Conflicts:
	code/game/objects/items/weapons/surgery_tools.dm

Did not do a pull in ages, all constants I sued in surgery code got renamed.
This commit is contained in:
comma
2012-08-08 13:21:47 +04:00
237 changed files with 17508 additions and 15761 deletions

View File

@@ -68,8 +68,8 @@ proc/move_research_shuttle()
/obj/machinery/computer/research_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>research shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
var/dat = "<center>Research shuttle: <b><A href='?src=\ref[src];move=1'>Send</A></b></center><br>"
user << browse("[dat]", "window=researchshuttle;size=200x100")
/obj/machinery/computer/research_shuttle/Topic(href, href_list)

View File

@@ -179,7 +179,7 @@
switch(cur_artifact.my_effect.effecttype)
if("healing") src.aeffect1 = "Healing Device"
if("injure") src.aeffect1 = "Anti-biological Weapon"
if("stun") src.aeffect1 = "Non-lethal Stunning Trap"
// if("stun") src.aeffect1 = "Non-lethal Stunning Trap"
if("roboheal") src.aeffect1 = "Mechanoid Repair Module"
if("robohurt") src.aeffect1 = "Mechanoid Deconstruction Device"
if("cellcharge") src.aeffect1 = "Power Generator"

View File

@@ -7,6 +7,7 @@
var/effectmode = "aura" // How does it carry out the effect?
var/aurarange = 4 // How far the artifact will extend an aura effect.
var/list/created_field
var/archived_loc
/datum/artifact_effect/New()
//
@@ -34,11 +35,19 @@
del F
/datum/artifact_effect/proc/UpdateEffect(var/atom/originator)
for(var/obj/effect/energy_field/F in created_field)
/*for(var/obj/effect/energy_field/F in created_field)
created_field.Remove(F)
del F
del F*/
if(originator.loc != archived_loc)
archived_loc = originator.loc
update_move(originator)
for(var/obj/effect/energy_field/E in created_field)
if(E.strength < 5)
E.Strengthen(0.2)
/datum/artifact_effect/proc/DoEffect(var/atom/originator)
archived_loc = originator.loc
if (src.effectmode == "contact")
var/mob/user = originator
if(!user)
@@ -97,7 +106,7 @@
user.weakened += 6
return 1
else user << "Nothing happens."
if("stun")
/*if("stun")
if (istype(user, /mob/living/carbon/))
user << "\red A powerful force overwhelms your consciousness."
user.paralysis += 30
@@ -105,7 +114,7 @@
user.weakened += 45
user.stuttering += 45
return 1
else user << "Nothing happens."
else user << "Nothing happens."*/
if("roboheal")
if (istype(user, /mob/living/silicon/robot))
user << "\blue Your systems report damaged components mending by themselves!"
@@ -121,7 +130,13 @@
return 1
else user << "Nothing happens."
if("forcefield")
var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
while(created_field.len < 16)
var/obj/effect/energy_field/E = new (locate(user.x,user.y,user.z))
created_field.Add(E)
E.strength = 1
E.density = 1
E.invisibility = 0
/*var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 2,user.y + 1,user.z))
@@ -183,7 +198,7 @@
E = new /obj/effect/energy_field(locate(user.x - 1,user.y - 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E.invisibility = 0*/
return 1
if("teleport")
var/list/randomturfs = new/list()
@@ -195,14 +210,14 @@
user << "\red You are suddenly zapped away elsewhere!"
user.loc = pick(randomturfs)
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(3, 0, get_turf(src)) //no idea what the 0 is
sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
sparks.start()
return 1
else if (src.effectmode == "aura")
switch(src.effecttype)
if("healing")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(10)) M << "\blue You feel a soothing energy radiating from something nearby."
M.adjustBruteLoss(-1)
@@ -214,7 +229,7 @@
return 1
if("injure")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(10)) M << "\red You feel a painful force radiating from something nearby."
M.adjustBruteLoss(1)
@@ -224,9 +239,9 @@
M.adjustBrainLoss(1)
M.updatehealth()
return 1
if("stun")
/*if("stun")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(10)) M << "\red Energy radiating from the [originator] is making you feel numb."
if(prob(20))
@@ -234,7 +249,7 @@
M.stunned += 2
M.weakened += 2
M.stuttering += 2
return 1
return 1*/
if("roboheal")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
