mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into scratch_damage
# Conflicts: # code/modules/mob/living/carbon/human/human_defense.dm
This commit is contained in:
@@ -42,6 +42,8 @@
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#define isxeno(A) istype(A, /mob/living/simple_animal/xeno)
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#define isopenspace(A) istype(A, /turf/simulated/open)
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#define isweakref(A) istype(A, /weakref)
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#define RANDOM_BLOOD_TYPE pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
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@@ -115,12 +115,7 @@
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else if(isturf(hit_atom))
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src.throwing = 0
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var/turf/T = hit_atom
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if(T.density)
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spawn(2)
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step(src, turn(src.last_move, 180))
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if(istype(src,/mob/living))
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var/mob/living/M = src
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M.turf_collision(T, speed)
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T.hitby(src,speed)
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//decided whether a movable atom being thrown can pass through the turf it is in.
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/atom/movable/proc/hit_check(var/speed)
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@@ -13,6 +13,8 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
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var/isabsorbing = 0
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var/geneticpoints = 5
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var/max_geneticpoints = 5
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var/readapts = 1
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var/max_readapts = 2
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var/list/purchased_powers = list()
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var/mimicing = ""
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var/cloaked = 0
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@@ -60,6 +62,7 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
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if(!mind.changeling) mind.changeling = new /datum/changeling(gender)
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verbs += /datum/changeling/proc/EvolutionMenu
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verbs += /mob/proc/changeling_respec
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add_language("Changeling")
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var/lesser_form = !ishuman(src)
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@@ -72,7 +72,12 @@
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if(src.nutrition < 400)
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src.nutrition = min((src.nutrition + T.nutrition), 400)
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changeling.chem_charges += 10
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src.verbs += /mob/proc/changeling_respec
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if(changeling.readapts <= 0)
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changeling.readapts = 0 //SANITYYYYYY
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changeling.readapts++
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if(changeling.readapts > changeling.max_readapts)
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changeling.readapts = changeling.max_readapts
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src << "<span class='notice'>We can now re-adapt, reverting our evolution so that we may start anew, if needed.</span>"
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var/datum/absorbed_dna/newDNA = new(T.real_name, T.dna, T.species.name, T.languages, T.identifying_gender, T.flavor_texts)
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@@ -24,7 +24,7 @@
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if(held_item == null)
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if(src.mind.changeling.recursive_enhancement)
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if(changeling_generic_weapon(/obj/item/weapon/electric_hand/efficent))
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if(changeling_generic_weapon(/obj/item/weapon/electric_hand/efficent,0))
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src << "<span class='notice'>We will shock others more efficently.</span>"
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return 1
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else
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@@ -6,9 +6,14 @@
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var/datum/changeling/changeling = changeling_power(0,0,100)
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if(!changeling)
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return
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if(src.mind.changeling.readapts <= 0)
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to_chat(src, "<span class='warning'>We must first absorb another compatable creature!</span>")
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src.mind.changeling.readapts = 0
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return
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src.remove_changeling_powers() //First, remove the verbs.
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var/datum/changeling/ling_datum = src.mind.changeling
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ling_datum.readapts--
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ling_datum.purchased_powers = list() //Then wipe all the powers we bought.
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ling_datum.geneticpoints = ling_datum.max_geneticpoints //Now refund our points to the maximum.
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ling_datum.chem_recharge_rate = 0.5 //If glands were bought, revert that upgrade.
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@@ -26,4 +31,4 @@
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ling_datum.purchased_powers_history.Add("Re-adapt (Reset to [ling_datum.max_geneticpoints])")
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//Now to lose the verb, so no unlimited resets.
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src.verbs -= /mob/proc/changeling_respec
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@@ -12,6 +12,7 @@
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desc = "That looks like it doesn't open easily."
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icon = 'icons/obj/doors/rapid_pdoor.dmi'
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icon_state = null
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min_force = 20 //minimum amount of force needed to damage the door with a melee weapon
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// Icon states for different shutter types. Simply change this instead of rewriting the update_icon proc.
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var/icon_state_open = null
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@@ -78,7 +79,10 @@
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// Proc: force_toggle()
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// Parameters: None
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// Description: Opens or closes the door, depending on current state. No checks are done inside this proc.
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/obj/machinery/door/blast/proc/force_toggle()
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/obj/machinery/door/blast/proc/force_toggle(var/forced = 0, mob/user as mob)
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if (forced)
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playsound(src.loc, 'sound/machines/airlock_creaking.ogg', 100, 1)
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if(src.density)
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src.force_open()
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else
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@@ -91,7 +95,7 @@
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/obj/machinery/door/blast/attackby(obj/item/weapon/C as obj, mob/user as mob)
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src.add_fingerprint(user)
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if(istype(C, /obj/item/weapon)) // For reasons unknown, sometimes C is actually not what it is advertised as, like a mob.
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if(C.pry == 1) // Can we pry it open with something, like a crowbar/fireaxe/lingblade?
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if(C.pry == 1 && (user.a_intent != I_HURT || (stat & BROKEN))) // Can we pry it open with something, like a crowbar/fireaxe/lingblade?
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if(istype(C,/obj/item/weapon/material/twohanded/fireaxe)) // Fireaxes need to be in both hands to pry.
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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if(!F.wielded)
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@@ -100,7 +104,8 @@
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// If we're at this point, it's a fireaxe in both hands or something else that doesn't care for twohanding.
