Merge remote-tracking branch 'upstream/dev' into boolit

This commit is contained in:
mwerezak
2015-02-06 20:23:05 -05:00
58 changed files with 2053 additions and 1597 deletions

View File

@@ -40,6 +40,9 @@
canister_color = "blue"
can_label = 0
/obj/machinery/portable_atmospherics/canister/oxygen/prechilled
name = "Canister: \[O2 (Cryo)\]"
/obj/machinery/portable_atmospherics/canister/phoron
name = "Canister \[Phoron\]"
icon_state = "orange"
@@ -374,6 +377,14 @@ update_flag
src.update_icon()
return 1
/obj/machinery/portable_atmospherics/canister/oxygen/prechilled/New()
..()
src.air_contents.adjust_gas("oxygen", MolesForPressure())
src.air_contents.temperature = 80
src.update_icon()
return 1
/obj/machinery/portable_atmospherics/canister/sleeping_agent/New()
..()

View File

@@ -1,8 +1,8 @@
/obj/machinery/driver_button
name = "mass driver button"
/obj/machinery/button
name = "button"
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
desc = "A remote control switch for a mass driver."
desc = "A remote control switch for something."
var/id = null
var/active = 0
anchored = 1.0
@@ -10,38 +10,10 @@
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/ignition_switch
name = "ignition switch"
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
desc = "A remote control switch for a mounted igniter."
var/id = null
var/active = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/button/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/flasher_button
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
var/id = null
var/active = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/crema_switch
desc = "Burn baby burn!"
name = "crematorium igniter"
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
anchored = 1.0
req_access = list(access_crematorium)
var/on = 0
var/area/area = null
var/otherarea = null
var/id = 1
/obj/machinery/button/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner))
return
return src.attack_hand(user)

View File

@@ -127,6 +127,10 @@
//don't need to check if the camera works for AI because the AI jumps to the camera location and doesn't actually look through cameras.
if(isAI(user))
var/mob/living/silicon/ai/A = user
// Only allow non-carded AIs to view because the interaction with the eye gets all wonky otherwise.
if(!A.is_in_chassis())
return 0
A.eyeobj.setLoc(get_turf(C))
A.client.eye = A.eyeobj
return 1

View File

@@ -148,30 +148,20 @@
else
icon_state = "doorctrl0"
/obj/machinery/driver_button/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/button/driver
name = "mass driver button"
desc = "A remote control switch for a mass driver."
/obj/machinery/driver_button/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner))
/obj/machinery/button/driver/attack_hand(mob/user as mob)
if(..())
return
return src.attack_hand(user)
/obj/machinery/driver_button/attack_hand(mob/user as mob)
src.add_fingerprint(usr)
if(stat & (NOPOWER|BROKEN))
return
if(active)
return
add_fingerprint(user)
use_power(5)
active = 1
icon_state = "launcheract"
for(var/obj/machinery/door/blast/M in world)
for(var/obj/machinery/door/blast/M in machines)
if (M.id == src.id)
spawn( 0 )
M.open()
@@ -179,13 +169,13 @@
sleep(20)
for(var/obj/machinery/mass_driver/M in world)
for(var/obj/machinery/mass_driver/M in machines)
if(M.id == src.id)
M.drive()
sleep(50)
for(var/obj/machinery/door/blast/M in world)
for(var/obj/machinery/door/blast/M in machines)
if (M.id == src.id)
spawn( 0 )
M.close()

View File

@@ -119,17 +119,13 @@
user.show_message(text("\red [src] is now secured."))
src.overlays += "[base_state]-s"
/obj/machinery/flasher_button/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/button/flasher
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user as mob)
return src.attack_hand(user)
/obj/machinery/button/flasher/attack_hand(mob/user as mob)
/obj/machinery/flasher_button/attack_hand(mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
if(active)
if(..())
return
use_power(5)

View File

@@ -32,42 +32,23 @@
on_icon = "surgery"
////////////////////SWITCH///////////////////////////////////////
/obj/machinery/holosign_switch
/obj/machinery/button/holosign
name = "holosign switch"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
desc = "A remote control switch for holosign."
var/id = null
var/active = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
/obj/machinery/holosign_switch/attack_ai(mob/user as mob)
return src.attack_hand(user)
/
/obj/machinery/holosign_switch/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner))
return
return src.attack_hand(user)
/obj/machinery/holosign_switch/attack_hand(mob/user as mob)
src.add_fingerprint(usr)
if(stat & (NOPOWER|BROKEN))
/obj/machinery/button/holosign/attack_hand(mob/user as mob)
if(..())
return
add_fingerprint(user)
use_power(5)
active = !active
if(active)
icon_state = "light1"
else
icon_state = "light0"
icon_state = "light[active]"
for(var/obj/machinery/holosign/M in world)
for(var/obj/machinery/holosign/M in machines)
if (M.id == src.id)
spawn( 0 )
M.toggle()

View File

@@ -115,17 +115,13 @@
ignite()
..(severity)
/obj/machinery/ignition_switch/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/button/ignition
name = "ignition switch"
desc = "A remote control switch for a mounted igniter."
/obj/machinery/ignition_switch/attackby(obj/item/weapon/W, mob/user as mob)
return src.attack_hand(user)
/obj/machinery/button/ignition/attack_hand(mob/user as mob)
/obj/machinery/ignition_switch/attack_hand(mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
if(active)
if(..())
return
use_power(5)

View File

@@ -15,7 +15,7 @@
/obj/machinery/light_switch/New()
..()
spawn(5)
src.area = src.loc.loc
src.area = get_area(src)
if(otherarea)
src.area = locate(text2path("/area/[otherarea]"))
@@ -32,10 +32,7 @@
if(stat & NOPOWER)
icon_state = "light-p"
else
if(on)
icon_state = "light1"
else
icon_state = "light0"
icon_state = "light[on]"
/obj/machinery/light_switch/examine(mob/user)
if(..(user, 1))

View File

@@ -187,63 +187,9 @@ Class Procs:
/obj/machinery/Topic(href, href_list, var/nowindow = 0, var/checkrange = 1)
if(..())
return 1
if(!can_be_used_by(usr, be_close = checkrange))
return 1
add_fingerprint(usr)
return 0
/obj/machinery/proc/can_be_used_by(mob/user, be_close = 1)
if(!interact_offline && stat & (NOPOWER|BROKEN))
return 0
if(!user.canUseTopic(src, be_close))
return 0
return 1
////////////////////////////////////////////////////////////////////////////////////////////
/mob/proc/canUseTopic(atom/movable/M, be_close = 1)
return
/mob/dead/observer/canUseTopic(atom/movable/M, be_close = 1)
if(check_rights(R_ADMIN, 0))
return
/mob/living/canUseTopic(atom/movable/M, be_close = 1, no_dextery = 0)
if(no_dextery)
src << "<span class='notice'>You don't have the dexterity to do this!</span>"
return 0
return be_close && !in_range(M, src)
/mob/living/carbon/human/canUseTopic(atom/movable/M, be_close = 1)
if(restrained() || lying || stat || stunned || weakened)
return
if(be_close && !in_range(M, src))
if(TK in mutations)
var/mob/living/carbon/human/H = M
if(istype(H.l_hand, /obj/item/tk_grab) || istype(H.r_hand, /obj/item/tk_grab))
return 1
return
if(!isturf(M.loc) && M.loc != src)
return
return 1
/mob/living/silicon/ai/canUseTopic(atom/movable/M)
if(stat)
return
// Prevents the AI from using Topic on admin levels (by for example viewing through the court/thunderdome cameras)
// unless it's on the same level as the object it's interacting with.
if(!(z == M.z || M.z in config.player_levels))
return
//stop AIs from leaving windows open and using then after they lose vision
//apc_override is needed here because AIs use their own APC when powerless
if(cameranet && !cameranet.checkTurfVis(get_turf(M)) && !apc_override)
return
return 1
/mob/living/silicon/robot/canUseTopic(atom/movable/M)
if(stat || lockcharge || stunned || weakened)
return
return 1
return 1
return 0
////////////////////////////////////////////////////////////////////////////////////////////

View File

@@ -108,6 +108,9 @@ datum/nano_item_lists
return pick(random_items)
/obj/item/device/uplink/Topic(href, href_list)
if(..())
return 1
if(href_list["buy_item"] == "random")
var/datum/uplink_item/UI = chooseRandomItem()
href_list["buy_item"] = UI.reference
@@ -208,10 +211,10 @@ datum/nano_item_lists
// The purchasing code.
/obj/item/device/uplink/hidden/Topic(href, href_list)
if (usr.stat || usr.restrained())
return
return 1
if (!( istype(usr, /mob/living/carbon/human)))
return 0
return 1
var/mob/user = usr
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, "main")
if ((usr.contents.Find(src.loc) || (in_range(src.loc, usr) && istype(src.loc.loc, /turf))))

