<A href='byond://?src=\ref[src];school=robeless'>Robeless</A><BR>"
dat += "<I>Your apprentice is training to cast spells without their robes. They know Knock and Mindswap.</I><BR>"
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/weapon/antag_spawner/contract/Topic(href, href_list)
..()
var/mob/living/carbon/human/H = usr
if(H.stat || H.restrained())
return
if(!istype(H, /mob/living/carbon/human))
return 1
if(loc == H || (in_range(src, H) && istype(loc, /turf)))
H.set_machine(src)
if(href_list["school"])
if (used)
H << "You already used this contract!"
return
var/list/candidates = get_candidates(BE_WIZARD)
if(candidates.len)
src.used = 1
var/client/C = pick(candidates)
spawn_antag(C, get_turf(H.loc), href_list["school"])
else
H << "Unable to reach your apprentice! You can either attack the spellbook with the contract to refund your points, or wait and try again later."
/obj/item/weapon/antag_spawner/contract/spawn_antag(var/client/C, var/turf/T, var/type = "")
new /obj/effect/effect/harmless_smoke(T)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
M.key = C.key
M << "<B>You are the [usr.real_name]'s apprentice! You are bound by magic contract to follow their orders and help them in accomplishing their goals."
switch(type)
if("destruction")
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/dumbfire/fireball(null)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned powerful, destructive spells. You are able to cast magic missile and fireball."
if("bluespace")
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(null)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned reality bending mobility spells. You are able to cast teleport and ethereal jaunt."
if("healing")
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/charge(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/forcewall(null)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/magic/staff/healing(M), slot_r_hand)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned livesaving survival spells. You are able to cast charge and forcewall."
if("robeless")
M.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/knock(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/mind_transfer(null)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned stealthy, robeless spells. You are able to cast knock and mindswap."
equip_antag(M)
var/wizard_name_first = pick(wizard_first)
var/wizard_name_second = pick(wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
var/newname = copytext(sanitize(input(M, "You are the wizard's apprentice. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
if (!newname)
newname = randomname
M.mind.name = newname
M.real_name = newname
M.name = newname
var/datum/objective/protect/new_objective = new /datum/objective/protect
new_objective.owner = M:mind
new_objective:target = usr:mind
new_objective.explanation_text = "Protect [usr.real_name], the wizard."
M.mind.objectives += new_objective
ticker.mode.traitors += M.mind
M.mind.special_role = "apprentice"
/obj/item/weapon/antag_spawner/contract/equip_antag(mob/target as mob)
target.equip_to_slot_or_del(new /obj/item/device/radio/headset(target), slot_ears)
target.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(target), slot_w_uniform)
target.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(target), slot_shoes)
target.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(target), slot_wear_suit)
target.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(target), slot_head)
target.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(target), slot_back)
target.equip_to_slot_or_del(new /obj/item/weapon/storage/box(target), slot_in_backpack)
target.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll/apprentice(target), slot_r_store)
/obj/item/weapon/antag_spawner/borg_tele
name = "Syndicate Cyborg Teleporter"
desc = "A single-use teleporter used to deploy a Syndicate Cyborg on the field."
icon = 'icons/obj/device.dmi'
icon_state = "locator"
var/TC_cost = 0
/obj/item/weapon/antag_spawner/borg_tele/attack_self(mob/user as mob)
if(used)
user << "The teleporter is out of power."
