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Bubberstation/code/modules/events/ninja.dm
Incoming f993585486 [tumblr approved] Sausage Party Reduction
*Lets adamantine golems and ninjas generate female where before they were generated exclusively male.

The ninja spacesuit has a coded in female variant that has existed forever but was not actually used. It only shows up upon suit ACTIVATION because (?:?:?)|\|i|\|j4c0d3(?:?:?).

Likewise female adamantine golems have their own sprites and can show up in staff of change shots, but ones generated from the rune were always male.

This does NOT effect admin summoned unknown humans, those are all still male.
2014-01-12 04:33:45 -05:00

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//Note to future generations: I didn't write this god-awful code I just ported it to the event system and tried to make it less moon-speaky.
//Don't judge me D; ~Carn
/datum/round_event_control/ninja
name = "Space Ninja"
typepath = /datum/round_event/ninja
max_occurrences = 1
/datum/round_event/ninja
var/success_spawn = 0
var/helping_station
var/key
var/spawn_loc
var/mission
var/mob/living/carbon/human/Ninja
/datum/round_event/ninja/setup()
helping_station = rand(0,1)
/datum/round_event/ninja/kill()
if(!success_spawn && control)
control.occurrences--
return ..()
/datum/round_event/ninja/start()
//selecting a spawn_loc
if(!spawn_loc)
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("ninjaspawn","carpspawn")
spawn_locs += L.loc
if(!spawn_locs.len)
return kill()
spawn_loc = pick(spawn_locs)
if(!spawn_loc)
return kill()
//selecting a candidate player
if(!key)
var/list/candidates = get_candidates(BE_NINJA)
if(!candidates.len)
return kill()
var/client/C = pick(candidates)
key = C.key
if(!key)
return kill()
//We prepare the mind before we spawn the ninja mob, so we cannot simply do mob.key = key then modify the mind.
//instead we make the mind and modify it, then make sure it is active and mind.transfer_to(mob)
//alternatively we could do mob.mind = mind;mob.key=key
var/datum/mind/Mind = create_ninja_mind(key)
Mind.active = 1
//generate objectives - You'll generally get 6 objectives (Ninja is meant to be hardmode!)
if(mission)
var/datum/objective/O = new /datum/objective(mission)
O.owner = Mind
Mind.objectives += O
else
if(helping_station) //DS are the highest priority (if we're a helpful ninja)
for(var/datum/mind/M in ticker.minds)
if(M.current && M.current.stat != DEAD)
if(M.special_role == "Death Commando")
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = Mind
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the Death Commando."
Mind.objectives += O
else //Xenos are the highest priority (if we're not so helpful) Although this makes zero sense at all...
for(var/mob/living/carbon/alien/humanoid/queen/Q in player_list)
if(Q.mind && Q.stat != DEAD)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = Mind
O.target = Q.mind
O.explanation_text = "Slay \the [Q.real_name]."
Mind.objectives += O
if(Mind.objectives.len < 4) //not enough objectives still!
var/list/possible_targets = list()
for(var/datum/mind/M in ticker.minds)
if(M.current && M.current.stat != DEAD)
if(istype(M.current,/mob/living/carbon/human))
if(M.special_role)
possible_targets[M] = 0 //bad-guy
else if(M.assigned_role in command_positions)
possible_targets[M] = 1 //good-guy
var/list/objectives = list(1,2,3,4)
while(Mind.objectives.len < 4) //still not enough objectives!
switch(pick_n_take(objectives))
if(1) //research
var/datum/objective/download/O = new /datum/objective/download()
O.owner = Mind
O.gen_amount_goal()
Mind.objectives += O
if(2) //steal
var/datum/objective/steal/O = new /datum/objective/steal()
O.set_target(pick(O.possible_items_special))
O.owner = Mind
Mind.objectives += O
if(3) //protect/kill
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = Mind
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
Mind.objectives += O
else //protect
var/datum/objective/protect/O = new /datum/objective/protect()
O.owner = Mind
O.target = M
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
Mind.objectives += O
if(4) //debrain/capture
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/debrain/O = new /datum/objective/debrain()
O.owner = Mind
O.target = M
O.explanation_text = "Steal the brain of [M.current.real_name]."
Mind.objectives += O
else //capture
var/datum/objective/capture/O = new /datum/objective/capture()
O.owner = Mind
O.gen_amount_goal()
Mind.objectives += O
else
break
//Add a survival objective since it's usually broad enough for any round type.
var/datum/objective/O = new /datum/objective/survive()
O.owner = Mind
Mind.objectives += O
//Finally, add their RP-directive
var/directive = generate_ninja_directive()
O = new /datum/objective(directive) //making it an objective so admins can reward the for completion
O.owner = Mind
Mind.objectives += O
//add some RP-fluff
Mind.store_memory("I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
Mind.store_memory("Suprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
Mind.store_memory("Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.")
//spawn the ninja and assign the candidate
Ninja = create_space_ninja(spawn_loc)
Mind.transfer_to(Ninja)
//initialise equipment
Ninja.wear_suit:randomize_param()
Ninja.internal = Ninja.s_store
if(Ninja.internals)
Ninja.internals.icon_state = "internal1"
if(Ninja.mind != Mind) //something has gone wrong!
error("The ninja wasn't assigned the right mind. ;(")
success_spawn = 1
/*
This proc will give the ninja a directive to follow. They are not obligated to do so but it's a fun roleplay reminder.
Making this random or semi-random will probably not work without it also being incredibly silly.
As such, it's hard-coded for now. No reason for it not to be, really.
*/
/datum/round_event/ninja/proc/generate_ninja_directive()
switch(rand(1,13))
if(1) return "The Spider Clan must not be linked to this operation. Remain as hidden and covert as possible."
if(2) return "[station_name] is financed by an enemy of the Spider Clan. Cause as much structural damage as possible."
if(3) return "A wealthy animal rights activist has made a request we cannot refuse. Prioritize saving animal lives whenever possible."
if(4) return "The Spider Clan absolutely cannot be linked to this operation. Eliminate all witnesses using most extreme prejudice."
if(5) return "We are currently negotiating with Nanotrasen command. Prioritize saving human lives over ending them."
if(6) return "We are engaged in a legal dispute over [station_name]. If a laywer is present on board, force their cooperation in the matter."
if(7) return "A financial backer has made an offer we cannot refuse. Implicate Syndicate involvement in the operation."
if(8) return "Let no one question the mercy of the Spider Clan. Ensure the safety of all non-essential personnel you encounter."
if(9) return "A free agent has proposed a lucrative business deal. Implicate Nanotrasen involvement in the operation."
if(10) return "Our reputation is on the line. Harm as few civilians or innocents as possible."
if(11) return "Our honor is on the line. Utilize only honorable tactics when dealing with opponents."
if(12) return "We are currently negotiating with a Syndicate leader. Disguise assassinations as suicide or another natural cause."
else return "There are no special supplemental instructions at this time."
/*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
======================================SPACE NINJA SETUP====================================
___________________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
/*
README:
Data:
>> space_ninja.dm << is this file. It contains a variety of procs related to either spawning space ninjas,
modifying their verbs, various help procs, testing debug-related content, or storing unused procs for later.
Similar functions should go into this file, along with anything else that may not have an explicit category.
IMPORTANT: actual ninja suit, gloves, etc, are stored under the appropriate clothing files. If you need to change
variables or look them up, look there. Easiest way is through the map file browser.
>> ninja_abilities.dm << contains all the ninja-related powers. Spawning energy swords, teleporting, and the like.
If more powers are added, or perhaps something related to powers, it should go there. Make sure to describe
what an ability/power does so it's easier to reference later without looking at the code.
IMPORTANT: verbs are still somewhat funky to work with. If an argument is specified but is not referenced in a way
BYOND likes, in the code content, the verb will fail to trigger. Nothing will happen, literally, when clicked.
This can be bypassed by either referencing the argument properly, or linking to another proc with the argument
attached. The latter is what I like to do for certain cases--sometimes it's necessary to do that regardless.
>> ninja_equipment.dm << deals with all the equipment-related procs for a ninja. Primarily it has the suit, gloves,
and mask. The suit is by far the largest section of code out of the three and includes a lot of code that ties in
to other functions. This file has gotten kind of large so breaking it up may be in order. I use section hearders.
IMPORTANT: not much to say here. Follow along with the comments and adding new functions should be a breeze. Also
know that certain equipment pieces are linked in other files. The energy blade, for example, has special
functions defined in the appropriate files (airlock, securestorage, etc).
General Notes:
I created space ninjas with the expressed purpose of spicing up boring rounds. That is, ninjas are to xenos as marauders are to
death squads. Ninjas are stealthy, tech-savvy, and powerful. Not to say marauders are all of those things, but a clever ninja
should have little problem murderampaging their way through just about anything. Short of admin wizards maybe.
HOWEVER!
Ninjas also have a fairly great weakness as they require energy to use abilities. If, theoretically, there is a game
mode based around space ninjas, make sure to account for their energy needs.
Admin Notes:
Ninjas are not admin PCs--please do not use them for that purpose. They are another way to participate in the game post-death,
like pais, xenos, death squads, and cyborgs.
I'm currently looking for feedback from regular players since beta testing is largely done. I would appreciate if
you spawned regular players as ninjas when rounds are boring. Or exciting, it's all good as long as there is feedback.
You can also spawn ninja gear manually if you want to.
How to do that:
Make sure your character has a mind.
Change their assigned_role to "MODE", no quotes. Otherwise, the suit won't initialize.
Change their special_role to "Space Ninja", no quotes. Otherwise, the character will be gibbed.
Spawn ninja gear, put it on, hit initialize. Let the suit do the rest. You are now a space ninja.
I don't recommend messing with suit variables unless you really know what you're doing.
Miscellaneous Notes:
Potential Upgrade Tree:
Energy Shield:
Extra Ability
Syndicate Shield device?
Works like the force wall spell, except can be kept indefinitely as long as energy remains. Toggled on or off.
Would block bullets and the like.
Phase Shift
Extra Ability
Advanced Sensors?
Instead of being unlocked at the start, Phase Shieft would become available once requirements are met.
Uranium-based Recharger:
Suit Upgrade
Unsure
Instead of losing energy each second, the suit would regain the same amount of energy.
This would not count in activating stealth and similar.
Extended Battery Life:
Suit Upgrade
Battery of higher capacity
Already implemented. Replace current battery with one of higher capacity.
Advanced Cloak-Tech device.
Suit Upgrade
Syndicate Cloaking Device?
Remove cloak failure rate.
*/
//=======//CURRENT PLAYER VERB//=======//
/client/proc/cmd_admin_ninjafy(var/mob/living/carbon/human/H in player_list)
set category = null
set name = "Make Space Ninja"
if(!ticker)
alert("Wait until the game starts")
return
if(!istype(H))
return
if(alert(src, "You sure?", "Confirm", "Yes", "No") != "Yes")
return
log_admin("[key_name(src)] turned [H.key] into a Space Ninja.")