View File

@@ -16,11 +16,14 @@
var/damtype = "brute"
var/force = 0
/obj/Topic(href, href_list, var/nowindow = 0)
/obj/Topic(href, href_list, var/nowindow = 0, var/checkrange = 1)
// Calling Topic without a corresponding window open causes runtime errors
if(nowindow)
return 0
return ..()
if(!nowindow && ..())
return 1
if(usr.can_interact_with_interface(src, checkrange) != STATUS_INTERACTIVE)
return 1
add_fingerprint(usr)
return 0
/obj/item/proc/is_used_on(obj/O, mob/user)

View File

@@ -379,12 +379,21 @@
//Foreach goto(99)
return
/obj/machinery/crema_switch/attack_hand(mob/user as mob)
/obj/machinery/button/crematorium
name = "crematorium igniter"
desc = "Burn baby burn!"
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
req_access = list(access_crematorium)
id = 1
/obj/machinery/button/crematorium/attack_hand(mob/user as mob)
if(..())
return
if(src.allowed(usr))
for (var/obj/structure/crematorium/C in world)
if (C.id == id)
if (!C.cremating)
C.cremate(user)
else
usr << "\red Access denied."
return
usr << "<span class='warning'>Access denied.</span>"

View File

@@ -470,3 +470,38 @@
update_icon() //icon_state has to be set manually
return
/obj/structure/window/reinforced/polarized
name = "electrochromic window"
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
var/id
/obj/structure/window/reinforced/polarized/proc/toggle()
if(opacity)
animate(src, color="#FFFFFF", time=5)
SetOpacity(0)
else
animate(src, color="#222222", time=5)
SetOpacity(1)
/obj/machinery/button/windowtint
name = "window tint control"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
desc = "A remote control switch for polarized windows."
var/range = 7
/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
if(..())
return 1
use_power(5)
active = !active
icon_state = "light[active]"
for(var/obj/structure/window/reinforced/polarized/W in range(src,range))
if (W.id == src.id || !W.id)
spawn( 0 )
W.toggle()
return

View File

@@ -46,7 +46,7 @@ var/list/admin_verbs_admin = list(
/client/proc/cmd_admin_create_centcom_report,
/client/proc/check_words, /*displays cult-words*/
/client/proc/check_ai_laws, /*shows AI and borg laws*/
/client/proc/rename_ai, /*properly renames the AI*/
/client/proc/rename_silicon, /*properly renames silicons*/
/client/proc/check_antagonists,
/client/proc/admin_memo, /*admin memo system. show/delete/write. +SERVER needed to delete admin memos of others*/
/client/proc/dsay, /*talk in deadchat using our ckey/fakekey*/
@@ -108,7 +108,8 @@ var/list/admin_verbs_fun = list(
)
var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_atom, /*allows us to spawn instances*/
/client/proc/respawn_character
/client/proc/respawn_character,
/client/proc/virus2_editor
)
var/list/admin_verbs_server = list(
/client/proc/Set_Holiday,
@@ -693,15 +694,15 @@ var/list/admin_verbs_mentor = list(
if(holder)
src.holder.output_ai_laws()
/client/proc/rename_ai(mob/living/silicon/ai/AI in world)
set name = "Rename AI"
/client/proc/rename_silicon(mob/living/silicon/S in world)
set name = "Rename Silicon"
set category = "Admin"
if(holder)
var/new_name = trim_strip_input(src, "Enter new AI name. Leave blank or as is to cancel.", "Enter new AI Name", AI.name)
if(new_name && new_name != AI.name)
admin_log_and_message_admins("has renamed the AI '[AI.name]' to '[new_name]'")
AI.SetName(new_name)
var/new_name = trim_strip_input(src, "Enter new name. Leave blank or as is to cancel.", "Enter new silicon name", S.real_name)
if(new_name && new_name != S.real_name)
admin_log_and_message_admins("has renamed the silicon '[S.real_name]' to '[new_name]'")
S.SetName(new_name)
feedback_add_details("admin_verb","RAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!

View File

@@ -269,8 +269,8 @@
name = "fertilizer bottle"
desc = "A small glass bottle. Can hold up to 10 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
flags = OPENCONTAINER
icon_state = "bottle-4"
flags = 0
possible_transfer_amounts = null
w_class = 2.0
@@ -288,20 +288,21 @@
if(fertilizer)
reagents.add_reagent(fertilizer,10)
update_icon()
/obj/item/weapon/reagent_containers/glass/fertilizer/ez
name = "bottle of E-Z-Nutrient"
icon_state = "bottle16"
icon_state = "bottle-4"
fertilizer = "eznutrient"
/obj/item/weapon/reagent_containers/glass/fertilizer/l4z
name = "bottle of Left 4 Zed"
icon_state = "bottle18"
icon_state = "bottle-4"
fertilizer = "left4zed"
/obj/item/weapon/reagent_containers/glass/fertilizer/rh
name = "bottle of Robust Harvest"
icon_state = "bottle15"
icon_state = "bottle-4"
fertilizer = "robustharvest"
//Hatchets and things to kill kudzu

View File

@@ -67,13 +67,19 @@
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
else
if(language)
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>"
on_hear_say("<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>")
else
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>"
on_hear_say("<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
/mob/proc/on_hear_say(var/message)
src << message
/mob/living/silicon/on_hear_say(var/message)
var/time = say_timestamp()
src << "[time] [message]"
/mob/proc/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0, var/vname ="")
@@ -124,7 +130,6 @@
var/changed_voice
if(istype(src, /mob/living/silicon/ai) && !hard_to_hear)
part_a = "<span class='say_quote'>\[[worldtime2text()]\]</span>" + part_a
var/jobname // the mob's "job"
var/mob/living/carbon/human/impersonating //The crew member being impersonated, if any.
@@ -185,10 +190,22 @@
if(sdisabilities & DEAF || ear_deaf)
if(prob(20))
src << "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>"
else if(track)
src << "[part_a][track][part_b][formatted]</span></span>"
else
src << "[part_a][speaker_name][part_b][formatted]</span></span>"
on_hear_radio(part_a, speaker_name, track, part_b, formatted)
/proc/say_timestamp()
return "<span class='say_quote'>\[[worldtime2text()]\]</span>"
/mob/proc/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
src << "[part_a][speaker_name][part_b][formatted]</span></span>"
/mob/living/silicon/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
var/time = say_timestamp()
src << "[time][part_a][speaker_name][part_b][formatted]</span></span>"
/mob/living/silicon/ai/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
var/time = say_timestamp()
src << "[time][part_a][track][part_b][formatted]</span></span>"
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
if(!client)

View File

@@ -1,6 +1,8 @@
/mob/living/carbon/Life()
..()
handle_viruses()
// Increase germ_level regularly
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++

View File

@@ -3,7 +3,7 @@
var/datum/species/species //Contains icon generation and language information, set during New().
var/list/stomach_contents = list()
var/list/datum/disease2/disease/virus2 = list()
var/antibodies = 0
var/list/antibodies = list()
var/last_eating = 0 //Not sure what this does... I found it hidden in food.dm
var/life_tick = 0 // The amount of life ticks that have processed on this mob.

View File

@@ -55,7 +55,7 @@
if (bodytemperature < 283.222)
tally += (283.222 - bodytemperature) / 10 * 1.75
tally += 2*stance_damage //damaged/missing feet or legs is slow
tally += max(2 * stance_damage, 0) //damaged/missing feet or legs is slow
if(mRun in mutations)
tally = 0

View File

@@ -93,8 +93,6 @@
//Random events (vomiting etc)
handle_random_events()
handle_virus_updates()
//stuff in the stomach
handle_stomach()
@@ -1460,47 +1458,6 @@
if(!currentTurf.lighting_lumcount)
playsound_local(src,pick(scarySounds),50, 1, -1)
proc/handle_virus_updates()
if(status_flags & GODMODE) return 0 //godmode
if(bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
V.cure(src)
if(life_tick % 3) //don't spam checks over all objects in view every tick.
for(var/obj/effect/decal/cleanable/O in view(1,src))
if(istype(O,/obj/effect/decal/cleanable/blood))
var/obj/effect/decal/cleanable/blood/B = O
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V.getcopy())
else if(istype(O,/obj/effect/decal/cleanable/mucus))
var/obj/effect/decal/cleanable/mucus/M = O
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V.getcopy())
if(virus2.len)
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
// check if we're immune
if(V.antigen & src.antibodies)
V.dead = 1
return
proc/handle_stomach()
spawn(0)
for(var/mob/living/M in stomach_contents)