return
var/list/borg_candicates = get_candidates(BE_OPERATIVE)
if(borg_candicates.len > 0)
used = 1
var/client/C = pick(borg_candicates)
spawn_antag(C, get_turf(src.loc), "syndieborg")
else
user << "<span class='notice'>Unable to connect to Syndicate Command. Please wait and try again later or use the teleporter on your uplink to get your points refunded.</span>"
/obj/item/weapon/antag_spawner/borg_tele/spawn_antag(var/client/C, var/turf/T, var/type = "")
var/datum/effect/effect/system/spark_spread/S = new /datum/effect/effect/system/spark_spread
S.set_up(4, 1, src)
S.start()
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot/syndicate(T)
R.key = C.key
ticker.mode.syndicates += R.mind
ticker.mode.update_synd_icons_added(R.mind)
R.mind.special_role = "syndicate"
/obj/item/weapon/antag_spawner
throw_speed = 1
throw_range = 5
w_class = 1.0
var/used = 0
/obj/item/weapon/antag_spawner/proc/spawn_antag(var/client/C, var/turf/T, var/type = "")
return
/obj/item/weapon/antag_spawner/proc/equip_antag(mob/target as mob)
return
/obj/item/weapon/antag_spawner/contract
name = "contract"
desc = "A magic contract previously signed by an apprentice. In exchange for instruction in the magical arts, they are bound to answer your call for aid."
icon = 'icons/obj/wizard.dmi'
icon_state ="scroll2"
/obj/item/weapon/antag_spawner/contract/attack_self(mob/user as mob)
user.set_machine(src)
var/dat
if(used)
dat = "<B>You have already summoned your apprentice.</B><BR>"
else
dat = "<B>Contract of Apprenticeship:</B><BR>"
dat += "<I>Using this contract, you may summon an apprentice to aid you on your mission.</I><BR>"
dat += "<I>If you are unable to establish contact with your apprentice, you can feed the contract back to the spellbook to refund your points.</I><BR>"
dat += "<B>Which school of magic is your apprentice studying?:</B><BR>"
dat += "<A href='byond://?src=\ref[src];school=destruction'>Destruction</A><BR>"
dat += "<I>Your apprentice is skilled in offensive magic. They know Magic Missile and Fireball.</I><BR>"
dat += "<A href='byond://?src=\ref[src];school=bluespace'>Bluespace Manipulation</A><BR>"
dat += "<I>Your apprentice is able to defy physics, melting through solid objects and travelling great distances in the blink of an eye. They know Teleport and Ethereal Jaunt.</I><BR>"
dat += "<A href='byond://?src=\ref[src];school=healing'>Healing</A><BR>"
dat += "<I>Your apprentice is training to cast spells that will aid your survival. They know Forcewall and Charge and come with a Staff of Healing.</I><BR>"
dat += "<A href='byond://?src=\ref[src];school=robeless'>Robeless</A><BR>"
dat += "<I>Your apprentice is training to cast spells without their robes. They know Knock and Mindswap.</I><BR>"
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/weapon/antag_spawner/contract/Topic(href, href_list)
..()
var/mob/living/carbon/human/H = usr
if(H.stat || H.restrained())
return
if(!istype(H, /mob/living/carbon/human))
return 1
if(loc == H || (in_range(src, H) && istype(loc, /turf)))
H.set_machine(src)
if(href_list["school"])
if (used)
H << "You already used this contract!"
return
var/list/candidates = get_candidates(BE_WIZARD)
if(candidates.len)
src.used = 1
var/client/C = pick(candidates)
spawn_antag(C, get_turf(H.loc), href_list["school"])
else
H << "Unable to reach your apprentice! You can either attack the spellbook with the contract to refund your points, or wait and try again later."
/obj/item/weapon/antag_spawner/contract/spawn_antag(var/client/C, var/turf/T, var/type = "")
new /obj/effect/effect/harmless_smoke(T)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
M.key = C.key
M << "<B>You are the [usr.real_name]'s apprentice! You are bound by magic contract to follow their orders and help them in accomplishing their goals."
switch(type)
if("destruction")
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/dumbfire/fireball(null)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned powerful, destructive spells. You are able to cast magic missile and fireball."
if("bluespace")
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(null)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned reality bending mobility spells. You are able to cast teleport and ethereal jaunt."
if("healing")
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/charge(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/forcewall(null)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/magic/staff/healing(M), slot_r_hand)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned livesaving survival spells. You are able to cast charge and forcewall."