H.mind = create_ninja_mind(H.key)
H.mind_initialize()
H.equip_space_ninja(1)
if(istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
H.wear_suit:randomize_param()
spawn(0)
H.wear_suit:ninitialize(10,H)
//=======//CURRENT GHOST VERB//=======//
/client/proc/send_space_ninja()
set category = "Fun"
set name = "Spawn Space Ninja"
set desc = "Spawns a space ninja for when you need a teenager with attitude."
set popup_menu = 0
if(!holder)
src << "Only administrators may use this command."
return
if(!ticker.mode)
alert("The game hasn't started yet!")
return
if(alert("Are you sure you want to send in a space ninja?",,"Yes","No")=="No")
return
var/mission = copytext(sanitize(input(src, "Please specify which mission the space ninja shall undertake.", "Specify Mission", null) as text|null),1,MAX_MESSAGE_LEN)
var/client/C = input("Pick character to spawn as the Space Ninja", "Key", "") as null|anything in clients
if(!C)
return
var/datum/round_event/ninja/E = new /datum/round_event/ninja()
E.key=C.key
E.mission=mission
message_admins("\blue [key_name_admin(key)] has spawned [key_name_admin(C.key)] as a Space Ninja.")
log_admin("[key] used Spawn Space Ninja.")
return
//=======//NINJA CREATION PROCS//=======//
/proc/create_space_ninja(spawn_loc)
var/mob/living/carbon/human/new_ninja = new(spawn_loc)
if(prob(50)) new_ninja.gender = "female"
var/datum/preferences/A = new()//Randomize appearance for the ninja.
A.real_name = "[pick(ninja_titles)] [pick(ninja_names)]"
A.copy_to(new_ninja)
ready_dna(new_ninja)
new_ninja.equip_space_ninja()
return new_ninja
/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters.
if(safety)
del(w_uniform)
del(wear_suit)
del(wear_mask)
del(head)
del(shoes)
del(gloves)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
equip_to_slot_or_del(R, slot_ears)
if(gender==FEMALE)
equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
else
equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack/carbondioxide(src), slot_back)
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(src)
E.imp_in = src
E.implanted = 1
return 1
//=======//HELPER PROCS//=======//
//Randomizes suit parameters.
/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
s_cost = rand(1,20)
s_acost = rand(20,100)
k_cost = rand(100,500)
k_damage = rand(1,20)
s_delay = rand(10,100)
s_bombs = rand(5,20)
a_boost = rand(1,7)
//This proc prevents the suit from being taken off.
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/U, X = 0)
if(X)//If you want to check for icons.
icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
U:gloves.icon_state = "s-ninjan"
U:gloves.item_state = "s-ninjan"
else
if(U.mind.special_role!="Space Ninja")
U << "\red <B>f<>TaL <20><>RRoR</B>: 382200-*#00C<30>DE <B>RED</B>\nUNAU<41>HORIZED US<55> DET<45>C<EFBFBD><43><EFBFBD>eD\nCoMM<4D>NCING SUB-R0U<30>IN3 13...\nT<6E>RMInATING U-U-US<55>R..."
U.gib()
return 0
if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
U << "\red <B>ERROR</B>: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
return 0
if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
U << "\red <B>ERROR</B>: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
return 0
if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
U << "\red <B>ERROR</B>: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
return 0
affecting = U
canremove = 0
slowdown = 0
n_hood = U:head
n_hood.canremove=0
n_shoes = U:shoes
n_shoes.canremove=0
n_shoes.slowdown--
n_gloves = U:gloves
n_gloves.canremove=0
return 1
//This proc allows the suit to be taken off.
/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit()
affecting = null
canremove = 1
slowdown = 1
icon_state = "s-ninja"
if(n_hood)//Should be attached, might not be attached.
n_hood.canremove=1
if(n_shoes)
n_shoes.canremove=1
n_shoes.slowdown++
if(n_gloves)
n_gloves.icon_state = "s-ninja"
n_gloves.item_state = "s-ninja"
n_gloves.canremove=1
n_gloves.candrain=0
n_gloves.draining=0
//Allows the mob to grab a stealth icon.
/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay.
invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2.
var/icon/opacity_icon = new(A.icon, A.icon_state)
var/icon/alpha_mask = getIconMask(src)
var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1")
alpha_mask.AddAlphaMask(alpha_mask_2)
opacity_icon.AddAlphaMask(alpha_mask)
for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
switch(i)//Now to determine offset so the result is somewhat blurred.
if(1)
I.pixel_x -= 1
if(2)
I.pixel_x += 1
if(3)
I.pixel_y -= 1
if(4)
I.pixel_y += 1
overlays += I//And finally add the overlay.
overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
//When ninja steal malfunctions.
/mob/proc/NinjaStealthMalf()
invisibility = 0//Set ninja invis to 0.
overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
playsound(loc, 'sound/effects/stealthoff.ogg', 75, 1)
//=======//GENERIC VERB MODIFIERS//=======//
/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs()
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled
s_initialized = 1
/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/init
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
if(n_gloves)
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
s_initialized = 0
/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
s_initialized=1
slowdown=0
/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
//=======//KAMIKAZE VERBS//=======//
/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
kamikaze = 1
icon_state = U.gender==FEMALE ? "s-ninjakf" : "s-ninjak"
if(n_gloves)
n_gloves.icon_state = "s-ninjak"
n_gloves.item_state = "s-ninjak"
n_gloves.candrain = 0
n_gloves.draining = 0
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
cancel_stealth()
U << browse(null, "window=spideros")
U << "\red Do or Die, <b>LET'S ROCK!!</b>"
/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
if(kamikaze)
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
if(n_gloves)
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
U.incorporeal_move = 0
kamikaze = 0
k_unlock = 0
U << "\blue Disengaging mode...\n\black<b>CODE NAME</b>: \red <b>KAMIKAZE</b>"
//=======//AI VERBS//=======//
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
s_busy = 0
s_control = 0
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
s_control = 1
//=======//OLD & UNUSED//=======//
/*
Deprecated. get_dir() does the same thing. Still a nice proc.
Returns direction that the mob or whomever should be facing in relation to the target.
This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
I personally used it with getline() to great effect.
/proc/get_dir_to(turf/start,turf/end)//N
var/xdiff = start.x - end.x//The sign is important.
var/ydiff = start.y - end.y
var/direction_x = xdiff<1 ? 4:8//East - west
var/direction_y = ydiff<1 ? 1:2//North - south
var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
return direction_f
Alternative and inferior method of calculating spideros.
var/temp = num2text(spideros)
var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1
spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed.
//Old way of draining from wire.
/obj/item/clothing/gloves/space_ninja/proc/drain_wire()
set name = "Drain From Wire"
set desc = "Drain energy directly from an exposed wire."
set category = "Ninja Equip"
var/obj/structure/cable/attached
var/mob/living/carbon/human/U = loc
if(candrain&&!draining)
var/turf/T = U.loc
if(isturf(T) && T.is_plating())
attached = locate() in T
if(!attached)
U << "\red Warning: no exposed cable available."
else
U << "\blue Connecting to wire, stand still..."
if(do_after(U,50)&&!isnull(attached))
drain("WIRE",attached,U:wear_suit,src)
else
U << "\red Procedure interrupted. Protocol terminated."
return
I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.
This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system.
Can be added on to pretty easily.
BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels.
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
var/obj/effect/proc_holder/ai_return_control/A_C = new(AI)
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI)
var/obj/effect/proc_holder/ai_instruction/C_C = new(AI)
new/obj/effect/proc_holder/ai_holo_clear(AI)
AI.proc_holder_list += A_C
AI.proc_holder_list += B_C
AI.proc_holder_list += C_C
s_control = 0
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI
var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI
var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI
del(A_C)
del(B_C)
del(C_C)
del(D_C)
AI.proc_holder_list = list()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
s_control = 1
//Workaround
/obj/effect/proc_holder/ai_holo_clear
name = "Clear Hologram"
desc = "Stops projecting the current holographic image."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_holo_clear/Click()
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT
del(S.hologram.i_attached)
del(S.hologram)
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI
S.AI.proc_holder_list -= D_C
return
/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do.
name = "Instructions"
desc = "Displays a list of helpful information."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_instruction/Click()
loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely.
name = "Hack SpiderOS"
desc = "Hack directly into the Black Widow(tm) neuro-interface."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it.
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc
S.hack_spideros()
return
/obj/effect/proc_holder/ai_return_control
name = "Relinquish Control"
desc = "Return control to the user."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_return_control/Click()
var/mob/living/silicon/ai/A = loc
var/obj/item/clothing/suit/space/space_ninja/S = A.loc
A << browse(null, "window=hack spideros")//Close window
A << "You have seized your hacking attempt. [S.affecting] has regained control."
S.affecting << "<b>UPDATE</b>: [A.real_name] has ceased hacking attempt. All systems clear."
S.remove_AI_verbs()
return
*/
//=======//DEBUG//=======//
/*
/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs()
//DEBUG
//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables.
//for(var/P in verbs)
// if(P.set.name)
// usr << "[P.set.name], path: [P]"
return
Most of these are at various points of incomplete.
/mob/verb/grant_object_panel()
set name = "Grant AI Ninja Verbs Debug"
set category = "Ninja Debug"
var/obj/effect/proc_holder/ai_return_control/A_C = new(src)
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src)
usr:proc_holder_list += A_C
usr:proc_holder_list += B_C
mob/verb/remove_object_panel()
set name = "Remove AI Ninja Verbs Debug"
set category = "Ninja Debug"
var/obj/effect/proc_holder/ai_return_control/A = locate() in src
var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src
usr:proc_holder_list -= A
usr:proc_holder_list -= B
del(A)//First.
del(B)//Second, to keep the proc going.
return
/client/verb/grant_verb_ninja_debug1(var/mob/M in view())
set name = "Grant AI Ninja Verbs Debug"
set category = "Ninja Debug"
M.verbs += /mob/living/silicon/ai/verb/ninja_return_control
M.verbs += /mob/living/silicon/ai/verb/ninja_spideros
return
/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view())
set name = "Grant Back Ninja Verbs"
set category = "Ninja Debug"
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
return
/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob)
set name = "Grant AI Ninja Verbs"
set category = "null"
set hidden = 1
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
return
/mob/verb/get_dir_to_target(var/mob/M in oview())
set name = "Get Direction to Target"
set category = "Ninja Debug"
world << "DIR: [get_dir_to(src.loc,M.loc)]"
return
//
/mob/verb/kill_self_debug()
set name = "DEBUG Kill Self"
set category = "Ninja Debug"
src:death()
/client/verb/switch_client_debug()
set name = "DEBUG Switch Client"
set category = "Ninja Debug"
mob = mob:loc:loc
/mob/verb/possess_mob(var/mob/M in oview())
set name = "DEBUG Possess Mob"
set category = "Ninja Debug"
client.mob = M
/client/verb/switcharoo(var/mob/M in oview())
set name = "DEBUG Switch to AI"
set category = "Ninja Debug"
var/mob/last_mob = mob
mob = M
last_mob:wear_suit:AI:key = key
//
/client/verb/ninjaget(var/mob/M in oview())
set name = "DEBUG Ninja GET"
set category = "Ninja Debug"
mob = M
M.gib()
space_ninja()
/mob/verb/set_debug_ninja_target()
set name = "Set Debug Target"
set category = "Ninja Debug"
ninja_debug_target = src//The target is you, brohime.
world << "Target: [src]"
/mob/verb/hack_spideros_debug()
set name = "Debug Hack Spider OS"
set category = "Ninja Debug"
var/mob/living/silicon/ai/A = loc:AI
if(A)
if(!A.key)
A.client.mob = loc:affecting
else
loc:affecting:client:mob = A
return
//Tests the net and what it does.
/mob/verb/ninjanet_debug()
set name = "Energy Net Debug"
set category = "Ninja Debug"
var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc)
E.layer = layer+1//To have it appear one layer above the mob.
stunned = 10//So they are stunned initially but conscious.
anchored = 1//Anchors them so they can't move.
E.affecting = src
spawn(0)//Parallel processing.
E.process(src)
return
I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations.
The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on.
That is why you attached them to objects.