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if(((stat & NOPOWER) || (stat & BROKEN)) && !( src.operating ))
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force_toggle()
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force_toggle(1, user)
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else
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usr << "<span class='notice'>[src]'s motors resist your effort.</span>"
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return
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@@ -123,15 +128,33 @@
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usr << "<span class='warning'>You don't have enough sheets to repair this! You need at least [amt] sheets.</span>"
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else if(src.density)
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var/obj/item/weapon/W = C
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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if(W.force < min_force)
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user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [W] with no visible effect.</span>")
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else
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user.visible_message("<span class='danger'>\The [user] forcefully strikes \the [src] with \the [W]!</span>")
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playsound(src.loc, hitsound, 100, 1)
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take_damage(W.force*0.35) //it's a blast door, it should take a while. -Luke
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return
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// Proc: open()
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// Parameters: None
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// Description: Opens the door. Does necessary checks. Automatically closes if autoclose is true
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/obj/machinery/door/blast/open()
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if (src.operating || (stat & BROKEN || stat & NOPOWER))
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return
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force_open()
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if(autoclose)
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/obj/machinery/door/blast/open(var/forced = 0)
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if(forced)
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force_open()
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return 1
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else
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if (src.operating || (stat & BROKEN || stat & NOPOWER))
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return 1
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force_open()
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if(autoclose && src.operating && !(stat & BROKEN || stat & NOPOWER))
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spawn(150)
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close()
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return 1
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@@ -312,6 +312,8 @@
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/obj/machinery/door/examine(mob/user)
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. = ..()
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if(src.health <= 0)
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user << "\The [src] is broken!"
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if(src.health < src.maxhealth / 4)
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user << "\The [src] looks like it's about to break!"
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else if(src.health < src.maxhealth / 2)
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263
code/game/objects/items/weapons/material/material_armor.dm
Normal file
263
code/game/objects/items/weapons/material/material_armor.dm
Normal file
@@ -0,0 +1,263 @@
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#define MATERIAL_ARMOR_COEFFICENT 0.05
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/*
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SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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This class of armor takes armor and appearance data from a material "datum".
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They are also fragile based on material data and many can break/smash apart when hit.
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Materials has a var called protectiveness which plays a major factor in how good it is for armor.
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With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
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For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
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Protectiveness | Armor %
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0 = 0%
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5 = 20%
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10 = 33%
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15 = 42%
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20 = 50%
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25 = 55%
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30 = 60%
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40 = 66%
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50 = 71%
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60 = 75%
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70 = 77%
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80 = 80%
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*/
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// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
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/obj/item/clothing
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var/material/material = null // Why isn't this a datum?
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var/applies_material_color = TRUE
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var/unbreakable = FALSE
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var/default_material = null // Set this to something else if you want material attributes on init.
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var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
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/obj/item/clothing/New(var/newloc, var/material_key)
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..(newloc)
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if(!material_key)
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material_key = default_material
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if(material_key) // May still be null if a material was not specified as a default.
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set_material(material_key)
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/obj/item/clothing/Destroy()
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processing_objects -= src
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..()
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/obj/item/clothing/get_material()
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return material
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// Debating if this should be made an /obj/item/ proc.
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/obj/item/clothing/proc/set_material(var/new_material)
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material = get_material_by_name(new_material)
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if(!material)
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qdel(src)
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else
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name = "[material.display_name] [initial(name)]"
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health = round(material.integrity/10)
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if(applies_material_color)
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color = material.icon_colour
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if(material.products_need_process())
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processing_objects |= src
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update_armor()
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// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
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// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
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/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
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if(material && damage)
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material_impact(source, damage)
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/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
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if(!material || unbreakable)
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return
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if(istype(source, /obj/item/projectile))
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var/obj/item/projectile/P = source
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if(P.pass_flags & PASSGLASS)
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if(material.opacity - 0.3 <= 0)
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return // Lasers ignore 'fully' transparent material.
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if(material.is_brittle())
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health = 0
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else if(!prob(material.hardness))
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health--
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if(health <= 0)
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shatter()
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/obj/item/clothing/proc/shatter()
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if(!material)
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return
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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var/mob/living/M = loc
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M.drop_from_inventory(src)
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if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
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var/obj/item/weapon/material/shard/S = material.place_shard(T)
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M.embed(S)
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playsound(src, "shatter", 70, 1)
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qdel(src)
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// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
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/obj/item/clothing/suit/armor/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(!material) // No point checking for reflection.
|
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return ..()
|
||||
|
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if(material.reflectivity)
|
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
|
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var/obj/item/projectile/P = damage_source
|
||||
|
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if(P.reflected) // Can't reflect twice
|
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return ..()
|
||||
|
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var/reflectchance = (40 * material.reflectivity) - round(damage/3)
|
||||
reflectchance *= material_armor_modifer
|
||||
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
|
||||
reflectchance /= 2
|
||||
if(P.starting && prob(reflectchance))
|
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/turf/curloc = get_turf(user)
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, user)
|
||||
P.reflected = 1
|
||||
|
||||
return PROJECTILE_CONTINUE // complete projectile permutation
|
||||
|
||||
/proc/calculate_material_armor(amount)
|
||||
var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
|
||||
result = result * 100
|
||||
result = abs(result - 100)
|
||||
return round(result)
|
||||
|
||||
|
||||
/obj/item/clothing/proc/update_armor()
|
||||
if(material)
|
||||
var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
|
||||
|
||||
melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
|
||||
|
||||
bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
|
||||
|
||||
laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
|
||||
if(material.opacity != 1)
|
||||
laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
|
||||
|
||||
energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
|
||||
|
||||
bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
|
||||
|
||||
// Makes sure the numbers stay capped.
