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* Re-making the branch and PR of demon. See #15118 for the old PR * Adds toy demonologist to arcade machine reward list. * Implemented two suggestions: Pitchfork now has a demonic subtype, to potentially give botanists a normal pitchfork. Suiciding with signed contract now uses forcesay instead of say. * Fixes compile errors. Re factors contracts to be subtypes rather than datums. <--- incomplete, still need to summon them appropriately. * buffed infernal power contract to give passive healing Nerfed magic power contract to not give robeless MM * Fixes compile errors * Corrects orientation of true demon sprite * Begins work on the sNPC for the true demon/ arch-demon * Added funeral garment sprites. These will be used in banishment rituals (hopefully) * Stashing my work so I can move to another computer. Re-working the true-demon, it will be a carbon rather than a simple mob. * Revert "Stashing my work so I can move to another computer." This reverts commit e8b1e032997b7e17af4ad8630bf21d3620195c4e. * Git exploded for me, so I have to make a new branch with EVERYTHING. sorry. * Fixes compile error * Ghosts can now click on an arch demon to become a slaughter demon * Begins to convert demons into a carbon rather than simple mob. * Demons now resurrect if not banished. * Beepsky now properly tells security chat about the level 666 threat. * Contracts now work again. * old spells now get removed properly. * adding pitchfork sprites * Adds hud for the true-demon. Not functional. * Fixes another error in the demon hud. Still broken. * Demons are no longer immortal, demon huds work properly now. (it's barebones, but it works.) * Fixes the "Have mortals sign at least # contracts of TYPE" objective * Fixed typo in banishlore() and updated wrath/envy sintouch objectives. * Adds huds for demons/sintouched/soulless, however they are currently unused. * Updates the demon's hud to work with the recent hud changes. * Cleaned up infernal jaunt, it works a lot better now and is less buggy. * Revival contracts now actually take your soul. * Fixes #16513 * Replaces the infinite slaughter demons with infinite imps. Sprites for imps are still needed. * Adds sprite for imps. It's a redder, smaller slaughter demon. * Fixes lack of icon for pitchforks * Gives summon wealth a more appropriate icon. * Fixes small part I forgot to merge. * Fixes a few bugs with demonic resurrection. It's still very buggy. * Derp, my bad, I didn't mean to admin myself on the main server. * Fixes edge case of demonic resurrection failing. Debraining the demon is NOT supposed to be an alternative for the banishment ritual. * Also did not mean to change this config file. * Fixes another error in type 1 demonic resurrection. It works properly now. * Updates employment contract text. * Fixes type 2 resurrections. Demonic contracts are once again permanently on fire. * Replaces toy demonologist with toy demonomicon. It still works the same, just different icon/name. * Adds demonomicon and employment cabinet to box/meta/dream/efficiency. I could not add it to mini/bird due to conflicts. * Edits ministation and BirdStation to have demonomicons and employment cabinets. * Fixes spelling error * Adds burial garments to maps. * Update photocopier.dm Fixes the span when inserting items into photocopier * Fixes disrupt_spells proc * Makes a lot of changes as reccomended by Remie. * Fixes a compile error. * Updates the lawify/loreify to be lists. Does not compile. * Fixes compile errors. * Arch demons no longer regress upon death. Speaking a demon's truename gives the demon the opportunity to teleport to you. Makes demonomicon not care about capitalization. * Fixes startup error. Demonic summoning now works. It's very simple, just say their true name. * Demons now have a tongue. True demon bodies are deleted upon regression. * Demons can now be punched. Demons can no longer resist a fire out, since it does nothing to them. * true demons show up in player panel. Hellfire works again. * Prepares for commit 16940 * Demons are now known as devils. Still needs testing. * Oops, didn't commit everything last commit. * Finishes converting demons to devils. * Fixes speech for lizards/flymen when they speak a demon's name. * Update tips.txt * Changes variable from static to global as per Remie's suggestion. I disagree with Remie's assessment, as a list that will never change, even between games, seems like it should be static. * Removes devil summoning. Hopefully, I'll be able to eventually find a way to implement it satisfactorily, but for now, I'll leave it out. * Removes carriage returns * Combined modified icon files * Fixes #17184 * Imps no longer show up in the end round report. This is because there can EASILY be 100+ imps if the crew is well armed. Non-employment filing cabinets no longer take 30 sec to wrench/unwrench. * The lawyer can actually buy souls back now. Oops. * Fixes true/arch devil spritesheet to have correct sprite names. * Relocates Box's employment cabinet to Law office. * De-devil-ing someone now removes the devilinfo. De-devil-ing now returns an error when used on true and arch devils * Re-factors whiteness code for jumpsuits. * Merges icons, reverts failed merge of map * Merges map with CAS decks * Fixes copying employment contracts * Derp, fixes compile error. * Replaces antaghud with customizable vision range for knowledge boon. * Prevents a runtime if devil is gibbed while ascending. * Neatens contract code, and removes excess variable from humans. * Fixes compile errors * Organizes weakness code slightly. Adds ability for a species override on weakness. (Make flypeople take 2x damage from flyswatters for example) * Removes sixteen erroneous characters from the codebase. * Removes trailing return * Makes typeless for loops, removes a runtime, and removes unhelpful comments.