/mob/verb/TestNinjaShadow()
set name = "Test Ninja Ability"
set category = "Ninja Debug"
if(client)
var/safety = 4
for(var/turf/T in oview(5))
if(prob(20))
var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja")
safety--
spawn(0)
src << current_clone
spawn(300)
del(current_clone)
spawn while(!isnull(current_clone))
step_to(current_clone,src,1)
sleep(5)
if(safety<=0) break
return */
//Alternate ninja speech replacement.
/*This text is hilarious but also absolutely retarded.
message = replacetext(message, "l", "r")
message = replacetext(message, "rr", "ru")
message = replacetext(message, "v", "b")
message = replacetext(message, "f", "hu")
message = replacetext(message, "'t", "")
message = replacetext(message, "t ", "to ")
message = replacetext(message, " I ", " ai ")
message = replacetext(message, "th", "z")
message = replacetext(message, "ish", "isu")
message = replacetext(message, "is", "izu")
message = replacetext(message, "ziz", "zis")
message = replacetext(message, "se", "su")
message = replacetext(message, "br", "bur")
message = replacetext(message, "ry", "ri")
message = replacetext(message, "you", "yuu")
message = replacetext(message, "ck", "cku")
message = replacetext(message, "eu", "uu")
message = replacetext(message, "ow", "au")
message = replacetext(message, "are", "aa")
message = replacetext(message, "ay", "ayu")
message = replacetext(message, "ea", "ii")
message = replacetext(message, "ch", "chi")
message = replacetext(message, "than", "sen")
message = replacetext(message, ".", "")
message = lowertext(message)
*/
/*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
==================================SPACE NINJA ABILITIES====================================
___________________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
//=======//SAFETY CHECK//=======//
/*
X is optional, tells the proc to check for specific stuff. C is also optional.
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
They should, as I have made every effort for that to be the case.
In the case that they are not, I imagine the game will run-time error like crazy.
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
var/mob/living/carbon/human/U = affecting
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
return 1
else if(C&&cell.charge<C*10)
U << "\red Not enough energy."
return 1
switch(X)
if(1)
cancel_stealth()//Get rid of it.
if(2)
if(s_bombs<=0)
U << "\red There are no more smoke bombs remaining."
return 1
if(3)
if(a_boost<=0)
U << "\red You do not have any more adrenaline boosters."
return 1
return (s_coold)//Returns the value of the variable which counts down to zero.
//=======//TELEPORT GRAB CHECK//=======//
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
var/obj/item/weapon/grab/G = U.get_active_hand()
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = U.get_inactive_hand()
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
return
//=======//SMOKE//=======//
/*Summons smoke in radius of user.
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
set name = "Smoke Bomb"
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
set category = "Ninja Ability"
set popup_menu = 0//Will not see it when right clicking.
if(!ninjacost(,2))
var/mob/living/carbon/human/U = affecting
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
smoke.set_up(10, 0, U.loc)
smoke.start()
playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
s_bombs--
s_coold = 1
return
//=======//9-8 TILE TELEPORT//=======//
//Click to to teleport 9-10 tiles in direction facing.
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
set name = "Phase Jaunt (10E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 100
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
handle_teleport_grab(destination, U)
U.loc = destination
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
spawn(0)
destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
s_coold = 1
cell.charge-=(C*10)
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
return
//=======//RIGHT CLICK TELEPORT//=======//
//Right click to teleport somewhere, almost exactly like admin jump to turf.
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
set name = "Phase Shift (20E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
set category = null//So it does not show up on the panel but can still be right-clicked.
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
var/C = 200
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if((!T.density)&&istype(mobloc, /turf))
spawn(0)
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
handle_teleport_grab(T, U)
U.loc = T
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
spawn(0)//Any living mobs in teleport area are gibbed.
T.kill_creatures(U)
s_coold = 1
cell.charge-=(C*10)
else
U << "\red You cannot teleport into solid walls or from solid matter"
return
//=======//EM PULSE//=======//
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
set name = "EM Burst (25E)"
set desc = "Disable any nearby technology with a electro-magnetic pulse."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 250
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 2
cell.charge-=(C*10)
return
//=======//ENERGY BLADE//=======//
//Summons a blade of energy in active hand.
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
set name = "Energy Blade (5E)"
set desc = "Create a focused beam of energy in your active hand."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 50
if(!ninjacost(C))
var/mob/living/carbon/human/U = affecting
if(!kamikaze)
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
var/obj/item/weapon/melee/energy/blade/W = new()
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
U.put_in_hands(W)
cell.charge-=(C*10)
else
U << "\red You can only summon one blade. Try dropping an item first."
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
if(!U.get_active_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
U.put_in_hands(W)
if(!U.get_inactive_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
U.put_in_inactive_hand(W)
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
s_coold = 1
return
//=======//NINJA STARS//=======//
/*Shoots ninja stars at random people.
This could be a lot better but I'm too tired atm.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
set name = "Energy Star (5E)"
set desc = "Launches an energy star at a random living target."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 50
if(!ninjacost(C))
var/mob/living/carbon/human/U = affecting
var/targets[] = list()//So yo can shoot while yo throw dawg
for(var/mob/living/M in oview(loc))
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
targets.Add(M)
if(targets.len)
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
var/turf/curloc = U.loc
var/atom/targloc = get_turf(target)
if (!targloc || !istype(targloc, /turf) || !curloc)
return
if (targloc == curloc)
return
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
cell.charge-=(C*10)
A.process()
else
U << "\red There are no targets in view."
return
//=======//ENERGY NET//=======//
/*Allows the ninja to capture people, I guess.
Must right click on a mob to activate.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
set name = "Energy Net (20E)"
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
set category = null
set src = usr.contents
var/C = 200
if(!ninjacost(C,1)&&iscarbon(M))
var/mob/living/carbon/human/U = affecting
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
//if(M)//DEBUG
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
for(var/turf/T in getline(U.loc, M.loc))
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
U << "You may not use an energy net through solid obstacles!"
return
spawn(0)
U.Beam(M,"n_beam",,15)
M.anchored = 1//Anchors them so they can't move.
U.say("Get over here!")
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
E.layer = M.layer+1//To have it appear one layer above the mob.
for(var/mob/O in viewers(U, 3))
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
E.affecting = M
E.master = U
spawn(0)//Parallel processing.
E.process(M)
cell.charge-=(C*10)
else
U << "They are already trapped inside an energy net."
else
U << "They will bring no honor to your Clan!"
return
//=======//ADRENALINE BOOST//=======//
/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
Movement impairing would indicate drugs and the like.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
set name = "Adrenaline Boost"
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
var/mob/living/carbon/human/U = affecting
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
U.SetParalysis(0)
U.SetStunned(0)
U.SetWeakened(0)
/*
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
It's technically possible to come back from crit with this but it is very temporary.
Life.dm will kick the player back into unconsciosness the next process loop.
*/
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
spawn(70)
reagents.reaction(U, 2)
reagents.trans_id_to(U, "radium", a_transfer)
U << "\red You are beginning to feel the after-effect of the injection."
a_boost--
s_coold = 3
return
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
*/
//=======//NINJA MOVEMENT//=======//
//Also makes you move like you're on crack.
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
set name = "Shadow Walk"
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
set category = "Ninja Ability"
set popup_menu = 0
var/mob/living/carbon/human/U = affecting
if(!U.incorporeal_move)
U.incorporeal_move = 2
U << "\blue You will now phase through solid matter."
else
U.incorporeal_move = 0
U << "\blue You will no-longer phase through solid matter."
return
//=======//5 TILE TELEPORT/GIB//=======//
//Allows to gib up to five squares in a straight line. Seriously.
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
set name = "Phase Slayer"
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost())
var/mob/living/carbon/human/U = affecting
var/turf/destination = get_teleport_loc(U.loc,U,5)
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(destination&&istype(mobloc, /turf))
U.say("Ai Satsugai!")
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
spawn(0)
for(var/turf/T in getline(mobloc, destination))
spawn(0)
T.kill_creatures(U)
if(T==mobloc||T==destination) continue
spawn(0)
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
handle_teleport_grab(destination, U)
U.loc = destination
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
return
//=======//TELEPORT BEHIND MOB//=======//
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
This is so anime it hurts. But that's the point.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
set name = "Spider Mirage"
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost())//Simply checks for stat.
var/mob/living/carbon/human/U = affecting
var/targets[]
targets = new()
for(var/mob/living/M in oview(6))
if(M.stat) continue//Doesn't target corpses or paralyzed people.
targets.Add(M)
if(targets.len)
var/mob/living/target=pick(targets)
var/locx
var/locy
var/turf/mobloc = get_turf(target.loc)
var/safety = 0
switch(target.dir)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y-1)
if(locy<1)
safety = 1
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y+1)
if(locy>world.maxy)
safety = 1
if(EAST)
locy = mobloc.y
locx = (mobloc.x-1)
if(locx<1)
safety = 1
if(WEST)
locy = mobloc.y
locx = (mobloc.x+1)
if(locx>world.maxx)
safety = 1
else safety=1
if(!safety&&istype(mobloc, /turf))
U.say("Kumo no Shinkiro!")
var/turf/picked = locate(locx,locy,mobloc.z)
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
spawn(0)
var/limit = 4
for(var/turf/T in oview(5))
if(prob(20))
spawn(0)
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
limit--
if(limit<=0) break
handle_teleport_grab(picked, U)
U.loc = picked
U.dir = target.dir
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
else
U << "\red There are no targets in view."
return
//For the love of god,space out your code! This is a nightmare to read.
/*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
===================================SPACE NINJA EQUIPMENT===================================
___________________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<SPACE NINJA SUIT>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
*/
//=======//NEW AND DEL//=======//
/obj/item/clothing/suit/space/space_ninja/New()
..()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/init//suit initialize verb
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_instruction//for AIs
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo
//verbs += /obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs//DEBUG. Doesn't work.
spark_system = new()//spark initialize
spark_system.set_up(5, 0, src)
spark_system.attach(src)
stored_research = new()//Stolen research initialize.
for(var/T in typesof(/datum/tech) - /datum/tech)//Store up on research.
stored_research += new T(src)
var/reagent_amount//reagent initialize
for(var/reagent_id in reagent_list)
reagent_amount += reagent_id == "radium" ? r_maxamount+(a_boost*a_transfer) : r_maxamount//AI can inject radium directly.
reagents = new(reagent_amount)
reagents.my_atom = src
for(var/reagent_id in reagent_list)
reagent_id == "radium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account radium used for adrenaline boosting.
cell = new/obj/item/weapon/cell/high//The suit should *always* have a battery because so many things rely on it.
cell.charge = 9000//Starting charge should not be higher than maximum charge. It leads to problems with recharging.
/obj/item/clothing/suit/space/space_ninja/Del()
if(affecting)//To make sure the window is closed.
affecting << browse(null, "window=hack spideros")
if(AI)//If there are AIs present when the ninja kicks the bucket.
killai()
if(hologram)//If there is a hologram
del(hologram.i_attached)//Delete it and the attached image.
del(hologram)
..()
return
//Simply deletes all the attachments and self, killing all related procs.
/obj/item/clothing/suit/space/space_ninja/proc/terminate()
del(n_hood)
del(n_gloves)
del(n_shoes)
del(src)
/obj/item/clothing/suit/space/space_ninja/proc/killai(mob/living/silicon/ai/A = AI)
if(A.client)
A << "\red Self-erase protocol dete-- *bzzzzz*"
A << browse(null, "window=hack spideros")
AI = null
A.death(1)//Kill, deleting mob.
del(A)
return
//=======//SUIT VERBS//=======//
//Verbs link to procs because verb-like procs have a bug which prevents their use if the arguments are not readily referenced.