if("robeless")
M.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/knock(null)
M.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/mind_transfer(null)
M << "<B>Your service has not gone unrewarded, however. Studying under [usr.real_name], you have learned stealthy, robeless spells. You are able to cast knock and mindswap."
equip_antag(M)
var/wizard_name_first = pick(wizard_first)
var/wizard_name_second = pick(wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
var/newname = copytext(sanitize(input(M, "You are the wizard's apprentice. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
if (!newname)
newname = randomname
M.mind.name = newname
M.real_name = newname
M.name = newname
var/datum/objective/protect/new_objective = new /datum/objective/protect
new_objective.owner = M:mind
new_objective:target = usr:mind
new_objective.explanation_text = "Protect [usr.real_name], the wizard."
M.mind.objectives += new_objective
ticker.mode.traitors += M.mind
M.mind.special_role = "apprentice"
/obj/item/weapon/antag_spawner/contract/equip_antag(mob/target as mob)
target.equip_to_slot_or_del(new /obj/item/device/radio/headset(target), slot_ears)
target.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(target), slot_w_uniform)
target.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(target), slot_shoes)
target.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(target), slot_wear_suit)
target.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(target), slot_head)
target.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(target), slot_back)
target.equip_to_slot_or_del(new /obj/item/weapon/storage/box(target), slot_in_backpack)
target.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll/apprentice(target), slot_r_store)
/obj/item/weapon/antag_spawner/borg_tele
name = "Syndicate Cyborg Teleporter"
desc = "A single-use teleporter used to deploy a Syndicate Cyborg on the field."
icon = 'icons/obj/device.dmi'
icon_state = "locator"
var/TC_cost = 0
/obj/item/weapon/antag_spawner/borg_tele/attack_self(mob/user as mob)
if(used)
user << "The teleporter is out of power."
return
var/list/borg_candicates = get_candidates(BE_OPERATIVE)
if(borg_candicates.len > 0)
used = 1
var/client/C = pick(borg_candicates)
spawn_antag(C, get_turf(src.loc), "syndieborg")
else
user << "<span class='notice'>Unable to connect to Syndicate Command. Please wait and try again later or use the teleporter on your uplink to get your points refunded.</span>"
/obj/item/weapon/antag_spawner/borg_tele/spawn_antag(var/client/C, var/turf/T, var/type = "")
var/datum/effect/effect/system/spark_spread/S = new /datum/effect/effect/system/spark_spread
S.set_up(4, 1, src)
S.start()
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot/syndicate(T)
R.key = C.key
ticker.mode.syndicates += R.mind
ticker.mode.update_synd_icons_added(R.mind)
R.mind.special_role = "syndicate"
R.faction = "syndicate"
+1 -1
View File
@@ -46,4 +46,4 @@ datum/game_mode/proc/auto_declare_completion_blob()
for(var/datum/mind/blob in blob_mode.infected_crew)
text += "<br><b>[blob.key]</b> was <b>[blob.name]</b>"
world << text
return 1
return 1
+1 -2
View File
@@ -30,8 +30,7 @@
/obj/effect/blob/core/update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Destroy()
qdel(src)
return
// update_icon is called when health changes so... call update_health in the overmind
if(overmind)
+8 -4
View File
@@ -10,10 +10,13 @@
/obj/effect/blob/factory/update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Destroy()
return
return
qdel(src)
/obj/effect/blob/factory/Destroy()
for(var/mob/living/simple_animal/hostile/blobspore/spore in spores)
if(spore.factory == src)
spore.factory = null
..()
/obj/effect/blob/factory/PulseAnimation(var/activate = 0)
if(activate)
@@ -128,3 +131,4 @@
if(contents)
for(var/mob/M in contents)
M.loc = src.loc
..()
+1 -2
View File
@@ -26,7 +26,6 @@
/obj/effect/blob/node/update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Destroy()
qdel(src)
return
return
+1 -4
View File
@@ -9,10 +9,7 @@
/obj/effect/blob/resource/update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Destroy()
return
return
qdel(src)
/obj/effect/blob/resource/PulseAnimation(var/activate = 0)
if(activate)
+1 -2
View File
@@ -9,8 +9,7 @@