View File

@@ -44,9 +44,6 @@
//Disabilities
handle_disabilities()
//Virus updates, duh
handle_virus_updates()
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
@@ -155,47 +152,6 @@
domutcheck(src,null)
emote("gasp")
proc/handle_virus_updates()
if(status_flags & GODMODE) return 0 //godmode
if(bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
V.cure(src)
for(var/obj/effect/decal/cleanable/O in view(1,src))
if(istype(O,/obj/effect/decal/cleanable/blood))
var/obj/effect/decal/cleanable/blood/B = O
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V)
else if(istype(O,/obj/effect/decal/cleanable/mucus))
var/obj/effect/decal/cleanable/mucus/M = O
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V)
if(virus2.len)
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
// check if we're immune
if(V.antigen & src.antibodies)
V.dead = 1
return
proc/breathe()
if(reagents)

View File

@@ -0,0 +1,43 @@
/mob/living/carbon/proc/handle_viruses()
if(status_flags & GODMODE) return 0 //godmode
if(bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
V.cure(src)
if(life_tick % 3) //don't spam checks over all objects in view every tick.
for(var/obj/effect/decal/cleanable/O in view(1,src))
if(istype(O,/obj/effect/decal/cleanable/blood))
var/obj/effect/decal/cleanable/blood/B = O
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V)
else if(istype(O,/obj/effect/decal/cleanable/mucus))
var/obj/effect/decal/cleanable/mucus/M = O
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V)
if(virus2.len)
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
// check if we're immune
var/list/common_antibodies = V.antigen & src.antibodies
if(common_antibodies.len)
V.dead = 1
return

View File

@@ -211,9 +211,8 @@ var/list/ai_verbs_default = list(
else
stat(null, text("Systems nonfunctional"))
/mob/living/silicon/ai/proc/SetName(pickedName as text)
real_name = pickedName
name = pickedName
/mob/living/silicon/ai/SetName(pickedName as text)
..()
announcement.announcer = pickedName
if(eyeobj)
eyeobj.name = "[pickedName] (AI Eye)"
@@ -766,5 +765,8 @@ var/list/ai_verbs_default = list(
return 1
return 0
/mob/living/silicon/ai/proc/is_in_chassis()
return istype(loc, /turf)
#undef AI_CHECK_WIRELESS
#undef AI_CHECK_RADIO

View File

@@ -89,26 +89,29 @@
else
//stage = 6
src.blind.screen_loc = "1,1 to 15,15"
if (src.blind.layer!=18)
src.blind.layer = 18
src.sight = src.sight&~SEE_TURFS
src.sight = src.sight&~SEE_MOBS
src.sight = src.sight&~SEE_OBJS
src.see_in_dark = 0
src.see_invisible = SEE_INVISIBLE_LIVING
if (((!loc.master.power_equip) || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
var/area/current_area = get_area(src)
if (((!loc.master.power_equip) && current_area.requires_power == 1 || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
//If our area lacks equipment power, and is not magically powered (i.e. centcom), or if we are in space and not carded, lose power.
if (src:aiRestorePowerRoutine==0)
src:aiRestorePowerRoutine = 1
//Blind the AI
src.blind.screen_loc = "1,1 to 15,15"
if (src.blind.layer!=18)
src.blind.layer = 18
src.sight = src.sight&~SEE_TURFS
src.sight = src.sight&~SEE_MOBS
src.sight = src.sight&~SEE_OBJS
src.see_in_dark = 0
src.see_invisible = SEE_INVISIBLE_LIVING
//Now to tell the AI why they're blind and dying slowly.
src << "You've lost power!"
// world << "DEBUG CODE TIME! [loc] is the area the AI is sucking power from"
if (!is_special_character(src))
src.set_zeroth_law("")
//src.clear_supplied_laws() // Don't reset our laws.
//var/time = time2text(world.realtime,"hh:mm:ss")
//lawchanges.Add("[time] <b>:</b> [src.name]'s noncore laws have been reset due to power failure")
spawn(20)
src << "Backup battery online. Scanners, camera, and radio interface offline. Beginning fault-detection."
sleep(50)
@@ -129,17 +132,10 @@
src << "Connection verified. Searching for APC in power network."
sleep(50)
var/obj/machinery/power/apc/theAPC = null
/*
for (var/something in loc)
if (istype(something, /obj/machinery/power/apc))
if (!(something:stat & BROKEN))
theAPC = something
break
*/
var/PRP //like ERP with the code, at least this stuff is no more 4x sametext
var/PRP
for (PRP=1, PRP<=4, PRP++)
var/area/AIarea = get_area(src)
for(var/area/A in AIarea.master.related)
for(var/area/A in current_area.master.related)
for (var/obj/machinery/power/apc/APC in A)
if (!(APC.stat & BROKEN))
theAPC = APC

View File

@@ -77,6 +77,11 @@
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
//Redefining some robot procs...
/mob/living/silicon/robot/drone/SetName(pickedName as text)
// Would prefer to call the grandparent proc but this isn't possible, so..
real_name = pickedName
name = real_name
/mob/living/silicon/robot/drone/updatename()
real_name = "maintenance drone ([rand(100,999)])"
name = real_name

View File

@@ -185,6 +185,10 @@ var/list/robot_verbs_default = list(
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/SetName(pickedName as text)
custom_name = pickedName
updatename()
/mob/living/silicon/robot/proc/sync()
if(lawupdate && connected_ai)
lawsync()
@@ -1277,16 +1281,6 @@ var/list/robot_verbs_default = list(
return 1
return 0
/mob/living/silicon/robot/syndicate/canUseTopic(atom/movable/M)
if(stat || lockcharge || stunned || weakened)
return
if(z in config.admin_levels)
return 1
if(istype(M, /obj/machinery))
var/obj/machinery/Machine = M
return Machine.emagged
return 1
/mob/living/silicon/robot/proc/notify_ai(var/notifytype, var/oldname, var/newname)
if(!connected_ai)
return

View File

@@ -30,6 +30,10 @@
..()
add_language("Galactic Common")
/mob/living/silicon/proc/SetName(pickedName as text)
real_name = pickedName
name = real_name
/mob/living/silicon/proc/show_laws()
return