/obj/item/clothing/suit/space/space_ninja/proc/init()
set name = "Initialize Suit"
set desc = "Initializes the suit for field operation."
set category = "Ninja Equip"
ninitialize()
return
/obj/item/clothing/suit/space/space_ninja/proc/deinit()
set name = "De-Initialize Suit"
set desc = "Begins procedure to remove the suit."
set category = "Ninja Equip"
if(s_control&&!s_busy)
deinitialize()
else
affecting << "\red The function did not trigger!"
return
/obj/item/clothing/suit/space/space_ninja/proc/spideros()
set name = "Display SpiderOS"
set desc = "Utilize built-in computer system."
set category = "Ninja Equip"
if(s_control&&!s_busy&&!kamikaze)
display_spideros()
else
affecting << "\red The interface is locked!"
return
/obj/item/clothing/suit/space/space_ninja/proc/stealth()
set name = "Toggle Stealth"
set desc = "Utilize the internal CLOAK-tech device to activate or deactivate stealth-camo."
set category = "Ninja Equip"
if(s_control&&!s_busy)
toggle_stealth()
else
affecting << "\red Stealth does not appear to work!"
return
//=======//PROCESS PROCS//=======//
/obj/item/clothing/suit/space/space_ninja/proc/ntick(mob/living/carbon/human/U = affecting)
set background = BACKGROUND_ENABLED
//Runs in the background while the suit is initialized.
spawn while(cell.charge>=0)
//Let's check for some safeties.
if(s_initialized&&!affecting) terminate()//Kills the suit and attached objects.
if(!s_initialized) return//When turned off the proc stops.
if(AI&&AI.stat==2)//If there is an AI and it's ded. Shouldn't happen without purging, could happen.
if(!s_control)
ai_return_control()//Return control to ninja if the AI was previously in control.
killai()//Delete AI.
//Now let's do the normal processing.
if(s_coold) s_coold--//Checks for ability s_cooldown first.
var/A = s_cost//s_cost is the default energy cost each ntick, usually 5.
if(!kamikaze)
if(blade_check(U))//If there is a blade held in hand.
A += s_acost
if(s_active)//If stealth is active.
A += s_acost
else
if(prob(s_delay))//Suit delay is used as probability. May change later.
U.adjustBruteLoss(k_damage)//Default damage done, usually 1.
A = k_cost//kamikaze cost.
cell.charge-=A
if(cell.charge<=0)
if(kamikaze)
U.say("I DIE TO LIVE AGAIN!")
U << browse(null, "window=spideros")//Just in case.
U.death()
return
cell.charge=0
cancel_stealth()
sleep(10)//Checks every second.
//=======//INITIALIZE//=======//
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/U = loc)
if(U.mind && U.mind.assigned_role=="MODE" && !s_initialized && !s_busy)//Shouldn't be busy... but anything is possible I guess.
s_busy = 1
for(var/i,i<7,i++)
switch(i)
if(0)
U << "\blue Now initializing..."
if(1)
if(!lock_suit(U))//To lock the suit onto wearer.
break
U << "\blue Securing external locking mechanism...\nNeural-net established."
if(2)
U << "\blue Extending neural-net interface...\nNow monitoring brain wave pattern..."
if(3)
if(U.stat==2||U.health<=0)
U << "\red <B>FĆAL <20>Rr<52>R</B>: 344--93#<23>&&21 BR<42><52>N |/|/aV<61> PATT$RN <B>RED</B>\nA-A-aB<61>rT<72>NG..."
unlock_suit()
break
lock_suit(U,1)//Check for icons.
U.regenerate_icons()
U << "\blue Linking neural-net interface...\nPattern \green <B>GREEN</B>\blue, continuing operation."
if(4)
U << "\blue VOID-shift device status: <B>ONLINE</B>.\nCLOAK-tech device status: <B>ONLINE</B>."
if(5)
U << "\blue Primary system status: <B>ONLINE</B>.\nBackup system status: <B>ONLINE</B>.\nCurrent energy capacity: <B>[cell.charge]</B>."
if(6)
U << "\blue All systems operational. Welcome to <B>SpiderOS</B>, [U.real_name]."
grant_ninja_verbs()
grant_equip_verbs()
ntick()
sleep(delay)
s_busy = 0
else
if(!U.mind||U.mind.assigned_role!="MODE")//Your run of the mill persons shouldn't know what it is. Or how to turn it on.
U << "You do not understand how this suit functions. Where the heck did it even come from?"
else if(s_initialized)
U << "\red The suit is already functioning. \black <b>Please report this bug.</b>"
else
U << "\red <B>ERROR</B>: \black You cannot use this function at this time."
return
//=======//DEINITIALIZE//=======//
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay)
if(affecting==loc&&!s_busy)
var/mob/living/carbon/human/U = affecting
if(!s_initialized)
U << "\red The suit is not initialized. \black <b>Please report this bug.</b>"
return
if(alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No")=="No")
return
if(s_busy||flush)
U << "\red <B>ERROR</B>: \black You cannot use this function at this time."
return
s_busy = 1
for(var/i = 0,i<7,i++)
switch(i)
if(0)
U << "\blue Now de-initializing..."
remove_kamikaze(U)//Shutdowns kamikaze.
spideros = 0//Spideros resets.
if(1)
U << "\blue Logging off, [U:real_name]. Shutting down <B>SpiderOS</B>."
remove_ninja_verbs()
if(2)
U << "\blue Primary system status: <B>OFFLINE</B>.\nBackup system status: <B>OFFLINE</B>."
if(3)
U << "\blue VOID-shift device status: <B>OFFLINE</B>.\nCLOAK-tech device status: <B>OFFLINE</B>."
cancel_stealth()//Shutdowns stealth.
if(4)
U << "\blue Disconnecting neural-net interface...\green<B>Success</B>\blue."
if(5)
U << "\blue Disengaging neural-net interface...\green<B>Success</B>\blue."
if(6)
U << "\blue Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: <B>FINISHED</B>."
blade_check(U,2)
remove_equip_verbs()
unlock_suit()
U.regenerate_icons()
sleep(delay)
s_busy = 0
return
//=======//SPIDEROS PROC//=======//
/obj/item/clothing/suit/space/space_ninja/proc/display_spideros()
if(!affecting) return//If no mob is wearing the suit. I almost forgot about this variable.
var/mob/living/carbon/human/U = affecting
var/mob/living/silicon/ai/A = AI
var/display_to = s_control ? U : A//Who do we want to display certain messages to?
var/dat = "<html><head><title>SpiderOS</title></head><body bgcolor=\"#3D5B43\" text=\"#DB2929\"><style>a, a:link, a:visited, a:active, a:hover { color: #DB2929; }img {border-style:none;}</style>"
dat += "<a href='byond://?src=\ref[src];choice=Refresh'><img src=sos_7.png> Refresh</a>"
if(spideros)
dat += " | <a href='byond://?src=\ref[src];choice=Return'><img src=sos_1.png> Return</a>"
dat += " | <a href='byond://?src=\ref[src];choice=Close'><img src=sos_8.png> Close</a>"
dat += "<br>"
if(s_control)
dat += "<h2 ALIGN=CENTER>SpiderOS v.1.337</h2>"
dat += "Welcome, <b>[U.real_name]</b>.<br>"
else
dat += "<h2 ALIGN=CENTER>SpiderOS v.<b>ERR-RR00123</b></h2>"
dat += "<br>"
dat += "<img src=sos_10.png> Current Time: [worldtime2text()]<br>"
dat += "<img src=sos_9.png> Battery Life: [round(cell.charge/100)]%<br>"
dat += "<img src=sos_11.png> Smoke Bombs: \Roman [s_bombs]<br>"
dat += "<img src=sos_14.png> pai Device: "
if(pai)
dat += "<a href='byond://?src=\ref[src];choice=Configure pAI'>Configure</a>"
dat += " | "
dat += "<a href='byond://?src=\ref[src];choice=Eject pAI'>Eject</a>"
else
dat += "None Detected"
dat += "<br><br>"
switch(spideros)
if(0)
dat += "<h4><img src=sos_1.png> Available Functions:</h4>"
dat += "<ul>"
dat += "<li><a href='byond://?src=\ref[src];choice=7'><img src=sos_4.png> Research Stored</a></li>"
if(s_control)
if(AI)
dat += "<li><a href='byond://?src=\ref[src];choice=5'><img src=sos_13.png> AI Status</a></li>"
else
dat += "<li><a href='byond://?src=\ref[src];choice=Shock'><img src=sos_4.png> Shock [U.real_name]</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=6'><img src=sos_6.png> Activate Abilities</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=3'><img src=sos_3.png> Medical Screen</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=1'><img src=sos_5.png> Atmos Scan</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=2'><img src=sos_12.png> Messenger</a></li>"
if(s_control)
dat += "<li><a href='byond://?src=\ref[src];choice=4'><img src=sos_6.png> Other</a></li>"
dat += "</ul>"
if(3)
dat += "<h4><img src=sos_3.png> Medical Report:</h4>"
if(U.dna)
dat += "<b>Fingerprints</b>: <i>[md5(U.dna.uni_identity)]</i><br>"
dat += "<b>Unique identity</b>: <i>[U.dna.unique_enzymes]</i><br>"
dat += "<h4>Overall Status: [U.stat > 1 ? "dead" : "[U.health]% healthy"]</h4>"
dat += "<h4>Nutrition Status: [U.nutrition]</h4>"
dat += "Oxygen loss: [U.getOxyLoss()]"
dat += " | Toxin levels: [U.getToxLoss()]<br>"
dat += "Burn severity: [U.getFireLoss()]"
dat += " | Brute trauma: [U.getBruteLoss()]<br>"
dat += "Radiation Level: [U.radiation] rad<br>"
dat += "Body Temperature: [U.bodytemperature-T0C]&deg;C ([U.bodytemperature*1.8-459.67]&deg;F)<br>"
for(var/datum/disease/D in U.viruses)
dat += "Warning: Virus Detected. Name: [D.name].Type: [D.spread]. Stage: [D.stage]/[D.max_stages]. Possible Cure: [D.cure].<br>"
dat += "<ul>"
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id=="radium"&&s_control)//Can only directly inject radium when AI is in control.
continue
dat += "<li><a href='byond://?src=\ref[src];choice=Inject;name=[R.name];tag=[R.id]'><img src=sos_2.png> Inject [R.name]: [(reagents.get_reagent_amount(R.id)-(R.id=="radium"?(a_boost*a_transfer):0))/(R.id=="nutriment"?5:a_transfer)] left</a></li>"
dat += "</ul>"
if(1)
dat += "<h4><img src=sos_5.png> Atmospheric Scan:</h4>"//Headers don't need breaks. They are automatically placed.
var/turf/T = get_turf(U.loc)
if (isnull(T))
dat += "Unable to obtain a reading."
else
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
dat += "Air Pressure: [round(pressure,0.1)] kPa"
if (total_moles)
var/o2_level = environment.oxygen/total_moles
var/n2_level = environment.nitrogen/total_moles
var/co2_level = environment.carbon_dioxide/total_moles
var/plasma_level = environment.toxins/total_moles
var/unknown_level = 1-(o2_level+n2_level+co2_level+plasma_level)
dat += "<ul>"
dat += "<li>Nitrogen: [round(n2_level*100)]%</li>"
dat += "<li>Oxygen: [round(o2_level*100)]%</li>"
dat += "<li>Carbon Dioxide: [round(co2_level*100)]%</li>"
dat += "<li>Plasma: [round(plasma_level*100)]%</li>"
dat += "</ul>"
if(unknown_level > 0.01)
dat += "OTHER: [round(unknown_level)]%<br>"
dat += "Temperature: [round(environment.temperature-T0C)]&deg;C"
if(2)
if(k_unlock==7||!s_control)
dat += "<a href='byond://?src=\ref[src];choice=32'><img src=sos_1.png> Hidden Menu</a>"
dat += "<h4><img src=sos_12.png> Anonymous Messenger:</h4>"//Anonymous because the receiver will not know the sender's identity.
