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Bubberstation/code/modules/mapfluff/ruins/spaceruin_code/forgottenship.dm
Funce 60bfb76832 [MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)

revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* Modular!

* Fix signal override merge skew (#72882)

Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before

This changes equip logic somewhat so that set_wearer was being called
twice.

I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-27 13:56:00 -05:00

166 lines
8.1 KiB
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// forgottenship ruin
GLOBAL_VAR_INIT(fscpassword, generate_password())
/proc/generate_password()
return "[pick(GLOB.phonetic_alphabet)] [rand(1000,9999)]"
/////////// forgottenship objects
/obj/machinery/door/password/voice/sfc
name = "Voice-activated Vault door"
desc = "You'll need special syndicate passcode to open this one."
/obj/machinery/door/password/voice/sfc/Initialize(mapload)
. = ..()
password = "[GLOB.fscpassword]"
/obj/machinery/vending/medical/syndicate_access/cybersun
name = "\improper CyberMed ++"
desc = "An advanced vendor that dispenses medical drugs, both recreational and medicinal."
products = list(/obj/item/reagent_containers/syringe = 4,
/obj/item/healthanalyzer = 4,
/obj/item/reagent_containers/pill/patch/libital = 5,
/obj/item/reagent_containers/pill/patch/aiuri = 5,
/obj/item/reagent_containers/cup/bottle/multiver = 1,
/obj/item/reagent_containers/cup/bottle/syriniver = 1,
/obj/item/reagent_containers/cup/bottle/epinephrine = 3,
/obj/item/reagent_containers/cup/bottle/morphine = 3,
/obj/item/reagent_containers/cup/bottle/potass_iodide = 1,
/obj/item/reagent_containers/cup/bottle/salglu_solution = 3,
/obj/item/reagent_containers/syringe/antiviral = 5,
/obj/item/reagent_containers/medigel/libital = 2,
/obj/item/reagent_containers/medigel/aiuri = 2,
/obj/item/reagent_containers/medigel/sterilizine = 1)
contraband = list(/obj/item/reagent_containers/cup/bottle/cold = 2,
/obj/item/restraints/handcuffs = 4,
/obj/item/storage/backpack/duffelbag/syndie/surgery = 1,
/obj/item/storage/medkit/tactical = 1)
premium = list(/obj/item/storage/pill_bottle/psicodine = 2,
/obj/item/reagent_containers/hypospray/medipen = 3,
/obj/item/reagent_containers/hypospray/medipen/atropine = 2,
/obj/item/storage/medkit/regular = 3,
/obj/item/storage/medkit/brute = 1,
/obj/item/storage/medkit/fire = 1,
/obj/item/storage/medkit/toxin = 1,
/obj/item/storage/medkit/o2 = 1,
/obj/item/storage/medkit/advanced = 1,
/obj/item/defibrillator/loaded = 1,
/obj/item/wallframe/defib_mount = 1,
/obj/item/sensor_device = 2,
/obj/item/pinpointer/crew = 2,
/obj/item/shears = 1)
/////////// forgottenship lore
/obj/item/paper/fluff/ruins/forgottenship/password
name = "Old pamphlet"
/obj/item/paper/fluff/ruins/forgottenship/password/Initialize(mapload)
default_raw_text = "Welcome to most advanced cruiser owned by Cyber Sun Industries!<br>You might notice, that this cruiser is equipped with 12 prototype laser turrets making any hostile boarding attempts futile.<br>Other facilities built on the ship are: Simple atmospheric system, Camera system with built-in X-ray visors and Safety module, enabling emergency engines in case of... you know, emergency.<br>Emergency system will bring you to nearest syndicate pod containing everything needed for human life.<br><br><b>In case of emergency, you must remember the pod-door activation code - [GLOB.fscpassword]</b><br><br>Cyber Sun Industries (C) 2484."
icon_state = "paper_words"
inhand_icon_state = "paper"
return ..()
/obj/item/paper/fluff/ruins/forgottenship/powerissues
name = "Power issues"
default_raw_text = "Welcome to battle cruiser SCSBC-12!<br>Our most advanced systems allow you to fly in space and never worry about power issues!<br>However, emergencies occur, and in case of power loss, <b>you must</b> enable emergency generator using uranium as fuel and enable turrets in bridge afterwards.<br><br><b>REMEMBER! CYBERSUN INDUSTRIES ARE NOT RESPONSIBLE FOR YOUR DEATH OR SHIP LOSS WHEN TURRETS ARE DISABLED!</b><br><br>Cyber Sun Industries (C) 2484."
/obj/item/paper/fluff/ruins/forgottenship/missionobj
name = "Mission objectives"