|
||||
for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
|
||||
number = between(0, number, 100)
|
||||
|
||||
armor["melee"] = melee_armor
|
||||
armor["bullet"] = bullet_armor
|
||||
armor["laser"] = laser_armor
|
||||
armor["energy"] = energy_armor
|
||||
armor["bomb"] = bomb_armor
|
||||
|
||||
if(!isnull(material.conductivity))
|
||||
siemens_coefficient = between(0, material.conductivity / 10, 10)
|
||||
slowdown = between(0, round(material.weight / 10, 0.1), 6)
|
||||
|
||||
/obj/item/clothing/suit/armor/material
|
||||
name = "armor"
|
||||
default_material = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift
|
||||
name = "sheet armor"
|
||||
desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
|
||||
icon_state = "material_armor_makeshift"
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift/durasteel
|
||||
default_material = "durasteel"
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift/glass
|
||||
default_material = "glass"
|
||||
|
||||
// Used to craft sheet armor, and possibly other things in the Future(tm).
|
||||
/obj/item/weapon/material/armor_plating
|
||||
name = "armor plating"
|
||||
desc = "A sheet designed to protect something."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "armor_plate"
|
||||
unbreakable = TRUE
|
||||
force_divisor = 0.05 // Really bad as a weapon.
|
||||
thrown_force_divisor = 0.2
|
||||
var/wired = FALSE
|
||||
|
||||
/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
|
||||
if(istype(O, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/S = O
|
||||
if(wired)
|
||||
to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
|
||||
return
|
||||
if(S.use(20))
|
||||
to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
|
||||
wired = TRUE
|
||||
icon_state = "[initial(icon_state)]_wired"
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You need more wire for that.</span>")
|
||||
return
|
||||
if(istype(O, /obj/item/weapon/material/armor_plating))
|
||||
var/obj/item/weapon/material/armor_plating/second_plate = O
|
||||
if(!wired && !second_plate.wired)
|
||||
to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
|
||||
return
|
||||
if(second_plate.material != src.material)
|
||||
to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
|
||||
return
|
||||
user.drop_from_inventory(src)
|
||||
user.drop_from_inventory(second_plate)
|
||||
var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
|
||||
user.put_in_hands(new_armor)
|
||||
qdel(second_plate)
|
||||
qdel(src)
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
// Used to craft the makeshift helmet
|
||||
/obj/item/clothing/head/helmet/bucket
|
||||
name = "bucket"
|
||||
desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
|
||||
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||
icon_state = "bucket"
|
||||
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
|
||||
if(istype(O, /obj/item/stack/material))
|
||||
var/obj/item/stack/material/S = O
|
||||
if(S.use(2))
|
||||
to_chat(user, "<span class='notice'>You apply some [S.material.use_name] to \the [src]. Hopefully it'll make the makeshift helmet stronger.</span>")
|
||||
var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
|
||||
user.put_in_hands(helmet)
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/material
|
||||
name = "helmet"
|
||||
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||
default_material = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/clothing/head/helmet/material/makeshift
|
||||
name = "bucket"
|
||||
desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
|
||||
it was plated with something strong."
|
||||
icon_state = "material_armor_makeshift"
|
||||
|
||||
/obj/item/clothing/head/helmet/material/makeshift/durasteel
|
||||
default_material = "durasteel"
|
||||
@@ -243,3 +243,11 @@ var/const/enterloopsanity = 100
|
||||
/turf/proc/update_blood_overlays()
|
||||
return
|
||||
|
||||
// Called when turf is hit by a thrown object
|
||||
/turf/hitby(atom/movable/AM as mob|obj, var/speed)
|
||||
if(src.density)
|
||||
spawn(2)
|
||||
step(AM, turn(AM.last_move, 180))
|
||||
if(isliving(AM))
|
||||
var/mob/living/M = AM
|
||||
M.turf_collision(src, speed)
|
||||
|
||||
@@ -80,6 +80,9 @@
|
||||
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
|
||||
var/obj/item/projectile/P = damage_source
|
||||
|
||||
if(P.reflected) // Can't reflect twice
|
||||
return ..()
|
||||
|
||||
var/reflectchance = 40 - round(damage/3)
|
||||
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
|
||||
reflectchance /= 2
|
||||
|
||||
@@ -38,16 +38,11 @@
|
||||
|
||||
/datum/lore/codex/page/unathi
|
||||
name = "Unathi"
|
||||
data = "The author wishes to apologize to the reader, as they currently lack enough knowledge of the Unathi to write about them, as they are \
|
||||
rather rare inside Vir." // Replace this when Anewbe finishes the lizard rewrite.
|
||||
/*
|
||||
data = "Raging in from Moghes, the Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. \
|
||||
They are a proud, warlike species that favors honor and strength, their home, Moghes, is a desert planet but was once believed to be full of life. \
|
||||
Of all the currently known sentient species, the Unathi are the most unequal in gender with females tending to be property of the males. Most Unathi \
|
||||
outside of Moghes tend to be exiles however, and with influence of other species the gender difference is not nearly as pronounced. Unathi were \
|
||||
humanity's second contact, and despite their aggressive nature, seem to get along well enough with humanity, though are often considered to be \
|
||||
'second-class' citizens and are rarely seen in jobs other than where muscle is needed." // This probably needs to be updated.