228 lines
8.2 KiB
Plaintext
228 lines
8.2 KiB
Plaintext
/* Filing cabinets!
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* Contains:
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* Filing Cabinets
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* Security Record Cabinets
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* Medical Record Cabinets
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* Employment Contract Cabinets
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*/
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/*
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* Filing Cabinets
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*/
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/obj/structure/filingcabinet
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name = "filing cabinet"
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desc = "A large cabinet with drawers."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "filingcabinet"
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density = 1
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anchored = 1
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/obj/structure/filingcabinet/chestdrawer
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name = "chest drawer"
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icon_state = "chestdrawer"
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/obj/structure/filingcabinet/chestdrawer/wheeled
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name = "rolling chest drawer"
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desc = "A small cabinet with drawers. This one has wheels!"
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anchored = 0
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/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unecessary map issues, but please don't name stuff like this in the future -Pete
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icon_state = "tallcabinet"
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/obj/structure/filingcabinet/initialize()
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/weapon/paper) || istype(I, /obj/item/weapon/folder) || istype(I, /obj/item/weapon/photo))
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I.loc = src
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/obj/structure/filingcabinet/ex_act(severity, target)
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for(var/obj/item/I in src)
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I.loc = src.loc
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qdel(src)
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..()
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/obj/structure/filingcabinet/attackby(obj/item/P, mob/user, params)
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if(istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/folder) || istype(P, /obj/item/weapon/photo) || istype(P, /obj/item/documents))
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if(!user.drop_item())
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return
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user << "<span class='notice'>You put [P] in [src].</span>"
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P.loc = src
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icon_state = "[initial(icon_state)]-open"
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sleep(5)
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icon_state = initial(icon_state)
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updateUsrDialog()
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else if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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anchored = !anchored
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user << "<span class='notice'>You [anchored ? "wrench" : "unwrench"] [src].</span>"
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else if(user.a_intent != "harm")
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user << "<span class='warning'>You can't put [P] in [src]!</span>"
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else
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return ..()
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/obj/structure/filingcabinet/attack_hand(mob/user)
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if(contents.len <= 0)
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user << "<span class='notice'>[src] is empty.</span>"
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return
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user.set_machine(src)
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var/dat = "<center><table>"
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var/i
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for(i=contents.len, i>=1, i--)
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var/obj/item/P = contents[i]
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dat += "<tr><td><a href='?src=\ref[src];retrieve=\ref[P]'>[P.name]</a></td></tr>"
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dat += "</table></center>"
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user << browse("<html><head><title>[name]</title></head><body>[dat]</body></html>", "window=filingcabinet;size=350x300")
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/obj/structure/filingcabinet/attack_tk(mob/user)
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if(anchored)
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attack_self_tk(user)
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else
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..()
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/obj/structure/filingcabinet/attack_self_tk(mob/user)
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if(contents.len)
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if(prob(40 + contents.len * 5))
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var/obj/item/I = pick(contents)
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I.loc = loc
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if(prob(25))
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step_rand(I)
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user << "<span class='notice'>You pull \a [I] out of [src] at random.</span>"
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return
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user << "<span class='notice'>You find nothing in [src].</span>"
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/obj/structure/filingcabinet/Topic(href, href_list)
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if(href_list["retrieve"])
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usr << browse("", "window=filingcabinet") // Close the menu
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//var/retrieveindex = text2num(href_list["retrieve"])
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var/obj/item/P = locate(href_list["retrieve"])//contents[retrieveindex]
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if(istype(P) && P.loc == src && in_range(src, usr))
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usr.put_in_hands(P)
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updateUsrDialog()
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icon_state = "[initial(icon_state)]-open"
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sleep(5)
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icon_state = initial(icon_state)
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/*
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* Security Record Cabinets
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*/
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/obj/structure/filingcabinet/security
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var/virgin = 1
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/obj/structure/filingcabinet/security/proc/populate()
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if(virgin)
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for(var/datum/data/record/G in data_core.general)
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var/datum/data/record/S = find_record("name", G.fields["name"], data_core.security)
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if(!S)
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continue
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
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P.info = "<CENTER><B>Security Record</B></CENTER><BR>"
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P.info += "Name: [G.fields["name"]] ID: [G.fields["id"]]<BR>\nSex: [G.fields["sex"]]<BR>\nAge: [G.fields["age"]]<BR>\nFingerprint: [G.fields["fingerprint"]]<BR>\nPhysical Status: [G.fields["p_stat"]]<BR>\nMental Status: [G.fields["m_stat"]]<BR>"
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P.info += "<BR>\n<CENTER><B>Security Data</B></CENTER><BR>\nCriminal Status: [S.fields["criminal"]]<BR>\n<BR>\nMinor Crimes: [S.fields["mi_crim"]]<BR>\nDetails: [S.fields["mi_crim_d"]]<BR>\n<BR>\nMajor Crimes: [S.fields["ma_crim"]]<BR>\nDetails: [S.fields["ma_crim_d"]]<BR>\n<BR>\nImportant Notes:<BR>\n\t[S.fields["notes"]]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
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var/counter = 1
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while(S.fields["com_[counter]"])
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P.info += "[S.fields["com_[counter]"]]<BR>"
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counter++
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P.info += "</TT>"
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P.name = "paper - '[G.fields["name"]]'"
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virgin = 0 //tabbing here is correct- it's possible for people to try and use it
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//before the records have been generated, so we do this inside the loop.