/obj/effect/blob/shield/update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Destroy()
qdel(src)
return
return
+100 -100
View File
@@ -1,100 +1,100 @@
/mob/camera/blob
name = "Blob Overmind"
real_name = "Blob Overmind"
icon = 'icons/mob/blob.dmi'
icon_state = "marker"
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
invisibility = INVISIBILITY_OBSERVER
pass_flags = PASSBLOB
faction = "blob"
var/obj/effect/blob/core/blob_core = null // The blob overmind's core
var/blob_points = 0
var/max_blob_points = 100
/mob/camera/blob/New()
var/new_name = "[initial(name)] ([rand(1, 999)])"
name = new_name
real_name = new_name
..()
/mob/camera/blob/Login()
..()
sync_mind()
src << "<span class='notice'>You are the overmind!</span>"
src << "You are the overmind and can control the blob! You can expand, which will attack people, and place new blob pieces such as..."
src << "<b>Normal Blob</b> will expand your reach and allow you to upgrade into special blobs that perform certain functions."
src << "<b>Shield Blob</b> is a strong and expensive blob which can take more damage. It is fireproof and can block air, use this to protect yourself from station fires."
src << "<b>Resource Blob</b> is a blob which will collect more resources for you, try to build these earlier to get a strong income. It will benefit from being near your core or multiple nodes, by having an increased resource rate; put it alone and it won't create resources at all."
src << "<b>Node Blob</b> is a blob which will grow, like the core. Unlike the core it won't give you a small income but it can power resource and factory blobs to increase their rate."
src << "<b>Factory Blob</b> is a blob which will spawn blob spores which will attack nearby food. Putting this nearby nodes and your core will increase the spawn rate; put it alone and it will not spawn any spores."
src << "<b>Shortcuts:</b> CTRL Click = Expand Blob / Middle Mouse Click = Rally Spores / Alt Click = Create Shield"
update_health()
/mob/camera/blob/proc/update_health()
if(blob_core)
hud_used.blobhealthdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='#e36600'>[blob_core.health]</font></div>"
/mob/camera/blob/proc/add_points(var/points)
if(points != 0)
blob_points = Clamp(blob_points + points, 0, max_blob_points)
hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='#82ed00'>[src.blob_points]</font></div>"
/mob/camera/blob/say(var/message)
if (!message)
return
if (src.client)
if(client.prefs.muted & MUTE_IC)
src << "You cannot send IC messages (muted)."
return
if (src.client.handle_spam_prevention(message,MUTE_IC))
return
if (stat)
return
blob_talk(message)
/mob/camera/blob/proc/blob_talk(message)
log_say("[key_name(src)] : [message]")
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (!message)
return
var/message_a = say_quote(message)
var/rendered = "<font color=\"#EE4000\"><i><span class='game say'>Blob Telepathy, <span class='name'>[name]</span> <span class='message'>[message_a]</span></span></i></font>"
for (var/mob/M in mob_list)
if(isovermind(M) || isobserver(M))
M.show_message(rendered, 2)
/mob/camera/blob/emote(var/act,var/m_type=1,var/message = null)
return
/mob/camera/blob/blob_act()
return
/mob/camera/blob/Stat()
statpanel("Status")
..()
if (client.statpanel == "Status")
if(blob_core)
stat(null, "Core Health: [blob_core.health]")
stat(null, "Power Stored: [blob_points]/[max_blob_points]")
return
/mob/camera/blob/Move(var/NewLoc, var/Dir = 0)
var/obj/effect/blob/B = locate() in range("3x3", NewLoc)
if(B)
loc = NewLoc
else
return 0
/mob/camera/blob
name = "Blob Overmind"
real_name = "Blob Overmind"
icon = 'icons/mob/blob.dmi'
icon_state = "marker"
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
invisibility = INVISIBILITY_OBSERVER
pass_flags = PASSBLOB
faction = "blob"
var/obj/effect/blob/core/blob_core = null // The blob overmind's core
var/blob_points = 0
var/max_blob_points = 100
/mob/camera/blob/New()
var/new_name = "[initial(name)] ([rand(1, 999)])"
name = new_name
real_name = new_name
..()
/mob/camera/blob/Login()
..()
sync_mind()
src << "<span class='notice'>You are the overmind!</span>"
src << "You are the overmind and can control the blob! You can expand, which will attack people, and place new blob pieces such as..."