|
||||
*/
|
||||
data = "The Unathi are a race of tall, reptilian humanoids that possess a blend of serpentine features reminiscent of crocodiles. \
|
||||
They are a proud, religious species that favors honor and strength, and originate from the desert planet of Moghes. \
|
||||
The Unathi follow a religious code known as the Unity, and they carry this with them on their travels. \
|
||||
Unathi once fought a serious war against SolGov, and as a result are often considered to be second-class citizens, \
|
||||
rarely seen in jobs that don't require a little muscle."
|
||||
|
||||
/datum/lore/codex/page/tajaran
|
||||
name = "Tajaran"
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
|
||||
|
||||
if(integrity>=50)
|
||||
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
|
||||
@@ -90,10 +90,12 @@ var/list/name_to_material
|
||||
var/ignition_point // K, point at which the material catches on fire.
|
||||
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
|
||||
var/integrity = 150 // General-use HP value for products.
|
||||
var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
|
||||
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
|
||||
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
|
||||
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
|
||||
var/explosion_resistance = 5 // Only used by walls currently.
|
||||
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
|
||||
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
|
||||
var/list/composite_material // If set, object matter var will be a list containing these values.
|
||||
|
||||
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
|
||||
@@ -103,7 +105,7 @@ var/list/name_to_material
|
||||
var/list/window_options = list()
|
||||
|
||||
// Damage values.
|
||||
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
|
||||
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
|
||||
var/weight = 20 // Determines blunt damage/throwforce for weapons.
|
||||
|
||||
// Noise when someone is faceplanted onto a table made of this material.
|
||||
@@ -236,6 +238,7 @@ var/list/name_to_material
|
||||
icon_colour = "#00FFE1"
|
||||
opacity = 0.4
|
||||
reflectivity = 0.6
|
||||
conductivity = 1
|
||||
shard_type = SHARD_SHARD
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 100
|
||||
@@ -247,6 +250,7 @@ var/list/name_to_material
|
||||
icon_colour = "#EDD12F"
|
||||
weight = 24
|
||||
hardness = 40
|
||||
conductivity = 41
|
||||
stack_origin_tech = list(TECH_MATERIAL = 4)
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
@@ -261,6 +265,7 @@ var/list/name_to_material
|
||||
icon_colour = "#D1E6E3"
|
||||
weight = 22
|
||||
hardness = 50
|
||||
conductivity = 63
|
||||
stack_origin_tech = list(TECH_MATERIAL = 3)
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
@@ -304,6 +309,8 @@ var/list/name_to_material
|
||||
shard_type = SHARD_STONE_PIECE
|
||||
weight = 22
|
||||
hardness = 55
|
||||
protectiveness = 5 // 20%
|
||||
conductivity = 5
|
||||
door_icon_base = "stone"
|
||||
sheet_singular_name = "brick"
|
||||
sheet_plural_name = "bricks"
|
||||
@@ -320,6 +327,8 @@ var/list/name_to_material
|
||||
name = DEFAULT_WALL_MATERIAL
|
||||
stack_type = /obj/item/stack/material/steel
|
||||
integrity = 150
|
||||
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
|
||||
protectiveness = 10 // 33%
|
||||
icon_base = "solid"
|
||||
icon_reinf = "reinf_over"
|
||||
icon_colour = "#666666"
|
||||
@@ -355,6 +364,8 @@ var/list/name_to_material
|
||||
explosion_resistance = 25
|
||||
hardness = 80
|
||||
weight = 23
|
||||
protectiveness = 20 // 50%
|
||||
conductivity = 13 // For the purposes of balance.
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
|
||||
|
||||
@@ -370,6 +381,7 @@ var/list/name_to_material
|
||||
explosion_resistance = 75
|
||||
hardness = 100
|
||||
weight = 28
|
||||
protectiveness = 60 // 75%
|
||||
reflectivity = 0.7 // Not a perfect mirror, but close.
|
||||
stack_origin_tech = list(TECH_MATERIAL = 8)
|
||||
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
|
||||
@@ -377,6 +389,7 @@ var/list/name_to_material
|
||||
/material/plasteel/titanium
|
||||
name = "titanium"
|
||||
stack_type = null
|
||||
conductivity = 2.38
|
||||
icon_base = "metal"
|
||||
door_icon_base = "metal"
|
||||
icon_colour = "#D1E6E3"
|
||||
@@ -393,6 +406,8 @@ var/list/name_to_material
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 30
|
||||
weight = 15
|
||||
protectiveness = 0 // 0%
|
||||
conductivity = 1 // Glass shards don't conduct.
|
||||
door_icon_base = "stone"
|
||||
destruction_desc = "shatters"
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
|
||||
@@ -526,6 +541,8 @@ var/list/name_to_material
|
||||
icon_colour = "#CCCCCC"
|
||||
hardness = 10
|
||||
weight = 12
|
||||
protectiveness = 5 // 20%
|
||||
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
|
||||
melting_point = T0C+371 //assuming heat resistant plastic
|
||||
stack_origin_tech = list(TECH_MATERIAL = 3)
|
||||
|
||||
@@ -556,12 +573,14 @@ var/list/name_to_material
|
||||
stack_type = /obj/item/stack/material/mhydrogen
|
||||
icon_colour = "#E6C5DE"
|
||||
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
|
||||
conductivity = 100
|
||||
|
||||
/material/platinum
|
||||
name = "platinum"
|
||||
stack_type = /obj/item/stack/material/platinum
|
||||
icon_colour = "#9999FF"
|
||||
weight = 27
|
||||
conductivity = 9.43
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
@@ -571,6 +590,7 @@ var/list/name_to_material
|
||||
stack_type = /obj/item/stack/material/iron
|
||||
icon_colour = "#5C5454"
|
||||
weight = 22
|
||||
conductivity = 10
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
|
||||
@@ -585,6 +605,7 @@ var/list/name_to_material
|
||||
explosion_resistance = 200 // Hull plating.