dat += "<h4><img src=sos_6.png> Detected PDAs:</h4>"
dat += "<ul>"
var/count = 0
for (var/obj/item/device/pda/P in get_viewable_pdas())
dat += "<li><a href='byond://?src=\ref[src];choice=Message;target=\ref[P]'>[P]</a>"
dat += "</li>"
count++
dat += "</ul>"
if (count == 0)
dat += "None detected.<br>"
if(32)
dat += "<h4><img src=sos_1.png> Hidden Menu:</h4>"
if(s_control)
dat += "Please input password: "
dat += "<a href='byond://?src=\ref[src];choice=Unlock Kamikaze'><b>HERE</b></a><br>"
dat += "<br>"
dat += "Remember, you will not be able to recharge energy during this function. If energy runs out, the suit will auto self-destruct.<br>"
dat += "Use with caution. De-initialize the suit when energy is low."
else
//Only leaving this in for funnays. CAN'T LET YOU DO THAT STAR FOX
dat += "<b>WARNING</b>: Hostile runtime intrusion detected: operation locked. The Spider Clan is watching you, <b>INTRUDER</b>."
dat += "<b>ERROR</b>: TARANTULA.v.4.77.12 encryption algorithm detected. Unable to decrypt archive.<br>"
if(4)
dat += {"
<h4><img src=sos_6.png> Ninja Manual:</h4>
<h5>Who they are:</h5>
Space ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should.<br>Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims.<br>Whatever the case, their technology is absolutely superb.
<h5>How they relate to other SS13 organizations:</h5>
<ul>
<li>*<b>Nanotrasen</b> and the Syndicate are two sides of the same coin and that coin is valuable.</li>
<li>*<b>The Space Wizard Federation</b> is a problem, mainly because they are an extremely dangerous group of unpredictable individuals--not to mention the wizards hate technology and are in direct opposition of the Spider Clan. Best avoided or left well-enough alone. How to battle: wizards possess several powerful abilities to steer clear off. Blind in particular is a nasty spell--jaunt away if you are blinded and never approach a wizard in melee. Stealth may also work if the wizard is not wearing thermal scanners--don't count on this. Run away if you feel threatened and await a better opportunity.</li>
<li>*<b>Changeling Hivemind</b>: extremely dangerous and to be killed on sight. How to battle: they will likely try to absorb you. Adrenaline boost, then phase shift into them. If you get stung, use SpiderOS to inject counter-agents. Stealth may also work but detecting a changeling is the real battle.</li>
<li>*<b>Xeno Hivemind</b>: their skulls make interesting kitchen decorations and are challenging to best, especially in larger nests. How to battle: they can see through your stealth guise and energy stars will not work on them. Best killed with a Phase Shift or at range. If you happen on a projectile stun weapon, use it and then close in to melee.</li>
</ul>
<h5>The reason they (you) are here:</h5>
Space ninjas are renowned throughout the known controlled space as fearless spies, infiltrators, and assassins. They are sent on missions of varying nature by Nanotrasen, the Syndicate, and other shady organizations and people. To hire a space ninja means serious business.
<h5>Their playstyle:</h5>
A mix of traitor, changeling, and wizard. Ninjas rely on energy, or electricity to be precise, to keep their suits running (when out of energy, a suit hibernates). Suits gain energy from objects or creatures that contain electrical charge. APCs, cell batteries, rechargers, SMES batteries, cyborgs, mechs, and exposed wires are currently supported. Through energy ninjas gain access to special powers--while all powers are tied to the ninja suit, the most useful of them are verb activated--to help them in their mission.<br>It is a constant struggle for a ninja to remain hidden long enough to recharge the suit and accomplish their objective; despite their arsenal of abilities, ninjas can die like any other. Unlike wizards, ninjas do not possess good crowd control and are typically forced to play more subdued in order to achieve their goals. Some of their abilities are specifically designed to confuse and disorient others.<br>With that said, it should be perfectly possible to completely flip the fuck out and rampage as a ninja.
<h5>Their powers:</h5>
There are two primary types: Equipment and Abilties. Passive effect are always on. Active effect must be turned on and remain active only when there is energy to do so. Ability costs are listed next to them.
<b>Equipment</b>: cannot be tracked by AI (passive), faster speed (passive), stealth (active), vision switch (passive if toggled), voice masking (passive), SpiderOS (passive if toggled), energy drain (passive if toggled).
<ul>
<li><i>Voice masking</i> generates a random name the ninja can use over the radio and in-person. Although, the former use is recommended.</li>
<li><i>Toggling vision</i> cycles to one of the following: thermal, meson, or darkness vision. The starting mode allows one to scout the identity of those in view, revealing their role. Traitors, revolutionaries, wizards, and other such people will be made known to you.</li>
<li><i>Stealth</i>, when activated, drains more battery charge and works similarly to a syndicate cloak. The cloak will deactivate when most Abilities are utilized.</li>
<li><i>On-board AI</i>: The suit is able to download an AI much like an intelicard. Check with SpiderOS for details once downloaded.</li>
<li><i>SpiderOS</i> is a specialized, PDA-like screen that allows for a small variety of functions, such as injecting healing chemicals directly from the suit. You are using it now, if that was not already obvious. You may also download AI modules directly to the OS.</li>
</ul>
<b>Abilities</b>:
<ul>
<li>*<b>Phase Shift</b> (<i>2000E</i>) and <b>Phase Jaunt</b> (<i>1000E</i>) are unique powers in that they can both be used for defense and offense. Jaunt launches the ninja forward facing up to 9 squares, somewhat randomly selecting the final destination. Shift can only be used on turf in view but is precise (cannot be used on walls). Any living mob in the area teleported to is instantly gibbed (mechs are damaged, huggers and other similar critters are killed). It is possible to teleport with a target, provided you grab them before teleporting.</li>
<li>*<b>Energy Blade</b> (<i>500E</i>) is a highly effective weapon. It is summoned directly to the ninja's hand and can also function as an EMAG for certain objects (doors/lockers/etc). You may also use it to cut through walls and disabled doors. Experiment! The blade will crit humans in two hits. This item cannot be placed in containers and when dropped or thrown disappears. Having an energy blade drains more power from the battery each tick.</li>
<li>*<b>EM Pulse</b> (<i>2500E</i>) is a highly useful ability that will create an electromagnetic shockwave around the ninja, disabling technology whenever possible. If used properly it can render a security force effectively useless. Of course, getting beat up with a toolbox is not accounted for.</li>
<li>*<b>Energy Star</b> (<i>500E</i>) is a ninja star made of green energy AND coated in poison. It works by picking a random living target within range and can be spammed to great effect in incapacitating foes. Just remember that the poison used is also used by the Xeno Hivemind (and will have no effect on them).</li>
<li>*<b>Energy Net</b> (<i>2000E</i>) is a non-lethal solution to incapacitating humanoids. The net is made of non-harmful phase energy and will halt movement as long as it remains in effect--it can be destroyed. If the net is not destroyed, after a certain time it will teleport the target to a holding facility for the Spider Clan and then vanish. You will be notified if the net fails or succeeds in capturing a target in this manner. Combine with energy stars or stripping to ensure success. Abduction never looked this leet.</li>
<li>*<b>Adrenaline Boost</b> (<i>1 E. Boost/3</i>) recovers the user from stun, weakness, and paralysis. Also injects 20 units of radium into the bloodstream.</li>
<li>*<b>Smoke Bomb</b> (<i>1 Sm.Bomb/10</i>) is a weak but potentially useful ability. It creates harmful smoke and can be used in tandem with other powers to confuse enemies.</li>
<li>*<b>???</b>: unleash the <b>True Ultimate Power!</b></li>
<h4>IMPORTANT:</h4>
<ul>
<li>*Make sure to toggle Special Interaction from the Ninja Equipment menu to interact differently with certain objects.</li>
<li>*Your starting power cell can be replaced if you find one with higher maximum energy capacity by clicking on your suit with the higher capacity cell.</li>
<li>*Conserve your energy. Without it, you are very vulnerable.</li>
</ul>
That is all you will need to know. The rest will come with practice and talent. Good luck!
<h4>Master /N</h4>
"}//This has always bothered me but not anymore!
if(5)
var/laws
dat += "<h4><img src=sos_13.png> AI Control:</h4>"
//var/mob/living/silicon/ai/A = AI
if(AI)//If an AI exists.
dat += "Stored AI: <b>[A.name]</b><br>"
dat += "System integrity: [(A.health+100)/2]%<br>"
//I personally think this makes things a little more fun. Ninjas can override all but law 0.
//if (A.laws.zeroth)
// laws += "<li>0: [A.laws.zeroth]</li>"
for (var/index = 1, index <= A.laws.ion.len, index++)
var/law = A.laws.ion[index]
if (length(law) > 0)
var/num = ionnum()
laws += "<li>[num]. [law]</li>"
var/number = 1
for (var/index = 1, index <= A.laws.inherent.len, index++)
var/law = A.laws.inherent[index]
if (length(law) > 0)
laws += "<li>[number]: [law]</li>"
number++
for (var/index = 1, index <= A.laws.supplied.len, index++)
var/law = A.laws.supplied[index]
if (length(law) > 0)
laws += "<li>[number]: [law]</li>"
number++
dat += "<h4>Laws:</h4><ul>[laws]<li><a href='byond://?src=\ref[src];choice=Override AI Laws'><i>*Override Laws*</i></a></li></ul>"
if (!flush)
dat += "<A href='byond://?src=\ref[src];choice=Purge AI'>Purge AI</A><br>"
else
dat += "<b>Purge in progress...</b><br>"
dat += " <A href='byond://?src=\ref[src];choice=Wireless AI'>[A.control_disabled ? "Enable" : "Disable"] Wireless Activity</A>"
if(6)
dat += {"
<h4><img src=sos_6.png> Activate Abilities:</h4>
<ul>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Phase Jaunt;cost= (10E)'><img src=sos_13.png> Phase Jaunt</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Phase Shift;cost= (20E)'><img src=sos_13.png> Phase Shift</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Energy Blade;cost= (5E)'><img src=sos_13.png> Energy Blade</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Energy Star;cost= (5E)'><img src=sos_13.png> Energy Star</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Energy Net;cost= (20E)'><img src=sos_13.png> Energy Net</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=EM Burst;cost= (25E)'><img src=sos_13.png> EM Pulse</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Smoke Bomb;cost='><img src=sos_13.png> Smoke Bomb</a></li>
<li><a href='byond://?src=\ref[src];choice=Trigger Ability;name=Adrenaline Boost;cost='><img src=sos_13.png> Adrenaline Boost</a></li>
</ul>
"}
if(7)
dat += "<h4><img src=sos_4.png> Research Stored:</h4>"
if(t_disk)
dat += "<a href='byond://?src=\ref[src];choice=Eject Disk'>Eject Disk</a><br>"
dat += "<ul>"
if(istype(stored_research,/list))//If there is stored research. Should be but just in case.
for(var/datum/tech/current_data in stored_research)
dat += "<li>"
dat += "[current_data.name]: [current_data.level]"
if(t_disk)//If there is a disk inserted. We can either write or overwrite.
dat += " <a href='byond://?src=\ref[src];choice=Copy to Disk;target=\ref[current_data]'><i>*Copy to Disk</i></a><br>"
dat += "</li>"
dat += "</ul>"
dat += "</body></html>"
//Setting the can>resize etc to 0 remove them from the drag bar but still allows the window to be draggable.
display_to << browse(dat,"window=spideros;size=400x444;border=1;can_resize=1;can_close=0;can_minimize=0")
//=======//SPIDEROS TOPIC PROC//=======//
/obj/item/clothing/suit/space/space_ninja/Topic(href, href_list)
..()
var/mob/living/carbon/human/U = affecting
var/mob/living/silicon/ai/A = AI
var/display_to = s_control ? U : A//Who do we want to display certain messages to?
if(s_control)
if(!affecting||U.stat||!s_initialized)//Check to make sure the guy is wearing the suit after clicking and it's on.