src << "<b>Normal Blob</b> will expand your reach and allow you to upgrade into special blobs that perform certain functions."
src << "<b>Shield Blob</b> is a strong and expensive blob which can take more damage. It is fireproof and can block air, use this to protect yourself from station fires."
src << "<b>Resource Blob</b> is a blob which will collect more resources for you, try to build these earlier to get a strong income. It will benefit from being near your core or multiple nodes, by having an increased resource rate; put it alone and it won't create resources at all."
src << "<b>Node Blob</b> is a blob which will grow, like the core. Unlike the core it won't give you a small income but it can power resource and factory blobs to increase their rate."
src << "<b>Factory Blob</b> is a blob which will spawn blob spores which will attack nearby food. Putting this nearby nodes and your core will increase the spawn rate; put it alone and it will not spawn any spores."
src << "<b>Shortcuts:</b> CTRL Click = Expand Blob / Middle Mouse Click = Rally Spores / Alt Click = Create Shield"
update_health()
/mob/camera/blob/proc/update_health()
if(blob_core)
hud_used.blobhealthdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='#e36600'>[blob_core.health]</font></div>"
/mob/camera/blob/proc/add_points(var/points)
if(points != 0)
blob_points = Clamp(blob_points + points, 0, max_blob_points)
hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='#82ed00'>[src.blob_points]</font></div>"
/mob/camera/blob/say(var/message)
if (!message)
return
if (src.client)
if(client.prefs.muted & MUTE_IC)
src << "You cannot send IC messages (muted)."
return
if (src.client.handle_spam_prevention(message,MUTE_IC))
return
if (stat)
return
blob_talk(message)
/mob/camera/blob/proc/blob_talk(message)
log_say("[key_name(src)] : [message]")
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (!message)
return
var/message_a = say_quote(message)
var/rendered = "<font color=\"#EE4000\"><i><span class='game say'>Blob Telepathy, <span class='name'>[name]</span> <span class='message'>[message_a]</span></span></i></font>"
for (var/mob/M in mob_list)
if(isovermind(M) || isobserver(M))
M.show_message(rendered, 2)
/mob/camera/blob/emote(var/act,var/m_type=1,var/message = null)
return
/mob/camera/blob/blob_act()
return
/mob/camera/blob/Stat()
statpanel("Status")
..()
if (client.statpanel == "Status")
if(blob_core)
stat(null, "Core Health: [blob_core.health]")
stat(null, "Power Stored: [blob_points]/[max_blob_points]")
return
/mob/camera/blob/Move(var/NewLoc, var/Dir = 0)
var/obj/effect/blob/B = locate() in range("3x3", NewLoc)
if(B)
loc = NewLoc
else
return 0
+26
View File
@@ -160,6 +160,32 @@
return
/mob/camera/blob/verb/relocate_core()
set category = "Blob"
set name = "Relocate Core (80)"
set desc = "Relocates your core to the node you are on, your old core will be turned into a node."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/node/B = locate(/obj/effect/blob/node) in T
if(!B)
src << "You must be on a blob node!"
return
if(!can_buy(80))
return
// The old switcharoo.