|
||||
hardness = 500
|
||||
weight = 500
|
||||
protectiveness = 80 // 80%
|
||||
|
||||
// Likewise.
|
||||
/material/alienalloy/elevatorium
|
||||
@@ -603,6 +624,8 @@ var/list/name_to_material
|
||||
shard_can_repair = 0 // you can't weld splinters back into planks
|
||||
hardness = 15
|
||||
weight = 18
|
||||
protectiveness = 8 // 28%
|
||||
conductivity = 1
|
||||
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
|
||||
ignition_point = T0C+288
|
||||
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
|
||||
@@ -634,6 +657,7 @@ var/list/name_to_material
|
||||
icon_colour = "#AAAAAA"
|
||||
hardness = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
|
||||
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
|
||||
stack_origin_tech = list(TECH_MATERIAL = 1)
|
||||
@@ -650,6 +674,7 @@ var/list/name_to_material
|
||||
integrity = 1
|
||||
hardness = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
stack_origin_tech = list(TECH_MATERIAL = 1)
|
||||
melting_point = T0C+1
|
||||
destruction_desc = "crumples"
|
||||
@@ -662,6 +687,7 @@ var/list/name_to_material
|
||||
door_icon_base = "wood"
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
flags = MATERIAL_PADDING
|
||||
|
||||
/material/cult
|
||||
@@ -695,6 +721,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+300
|
||||
melting_point = T0C+300
|
||||
protectiveness = 3 // 13%
|
||||
|
||||
/material/carpet
|
||||
name = "carpet"
|
||||
@@ -706,6 +733,7 @@ var/list/name_to_material
|
||||
melting_point = T0C+300
|
||||
sheet_singular_name = "tile"
|
||||
sheet_plural_name = "tiles"
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cotton
|
||||
name = "cotton"
|
||||
@@ -714,7 +742,9 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
// This all needs to be OOP'd and use inheritence if its ever used in the future.
|
||||
/material/cloth_teal
|
||||
name = "teal"
|
||||
display_name ="teal"
|
||||
@@ -723,6 +753,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_black
|
||||
name = "black"
|
||||
@@ -732,6 +763,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_green
|
||||
name = "green"
|
||||
@@ -741,6 +773,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_puple
|
||||
name = "purple"
|
||||
@@ -750,6 +783,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_blue
|
||||
name = "blue"
|
||||
@@ -759,6 +793,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_beige
|
||||
name = "beige"
|
||||
@@ -768,6 +803,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_lime
|
||||
name = "lime"
|
||||
@@ -777,6 +813,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/toy_foam
|
||||
name = "foam"
|
||||
@@ -787,4 +824,5 @@ var/list/name_to_material
|
||||
melting_point = T0C+300
|
||||
icon_colour = "#ff9900"
|
||||
hardness = 1
|
||||
weight = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
/datum/language/unathi
|
||||
name = LANGUAGE_UNATHI
|
||||
desc = "The common language of Moghes, composed of sibilant hisses and rattles. Spoken natively by Unathi."
|
||||
desc = "The common language of the Moghes Hegemony, composed of sibilant hisses and rattles. Spoken natively by Unathi."
|
||||
speech_verb = "hisses"
|
||||
ask_verb = "hisses"
|
||||
exclaim_verb = "roars"
|
||||
|
||||
@@ -88,6 +88,7 @@
|
||||
if(mind.changeling)
|
||||
stat("Chemical Storage", mind.changeling.chem_charges)
|
||||
stat("Genetic Damage Time", mind.changeling.geneticdamage)
|
||||
stat("Re-Adaptations", "[mind.changeling.readapts]/[mind.changeling.max_readapts]")
|
||||
|
||||
/mob/living/carbon/human/ex_act(severity)
|
||||
if(!blinded)
|
||||
|
||||
@@ -27,6 +27,11 @@ emp_act
|
||||
if(!P.nodamage)
|
||||
organ.add_autopsy_data("[P.name]", P.damage)
|
||||
|
||||
// Tell clothing we're wearing that it got hit by a bullet/laser/etc
|
||||
var/list/clothing = get_clothing_list_organ(organ)
|
||||
for(var/obj/item/clothing/C in clothing)
|
||||
C.clothing_impact(P, P.damage)
|
||||
|
||||
//Shrapnel
|
||||
if(P.can_embed())
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
@@ -130,6 +135,15 @@ emp_act
|
||||
|
||||
return siemens_coefficient
|
||||
|
||||
// Returns a list of clothing that is currently covering def_zone.
|
||||
/mob/living/carbon/human/proc/get_clothing_list_organ(var/obj/item/organ/external/def_zone, var/type)
|
||||
var/list/results = list()
|
||||
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
|
||||
for(var/obj/item/clothing/C in clothing_items)
|
||||
if(istype(C) && (C.body_parts_covered & def_zone.body_part))
|
||||
results.Add(C)
|
||||
return results
|
||||
|
||||
//this proc returns the armour value for a particular external organ.