if(prob(10)) M << "\blue SYSTEM ALERT: Beneficial energy field detected!"
@@ -290,7 +305,7 @@
switch(src.effecttype)
if("healing")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\blue A wave of energy invigorates you."
M.adjustBruteLoss(-5)
@@ -302,7 +317,7 @@
return 1
if("injure")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\red A wave of energy causes you great pain!"
M.adjustBruteLoss(5)
@@ -314,16 +329,16 @@
M.weakened += 3
M.updatehealth()
return 1
if("stun")
/*if("stun")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\red A wave of energy overwhelms your senses!"
M.paralysis += 3
M.stunned += 4
M.weakened += 4
M.stuttering += 4
return 1
return 1*/
if("roboheal")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
M << "\blue SYSTEM ALERT: Structural damage has been repaired by energy pulse!"
@@ -373,7 +388,7 @@
return 1
if("teleport")
for (var/mob/living/M in range(src.aurarange,originator))
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
var/list/randomturfs = new/list()
for(var/turf/T in orange(M, 30))
@@ -393,7 +408,7 @@
switch(src.effecttype)
if("healing")
for (var/mob/living/carbon/M in world)
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\blue Waves of soothing energy wash over you."
M.adjustBruteLoss(-3)
@@ -404,7 +419,7 @@
M.updatehealth()
return 1
if("injure")
for (var/mob/living/carbon/M in world)
for (var/mob/living/carbon/human/M in world)
M << "\red A wave of painful energy strikes you!"
M.adjustBruteLoss(3)
M.adjustFireLoss(3)
@@ -413,16 +428,16 @@
M.adjustBrainLoss(3)
M.updatehealth()
return 1
if("stun")
/*if("stun")
for (var/mob/living/carbon/M in world)
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\red A powerful force causes you to black out momentarily."
M.paralysis += 5
M.stunned += 8
M.weakened += 8
M.stuttering += 8
return 1
return 1*/
if("roboheal")
for (var/mob/living/silicon/robot/M in world)
M << "\blue SYSTEM ALERT: Structural damage has been repaired by energy pulse!"
@@ -459,7 +474,7 @@
return 1
if("teleport")
for (var/mob/living/M in world)
if(istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
var/list/randomturfs = new/list()
for(var/turf/T in orange(M, 15))
@@ -473,3 +488,52 @@
sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
sparks.start()
return 1
//initially for the force field artifact
/datum/artifact_effect/proc/update_move(var/atom/originator)
switch(effecttype)
if("forcefield")
while(created_field.len < 16)
//for now, just instantly respawn the fields when they get destroyed
var/obj/effect/energy_field/E = new (locate(originator.x,originator.y,originator))
created_field.Add(E)
E.strength = 1
E.density = 1
E.invisibility = 0
var/obj/effect/energy_field/E = created_field[1]
E.loc = locate(originator.x + 2,originator.y + 2,originator.z)
E = created_field[2]
E.loc = locate(originator.x + 2,originator.y + 1,originator.z)
E = created_field[3]
E.loc = locate(originator.x + 2,originator.y,originator.z)
E = created_field[4]
E.loc = locate(originator.x + 2,originator.y - 1,originator.z)
E = created_field[5]
E.loc = locate(originator.x + 2,originator.y - 2,originator.z)
E = created_field[6]
E.loc = locate(originator.x + 1,originator.y + 2,originator.z)
E = created_field[7]
E.loc = locate(originator.x + 1,originator.y - 2,originator.z)
E = created_field[8]
E.loc = locate(originator.x,originator.y + 2,originator.z)
E = created_field[9]
E.loc = locate(originator.x,originator.y - 2,originator.z)
E = created_field[10]
E.loc = locate(originator.x - 1,originator.y + 2,originator.z)
E = created_field[11]
E.loc = locate(originator.x - 1,originator.y - 2,originator.z)
E = created_field[12]
E.loc = locate(originator.x - 2,originator.y + 2,originator.z)
E = created_field[13]
E.loc = locate(originator.x - 2,originator.y + 1,originator.z)
E = created_field[14]
E.loc = locate(originator.x - 2,originator.y,originator.z)
E = created_field[15]
E.loc = locate(originator.x - 2,originator.y - 1,originator.z)
E = created_field[16]
E.loc = locate(originator.x - 2,originator.y - 2,originator.z)
/*for(var/obj/effect/energy_field/F in created_field)
created_field.Remove(F)
del F*/