View File

@@ -6,11 +6,6 @@ nanoui class (or whatever Byond calls classes)
nanoui is used to open and update nano browser uis
**********************************************************/
#define STATUS_INTERACTIVE 2 // GREEN Visability
#define STATUS_UPDATE 1 // ORANGE Visability
#define STATUS_DISABLED 0 // RED Visability
/datum/nanoui
// the user who opened this ui
var/mob/user
@@ -59,9 +54,6 @@ nanoui is used to open and update nano browser uis
var/cached_data = null
// Only allow users with a certain user.stat to get updates. Defaults to 0 (concious)
var/allowed_user_stat = 0 // -1 = ignore, 0 = alive, 1 = unconcious or alive, 2 = dead concious or alive
/**
* Create a new nanoui instance.
*
@@ -140,37 +132,110 @@ nanoui is used to open and update nano browser uis
* @return nothing
*/
/datum/nanoui/proc/update_status(var/push_update = 0)
if (istype(user, /mob/dead/observer))
/* Ghosts see updates but can't interact */
set_status(STATUS_UPDATE, push_update)
else if (istype(user, /mob/living/silicon/ai) || (get_dist(get_turf(user),get_turf(src_object)) <= 1))
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else if (istype(user, /mob/living/silicon/robot))
if (src_object in view(7, user)) // robots can see and interact with things they can see within 7 tiles
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
var/status = user.can_interact_with_interface(src_object)
if(status == STATUS_CLOSE)
close()
else
var/dist = get_dist(src_object, user)
set_status(status, push_update)
if (dist > 4)
close()
return
/*
Procs called by update_status()
*/
if ((allowed_user_stat > -1) && (user.stat > allowed_user_stat))
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
else if (user.restrained() || user.lying)
set_status(STATUS_UPDATE, push_update) // update only (orange visibility)
else if (istype(src_object, /obj/item/device/uplink/hidden)) // You know what if they have the uplink open let them use the UI
set_status(STATUS_INTERACTIVE, push_update) // Will build in distance checks on the topics for sanity.
else if (!(src_object in view(4, user))) // If the src object is not in visable, set status to 0
set_status(STATUS_DISABLED, push_update) // interactive (green visibility)
else if (dist <= 1)
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else if (dist <= 2)
set_status(STATUS_UPDATE, push_update) // update only (orange visibility)
else if (dist <= 4)
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
/mob/proc/can_interact_with_interface(var/src_object)
return STATUS_CLOSE // By default no mob can do anything with NanoUI
/mob/dead/observer/can_interact_with_interface()
if(check_rights(R_ADMIN, 0))
return STATUS_INTERACTIVE // Admins are more equal
return STATUS_UPDATE // Ghosts can view updates
/mob/living/silicon/robot/can_interact_with_interface(var/src_object)
if(stat || !client)
return STATUS_CLOSE
if(lockcharge || stunned || weakened)
return STATUS_DISABLED
if (src_object in view(client.view, src)) // robots can see and interact with things they can see within their view range
return STATUS_INTERACTIVE // interactive (green visibility)
return STATUS_DISABLED // no updates, completely disabled (red visibility)
/mob/living/silicon/robot/syndicate/can_interact_with_interface(var/src_object)
. = ..()
if(. != STATUS_INTERACTIVE)
return
if(z in config.admin_levels) // Syndicate borgs can interact with everything on the admin level
return STATUS_INTERACTIVE
if(istype(get_area(src), /area/syndicate_station)) // If elsewhere, they can interact with everything on the syndicate shuttle
return STATUS_INTERACTIVE
if(istype(src_object, /obj/machinery)) // Otherwise they can only interact with emagged machinery
var/obj/machinery/Machine = src_object
if(Machine.emagged)
return STATUS_INTERACTIVE
return STATUS_UPDATE
/mob/living/silicon/ai/can_interact_with_interface(var/src_object)
if(stat || !client)
return STATUS_CLOSE
// Prevents the AI from using Topic on admin levels (by for example viewing through the court/thunderdome cameras)
// unless it's on the same level as the object it's interacting with.
var/turf/T = get_turf(src_object)
if(!T || !(z == T.z || (T.z in config.player_levels)))
return STATUS_CLOSE
// If an object is in view then we can interact with it
if(src_object in view(client.view, src))
return STATUS_INTERACTIVE
// If we're installed in a chassi, rather than transfered to an inteliCard or other container, then check if we have camera view
if(is_in_chassis())
//stop AIs from leaving windows open and using then after they lose vision
//apc_override is needed here because AIs use their own APC when powerless
if(cameranet && !cameranet.checkTurfVis(get_turf(src_object)))
return apc_override ? STATUS_INTERACTIVE : STATUS_CLOSE
return STATUS_INTERACTIVE
return STATUS_CLOSE
/mob/living/proc/shared_living_nano_interaction(var/src_object)
if (src.stat != CONSCIOUS)
return STATUS_CLOSE // no updates, close the interface
else if (restrained() || lying || stat || stunned || weakened)
return STATUS_UPDATE // update only (orange visibility)
return STATUS_INTERACTIVE
/mob/living/proc/shared_living_nano_distance(var/atom/movable/src_object)
if(!isturf(src_object.loc))
if(src_object.loc == src) // Item in the inventory
return STATUS_INTERACTIVE
if(src.contents.Find(src_object.loc)) // A hidden uplink inside an item
return STATUS_INTERACTIVE
if (!(src_object in view(4, src))) // If the src object is not in visable, disable updates
return STATUS_CLOSE
var/dist = get_dist(src_object, src)
if (dist <= 1)
return STATUS_INTERACTIVE // interactive (green visibility)
else if (dist <= 2)
return STATUS_UPDATE // update only (orange visibility)
else if (dist <= 4)
return STATUS_DISABLED // no updates, completely disabled (red visibility)
return STATUS_CLOSE
/mob/living/can_interact_with_interface(var/src_object, var/be_close = 1)
. = shared_living_nano_interaction(src_object)
if(. == STATUS_INTERACTIVE && be_close)
. = shared_living_nano_distance(src_object)
if(STATUS_INTERACTIVE)
return STATUS_UPDATE
/mob/living/carbon/human/can_interact_with_interface(var/src_object, var/be_close = 1)
. = shared_living_nano_interaction(src_object)
if(. == STATUS_INTERACTIVE && be_close)
. = shared_living_nano_distance(src_object)
if(. == STATUS_UPDATE && (TK in mutations)) // If we have telekinesis and remain close enough, allow interaction.
return STATUS_INTERACTIVE
/**
* Set the ui to auto update (every master_controller tick)

View File

@@ -31,7 +31,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list( "donor"=src,"viruses"=null,"species"=species.name,"blood_DNA"=dna.unique_enzymes,"blood_colour"= species.blood_color,"blood_type"=dna.b_type, \
"resistances"=null,"trace_chem"=null, "virus2" = null, "antibodies" = null)
"resistances"=null,"trace_chem"=null, "virus2" = null, "antibodies" = list())
B.color = B.data["blood_colour"]
// Takes care blood loss and regeneration

View File

@@ -4,6 +4,8 @@
#define CHEM_DISPENSER_ENERGY_COST 0.1 //How many energy points do we use per unit of chemical?
#define BOTTLE_SPRITES list("bottle-1", "bottle-2", "bottle-3", "bottle-4") //list of available bottle sprites
/obj/machinery/chem_dispenser
name = "chem dispenser"
density = 1
@@ -262,7 +264,7 @@
var/condi = 0
var/useramount = 30 // Last used amount
var/pillamount = 10
var/bottlesprite = "1" //yes, strings
var/bottlesprite = "bottle-1" //yes, strings
var/pillsprite = "1"
var/client/has_sprites = list()
var/max_pill_count = 20
@@ -442,7 +444,7 @@
P.name = "[name] bottle"
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
P.icon_state = "bottle-"+bottlesprite
P.icon_state = bottlesprite
reagents.trans_to(P,60)
P.update_icon()
else
@@ -457,10 +459,9 @@
usr << browse(dat, "window=chem_master")
return
else if(href_list["change_bottle"])
#define MAX_BOTTLE_SPRITE 4 //max icon state of the bottle sprites
var/dat = "<table>"
for(var/i = 1 to MAX_BOTTLE_SPRITE)
dat += "<tr><td><a href=\"?src=\ref[src]&bottle_sprite=[i]\"><img src=\"bottle-[i].png\" /></a></td></tr>"
for(var/sprite in BOTTLE_SPRITES)
dat += "<tr><td><a href=\"?src=\ref[src]&bottle_sprite=[sprite]\"><img src=\"[sprite].png\" /></a></td></tr>"
dat += "</table>"
usr << browse(dat, "window=chem_master")
return
@@ -484,8 +485,8 @@
has_sprites += user.client
for(var/i = 1 to MAX_PILL_SPRITE)
usr << browse_rsc(icon('icons/obj/chemical.dmi', "pill" + num2text(i)), "pill[i].png")
for(var/i = 1 to MAX_BOTTLE_SPRITE)
usr << browse_rsc(icon('icons/obj/chemical.dmi', "bottle-" + num2text(i)), "bottle-[i].png")
for(var/sprite in BOTTLE_SPRITES)
usr << browse_rsc(icon('icons/obj/chemical.dmi', sprite), "[sprite].png")
var/dat = ""
if(!beaker)
dat = "Please insert beaker.<BR>"
@@ -529,7 +530,7 @@
if(!condi)
dat += "<HR><BR><A href='?src=\ref[src];createpill=1'>Create pill (60 units max)</A><a href=\"?src=\ref[src]&change_pill=1\"><img src=\"pill[pillsprite].png\" /></a><BR>"
dat += "<A href='?src=\ref[src];createpill_multiple=1'>Create multiple pills</A><BR>"
dat += "<A href='?src=\ref[src];createbottle=1'>Create bottle (60 units max)<a href=\"?src=\ref[src]&change_bottle=1\"><img src=\"bottle-[bottlesprite].png\" /></A>"
dat += "<A href='?src=\ref[src];createbottle=1'>Create bottle (60 units max)<a href=\"?src=\ref[src]&change_bottle=1\"><img src=\"[bottlesprite].png\" /></A>"
else
dat += "<A href='?src=\ref[src];createbottle=1'>Create bottle (50 units max)</A>"
if(!condi)
@@ -635,7 +636,7 @@
else if (href_list["create_virus_culture"])
if(!wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
B.icon_state = "bottle3"
B.icon_state = "bottle-1"
var/type = text2path(href_list["create_virus_culture"])//the path is received as string - converting
var/datum/disease/D = null
if(!type)
@@ -651,6 +652,7 @@
B.name = "[name] culture bottle"
B.desc = "A small bottle. Contains [D.agent] culture in synthblood medium."
B.reagents.add_reagent("blood",20,data)
B.update_icon()
src.updateUsrDialog()
wait = 1
spawn(1000)

View File

@@ -98,7 +98,7 @@ datum
blood
data = new/list("donor"=null,"viruses"=null,"species"="Human","blood_DNA"=null,"blood_type"=null,"blood_colour"= "#A10808","resistances"=null,"trace_chem"=null, "antibodies" = null)
data = new/list("donor"=null,"viruses"=null,"species"="Human","blood_DNA"=null,"blood_type"=null,"blood_colour"= "#A10808","resistances"=null,"trace_chem"=null, "antibodies" = list())
name = "Blood"
id = "blood"
reagent_state = LIQUID
@@ -665,15 +665,13 @@ datum
for (var/ID in C.virus2)
var/datum/disease2/disease/V = C.virus2[ID]
if(prob(5))
M:antibodies |= V.antigen
C.antibodies |= V.antigen
if(prob(50))
M.radiation += 50 // curing it that way may kill you instead
var/absorbed
if(istype(C,/mob/living/carbon))
var/mob/living/carbon/H = C
var/datum/organ/internal/diona/nutrients/rad_organ = locate() in H.internal_organs
if(rad_organ && !rad_organ.is_broken())
absorbed = 1
var/datum/organ/internal/diona/nutrients/rad_organ = locate() in C.internal_organs
if(rad_organ && !rad_organ.is_broken())
absorbed = 1
if(!absorbed)
M.adjustToxLoss(100)
..()