|
||||
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
|
||||
if(!type || !def_zone) return 0
|
||||
@@ -242,9 +256,14 @@ emp_act
|
||||
if(!affecting)
|
||||
return 0
|
||||
|
||||
// Allow clothing to respond to being hit.
|
||||
// This is done up here so that clothing damage occurs even if fully blocked.
|
||||
var/list/clothing = get_clothing_list_organ(affecting)
|
||||
for(var/obj/item/clothing/C in clothing)
|
||||
C.clothing_impact(I, effective_force)
|
||||
|
||||
if(soaked >= round(effective_force*0.8))
|
||||
effective_force -= round(effective_force*0.8)
|
||||
|
||||
// Handle striking to cripple.
|
||||
if(user.a_intent == I_DISARM)
|
||||
effective_force *= 0.5 //reduced effective force...
|
||||
|
||||
@@ -34,19 +34,21 @@
|
||||
ambiguous_genders = TRUE
|
||||
gluttonous = 1
|
||||
slowdown = 0.5
|
||||
brute_mod = 0.9
|
||||
burn_mod = 0.9
|
||||
brute_mod = 0.85
|
||||
burn_mod = 0.85
|
||||
metabolic_rate = 0.85
|
||||
item_slowdown_halved = 1
|
||||
num_alternate_languages = 3
|
||||
secondary_langs = list(LANGUAGE_UNATHI)
|
||||
name_language = LANGUAGE_UNATHI
|
||||
health_hud_intensity = 2.5
|
||||
|
||||
min_age = 18
|
||||
max_age = 60
|
||||
min_age = 32
|
||||
max_age = 260
|
||||
|
||||
blurb = "A heavily reptillian species, Unathi (or 'Sinta as they call themselves) hail from the \
|
||||
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, radioactive \
|
||||
desert planet, they mostly hold ideals of honesty, virtue, martial combat and bravery above all \
|
||||
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, inhospitable \
|
||||
planet, they mostly hold ideals of honesty, virtue, proficiency and bravery above all \
|
||||
else, frequently even their own lives. They prefer warmer temperatures than most species and \
|
||||
their native tongue is a heavy hissing laungage called Sinta'Unathi."
|
||||
|
||||
@@ -62,9 +64,34 @@
|
||||
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
|
||||
|
||||
flesh_color = "#34AF10"
|
||||
blood_color = "#b3cbc3"
|
||||
base_color = "#066000"
|
||||
|
||||
reagent_tag = IS_UNATHI
|
||||
base_color = "#066000"
|
||||
|
||||
has_limbs = list(
|
||||
BP_TORSO = list("path" = /obj/item/organ/external/chest/unathi),
|
||||
BP_GROIN = list("path" = /obj/item/organ/external/groin/unathi),
|
||||
BP_HEAD = list("path" = /obj/item/organ/external/head/unathi),
|
||||
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
|
||||
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
|
||||
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
|
||||
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
|
||||
BP_L_HAND = list("path" = /obj/item/organ/external/hand),
|
||||
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
|
||||
BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
|
||||
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right)
|
||||
)
|
||||
|
||||
//No kidneys or appendix
|
||||
has_organ = list(
|
||||
O_HEART = /obj/item/organ/internal/heart/unathi,
|
||||
O_LUNGS = /obj/item/organ/internal/lungs/unathi,
|
||||
O_LIVER = /obj/item/organ/internal/liver/unathi,
|
||||
O_BRAIN = /obj/item/organ/internal/brain/unathi,
|
||||
O_EYES = /obj/item/organ/internal/eyes,
|
||||
)
|
||||
|
||||
|
||||
heat_discomfort_level = 295
|
||||
heat_discomfort_strings = list(
|
||||
|
||||
@@ -11,25 +11,35 @@ var/z_levels = 0 // Each bit represents a connection between adjacent levels. S
|
||||
qdel(src)
|
||||
|
||||
// The storage of connections between adjacent levels means some bitwise magic is needed.
|
||||
proc/HasAbove(var/z)
|
||||
/proc/HasAbove(var/z)
|
||||
if(z >= world.maxz || z > 16 || z < 1)
|
||||
return 0
|
||||
return z_levels & (1 << (z - 1))
|
||||
|
||||
proc/HasBelow(var/z)
|
||||
/proc/HasBelow(var/z)
|
||||
if(z > world.maxz || z > 17 || z < 2)
|
||||
return 0
|
||||
return z_levels & (1 << (z - 2))
|
||||
|
||||
// Thankfully, no bitwise magic is needed here.