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/obj/structure/filingcabinet/security/attack_hand()
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populate()
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..()
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/obj/structure/filingcabinet/security/attack_tk()
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populate()
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..()
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/*
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* Medical Record Cabinets
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*/
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/obj/structure/filingcabinet/medical
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var/virgin = 1
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/obj/structure/filingcabinet/medical/proc/populate()
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if(virgin)
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for(var/datum/data/record/G in data_core.general)
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var/datum/data/record/M = find_record("name", G.fields["name"], data_core.medical)
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if(!M)
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continue
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
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P.info = "<CENTER><B>Medical Record</B></CENTER><BR>"
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P.info += "Name: [G.fields["name"]] ID: [G.fields["id"]]<BR>\nSex: [G.fields["sex"]]<BR>\nAge: [G.fields["age"]]<BR>\nFingerprint: [G.fields["fingerprint"]]<BR>\nPhysical Status: [G.fields["p_stat"]]<BR>\nMental Status: [G.fields["m_stat"]]<BR>"
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P.info += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: [M.fields["blood_type"]]<BR>\nDNA: [M.fields["b_dna"]]<BR>\n<BR>\nMinor Disabilities: [M.fields["mi_dis"]]<BR>\nDetails: [M.fields["mi_dis_d"]]<BR>\n<BR>\nMajor Disabilities: [M.fields["ma_dis"]]<BR>\nDetails: [M.fields["ma_dis_d"]]<BR>\n<BR>\nAllergies: [M.fields["alg"]]<BR>\nDetails: [M.fields["alg_d"]]<BR>\n<BR>\nCurrent Diseases: [M.fields["cdi"]] (per disease info placed in log/comment section)<BR>\nDetails: [M.fields["cdi_d"]]<BR>\n<BR>\nImportant Notes:<BR>\n\t[M.fields["notes"]]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
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var/counter = 1
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while(M.fields["com_[counter]"])
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P.info += "[M.fields["com_[counter]"]]<BR>"
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counter++
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P.info += "</TT>"
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P.name = "paper - '[G.fields["name"]]'"
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virgin = 0 //tabbing here is correct- it's possible for people to try and use it
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//before the records have been generated, so we do this inside the loop.
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/obj/structure/filingcabinet/medical/attack_hand()
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populate()
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..()
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/obj/structure/filingcabinet/medical/attack_tk()
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populate()
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..()
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/*
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* Employment contract Cabinets
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*/
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var/list/employmentCabinets = list()
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/obj/structure/filingcabinet/employment
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var/cooldown = 0
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icon_state = "employmentcabinet"
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var/virgin = 1
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/obj/structure/filingcabinet/employment/New()
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employmentCabinets += src
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return ..()
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/obj/structure/filingcabinet/employment/Destroy()
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employmentCabinets -= src
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return ..()
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/obj/structure/filingcabinet/employment/proc/fillCurrent()
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//This proc fills the cabinet with the current crew.
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for(var/record in data_core.locked)
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var/datum/data/record/G = record
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if(!G)
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continue
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if(G.fields["reference"])
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addFile(G.fields["reference"])
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/obj/structure/filingcabinet/employment/proc/addFile(mob/living/carbon/human/employee)
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new /obj/item/weapon/paper/contract/employment(src, employee)
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/obj/structure/filingcabinet/employment/attack_hand(mob/user)
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if(!cooldown)
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if(virgin)
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fillCurrent()
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virgin = 0
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cooldown = 1
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..()
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sleep(100) // prevents the devil from just instantly emptying the cabinet, ensuring an easy win.
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cooldown = 0
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else
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user << "<span class='warning'>The [src] is jammed, give it a few seconds.</span>"
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/obj/structure/filingcabinet/employment/attackby(obj/item/P, mob/user, params)
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if(istype(P, /obj/item/weapon/wrench))
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user << "<span class='notice'>You begin to [anchored ? "wrench" : "unwrench"] [src].</span>"
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if (do_after(user,300,user))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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anchored = !anchored
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user << "<span class='notice'>You successfully [anchored ? "wrench" : "unwrench"] [src].</span>"
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else
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return ..()
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