U << "\red Your suit must be worn and active to use this function."
U << browse(null, "window=spideros")//Closes the window.
return
if(k_unlock!=7&&href_list["choice"]!="Return")
var/u1=text2num(href_list["choice"])
var/u2=(u1?abs(abs(k_unlock-u1)-2):1)
k_unlock=(!u2? k_unlock+1:0)
if(k_unlock==7)
U << "Anonymous Messenger blinks."
else
if(!affecting||A.stat||!s_initialized||A.loc!=src)
A << "\red This function is not available at this time."
A << browse(null, "window=spideros")//Closes the window.
return
switch(href_list["choice"])
if("Close")
display_to << browse(null, "window=spideros")
return
if("Refresh")//Refresh, goes to the end of the proc.
if("Return")//Return
if(spideros<=9)
spideros=0
else
spideros = round(spideros/10)//Best way to do this, flooring to nearest integer.
if("Shock")
var/damage = min(cell.charge, rand(50,150))//Uses either the current energy left over or between 50 and 150.
if(damage>1)//So they don't spam it when energy is a factor.
spark_system.start()//SPARKS THERE SHALL BE SPARKS
U.electrocute_act(damage, src,0.1,1)//The last argument is a safety for the human proc that checks for gloves.
cell.charge -= damage
else
A << "\red <b>ERROR</b>: \black Not enough energy remaining."
if("Message")
var/obj/item/device/pda/P = locate(href_list["target"])
var/t = input(U, "Please enter untraceable message.") as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if(!t||U.stat||U.wear_suit!=src||!s_initialized)//Wow, another one of these. Man...
display_to << browse(null, "window=spideros")
return
if(isnull(P)||P.toff)//So it doesn't freak out if the object no-longer exists.
display_to << "\red Error: unable to deliver message."
display_spideros()
return
P.tnote += "<i><b>&larr; From [!s_control?(A):"an unknown source"]:</b></i><br>[t]<br>"
if (!P.silent)
playsound(P.loc, 'sound/machines/twobeep.ogg', 50, 1)
for (var/mob/O in hearers(3, P.loc))
O.show_message(text("\icon[P] *[P.ttone]*"))
P.overlays.Cut()
P.overlays += image('icons/obj/pda.dmi', "pda-r")
if("Inject")
if( (href_list["tag"]=="radium"? (reagents.get_reagent_amount("radium"))<=(a_boost*a_transfer) : !reagents.get_reagent_amount(href_list["tag"])) )//Special case for radium. If there are only a_boost*a_transfer radium units left.
display_to << "\red Error: the suit cannot perform this function. Out of [href_list["name"]]."
else
reagents.reaction(U, 2)
reagents.trans_id_to(U, href_list["tag"], href_list["tag"]=="nutriment"?5:a_transfer)//Nutriment is a special case since it's very potent. Shouldn't influence actual refill amounts or anything.
display_to << "Injecting..."
U << "You feel a tiny prick and a sudden rush of substance in to your veins."
if("Trigger Ability")
var/ability_name = href_list["name"]+href_list["cost"]//Adds the name and cost to create the full proc name.
var/proc_arguments//What arguments to later pass to the proc, if any.
var/targets[] = list()//To later check for.
var/safety = 0//To later make sure we're triggering the proc when needed.
switch(href_list["name"])//Special case.
if("Phase Shift")
safety = 1
for(var/turf/T in oview(5,loc))
targets.Add(T)
if("Energy Net")
safety = 1
for(var/mob/living/carbon/M in oview(5,loc))
targets.Add(M)
if(targets.len)//Let's create an argument for the proc if needed.
proc_arguments = pick(targets)
safety = 0
if(!safety)
A << "You trigger [href_list["name"]]."
U << "[href_list["name"]] suddenly triggered!"
call(src,ability_name)(proc_arguments)
else
A << "There are no potential [href_list["name"]=="Phase Shift"?"destinations" : "targets"] in view."
if("Unlock Kamikaze")
if(input(U)=="Divine Wind")
if( !(U.stat||U.wear_suit!=src||!s_initialized) )
if( !(cell.charge<=1||s_busy) )
s_busy = 1
for(var/i, i<4, i++)
switch(i)
if(0)
U << "\blue Engaging mode...\n\black<b>CODE NAME</b>: \red <b>KAMIKAZE</b>"
if(1)
U << "\blue Re-routing power nodes... \nUnlocking limiter..."
if(2)
U << "\blue Power nodes re-routed. \nLimiter unlocked."
if(3)
grant_kamikaze(U)//Give them verbs and change variables as necessary.
U.regenerate_icons()//Update their clothing.
ninjablade()//Summon two energy blades.
message_admins("\blue [key_name_admin(U)] used KAMIKAZE mode.")//Let the admins know.
s_busy = 0
return
sleep(s_delay)
else
U << "\red <b>ERROR<b>: \black Unable to initiate mode."
else
U << browse(null, "window=spideros")
s_busy = 0
return
else
U << "\red ERROR: WRONG PASSWORD!"
k_unlock = 0
spideros = 0
s_busy = 0
if("Eject Disk")
var/turf/T = get_turf(loc)
if(!U.get_active_hand())
U.put_in_hands(t_disk)
t_disk.add_fingerprint(U)
t_disk = null
else
if(T)
t_disk.loc = T
t_disk = null
else
U << "\red <b>ERROR<b>: \black Could not eject disk."
if("Copy to Disk")
var/datum/tech/current_data = locate(href_list["target"])
U << "[current_data.name] successfully [(!t_disk.stored) ? "copied" : "overwritten"] to disk."
t_disk.stored = current_data
if("Configure pAI")
pai.attack_self(U)
if("Eject pAI")
var/turf/T = get_turf(loc)
if(!U.get_active_hand())
U.put_in_hands(pai)
pai.add_fingerprint(U)
pai = null
else
if(T)
pai.loc = T
pai = null
else
U << "\red <b>ERROR<b>: \black Could not eject pAI card."
if("Override AI Laws")
var/law_zero = A.laws.zeroth//Remembers law zero, if there is one.
A.laws = new /datum/ai_laws/ninja_override
A.set_zeroth_law(law_zero)//Adds back law zero if there was one.
A.show_laws()
U << "\blue Law Override: <b>SUCCESS</b>."
if("Purge AI")
var/confirm = alert("Are you sure you want to purge the AI? This cannot be undone once started.", "Confirm purge", "Yes", "No")
if(U.stat||U.wear_suit!=src||!s_initialized)
U << browse(null, "window=spideros")
return
if(confirm == "Yes"&&AI)
if(A.laws.zeroth)//Gives a few seconds to re-upload the AI somewhere before it takes full control.
s_busy = 1
for(var/i,i<5,i++)
if(AI==A)
switch(i)
if(0)
A << "\red <b>WARNING</b>: \black purge procedure detected. \nNow hacking host..."
U << "\red <b>WARNING</b>: HACKING AT<41><54>TEMP<4D> IN PR0GRESs!"
spideros = 0
k_unlock = 0
U << browse(null, "window=spideros")
if(1)
A << "Disconnecting neural interface..."
U << "\red <b>WAR<41>NING</b>: <20>R<EFBFBD>O0<4F>Gr<47>--S 2&3%"
if(2)
A << "Shutting down external protocol..."
U << "\red <b>WARNING</b>: P<><50><EFBFBD><EFBFBD>RֆGr<47>5S 677^%"
cancel_stealth()
if(3)
A << "Connecting to kernel..."
U << "\red <b>WARNING</b>: <20>R<EFBFBD>r<EFBFBD>R_404"
A.control_disabled = 0
if(4)
A << "Connection established and secured. Menu updated."
U << "\red <b>W<>r#nING</b>: #%@!!WȆ|_4<5F>54@ \nUn<55>B88l3 T<> L<>-<2D>o-L<>CaT2 ##$!<21>RN<52>0..%.."
grant_AI_verbs()
return
sleep(s_delay)
else break
s_busy = 0
U << "\blue Hacking attempt disconnected. Resuming normal operation."
else
flush = 1
A.suiciding = 1
A << "Your core files are being purged! This is the end..."
spawn(0)
display_spideros()//To refresh the screen and let this finish.
while (A.stat != 2)
A.adjustOxyLoss(2)
A.updatehealth()
sleep(10)
killai()
U << "Artificial Intelligence was terminated. Rebooting..."
flush = 0
if("Wireless AI")
A.control_disabled = !A.control_disabled
A << "AI wireless has been [A.control_disabled ? "disabled" : "enabled"]."
else//If it's not a defined function, it's a menu.
spideros=text2num(href_list["choice"])
display_spideros()//Refreshes the screen by calling it again (which replaces current screen with new screen).
return
//=======//SPECIAL AI FUNCTIONS//=======//
/obj/item/clothing/suit/space/space_ninja/proc/ai_holo(var/turf/T in oview(3,affecting))//To have an internal AI display a hologram to the AI and ninja only.
set name = "Display Hologram"
set desc = "Channel a holographic image directly to the user's field of vision. Others will not see it."
set category = null
set src = usr.loc
if(s_initialized&&affecting&&affecting.client&&istype(affecting.loc, /turf))//If the host exists and they are playing, and their location is a turf.
if(!hologram)//If there is not already a hologram.
hologram = new(T)//Spawn a blank effect at the location.
hologram.invisibility = 101//So that it doesn't show up, ever. This also means one could attach a number of images to a single obj and display them differently to differnet people.
hologram.anchored = 1//So it cannot be dragged by space wind and the like.
hologram.dir = get_dir(T,affecting.loc)
var/image/I = image(AI.holo_icon,hologram)//Attach an image to object.
hologram.i_attached = I//To attach the image in order to later reference.
AI << I
affecting << I
affecting << "<i>An image flicks to life nearby. It appears visible to you only.</i>"
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
ai_holo_process()//Move to initialize
else
AI << "\red ERROR: \black Image feed in progress."
else
AI << "\red ERROR: \black Unable to project image."
return
/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_process()
set background = BACKGROUND_ENABLED
spawn while(hologram&&s_initialized&&AI)//Suit on and there is an AI present.
if(!s_initialized||get_dist(affecting,hologram.loc)>3)//Once suit is de-initialized or hologram reaches out of bounds.
del(hologram.i_attached)
del(hologram)
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
return
sleep(10)//Checks every second.