var/turf/old_turf = blob_core.loc
blob_core.loc = T
B.loc = old_turf
return
/mob/camera/blob/verb/revert()
set category = "Blob"
set name = "Remove Blob"
+6 -6
View File
@@ -25,6 +25,8 @@
/obj/effect/blob/Destroy()
blobs -= src
if(isturf(loc)) //Necessary because Expand() is retarded and spawns a blob and then deletes it
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
..()
@@ -117,7 +119,8 @@
B.loc = T
else
T.blob_act()//If we cant move in hit the turf
B.Destroy()
B.loc = null //So we don't play the splat sound, see Destroy()
qdel(B)
for(var/atom/A in T)//Hit everything in the turf
A.blob_act()
@@ -147,6 +150,7 @@
/obj/effect/blob/attackby(var/obj/item/weapon/W, var/mob/user)
user.changeNext_move(8)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("<span class='danger'>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]!</span>")
var/damage = 0
@@ -163,6 +167,7 @@
return
/obj/effect/blob/attack_animal(mob/living/simple_animal/M as mob)
M.changeNext_move(8)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("<span class='danger'>The [src.name] has been attacked by \the [M]!</span>")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
@@ -184,13 +189,8 @@
luminosity = 0
health = 21
/obj/effect/blob/normal/Destroy()
src.loc = null
blobs -= src
/obj/effect/blob/normal/update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
qdel(src)
else if(health <= 15)
icon_state = "blob_damaged"
@@ -1,80 +1,80 @@
/*
* Don't use the apostrophe in name or desc. Causes script errors.
* TODO: combine atleast some of the functionality with /proc_holder/spell
*/
/obj/effect/proc_holder/changeling
panel = "Changeling"
name = "Prototype Sting"
desc = "" // Fluff
var/helptext = "" // Details
var/chemical_cost = 0 // negative chemical cost is for passive abilities (chemical glands)
var/dna_cost = -1 //cost of the sting in dna points. 0 = auto-purchase, -1 = cannot be purchased
var/req_dna = 0 //amount of dna needed to use this ability. Changelings always have atleast 1
var/req_human = 0 //if you need to be human to use this ability
var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
var/genetic_damage = 0 // genetic damage caused by using the sting. Nothing to do with cloneloss.
var/max_genetic_damage = 100 // hard counter for spamming abilities. Not used/balanced much yet.
/obj/effect/proc_holder/changeling/proc/on_purchase(var/mob/user)
return
/obj/effect/proc_holder/changeling/Click()
var/mob/user = usr
if(!user || !user.mind || !user.mind.changeling)
return
try_to_sting(user)
/obj/effect/proc_holder/changeling/proc/try_to_sting(var/mob/user, var/mob/target)
if(!can_sting(user, target))
return
var/datum/changeling/c = user.mind.changeling
if(sting_action(user, target))
sting_feedback(user, target)
take_chemical_cost(c)
/obj/effect/proc_holder/changeling/proc/sting_action(var/mob/user, var/mob/target)
return 0
/obj/effect/proc_holder/changeling/proc/sting_feedback(var/mob/user, var/mob/target)
return 0
/obj/effect/proc_holder/changeling/proc/take_chemical_cost(var/datum/changeling/changeling)
changeling.chem_charges -= chemical_cost
changeling.geneticdamage += genetic_damage
//Fairly important to remember to return 1 on success >.<
/obj/effect/proc_holder/changeling/proc/can_sting(var/mob/user, var/mob/target)
if(!ishuman(user) && !ismonkey(user)) //typecast everything from mob to carbon from this point onwards
return 0
if(req_human && !ishuman(user))
user << "<span class='warning'>We cannot do that in this form!</span>"
return 0
var/datum/changeling/c = user.mind.changeling
if(c.chem_charges<chemical_cost)
user << "<span class='warning'>We require at least [chemical_cost] unit\s of chemicals to do that!</span>"
return 0
if(c.absorbedcount<req_dna)
user << "<span class='warning'>We require at least [req_dna] sample\s of compatible DNA.</span>"
return 0
if(req_stat < user.stat)
user << "<span class='warning'>We are incapacitated.</span>"
return 0
if((user.status_flags & FAKEDEATH) && name!="Regenerate")
user << "<span class='warning'>We are incapacitated.</span>"
return 0
if(c.geneticdamage > max_genetic_damage)
user << "<span class='warning'>Our genomes are still reassembling. We need time to recover first.</span>"
return 0
return 1
//used in /mob/Stat()
/obj/effect/proc_holder/changeling/proc/can_be_used_by(var/mob/user)
if(!ishuman(user) && !ismonkey(user))
return 0
if(req_human && !ishuman(user))
return 0
return 1
/*
* Don't use the apostrophe in name or desc. Causes script errors.