|
||||
proc/GetAbove(var/atom/atom)
|
||||
/proc/GetAbove(var/atom/atom)
|
||||
var/turf/turf = get_turf(atom)
|
||||
if(!turf)
|
||||
return null
|
||||
return HasAbove(turf.z) ? get_step(turf, UP) : null
|
||||
|
||||
proc/GetBelow(var/atom/atom)
|
||||
/proc/GetBelow(var/atom/atom)
|
||||
var/turf/turf = get_turf(atom)
|
||||
if(!turf)
|
||||
return null
|
||||
return HasBelow(turf.z) ? get_step(turf, DOWN) : null
|
||||
|
||||
/proc/GetConnectedZlevels(z)
|
||||
. = list(z)
|
||||
for(var/level = z, HasBelow(level), level--)
|
||||
. |= level-1
|
||||
for(var/level = z, HasAbove(level), level++)
|
||||
. |= level+1
|
||||
|
||||
proc/AreConnectedZLevels(var/zA, var/zB)
|
||||
return zA == zB || (zB in GetConnectedZlevels(zA))
|
||||
|
||||
@@ -3,34 +3,38 @@
|
||||
set category = "IC"
|
||||
|
||||
if(zMove(UP))
|
||||
to_chat(usr, "<span class='notice'>You move upwards.</span>")
|
||||
to_chat(src, "<span class='notice'>You move upwards.</span>")
|
||||
|
||||
/mob/verb/down()
|
||||
set name = "Move Down"
|
||||
set category = "IC"
|
||||
|
||||
if(zMove(DOWN))
|
||||
to_chat(usr, "<span class='notice'>You move down.</span>")
|
||||
to_chat(src, "<span class='notice'>You move down.</span>")
|
||||
|
||||
/mob/proc/zMove(direction)
|
||||
if(eyeobj)
|
||||
return eyeobj.zMove(direction)
|
||||
if(!can_ztravel())
|
||||
to_chat(usr, "<span class='warning'>You lack means of travel in that direction.</span>")
|
||||
to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
|
||||
return
|
||||
|
||||
var/turf/start = loc
|
||||
if(!istype(start))
|
||||
to_chat(src, "<span class='notice'>You are unable to move from here.</span>")
|
||||
return 0
|
||||
|
||||
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
|
||||
|
||||
if(!destination)
|
||||
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
return 0
|
||||
|
||||
if(!start.CanZPass(src, direction))
|
||||
to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
|
||||
return 0
|
||||
|
||||
var/turf/start = get_turf(src)
|
||||
if(!start.CanZPass(src, direction))
|
||||
to_chat(usr, "<span class='warning'>\The [start] is in the way.</span>")
|
||||
return 0
|
||||
if(!destination.CanZPass(src, direction))
|
||||
to_chat(usr, "<span class='warning'>\The [destination] blocks your way.</span>")
|
||||
to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
|
||||
return 0
|
||||
|
||||
var/area/area = get_area(src)
|
||||
@@ -46,12 +50,12 @@
|
||||
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
|
||||
return 0
|
||||
else
|
||||
to_chat(usr, "<span class='warning'>Gravity stops you from moving upward.</span>")
|
||||
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
|
||||
return 0
|
||||
|
||||
for(var/atom/A in destination)
|
||||
if(!A.CanPass(src, start, 1.5, 0))
|
||||
to_chat(usr, "<span class='warning'>\The [A] blocks you.</span>")
|
||||
to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
|
||||
return 0
|
||||
Move(destination)
|
||||
return 1
|
||||
@@ -61,14 +65,14 @@
|
||||
if(destination)
|
||||
forceMove(destination)
|
||||
else
|
||||
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
|
||||
/mob/observer/eye/zMove(direction)
|
||||
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
|
||||
if(destination)
|
||||
setLoc(destination)
|
||||
else
|
||||
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
|
||||
/mob/proc/can_ztravel()
|
||||
return 0
|
||||
|
||||
@@ -13,6 +13,9 @@ obj/machinery/atmospherics/pipe/zpipe
|
||||
dir = SOUTH
|
||||
initialize_directions = SOUTH
|
||||
|
||||
// node1 is the connection on the same Z
|
||||
// node2 is the connection on the other Z
|
||||
|
||||
var/minimum_temperature_difference = 300
|
||||
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
|
||||
|
||||
|
||||
@@ -122,10 +122,6 @@
|
||||
allowed_directions = UP|DOWN
|
||||
icon_state = "ladder11"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/structure/stairs
|
||||
name = "Stairs"
|
||||
desc = "Stairs leading to another deck. Not too useful if the gravity goes out."
|
||||
|
||||
@@ -36,6 +36,11 @@
|
||||
..()
|
||||
mover.fall()
|
||||
|
||||
// Called when thrown object lands on this turf.
|
||||
/turf/simulated/open/hitby(var/atom/movable/AM, var/speed)
|
||||
. = ..()
|
||||
AM.fall()
|
||||
|
||||
/turf/simulated/open/proc/update()
|
||||
below = GetBelow(src)
|
||||
turf_changed_event.register(below, src, /turf/simulated/open/update_icon)
|
||||
@@ -82,7 +87,7 @@
|
||||
return
|
||||
var/obj/item/stack/rods/R = C
|
||||
if (R.use(1))
|
||||
user << "<span class='notice'>Constructing support lattice ...</span>"
|
||||
to_chat(user, "<span class='notice'>Constructing support lattice ...</span>")
|
||||
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
|
||||
ReplaceWithLattice()
|
||||
return
|
||||
@@ -99,7 +104,7 @@
|
||||
ChangeTurf(/turf/simulated/floor/airless)
|
||||
return
|
||||
else
|
||||
user << "<span class='warning'>The plating is going to need some support.</span>"
|
||||
to_chat(user, "<span class='warning'>The plating is going to need some support.</span>")
|
||||
|
||||
//To lay cable.