View File

@@ -9,7 +9,7 @@
item_state = "atoxinbottle"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60)
flags = OPENCONTAINER
flags = 0
volume = 60
on_reagent_change()
@@ -30,7 +30,7 @@
New()
..()
if(!icon_state)
icon_state = "bottle-[rand(1.4)]"
icon_state = "bottle-[rand(1,4)]"
update_icon()
overlays.Cut()
@@ -59,186 +59,203 @@
name = "inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
icon_state = "bottle-4"
New()
..()
reagents.add_reagent("inaprovaline", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/toxin
name = "toxin bottle"
desc = "A small bottle of toxins. Do not drink, it is poisonous."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle12"
icon_state = "bottle-3"
New()
..()
reagents.add_reagent("toxin", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/cyanide
name = "cyanide bottle"
desc = "A small bottle of cyanide. Bitter almonds?"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle12"
icon_state = "bottle-3"
New()
..()
reagents.add_reagent("cyanide", 60)
reagents.add_reagent("cyanide", 30) //volume changed to match chloral
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/stoxin
name = "soporific bottle"
desc = "A small bottle of soporific. Just the fumes make you sleepy."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
icon_state = "bottle-3"
New()
..()
reagents.add_reagent("stoxin", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/chloralhydrate
name = "Chloral Hydrate Bottle"
desc = "A small bottle of Choral Hydrate. Mickey's Favorite!"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
icon_state = "bottle-3"
New()
..()
reagents.add_reagent("chloralhydrate", 30) //Intentionally low since it is so strong. Still enough to knock someone out.
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/antitoxin
name = "dylovene bottle"
desc = "A small bottle of dylovene. Counters poisons, and repairs damage. A wonder drug."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
icon_state = "bottle-4"
New()
..()
reagents.add_reagent("anti_toxin", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/mutagen
name = "unstable mutagen bottle"
desc = "A small bottle of unstable mutagen. Randomly changes the DNA structure of whoever comes in contact."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
icon_state = "bottle-1"
New()
..()
reagents.add_reagent("mutagen", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/ammonia
name = "ammonia bottle"
desc = "A small bottle."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
icon_state = "bottle-1"
New()
..()
reagents.add_reagent("ammonia", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/diethylamine
name = "diethylamine bottle"
desc = "A small bottle."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
icon_state = "bottle-4"
New()
..()
reagents.add_reagent("diethylamine", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/flu_virion
name = "Flu virion culture bottle"
desc = "A small bottle. Contains H13N1 flu virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/advance/flu(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/epiglottis_virion
name = "Epiglottis virion culture bottle"
desc = "A small bottle. Contains Epiglottis virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/advance/voice_change(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/liver_enhance_virion
name = "Liver enhancement virion culture bottle"
desc = "A small bottle. Contains liver enhancement virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/advance/heal(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/hullucigen_virion
name = "Hullucigen virion culture bottle"
desc = "A small bottle. Contains hullucigen virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/advance/hullucigen(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/pierrot_throat
name = "Pierrot's Throat culture bottle"
desc = "A small bottle. Contains H0NI<42 virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/pierrot_throat(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/cold
name = "Rhinovirus culture bottle"
desc = "A small bottle. Contains XY-rhinovirus culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/advance/F = new /datum/disease/advance/cold(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/random
name = "Random culture bottle"
desc = "A small bottle. Contains a random disease."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/advance/F = new(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/retrovirus
name = "Retrovirus culture bottle"
desc = "A small bottle. Contains a retrovirus culture in a synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/dna_retrovirus(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/gbs
name = "GBS culture bottle"
desc = "A small bottle. Contains Gravitokinetic Bipotential SADS+ culture in synthblood medium."//Or simply - General BullShit
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
amount_per_transfer_from_this = 5
New()
@@ -248,23 +265,25 @@
var/datum/disease/F = new /datum/disease/gbs
var/list/data = list("virus"= F)
R.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/fake_gbs
name = "GBS culture bottle"
desc = "A small bottle. Contains Gravitokinetic Bipotential SADS- culture in synthblood medium."//Or simply - General BullShit
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/fake_gbs(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/*
/obj/item/weapon/reagent_containers/glass/bottle/rhumba_beat
name = "Rhumba Beat culture bottle"
desc = "A small bottle. Contains The Rhumba Beat culture in synthblood medium."//Or simply - General BullShit
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
amount_per_transfer_from_this = 5
New()
@@ -280,44 +299,48 @@
name = "Brainrot culture bottle"
desc = "A small bottle. Contains Cryptococcus Cosmosis culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/brainrot(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/magnitis
name = "Magnitis culture bottle"
desc = "A small bottle. Contains a small dosage of Fukkos Miracos."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/magnitis(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/wizarditis
name = "Wizarditis culture bottle"
desc = "A small bottle. Contains a sample of Rincewindus Vulgaris."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
var/datum/disease/F = new /datum/disease/wizarditis(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/pacid
name = "Polytrinic Acid Bottle"
desc = "A small bottle. Contains a small amount of Polytrinic Acid"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
icon_state = "bottle-4"
New()
..()
reagents.add_reagent("pacid", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/adminordrazine
name = "Adminordrazine Bottle"
@@ -327,21 +350,24 @@
New()
..()
reagents.add_reagent("adminordrazine", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/capsaicin
name = "Capsaicin Bottle"
desc = "A small bottle. Contains hot sauce."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
icon_state = "bottle-4"
New()
..()
reagents.add_reagent("capsaicin", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/frostoil
name = "Frost Oil Bottle"
desc = "A small bottle. Contains cold sauce."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
icon_state = "bottle-4"
New()
..()
reagents.add_reagent("frostoil", 60)
reagents.add_reagent("frostoil", 60)
update_icon()

View File

@@ -11,23 +11,24 @@
name = "internal inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
icon_state = "bottle-4"
reagent = "inaprovaline"
New()
..()
reagents.add_reagent("inaprovaline", 60)
return
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/robot/antitoxin
name = "internal anti-toxin bottle"
desc = "A small bottle of Anti-toxins. Counters poisons, and repairs damage, a wonder drug."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
icon_state = "bottle-4"
reagent = "anti_toxin"
New()
..()
reagents.add_reagent("anti_toxin", 60)
return
update_icon()