/obj/item/clothing/suit/space/space_ninja/proc/ai_instruction()//Let's the AI know what they can do.
set name = "Instructions"
set desc = "Displays a list of helpful information."
set category = "AI Ninja Equip"
set src = usr.loc
AI << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear()
set name = "Clear Hologram"
set desc = "Stops projecting the current holographic image."
set category = "AI Ninja Equip"
set src = usr.loc
del(hologram.i_attached)
del(hologram)
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
return
/obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja()
set name = "Hack SpiderOS"
set desc = "Hack directly into the Black Widow(tm) neuro-interface."
set category = "AI Ninja Equip"
set src = usr.loc
display_spideros()
return
/obj/item/clothing/suit/space/space_ninja/proc/ai_return_control()
set name = "Relinquish Control"
set desc = "Return control to the user."
set category = "AI Ninja Equip"
set src = usr.loc
AI << browse(null, "window=spideros")//Close window
AI << "You have seized your hacking attempt. [affecting.real_name] has regained control."
affecting << "<b>UPDATE</b>: [AI.real_name] has ceased hacking attempt. All systems clear."
remove_AI_verbs()
return
//=======//GENERAL SUIT PROCS//=======//
/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/U)
if(U==affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit.
if(istype(I, /obj/item/device/aicard))//If it's an AI card.
if(s_control)
I:transfer_ai("NINJASUIT","AICARD",src,U)
else
U << "\red <b>ERROR</b>: \black Remote access channel disabled."
return//Return individually so that ..() can run properly at the end of the proc.
else if(istype(I, /obj/item/device/paicard) && !pai)//If it's a pai card.
U:drop_item()
I.loc = src
pai = I
U << "\blue You slot \the [I] into \the [src]."
updateUsrDialog()
return
else if(istype(I, /obj/item/weapon/reagent_containers/glass))//If it's a glass beaker.
var/total_reagent_transfer//Keep track of this stuff.
for(var/reagent_id in reagent_list)
var/datum/reagent/R = I.reagents.has_reagent(reagent_id)//Mostly to pull up the name of the reagent after calculating. Also easier to use than writing long proc paths.
if(R&&reagents.get_reagent_amount(reagent_id)<r_maxamount+(reagent_id == "radium"?(a_boost*a_transfer):0)&&R.volume>=a_transfer)//Radium is always special.
//Here we determine how much reagent will actually transfer if there is enough to transfer or there is a need of transfer. Minimum of max amount available (using a_transfer) or amount needed.
var/amount_to_transfer = min( (r_maxamount+(reagent_id == "radium"?(a_boost*a_transfer):0)-reagents.get_reagent_amount(reagent_id)) ,(round(R.volume/a_transfer))*a_transfer)//In the end here, we round the amount available, then multiply it again.
R.volume -= amount_to_transfer//Remove from reagent volume. Don't want to delete the reagent now since we need to perserve the name.
reagents.add_reagent(reagent_id, amount_to_transfer)//Add to suit. Reactions are not important.
total_reagent_transfer += amount_to_transfer//Add to total reagent trans.
U << "Added [amount_to_transfer] units of [R.name]."//Reports on the specific reagent added.
I.reagents.update_total()//Now we manually update the total to make sure everything is properly shoved under the rug.
U << "Replenished a total of [total_reagent_transfer ? total_reagent_transfer : "zero"] chemical units."//Let the player know how much total volume was added.
return
else if(istype(I, /obj/item/weapon/cell))
if(I:maxcharge>cell.maxcharge&&n_gloves&&n_gloves.candrain)
U << "\blue Higher maximum capacity detected.\nUpgrading..."
if (n_gloves&&n_gloves.candrain&&do_after(U,s_delay))
U.drop_item()
I.loc = src
I:charge = min(I:charge+cell.charge, I:maxcharge)
var/obj/item/weapon/cell/old_cell = cell
old_cell.charge = 0
U.put_in_hands(old_cell)
old_cell.add_fingerprint(U)
old_cell.corrupt()
old_cell.updateicon()
cell = I
U << "\blue Upgrade complete. Maximum capacity: <b>[round(cell.maxcharge/100)]</b>%"
else
U << "\red Procedure interrupted. Protocol terminated."
return
else if(istype(I, /obj/item/weapon/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit.
var/obj/item/weapon/disk/tech_disk/TD = I
if(TD.stored)//If it has something on it.
U << "Research information detected, processing..."
if(do_after(U,s_delay))
for(var/datum/tech/current_data in stored_research)
if(current_data.id==TD.stored.id)
if(current_data.level<TD.stored.level)
current_data.level=TD.stored.level
break
TD.stored = null
U << "\blue Data analyzed and updated. Disk erased."
else
U << "\red <b>ERROR</b>: \black Procedure interrupted. Process terminated."
else
I.loc = src
t_disk = I
U << "\blue You slot \the [I] into \the [src]."
return
..()
/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
var/mob/living/carbon/human/U = affecting
if(s_active)
cancel_stealth()
else
spawn(0)
anim(U.loc,U,'icons/mob/mob.dmi',,"cloak",,U.dir)
s_active=!s_active
U.update_icons() //update their icons
U << "\blue You are now invisible to normal detection."
for(var/mob/O in oviewers(U))
O.show_message("[U.name] vanishes into thin air!",1)
return
/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
var/mob/living/carbon/human/U = affecting
if(s_active)
spawn(0)
anim(U.loc,U,'icons/mob/mob.dmi',,"uncloak",,U.dir)
s_active=!s_active
U.update_icons() //update their icons
U << "\blue You are now visible."
for(var/mob/O in oviewers(U))
O.show_message("[U.name] appears from thin air!",1)
return 1
return 0
/obj/item/clothing/suit/space/space_ninja/proc/blade_check(mob/living/carbon/U, X = 1)//Default to checking for blade energy.
switch(X)
if(1)
if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade))
if(cell.charge<=0)//If no charge left.
U.drop_item()//Blade is dropped from active hand (and deleted).
else return 1
else if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
if(cell.charge<=0)
U.swap_hand()//swap hand
U.drop_item()//drop blade
else return 1
if(2)
if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade))
U.drop_item()
if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
U.swap_hand()
U.drop_item()
return 0
/obj/item/clothing/suit/space/space_ninja/examine()
set src in view()
..()
if(s_initialized)
var/mob/living/carbon/human/U = affecting
if(s_control)
U << "All systems operational. Current energy capacity: <B>[cell.charge]</B>."
if(!kamikaze)
U << "The CLOAK-tech device is <B>[s_active?"active":"inactive"]</B>."
else
U << "\red KAMIKAZE MODE ENGAGED!"
U << "There are <B>[s_bombs]</B> smoke bombs remaining."
U << "There are <B>[a_boost]</B> adrenaline boosters remaining."
else
U << "<22>rr<72>R <20>a<EFBFBD><61>a<EFBFBD><61> No-<2D>-<2D> f<><66>N<EFBFBD> 3RR<52>r"
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<SPACE NINJA GLOVES>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
*/
//=======//ENERGY DRAIN PROCS//=======//
/obj/item/clothing/gloves/space_ninja/proc/drain(target_type as text, target, obj/suit)
//Var Initialize
var/obj/item/clothing/suit/space/space_ninja/S = suit
var/mob/living/carbon/human/U = S.affecting
var/obj/item/clothing/gloves/space_ninja/G = S.n_gloves
var/drain = 0//To drain from battery.
var/maxcapacity = 0//Safety check for full battery.
var/totaldrain = 0//Total energy drained.
G.draining = 1
if(target_type!="RESEARCH")//I lumped research downloading here for ease of use.
U << "\blue Now charging battery..."
switch(target_type)
if("APC")
var/obj/machinery/power/apc/A = target
if(A.cell&&A.cell.charge)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, A.loc)
while(G.candrain&&A.cell.charge>0&&!maxcapacity)
drain = rand(G.mindrain,G.maxdrain)
if(A.cell.charge<drain)
drain = A.cell.charge
if(S.cell.charge+drain>S.cell.maxcharge)
drain = S.cell.maxcharge-S.cell.charge
maxcapacity = 1//Reached maximum battery capacity.
if (do_after(U,10))
spark_system.start()
playsound(A.loc, "sparks", 50, 1)
A.cell.charge-=drain
S.cell.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from the APC."
if(!A.emagged)
flick("apc-spark", src)
A.emagged = 1
A.locked = 0
A.update_icon()
else
U << "\red This APC has run dry of power. You must find another source."
if("SMES")
var/obj/machinery/power/smes/A = target
if(A.charge)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, A.loc)
while(G.candrain&&A.charge>0&&!maxcapacity)
drain = rand(G.mindrain,G.maxdrain)
if(A.charge<drain)
drain = A.charge
if(S.cell.charge+drain>S.cell.maxcharge)
drain = S.cell.maxcharge-S.cell.charge
maxcapacity = 1
if (do_after(U,10))
spark_system.start()
playsound(A.loc, "sparks", 50, 1)
A.charge-=drain
S.cell.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from the SMES cell."
else
U << "\red This SMES cell has run dry of power. You must find another source."
if("CELL")
var/obj/item/weapon/cell/A = target
if(A.charge)
if (G.candrain&&do_after(U,30))
U << "\blue Gained <B>[A.charge]</B> energy from the cell."
if(S.cell.charge+A.charge>S.cell.maxcharge)
S.cell.charge=S.cell.maxcharge
else
S.cell.charge+=A.charge
A.charge = 0
G.draining = 0
A.corrupt()
A.updateicon()
else
U << "\red Procedure interrupted. Protocol terminated."
else
U << "\red This cell is empty and of no use."
if("MACHINERY")//Can be applied to generically to all powered machinery. I'm leaving this alone for now.
var/obj/machinery/A = target
if(A.powered())//If powered.
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, A.loc)
var/obj/machinery/power/apc/B = A.loc.loc:get_apc()//Object.turf.area find APC
if(B)//If APC exists. Might not if the area is unpowered like Centcom.
var/datum/powernet/PN = B.terminal.powernet
while(G.candrain&&!maxcapacity&&!isnull(A))//And start a proc similar to drain from wire.
drain = rand(G.mindrain,G.maxdrain)
var/drained = 0
if(PN&&do_after(U,10))
drained = min(drain, PN.avail)
PN.newload += drained
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/AP = T.master
if(AP.operating && AP.cell && AP.cell.charge>0)
AP.cell.charge = max(0, AP.cell.charge - 5)
drained += 5
else break
S.cell.charge += drained
if(S.cell.charge>S.cell.maxcharge)
totaldrain += (drained-(S.cell.charge-S.cell.maxcharge))
S.cell.charge = S.cell.maxcharge
maxcapacity = 1
else
totaldrain += drained
spark_system.start()
if(drained==0) break
U << "\blue Gained <B>[totaldrain]</B> energy from the power network."
else
U << "\red Power network could not be found. Aborting."
else
U << "\red This recharger is not providing energy. You must find another source."
if("RESEARCH")
var/obj/machinery/A = target
U << "\blue Hacking \the [A]..."
spawn(0)
var/turf/location = get_turf(U)
for(var/mob/living/silicon/ai/AI in player_list)
AI << "\red <b>Network Alert: Hacking attempt detected[location?" in [location]":". Unable to pinpoint location"]</b>."
if(A:files&&A:files.known_tech.len)
for(var/datum/tech/current_data in S.stored_research)
U << "\blue Checking \the [current_data.name] database."
if(do_after(U, S.s_delay)&&G.candrain&&!isnull(A))
for(var/datum/tech/analyzing_data in A:files.known_tech)
if(current_data.id==analyzing_data.id)
if(analyzing_data.level>current_data.level)
U << "\blue Database: \black <b>UPDATED</b>."
current_data.level = analyzing_data.level
break//Move on to next.
else break//Otherwise, quit processing.