* TODO: combine atleast some of the functionality with /proc_holder/spell
*/
/obj/effect/proc_holder/changeling
panel = "Changeling"
name = "Prototype Sting"
desc = "" // Fluff
var/helptext = "" // Details
var/chemical_cost = 0 // negative chemical cost is for passive abilities (chemical glands)
var/dna_cost = -1 //cost of the sting in dna points. 0 = auto-purchase, -1 = cannot be purchased
var/req_dna = 0 //amount of dna needed to use this ability. Changelings always have atleast 1
var/req_human = 0 //if you need to be human to use this ability
var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
var/genetic_damage = 0 // genetic damage caused by using the sting. Nothing to do with cloneloss.
var/max_genetic_damage = 100 // hard counter for spamming abilities. Not used/balanced much yet.
/obj/effect/proc_holder/changeling/proc/on_purchase(var/mob/user)
return
/obj/effect/proc_holder/changeling/Click()
var/mob/user = usr
if(!user || !user.mind || !user.mind.changeling)
return
try_to_sting(user)
/obj/effect/proc_holder/changeling/proc/try_to_sting(var/mob/user, var/mob/target)
if(!can_sting(user, target))
return
var/datum/changeling/c = user.mind.changeling
if(sting_action(user, target))
sting_feedback(user, target)
take_chemical_cost(c)
/obj/effect/proc_holder/changeling/proc/sting_action(var/mob/user, var/mob/target)
return 0
/obj/effect/proc_holder/changeling/proc/sting_feedback(var/mob/user, var/mob/target)
return 0
/obj/effect/proc_holder/changeling/proc/take_chemical_cost(var/datum/changeling/changeling)
changeling.chem_charges -= chemical_cost
changeling.geneticdamage += genetic_damage
//Fairly important to remember to return 1 on success >.<
/obj/effect/proc_holder/changeling/proc/can_sting(var/mob/user, var/mob/target)
if(!ishuman(user) && !ismonkey(user)) //typecast everything from mob to carbon from this point onwards
return 0
if(req_human && !ishuman(user))
user << "<span class='warning'>We cannot do that in this form!</span>"
return 0
var/datum/changeling/c = user.mind.changeling
if(c.chem_charges<chemical_cost)
user << "<span class='warning'>We require at least [chemical_cost] unit\s of chemicals to do that!</span>"
return 0
if(c.absorbedcount<req_dna)
user << "<span class='warning'>We require at least [req_dna] sample\s of compatible DNA.</span>"
return 0
if(req_stat < user.stat)
user << "<span class='warning'>We are incapacitated.</span>"
return 0
if((user.status_flags & FAKEDEATH) && name!="Regenerate")
user << "<span class='warning'>We are incapacitated.</span>"
return 0
if(c.geneticdamage > max_genetic_damage)
user << "<span class='warning'>Our genomes are still reassembling. We need time to recover first.</span>"
return 0
return 1
//used in /mob/Stat()
/obj/effect/proc_holder/changeling/proc/can_be_used_by(var/mob/user)
if(!ishuman(user) && !ismonkey(user))
return 0
if(req_human && !ishuman(user))
return 0
return 1

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