View File

@@ -35,7 +35,7 @@
icon_state = "ano[icon_num]0"
// Low-ish random chance to not look like it's origin
if(prob(20)) src.icon_state = pick("ano0","ano1","ano2","ano3","ano4","ano5")
if(prob(20)) src.icon_state = pick("ano00","ano10","ano20","ano30","ano40","ano50")
// Power randomisation
my_effect.trigger = pick("force","energy","chemical","heat","touch")
@@ -48,17 +48,17 @@
// Precursor Artifacts do everything
switch(src.origin)
if("ancient") my_effect.effecttype = pick("roboheal","robohurt","cellcharge","celldrain")
if("martian") my_effect.effecttype = pick("healing","injure","stun","planthelper")
if("wizard") my_effect.effecttype = pick("stun","forcefield","teleport")
if("eldritch") my_effect.effecttype = pick("injure","stun","robohurt","celldrain")
if("precursor") my_effect.effecttype = pick("healing","injure","stun","roboheal","robohurt","cellcharge","celldrain","planthelper","forcefield","teleport")
if("martian") my_effect.effecttype = pick("healing","injure"/*,"stun"*/,"planthelper")
if("wizard") my_effect.effecttype = pick(/*"stun",*/"forcefield","teleport")
if("eldritch") my_effect.effecttype = pick("injure",/*"stun",*/"robohurt","celldrain")
if("precursor") my_effect.effecttype = pick("healing","injure",/*"stun",*/"roboheal","robohurt","cellcharge","celldrain","planthelper","forcefield","teleport")
// Select range based on the power
var/canworldpulse = 1
switch(my_effect.effecttype)
if("healing") my_effect.effectmode = pick("aura","pulse","contact")
if("injure") my_effect.effectmode = pick("aura","pulse","contact")
if("stun") my_effect.effectmode = pick("aura","pulse","contact")
// if("stun") my_effect.effectmode = pick("aura","pulse","contact")
if("roboheal") my_effect.effectmode = pick("aura","pulse","contact")
if("robohurt") my_effect.effectmode = pick("aura","pulse","contact")
if("cellcharge") my_effect.effectmode = pick("aura","pulse")
@@ -87,13 +87,17 @@
display_id += "-"
display_id += num2text(rand(100,999))
/obj/machinery/artifact/Del()
..()
my_effect.HaltEffect()
/obj/machinery/artifact/attack_hand(var/mob/user as mob)
if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
if (istype(user, /mob/living/silicon/robot))
if (get_dist(user, src) > 1)
user << "\red You can't reach [src] from here."
return
if(istype(user:gloves,/obj/item/clothing/gloves))
if(ishuman(user) && istype(user:gloves,/obj/item/clothing/gloves))
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> touches [].", user, src), 1)
@@ -176,14 +180,14 @@
chargetime -= 1
else
src.charged = 1
my_effect.HaltEffect(src.loc)
my_effect.UpdateEffect(src.loc)
//activate
if(src.charged && my_effect.DoEffect(src))
src.charged = 0
src.chargetime = src.recharge
if( (my_effect.effectmode == "pulse" || my_effect.effecttype == "worldpulse") && activated)
if(src.charged && my_effect.DoEffect(src))
src.charged = 0
src.chargetime = src.recharge
/obj/machinery/artifact/proc/Artifact_Activate()
src.activated = !src.activated
@@ -226,11 +230,16 @@
// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
/obj/machinery/artifact/Move()
..()
my_effect.update_move(src, src.loc)
/proc/artifact_checkgood(var/datum/artifact_effect/A)
switch(A.effecttype)
if("healing") return 1
if("injure") return 0
if("stun") return 0
// if("stun") return 0
if("roboheal") return 1
if("robohurt") return 0
if("cellcharge") return 1