U << "\blue Data analyzed. Process finished."
if("WIRE")
var/obj/structure/cable/A = target
var/datum/powernet/PN = A.get_powernet()
while(G.candrain&&!maxcapacity&&!isnull(A))
drain = (round((rand(G.mindrain,G.maxdrain))/2))
var/drained = 0
if(PN&&do_after(U,10))
drained = min(drain, PN.avail)
PN.newload += drained
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/AP = T.master
if(AP.operating && AP.cell && AP.cell.charge>0)
AP.cell.charge = max(0, AP.cell.charge - 5)
drained += 5
else break
S.cell.charge += drained
if(S.cell.charge>S.cell.maxcharge)
totaldrain += (drained-(S.cell.charge-S.cell.maxcharge))
S.cell.charge = S.cell.maxcharge
maxcapacity = 1
else
totaldrain += drained
S.spark_system.start()
if(drained==0) break
U << "\blue Gained <B>[totaldrain]</B> energy from the power network."
if("MECHA")
var/obj/mecha/A = target
A.occupant_message("\red Warning: Unauthorized access through sub-route 4, block H, detected.")
if(A.get_charge())
while(G.candrain&&A.cell.charge>0&&!maxcapacity)
drain = rand(G.mindrain,G.maxdrain)
if(A.cell.charge<drain)
drain = A.cell.charge
if(S.cell.charge+drain>S.cell.maxcharge)
drain = S.cell.maxcharge-S.cell.charge
maxcapacity = 1
if (do_after(U,10))
A.spark_system.start()
playsound(A.loc, "sparks", 50, 1)
A.cell.use(drain)
S.cell.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from [src]."
else
U << "\red The exosuit's battery has run dry. You must find another source of power."
if("CYBORG")
var/mob/living/silicon/robot/A = target
A << "\red Warning: Unauthorized access through sub-route 12, block C, detected."
G.draining = 1
if(A.cell&&A.cell.charge)
while(G.candrain&&A.cell.charge>0&&!maxcapacity)
drain = rand(G.mindrain,G.maxdrain)
if(A.cell.charge<drain)
drain = A.cell.charge
if(S.cell.charge+drain>S.cell.maxcharge)
drain = S.cell.maxcharge-S.cell.charge
maxcapacity = 1
if (do_after(U,10))
A.spark_system.start()
playsound(A.loc, "sparks", 50, 1)
A.cell.charge-=drain
S.cell.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from [A]."
else
U << "\red Their battery has run dry of power. You must find another source."
else//Else nothing :<
G.draining = 0
return
//=======//GENERAL PROCS//=======//
/obj/item/clothing/gloves/space_ninja/proc/toggled()
set name = "Toggle Interaction"
set desc = "Toggles special interaction on or off."
set category = "Ninja Equip"
var/mob/living/carbon/human/U = loc
U << "You <b>[candrain?"disable":"enable"]</b> special interaction."
candrain=!candrain
/obj/item/clothing/gloves/space_ninja/examine()
set src in view()
..()
if(!canremove)
var/mob/living/carbon/human/U = loc
U << "The energy drain mechanism is: <B>[candrain?"active":"inactive"]</B>."
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<SPACE NINJA MASK>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
*/
/obj/item/clothing/mask/gas/voice/space_ninja/New()
verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev
verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm
//This proc is linked to human life.dm. It determines what hud icons to display based on mind special role for most mobs.
/obj/item/clothing/mask/gas/voice/space_ninja/proc/assess_targets(list/target_list, mob/living/carbon/U)
var/icon/tempHud = 'icons/mob/hud.dmi'
for(var/mob/living/target in target_list)
if(iscarbon(target))
switch(target.mind.special_role)
if("traitor")
U.client.images += image(tempHud,target,"hudtraitor")
if("Revolutionary","Head Revolutionary")
U.client.images += image(tempHud,target,"hudrevolutionary")
if("Cultist")
U.client.images += image(tempHud,target,"hudcultist")
if("Changeling")
U.client.images += image(tempHud,target,"hudchangeling")
if("Wizard","Fake Wizard")
U.client.images += image(tempHud,target,"hudwizard")
if("Hunter","Sentinel","Drone","Queen")
U.client.images += image(tempHud,target,"hudalien")
if("Syndicate")
U.client.images += image(tempHud,target,"hudoperative")
if("Death Commando")
U.client.images += image(tempHud,target,"huddeathsquad")
if("Space Ninja")
U.client.images += image(tempHud,target,"hudninja")
else//If we don't know what role they have but they have one.
U.client.images += image(tempHud,target,"hudunknown1")
else if(issilicon(target))//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud.
var/mob/living/silicon/silicon_target = target
if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len)))
if(isrobot(silicon_target))//Different icons for robutts and AI.
U.client.images += image(tempHud,silicon_target,"hudmalborg")
else
U.client.images += image(tempHud,silicon_target,"hudmalai")
return 1
/obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev()
set name = "Toggle Voice"
set desc = "Toggles the voice synthesizer on or off."
set category = "Ninja Equip"
var/mob/U = loc//Can't toggle voice when you're not wearing the mask.
var/vchange = (alert("Would you like to synthesize a new name or turn off the voice synthesizer?",,"New Name","Turn Off"))
if(vchange=="New Name")
var/chance = rand(1,100)
switch(chance)
if(1 to 50)//High chance of a regular name.
voice = "[rand(0,1)==1?pick(first_names_female):pick(first_names_male)] [pick(last_names)]"
if(51 to 80)//Smaller chance of a clown name.
voice = "[pick(clown_names)]"
if(81 to 90)//Small chance of a wizard name.
voice = "[pick(wizard_first)] [pick(wizard_second)]"
if(91 to 100)//Small chance of an existing crew name.
var/names[] = new()
for(var/mob/living/carbon/human/M in player_list)
if(M==U||!M.client||!M.real_name) continue
names.Add(M.real_name)
voice = !names.len ? "Cuban Pete" : pick(names)
U << "You are now mimicking <B>[voice]</B>."
else
U << "The voice synthesizer is [voice!="Unknown"?"now":"already"] deactivated."
voice = "Unknown"
return
/obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm()
set name = "Switch Mode"
set desc = "Switches between Night Vision, Meson, or Thermal vision modes."
set category = "Ninja Equip"
//Have to reset these manually since life.dm is retarded like that. Go figure.
//This will only work for humans because only they have the appropriate code for the mask.
var/mob/U = loc
switch(mode)
if(0)
mode=1
U << "Switching mode to <B>Night Vision</B>."
if(1)
mode=2
U.see_in_dark = 2
U << "Switching mode to <B>Thermal Scanner</B>."
if(2)
mode=3
U.see_invisible = SEE_INVISIBLE_LIVING
U.sight &= ~SEE_MOBS
U << "Switching mode to <B>Meson Scanner</B>."
if(3)
mode=0
U.sight &= ~SEE_TURFS
U << "Switching mode to <B>Scouter</B>."
/obj/item/clothing/mask/gas/voice/space_ninja/examine()
set src in view()
..()
var/mode
switch(mode)
if(0)
mode = "Scouter"
if(1)
mode = "Night Vision"
if(2)
mode = "Thermal Scanner"
if(3)
mode = "Meson Scanner"
usr << "<B>[mode]</B> is active."//Leaving usr here since it may be on the floor or on a person.
usr << "Voice mimicking algorithm is set <B>[!vchange?"inactive":"active"]</B>."
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<SPACE NINJA NET>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
*/
/*
It will teleport people to a holding facility after 30 seconds. (Check the process() proc to change where teleport goes)
It is possible to destroy the net by the occupant or someone else.
*/
/obj/effect/energy_net
name = "energy net"
desc = "It's a net made of green energy."
icon = 'icons/effects/effects.dmi'
icon_state = "energynet"
density = 1//Can't pass through.
opacity = 0//Can see through.
mouse_opacity = 1//So you can hit it with stuff.
anchored = 1//Can't drag/grab the trapped mob.
var/health = 25//How much health it has.
var/mob/living/affecting = null//Who it is currently affecting, if anyone.
var/mob/living/master = null//Who shot web. Will let this person know if the net was successful or failed.
proc
healthcheck()
if(health <=0)
density = 0
if(affecting)
var/mob/living/carbon/M = affecting
M.anchored = 0
for(var/mob/O in viewers(src, 3))
O.show_message(text("[] was recovered from the energy net!", M.name), 1, text("You hear a grunt."), 2)
if(!isnull(master))//As long as they still exist.
master << "\red <b>ERROR</b>: \black unable to initiate transport protocol. Procedure terminated."
del(src)
return
process(var/mob/living/carbon/M as mob)
var/check = 30//30 seconds before teleportation. Could be extended I guess.
var/mob_name = affecting.name//Since they will report as null if terminated before teleport.
//The person can still try and attack the net when inside.
while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 30 seconds have not passed.
check--
sleep(10)
if(isnull(M)||M.loc!=loc)//If mob is gone or not at the location.
if(!isnull(master))//As long as they still exist.
master << "\red <b>ERROR</b>: \black unable to locate \the [mob_name]. Procedure terminated."
del(src)//Get rid of the net.
return
if(!isnull(src))//As long as both net and person exist.
//No need to check for countdown here since while() broke, it's implicit that it finished.
density = 0//Make the net pass-through.
invisibility = 101//Make the net invisible so all the animations can play out.
health = INFINITY//Make the net invincible so that an explosion/something else won't kill it while, spawn() is running.
for(var/obj/item/W in M)
if(istype(M,/mob/living/carbon/human))
if(W==M:w_uniform) continue//So all they're left with are shoes and uniform.
if(W==M:shoes) continue
M.drop_from_inventory(W)
spawn(0)
playsound(M.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(M.loc,M,'icons/mob/mob.dmi',,"phaseout",,M.dir)
M.loc = pick(holdingfacility)//Throw mob in to the holding facility.
M << "\red You appear in a strange place!"
spawn(0)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, M.loc)
spark_system.start()
playsound(M.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(M.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(M.loc,M,'icons/mob/mob.dmi',,"phasein",,M.dir)
del(src)//Wait for everything to finish, delete the net. Else it will stop everything once net is deleted, including the spawn(0).
for(var/mob/O in viewers(src, 3))
O.show_message(text("[] vanished!", M), 1, text("You hear sparks flying!"), 2)
if(!isnull(master))//As long as they still exist.
master << "\blue <b>SUCCESS</b>: \black transport procedure of \the [affecting] complete."
M.anchored = 0//Important.
else//And they are free.
M << "\blue You are free of the net!"
return
bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
healthcheck()
..()
ex_act(severity)
switch(severity)
if(1.0)
health-=50
if(2.0)
health-=50
if(3.0)
health-=prob(50)?50:25
healthcheck()
return
blob_act()
health-=50
healthcheck()
return
meteorhit()
health-=50
healthcheck()
return
hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[src] was hit by [AM].</B>"), 1)
var/tforce = 0
if(ismob(AM))
tforce = 10
else
tforce = AM:throwforce
playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
health = max(0, health - tforce)
healthcheck()
..()
return
attack_hand()
if (HULK in usr.mutations)
usr << text("\blue You easily destroy the energy net.")
for(var/mob/O in oviewers(src))
O.show_message(text("\red [] rips the energy net apart!", usr), 1)
health-=50
healthcheck()
return
attack_paw()
return attack_hand()
attack_alien()
if (islarva(usr))
return
usr << text("\green You claw at the net.")
for(var/mob/O in oviewers(src))
O.show_message(text("\red [] claws at the energy net!", usr), 1)
playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
health -= rand(10, 20)
if(health <= 0)
usr << text("\green You slice the energy net to pieces.")
for(var/mob/O in oviewers(src))
O.show_message(text("\red [] slices the energy net apart!", usr), 1)
healthcheck()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
var/aforce = W.force
health = max(0, health - aforce)
healthcheck()
..()
return
proc/create_ninja_mind(key)
var/datum/mind/Mind = new /datum/mind(key)
Mind.assigned_role = "MODE"
Mind.special_role = "Space Ninja"
ticker.mode.traitors |= Mind //Adds them to current traitor list. Which is really the extra antagonist list.
return Mind