View File

@@ -0,0 +1,200 @@
/datum/disease2/disease/Topic(href, href_list)
. = ..()
if(.) return
if(href_list["info"])
// spawn or admin privileges to see info about viruses
if(!check_rights(R_ADMIN|R_SPAWN)) return
usr << "Infection chance: [infectionchance]; Speed: [speed]; Spread type: [spreadtype]"
usr << "Affected species: [english_list(affected_species)]"
usr << "Effects:"
for(var/datum/disease2/effectholder/E in effects)
usr << "[E.stage]: [E.effect.name]; chance=[E.chance]; multiplier=[E.multiplier]"
usr << "Antigens: [antigens2string(antigen)]"
return 1
/datum/admins/var/datum/virus2_editor/virus2_editor_datum = new
/client/proc/virus2_editor()
set name = "Virus Editor"
set category = "Admin"
if(!holder || !check_rights(R_SPAWN)) return // spawn privileges to create viruses
holder.virus2_editor_datum.show_ui(src)
/datum/virus2_editor
var/list/s = list(/datum/disease2/effect/invisible,/datum/disease2/effect/invisible,/datum/disease2/effect/invisible,/datum/disease2/effect/invisible)
var/list/s_chance = list(1,1,1,1)
var/list/s_multiplier = list(1,1,1,1)
var/species = list()
var/infectionchance = 70
var/spreadtype = "Contact"
var/list/antigens = list()
var/speed = 1
var/mob/living/carbon/infectee = null
// this holds spawned viruses so that the "Info" links work after the proc exits
var/list/spawned_viruses = list()
proc/select(mob/user, stage)
if(stage < 1 || stage > 4) return
var/list/L = list()
for(var/e in (typesof(/datum/disease2/effect) - /datum/disease2/effect))
var/datum/disease2/effect/f = e
if(initial(f.stage) <= stage)
L[initial(f.name)] = e
var/datum/disease2/effect/Eff = s[stage]
var/C = input("Select effect for stage [stage]:", "Stage [stage]", initial(Eff.name)) as null|anything in L
if(!C) return
return L[C]
proc/show_ui(mob/user)
var/H = {"
<center><h3>Virus2 Virus Editor</h3></center><br />
<b>Effects:</b><br />
"}
for(var/i = 1 to 4)
var/datum/disease2/effect/Eff = s[i]
H += {"
<a href='?src=\ref[src];what=effect;stage=[i];effect=1'>[initial(Eff.name)]</a>
Chance: <a href='?src=\ref[src];what=effect;stage=[i];chance=1'>[s_chance[i]]</a>
Multiplier: <a href='?src=\ref[src];what=effect;stage=[i];multiplier=1'>[s_multiplier[i]]</a>
<br />
"}
H += {"
<br />
<b>Infectable Species:</b><br />
"}
var/f = 1
for(var/k in all_species)
var/datum/species/S = all_species[k]
if(!(S.flags & IS_SYNTHETIC))
if(!f) H += " | "
else f = 0
H += "<a href='?src=\ref[src];what=species;toggle=[k]' style='color:[(k in species) ? "#006600" : "#ff0000"]'>[k]</a>"
H += {"
<a href="?src=\ref[src];what=species;reset=1" style="color:#0000aa">Reset</a>
<br />
<b>Infection Chance:</b> <a href="?src=\ref[src];what=ichance">[infectionchance]</a><br />
<b>Spread Type:</b> <a href="?src=\ref[src];what=stype">[spreadtype]</a><br />
<b>Speed:</b> <a href="?src=\ref[src];what=speed">[speed]</a><br />
<br />
"}
f = 1
for(var/k in ALL_ANTIGENS)
if(!f) H += " | "
else f = 0
H += "<a href='?src=\ref[src];what=antigen;toggle=[k]' style='color:[(k in antigens) ? "#006600" : "#ff0000"]'>[k]</a>"
H += {"
<a href="?src=\ref[src];what=antigen;reset=1" style="color:#0000aa">Reset</a>
<br />
<hr />
<b>Initial infectee:</b> <a href="?src=\ref[src];what=infectee">[infectee ? infectee : "(choose)"]</a>
<a href="?src=\ref[src];what=go" style="color:#ff0000">RELEASE</a>
"}
user << browse(H, "window=virus2edit")
Topic(href, href_list)
switch(href_list["what"])
if("effect")
var/stage = text2num(href_list["stage"])
if(href_list["effect"])
var/datum/disease2/effect/E = select(usr,stage)
if(!E) return
s[stage] = E
// set a default chance and multiplier of half the maximum (roughly average)
s_chance[stage] = max(1, round(initial(E.chance_maxm)/2))
s_multiplier[stage] = max(1, round(initial(E.maxm)/2))
else if(href_list["chance"])
var/datum/disease2/effect/Eff = s[stage]
var/I = input("Chance, per tick, of this effect happening (min 0, max [initial(Eff.chance_maxm)])", "Effect Chance", s_chance[stage]) as null|num
if(I == null || I < 0 || I > initial(Eff.chance_maxm)) return
s_chance[stage] = I
else if(href_list["multiplier"])
var/datum/disease2/effect/Eff = s[stage]
var/I = input("Multiplier for this effect (min 1, max [initial(Eff.maxm)])", "Effect Multiplier", s_multiplier[stage]) as null|num
if(I == null || I < 1 || I > initial(Eff.maxm)) return
s_multiplier[stage] = I
if("species")
if(href_list["toggle"])
var/T = href_list["toggle"]
if(T in species)
species -= T
else
species |= T
else if(href_list["reset"])
species = list()
if(infectee)
if(!infectee.species || !(infectee.species.name in species))
infectee = null
if("ichance")
var/I = input("Input infection chance", "Infection Chance", infectionchance) as null|num
if(!I) return
infectionchance = I
if("stype")
var/S = alert("Which spread type?", "Spread Type", "Cancel", "Contact", "Airborne")
if(!S || S == "Cancel") return
spreadtype = S
if("speed")
var/S = input("Input speed", "Speed", speed) as null|num
if(!S) return
speed = S
if("antigen")
if(href_list["toggle"])
var/T = href_list["toggle"]
if(length(T) != 1) return
if(T in antigens)
antigens -= T
else
antigens |= T
else if(href_list["reset"])
antigens = list()
if("infectee")
var/list/candidates = list()
for(var/mob/living/carbon/G in living_mob_list)
if(G.stat != DEAD && G.species)
if(G.species.name in species)
candidates["[G.name][G.client ? "" : " (no client)"]"] = G
else
candidates["[G.name] ([G.species.name])[G.client ? "" : " (no client)"]"] = G
if(!candidates.len) usr << "No possible candidates found!"
var/I = input("Choose initial infectee", "Infectee", infectee) as null|anything in candidates
if(!I || !candidates[I]) return
infectee = candidates[I]
species |= infectee.species.name
if("go")
if(!antigens.len)
var/a = alert("This disease has no antigens; it will be impossible to permanently immunise anyone without them.\
It is strongly recommended to set at least one antigen. Do you want to go back and edit your virus?", "Antigens", "Yes", "Yes", "No")
if(a == "Yes") return
var/datum/disease2/disease/D = new
D.infectionchance = infectionchance
D.spreadtype = spreadtype
D.antigen = antigens
D.affected_species = species
D.speed = speed
for(var/i in 1 to 4)
var/datum/disease2/effectholder/E = new
var/Etype = s[i]
E.effect = new Etype()
E.effect.generate()
E.chance = s_chance[i]
E.multiplier = s_multiplier[i]
E.stage = i
D.effects += E
spawned_viruses += D
message_admins("<span class='danger'>[key_name_admin(usr)] infected [key_name_admin(infectee)] with a virus (<a href='?src=\ref[D];info=1'>Info</a>)</span>")
log_admin("[key_name_admin(usr)] infected [key_name_admin(infectee)] with a virus!")
infect_virus2(infectee, D, forced=1)
show_ui(usr)

View File

@@ -1,5 +1,5 @@
/obj/machinery/disease2/diseaseanalyser
name = "Disease Analyser"
name = "disease analyser"
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
anchored = 1
@@ -43,7 +43,9 @@
<hr>
<u>Additional Notes:</u>&nbsp;
"}
dish.basic_info = dish.virus2.get_basic_info()
dish.info = r
dish.name = "[initial(dish.name)] ([dish.virus2.name()])"
dish.analysed = 1
dish.loc = src.loc
dish = null

View File

@@ -1,37 +1,55 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/*
// reserving some numbers for later special antigens
var/global/const/ANTIGEN_A = 1
var/global/const/ANTIGEN_B = 2
var/global/const/ANTIGEN_RH = 4
var/global/const/ANTIGEN_Q = 8
var/global/const/ANTIGEN_U = 16
var/global/const/ANTIGEN_V = 32
var/global/const/ANTIGEN_X = 64
var/global/const/ANTIGEN_Y = 128
var/global/const/ANTIGEN_Z = 256
var/global/const/ANTIGEN_M = 512
var/global/const/ANTIGEN_N = 1024
var/global/const/ANTIGEN_P = 2048
var/global/const/ANTIGEN_O = 4096
var/global/const/ANTIGEN_C = 4
var/global/const/ANTIGEN_D = 8
var/global/const/ANTIGEN_E = 16
var/global/const/ANTIGEN_M = 32
var/global/const/ANTIGEN_N = 64
var/global/const/ANTIGEN_O = 128
var/global/const/ANTIGEN_P = 256
var/global/const/ANTIGEN_Q = 512
var/global/const/ANTIGEN_U = 1024
var/global/const/ANTIGEN_V = 2048
var/global/const/ANTIGEN_W = 4096
var/global/const/ANTIGEN_X = 8192
var/global/const/ANTIGEN_Y = 16384
var/global/const/ANTIGEN_Z = 32768
var/global/list/ANTIGENS = list(
"[ANTIGEN_A]" = "A",
"[ANTIGEN_B]" = "B",
"[ANTIGEN_RH]" = "RH",
"[ANTIGEN_C]" = "C",
"[ANTIGEN_E]" = "E",
"[ANTIGEN_D]" = "D",
"[ANTIGEN_M]" = "M",
"[ANTIGEN_N]" = "N",
"[ANTIGEN_O]" = "O",
"[ANTIGEN_P]" = "P",
"[ANTIGEN_Q]" = "Q",
"[ANTIGEN_U]" = "U",
"[ANTIGEN_V]" = "V",
"[ANTIGEN_Z]" = "Z",
"[ANTIGEN_M]" = "M",
"[ANTIGEN_N]" = "N",
"[ANTIGEN_P]" = "P",
"[ANTIGEN_O]" = "O"
"[ANTIGEN_W]" = "W",
"[ANTIGEN_X]" = "X",
"[ANTIGEN_Y]" = "Y",
"[ANTIGEN_Z]" = "Z"
)
*/
var/global/list/ALL_ANTIGENS = list(
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
)
/hook/startup/proc/randomise_antigens_order()
ALL_ANTIGENS = shuffle(ALL_ANTIGENS)
return 1
// pure concentrated antibodies
datum/reagent/antibodies
data = list("antibodies"=0)
data = list("antibodies"=list())
name = "Antibodies"
id = "antibodies"
reagent_state = LIQUID
@@ -39,14 +57,26 @@ datum/reagent/antibodies
reaction_mob(var/mob/M, var/method=TOUCH, var/volume)
if(istype(M,/mob/living/carbon))
var/mob/living/carbon/C = M
if(src.data && method == INGEST)
if(M:virus2) if(src.data["antibodies"] & M:virus2.antigen)
M:virus2.dead = 1
M:antibodies |= src.data["antibodies"]
//if(C.virus2) if(src.data["antibodies"] & C.virus2.antigen)
// C.virus2.dead = 1
C.antibodies |= src.data["antibodies"]
return
// iterate over the list of antigens and see what matches
/proc/antigens2string(var/antigens)
/proc/antigens2string(list/antigens, none="None")
if(!istype(antigens))
CRASH("Illegal type!")
if(!antigens.len)
return none
var/code = ""
for(var/V in ANTIGENS) if(text2num(V) & antigens) code += ANTIGENS[V]
return code
for(var/V in ALL_ANTIGENS)
if(V in antigens)
code += V
if(!code)
return none
return code