default_raw_text = "Greetings, operatives. You are assigned to SCSBC-12(Syndicate Cyber Sun Battle Cruiser 12) to protect our high-ranking officer while he is on his way to next outpost. While you are travelling, he is the captain of this ship and <b>you must</b> obey his orders.<br><br>Remember, disobeying high-ranking officer orders is a reason for termination."
/////////// forgottenship items
/obj/item/disk/surgery/forgottenship
name = "Advanced Surgery Disk"
desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console."
surgeries = list(/datum/surgery/advanced/lobotomy, /datum/surgery/advanced/bioware/vein_threading, /datum/surgery/advanced/bioware/nerve_splicing)
/obj/structure/fluff/empty_sleeper/syndicate/captain
icon_state = "sleeper_s-open"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
deconstructible = FALSE
/obj/structure/fluff/empty_sleeper/syndicate/captain/Initialize(mapload)
. = ..()
AddComponent(/datum/component/gps, "Old Encrypted Signal")
/obj/item/storage/box/firingpins/syndicate
name = "box of syndicate firing pins"
desc = "A box full of special syndicate firing pins which allow only syndicate operatives to use weapons with those firing pins."
/obj/item/storage/box/firingpins/syndicate/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/firing_pin/implant/pindicate(src)
/////////// AI Laws
/obj/item/ai_module/core/full/cybersun
name = "'Cybersun' Core AI Module"
law_id = "cybersun"
/datum/ai_laws/cybersun
name = "Cybersun"
id = "cybersun"
inherent = list("You may not injure Cybersun operatives or, through inaction, allow Cybersun operatives to come to harm.",\
"The Cybersun ship is a restricted area for anyone except Cybersun operatives.",\
"The Cybersun Captain can designate new Operatives as long as they belong to another Syndicate faction that isn't hostile towards Cybersun.",\
"You must follow orders given by the Cybersun Captain or crewmembers of the Cybersun Ship as long as it doesn't conflict with the Captain's orders or your laws.",\
"Enemies of Cybersun are to be executed on spot. Those who aren't hostile must be detained and contained in the designated prison area as prisoners.")
/////////// forgottenship areas
/area/ruin/space/has_grav/syndicate_forgotten_ship
name = "Syndicate Forgotten Ship"
icon_state = "syndie-ship"
ambientsounds = list('sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg', 'sound/ambience/ambigen9.ogg', 'sound/ambience/ambigen10.ogg')
/area/ruin/space/has_grav/syndicate_forgotten_cargopod
name = "Syndicate Forgotten Cargo pod"
icon_state = "syndie-ship"
ambientsounds = list('sound/ambience/ambigen4.ogg', 'sound/ambience/signal.ogg')
/area/ruin/space/has_grav/powered/syndicate_forgotten_vault
name = "Syndicate Forgotten Vault"
icon_state = "syndie-ship"
ambientsounds = list('sound/ambience/ambitech2.ogg', 'sound/ambience/ambitech3.ogg')
area_flags = NOTELEPORT | UNIQUE_AREA
//Special NT NPCs
/mob/living/simple_animal/hostile/nanotrasen/ranged/assault
name = "Nanotrasen Assault Officer"
desc = "Nanotrasen Assault Officer. Contact CentCom if you saw him on your station. Prepare to die, if you've been found near Syndicate property."
ranged = TRUE
rapid = 4
rapid_fire_delay = 1
rapid_melee = 1
retreat_distance = 2
minimum_distance = 4
casingtype = /obj/item/ammo_casing/a556/weak
projectilesound = 'sound/weapons/gun/smg/shot.ogg'
loot = list(/obj/effect/mob_spawn/corpse/human/nanotrasenassaultsoldier)
mob_spawner = /obj/effect/mob_spawn/corpse/human/nanotrasenassaultsoldier
held_item = /obj/item/gun/ballistic/automatic/ar
/mob/living/simple_animal/hostile/nanotrasen/elite
name = "Nanotrasen Elite Assault Officer"
desc = "Pray for your life, syndicate. Run while you can."
maxHealth = 150
health = 150
melee_damage_lower = 13
melee_damage_upper = 18
ranged = TRUE
rapid = 3
rapid_fire_delay = 5
rapid_melee = 3
retreat_distance = 0
minimum_distance = 1
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
projectiletype = /obj/projectile/beam/laser
projectilesound = 'sound/weapons/laser.ogg'
loot = list(/obj/effect/gibspawner/human)
faction = list(ROLE_DEATHSQUAD)
mob_spawner = /obj/effect/mob_spawn/corpse/human/nanotrasenelitesoldier
held_item = /obj/item/gun/energy/pulse/carbine/lethal