View File

@@ -1,5 +1,5 @@
/obj/machinery/computer/centrifuge
name = "Isolation Centrifuge"
name = "isolation centrifuge"
desc = "Used to separate things with different weight. Spin 'em round, round, right round."
icon = 'icons/obj/virology.dmi'
icon_state = "centrifuge"
@@ -54,7 +54,7 @@
if (sample)
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in sample.reagents.reagent_list
if (B)
data["antibodies"] = B.data["antibodies"] ? antigens2string(B.data["antibodies"]) : null
data["antibodies"] = antigens2string(B.data["antibodies"], none=null)
var/list/pathogens[0]
var/list/virus = B.data["virus2"]
@@ -67,7 +67,8 @@
else
var/datum/reagent/antibodies/A = locate(/datum/reagent/antibodies) in sample.reagents.reagent_list
data["antibodies"] = A && A.data["antibodies"] ? antigens2string(A.data["antibodies"]) : null
if(A)
data["antibodies"] = antigens2string(A.data["antibodies"], none=null)
data["is_antibody_sample"] = 1
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
@@ -186,7 +187,7 @@
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in sample.reagents.reagent_list
if (B)
P.info += "<u>Antibodies:</u> "
P.info += B.data["antibodies"] ? antigens2string(B.data["antibodies"]) : "None"
P.info += antigens2string(B.data["antibodies"])
P.info += "<br>"
var/list/virus = B.data["virus2"]
@@ -202,7 +203,7 @@
var/datum/reagent/antibodies/A = locate(/datum/reagent/antibodies) in sample.reagents.reagent_list
if (A)
P.info += "The following antibodies have been isolated from the blood sample: "
P.info += A.data["antibodies"] ? antigens2string(A.data["antibodies"]) : "None"
P.info += antigens2string(A.data["antibodies"])
P.info += "<br>"
P.info += {"

View File

@@ -1,5 +1,5 @@
/obj/machinery/computer/curer
name = "Cure Research Machine"
name = "cure research machine"
icon = 'icons/obj/computer.dmi'
icon_state = "dna"
circuit = /obj/item/weapon/circuitboard/curefab
@@ -22,7 +22,7 @@
return
var/obj/item/weapon/reagent_containers/glass/beaker/product = new(src.loc)
var/list/data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"virus2"=list(),"antibodies"=0)
var/list/data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"virus2"=list(),"antibodies"=list())
data["virus2"] |= I:virus2
product.reagents.add_reagent("blood",30,data)
@@ -52,9 +52,7 @@
if(B)
dat = "Blood sample inserted."
var/code = ""
for(var/V in ANTIGENS) if(text2num(V) & B.data["antibodies"]) code += ANTIGENS[V]
dat += "<BR>Antibodies: [code]"
dat += "<BR>Antibodies: [antigens2string(B.data["antibodies"])]"
dat += "<BR><A href='?src=\ref[src];antibody=1'>Begin antibody production</a>"
else
dat += "<BR>Please check container contents."

View File

@@ -8,7 +8,7 @@
var/clicks = 0
var/uniqueID = 0
var/list/datum/disease2/effectholder/effects = list()
var/antigen = 0 // 16 bits describing the antigens, when one bit is set, a cure with that bit can dock here
var/antigen = list() // 16 bits describing the antigens, when one bit is set, a cure with that bit can dock here
var/max_stage = 4
var/list/affected_species = list("Human","Unathi","Skrell","Tajara")
@@ -17,10 +17,12 @@
..()
/datum/disease2/disease/proc/makerandom(var/severity=1)
var/list/excludetypes = list()
for(var/i=1 ; i <= max_stage ; i++ )
var/datum/disease2/effectholder/holder = new /datum/disease2/effectholder
holder.stage = i
holder.getrandomeffect(severity)
holder.getrandomeffect(severity, excludetypes)
excludetypes += holder.effect.type
effects += holder
uniqueID = rand(0,10000)
switch(severity)
@@ -31,8 +33,8 @@
else
infectionchance = rand(60,90)
antigen |= text2num(pick(ANTIGENS))
antigen |= text2num(pick(ANTIGENS))
antigen = list(pick(ALL_ANTIGENS))
antigen |= pick(ALL_ANTIGENS)
spreadtype = prob(70) ? "Airborne" : "Contact"
if(all_species.len)
@@ -79,13 +81,18 @@
mob.reagents.remove_reagent("virusfood",0.1)
clicks += 10
if(prob(1) && prob(stage)) // Increasing chance of curing as the virus progresses
src.cure(mob)
mob.antibodies |= src.antigen
//Moving to the next stage
if(clicks > max(stage*100, 200) && prob(10))
if(stage == max_stage)
if((stage <= max_stage) && prob(20)) // ~60% of viruses will be cured by the end of S4 with this
src.cure(mob)
mob.antibodies |= src.antigen
stage++
clicks = 0
//Do nasty effects
for(var/datum/disease2/effectholder/e in effects)
if(prob(33))
@@ -98,7 +105,7 @@
infect_virus2(M,src)
//fever
mob.bodytemperature = max(mob.bodytemperature, min(310+5*stage ,mob.bodytemperature+5*stage))
mob.bodytemperature = max(mob.bodytemperature, min(310+5*min(stage,max_stage) ,mob.bodytemperature+5*min(stage,max_stage)))
clicks+=speed
/datum/disease2/disease/proc/cure(var/mob/living/carbon/mob)
@@ -116,10 +123,14 @@
/datum/disease2/disease/proc/majormutate()
uniqueID = rand(0,10000)
var/datum/disease2/effectholder/holder = pick(effects)
holder.majormutate()
var/list/exclude = list()
for(var/datum/disease2/effectholder/D in effects)
if(D != holder)
exclude += D.effect.type
holder.majormutate(exclude)
if (prob(5))
antigen = text2num(pick(ANTIGENS))
antigen |= text2num(pick(ANTIGENS))
antigen = list(pick(ALL_ANTIGENS))
antigen |= pick(ALL_ANTIGENS)
if (prob(5) && all_species.len)
affected_species = get_infectable_species()
@@ -134,6 +145,7 @@
for(var/datum/disease2/effectholder/holder in effects)
var/datum/disease2/effectholder/newholder = new /datum/disease2/effectholder
newholder.effect = new holder.effect.type
newholder.effect.generate(holder.effect.data)
newholder.chance = holder.chance
newholder.cure = holder.cure
newholder.multiplier = holder.multiplier
@@ -176,6 +188,12 @@ var/global/list/virusDB = list()
var/datum/data/record/V = virusDB["[uniqueID]"]
.= V.fields["name"]
/datum/disease2/disease/proc/get_basic_info()
var/t = ""
for(var/datum/disease2/effectholder/E in effects)
t += ", [E.effect.name]"
return "[name()] ([copytext(t,3)])"
/datum/disease2/disease/proc/get_info()
var/r = {"
<small>Analysis determined the existence of a GNAv2-based viral lifeform.</small><br>
@@ -237,3 +255,10 @@ proc/virology_letterhead(var/report_name)
<center><small><i>[station_name()] Virology Lab</i></small></center>
<hr>
"}
/datum/disease2/disease/proc/can_add_symptom(type)
for(var/datum/disease2/effectholder/H in effects)
if(H.effect.type == type)
return 0
return 1

View File

@@ -1,5 +1,5 @@
/obj/machinery/computer/diseasesplicer
name = "Disease Splicer"
name = "disease splicer"
icon = 'icons/obj/computer.dmi'
icon_state = "crew"
@@ -49,7 +49,7 @@
data["affected_species"] = null
if (memorybank)
data["buffer"] = list("name" = (analysed ? memorybank.effect.name : "Unknown Symptom"), "stage" = memorybank.stage)
data["buffer"] = list("name" = (analysed ? memorybank.effect.name : "Unknown Symptom"), "stage" = memorybank.effect.stage)
if (species_buffer)
data["species_buffer"] = analysed ? list2text(species_buffer, ", ") : "Unknown Species"
@@ -160,14 +160,26 @@
if(href_list["splice"])
if(dish)
if (memorybank)
for(var/datum/disease2/effectholder/e in dish.virus2.effects)
if(e.stage == memorybank.stage)
e.effect = memorybank.effect
var/target = text2num(href_list["splice"]) // target = 1 to 4 for effects, 5 for species
if(memorybank && 0 < target && target <= 4)
if(target < memorybank.effect.stage) return // too powerful, catching this for href exploit prevention
if (species_buffer)
var/datum/disease2/effectholder/target_holder
var/list/illegal_types = list()
for(var/datum/disease2/effectholder/e in dish.virus2.effects)
if(e.stage == target)
target_holder = e
else
illegal_types += e.effect.type
if(memorybank.effect.type in illegal_types) return
target_holder.effect = memorybank.effect
else if(species_buffer && target == 5)
dish.virus2.affected_species = species_buffer
else
return
splicing = 10
dish.virus2.uniqueID = rand(0,10000)
return 1

View File

@@ -1,5 +1,5 @@
/obj/machinery/disease2/incubator/
name = "Pathogenic incubator"
name = "pathogenic incubator"
density = 1
anchored = 1
icon = 'icons/obj/virology.dmi'
@@ -108,6 +108,7 @@
dish.virus2.majormutate()
if(dish.info)
dish.info = "OUTDATED : [dish.info]"
dish.basic_info = "OUTDATED: [dish.basic_info]"
dish.analysed = 0
ping("\The [src] pings, \"Mutant viral strain detected.\"")
else if(prob(5))

View File

@@ -13,15 +13,19 @@
if(happensonce == 1)
happensonce = -1
/datum/disease2/effectholder/proc/getrandomeffect(var/badness = 1)
/datum/disease2/effectholder/proc/getrandomeffect(var/badness = 1, exclude_types=list())
var/list/datum/disease2/effect/list = list()
for(var/e in (typesof(/datum/disease2/effect) - /datum/disease2/effect))
var/datum/disease2/effect/f = new e
if (f.badness > badness) //we don't want such strong effects
var/datum/disease2/effect/f = e
if(e in exclude_types)
continue
if(f.stage == src.stage)
if(initial(f.badness) > badness) //we don't want such strong effects
continue
if(initial(f.stage) <= src.stage)
list += f
effect = pick(list)
var/type = pick(list)
effect = new type()
effect.generate()
chance = rand(0,effect.chance_maxm)
multiplier = rand(1,effect.maxm)
@@ -32,8 +36,8 @@
if(2)
multiplier = rand(1,effect.maxm)
/datum/disease2/effectholder/proc/majormutate()
getrandomeffect(3)
/datum/disease2/effectholder/proc/majormutate(exclude_types=list())
getrandomeffect(3, exclude_types)
////////////////////////////////////////////////////////////////
////////////////////////EFFECTS/////////////////////////////////
@@ -45,8 +49,11 @@
var/stage = 4
var/maxm = 1
var/badness = 1
var/data = null // For semi-procedural effects; this should be generated in generate() if used
proc/activate(var/mob/living/carbon/mob,var/multiplier)
proc/deactivate(var/mob/living/carbon/mob)
proc/generate(copy_data) // copy_data will be non-null if this is a copy; it should be used to initialise the data for this effect if present
/datum/disease2/effect/invisible
name = "Waiting Syndrome"
@@ -67,7 +74,23 @@
stage = 4
badness = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.gib()
// Probabilities have been tweaked to kill in ~2-3 minutes, giving 5-10 messages.
// Probably needs more balancing, but it's better than LOL U GIBBED NOW, especially now that viruses can potentially have no signs up until Gibbingtons.
mob.adjustBruteLoss(10*multiplier)
if(istype(mob, /mob/living/carbon/human))
var/mob/living/carbon/human/H = mob
var/datum/organ/external/O = pick(H.organs)
if(prob(25))
mob << "<span class='warning'>Your [O.display_name] feels as if it might fall off!</span>"
if(prob(10))
spawn(50)
if(O)
O.droplimb(1)
else
if(prob(75))
mob << "<span class='warning'>Your whole body feels like it might fall apart!</span>"
if(prob(10))
mob.adjustBruteLoss(25*multiplier)
/datum/disease2/effect/radian
name = "Radian's Syndrome"
@@ -257,6 +280,26 @@
chance_maxm = 25
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*groan")
/datum/disease2/effect/chem_synthesis
name = "Chemical Synthesis"
stage = 3
chance_maxm = 25
generate(c_data)
if(c_data)
data = c_data
else
data = pick("bicaridine", "kelotane", "dylovene", "inaprovaline", "space_drugs", "sugar",
"tramadol", "dexalin", "cryptobiolin", "impedrezene", "hyperzine", "ethylredoxrazine",
"mindbreaker", "nutriment")
var/datum/reagent/R = chemical_reagents_list[data]
name = "[initial(name)] ([initial(R.name)])"
activate(var/mob/living/carbon/mob,var/multiplier)
if (mob.reagents.get_reagent_amount(data) < 5)
mob.reagents.add_reagent(data, 2)
////////////////////////STAGE 2/////////////////////////////////
/datum/disease2/effect/scream

View File

@@ -76,14 +76,15 @@ proc/airborne_can_reach(turf/source, turf/target)
if ("[disease.uniqueID]" in M.virus2)
return
// if one of the antibodies in the mob's body matches one of the disease's antigens, don't infect
if((M.antibodies & disease.antigen) != 0)
var/list/antibodies_in_common = M.antibodies & disease.antigen
if(antibodies_in_common.len)
return
if(M.reagents.has_reagent("spaceacillin"))
return
if(!disease.affected_species.len)
return
if (!(M.species.name in disease.affected_species))
if (forced)
disease.affected_species[1] = M.species.name

View File

@@ -4,7 +4,7 @@
#define ENTRY "entry"
/obj/machinery/disease2/isolator/
name = "Pathogenic Isolator"
name = "pathogenic isolator"
density = 1
anchored = 1
icon = 'icons/obj/virology.dmi'

View File

@@ -1,7 +1,7 @@
///////////////ANTIBODY SCANNER///////////////
/obj/item/device/antibody_scanner
name = "\improper Antibody Scanner"
name = "antibody scanner"
desc = "Scans living beings for antibodies in their blood."
icon_state = "health"
w_class = 2.0
@@ -20,7 +20,7 @@
report("Scan aborted: The target does not have blood.", user)
return
if(!C.antibodies)
if(!C.antibodies.len)
report("Scan Complete: No antibodies detected.", user)
return
@@ -36,11 +36,12 @@
///////////////VIRUS DISH///////////////
/obj/item/weapon/virusdish
name = "virus containment/growth dish"
name = "virus dish"
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-b"
var/datum/disease2/disease/virus2 = null
var/growth = 0
var/basic_info = null
var/info = 0
var/analysed = 0
@@ -66,10 +67,17 @@
del src
/obj/item/weapon/virusdish/examine(mob/user)
user << "This is a virus containment dish."
if(src.info)
user << "It has the following information about its contents:"
user << src.info
..()
if(basic_info)
user << "[basic_info] : <a href='?src=\ref[src];info=1'>More Information</a>"
/obj/item/weapon/virusdish/Topic(href, href_list)
. = ..()
if(.) return
if(href_list["info"])
usr << browse(info, "window=info_\ref[src]")
return 1
/obj/item/weapon/ruinedvirusdish
name = "ruined virus sample"

View File

@@ -17,9 +17,9 @@
#define GAS_CRITICAL_TEMPERATURE 132.65 // K. The critical point temperature for air.
/*
The pipe looks to be thin vertically and wide horizontally, so we'll assume that it's
three centimeters thick, one meter wide, and only explosed to the sun 3 degrees off of edge-on.
Since the radiatior is uniform along it's length, the ratio of surface area touched by sunlight
The pipe looks to be thin vertically and wide horizontally, so we'll assume that it's
three centimeters thick, one meter wide, and only explosed to the sun 3 degrees off of edge-on.
Since the radiatior is uniform along it's length, the ratio of surface area touched by sunlight
to the total surface area is the same as the ratio of the perimeter of the cross-section.
*/
#define RADIATOR_EXPOSED_SURFACE_AREA_RATIO 0.04 // (3 cm + 100 cm * sin(3deg))/(2*(3+100 cm)). Unitless ratio.
@@ -775,3 +775,10 @@ var/list/be_special_flags = list(
#define SUIT_SENSOR_BINARY 1
#define SUIT_SENSOR_VITAL 2
#define SUIT_SENSOR_TRACKING 3
// NanoUI flags
#define STATUS_INTERACTIVE 2 // GREEN Visability
#define STATUS_UPDATE 1 // ORANGE Visability
#define STATUS_DISABLED 0 // RED Visability
#define STATUS_CLOSE -1 // Close the interface