|
||||
if(istype(C, /obj/item/stack/cable_coil))
|
||||
|
||||
50
code/modules/organs/subtypes/unathi.dm
Normal file
50
code/modules/organs/subtypes/unathi.dm
Normal file
@@ -0,0 +1,50 @@
|
||||
/obj/item/organ/external/chest/unathi
|
||||
max_damage = 100
|
||||
min_broken_damage = 40
|
||||
encased = "upper ribplates"
|
||||
|
||||
/obj/item/organ/external/groin/unathi
|
||||
max_damage = 100
|
||||
min_broken_damage = 40
|
||||
encased = "lower ribplates"
|
||||
|
||||
/obj/item/organ/external/head/unathi
|
||||
max_damage = 75
|
||||
min_broken_damage = 35
|
||||
eye_icon = "eyes_s"
|
||||
force = 5
|
||||
throwforce = 10
|
||||
|
||||
|
||||
/obj/item/organ/internal/heart/unathi
|
||||
icon_state = "unathi_heart-on"
|
||||
dead_icon = "unath_heart-off"
|
||||
|
||||
/obj/item/organ/internal/lungs/unathi
|
||||
color = "#b3cbc3"
|
||||
|
||||
/obj/item/organ/internal/liver/unathi
|
||||
name = "filtration organ"
|
||||
icon_state = "unathi_liver"
|
||||
|
||||
//Unathi liver acts as kidneys, too.
|
||||
/obj/item/organ/internal/liver/unathi/process()
|
||||
..()
|
||||
if(!owner) return
|
||||
|
||||
var/datum/reagent/coffee = locate(/datum/reagent/drink/coffee) in owner.reagents.reagent_list
|
||||
if(coffee)
|
||||
if(is_bruised())
|
||||
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
|
||||
else if(is_broken())
|
||||
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
|
||||
|
||||
var/datum/reagent/sugar = locate(/datum/reagent/sugar) in owner.reagents.reagent_list
|
||||
if(sugar)
|
||||
if(is_bruised())
|
||||
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
|
||||
else if(is_broken())
|
||||
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
|
||||
|
||||
/obj/item/organ/internal/brain/unathi
|
||||
color = "#b3cbc3"
|
||||
@@ -425,21 +425,21 @@
|
||||
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
to_chat(user, "<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>")
|
||||
for(var/mob/living/L in oview(2,user))
|
||||
if(L.stat)
|
||||
continue
|
||||
if(L.blinded)
|
||||
to_chat(L, "You hear a [fire_sound_text]!")
|
||||
continue
|
||||
to_chat(L, "<span class='warning'>[user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>")
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
|
||||
if(reflex)
|
||||
user.visible_message(
|
||||
"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!</b></span>",
|
||||
"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
else
|
||||
user.visible_message(
|
||||
"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
|
||||
"<span class='warning'>You fire \the [src]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
user.visible_message(
|
||||
"<span class='warning'>[user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>",
|
||||
"<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
|
||||
if(muzzle_flash)
|
||||
set_light(muzzle_flash)
|
||||
|
||||
@@ -96,6 +96,8 @@
|
||||
strength_mod *= 5
|
||||
if(alien == IS_TAJARA)
|
||||
strength_mod *= 1.75
|
||||
if(alien == IS_UNATHI)
|
||||
strength_mod *= 0.75
|
||||
if(alien == IS_DIONA)
|
||||
strength_mod = 0
|
||||
|
||||
|
||||
@@ -2232,3 +2232,26 @@
|
||||
glass_name = "special blend whiskey"
|
||||
glass_desc = "Just when you thought regular station whiskey was good... This silky, amber goodness has to come along and ruin everything."
|
||||
|
||||
/datum/reagent/ethanol/unathiliquor //Needs a better name
|
||||
name = "Unathi Liquor"
|
||||
id = "unathiliquor"
|
||||
description = "This barely qualifies as a drink, and could give jetfuel a run for its money. Also known to cause feelings of euphoria and numbness."
|
||||
taste_description = "spiced numbness"
|
||||
color = "#242424"
|
||||
strength = 5
|
||||
|
||||
glass_name = "unathi liquor"
|
||||
glass_desc = "This barely qualifies as a drink, and may cause euphoria and numbness. Imbimber beware!"
|
||||
|
||||
/datum/reagent/ethanol/unathiliquor/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed)
|
||||
..()
|
||||
if(alien == IS_DIONA)
|
||||
return
|
||||
|
||||
var/drug_strength = 10
|
||||
if(alien == IS_SKRELL)
|
||||
drug_strength = drug_strength * 0.8
|
||||
|
||||
M.druggy = max(M.druggy, drug_strength)
|
||||
if(prob(10) && isturf(M.loc) && !istype(M.loc, /turf/space) && M.canmove && !M.restrained())
|
||||
step(M, pick(cardinal))
|
||||
@@ -429,6 +429,7 @@
|
||||
|
||||
glass_name = "beer"
|
||||
glass_desc = "A freezing pint of beer"
|
||||
|
||||
/* Drugs */
|
||||
|
||||
/datum/reagent/space_drugs
|
||||
|
||||
@@ -243,6 +243,12 @@
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else if(istype(D, /obj/item/weapon/wirecutters))
|
||||
to_chat(user, "<span class='notice'>You cut a big hole in \the [src] with \the [D]. It's kinda useless as a bucket now.</span>")
|
||||
user.put_in_hands(new /obj/item/clothing/head/helmet/bucket)
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else if(istype(D, /obj/item/weapon/mop))
|
||||
if(reagents.total_volume < 1)
|
||||
user << "<span class='warning'>\The [src] is empty!</span>"
|
||||
|
||||
@@ -221,7 +221,7 @@
|
||||
var/turf/T = locate(int_panel_x, int_panel_y, uz)
|
||||
lift.control_panel_interior = new(T, lift)
|
||||
lift.control_panel_interior.set_dir(udir)
|
||||
lift.current_floor = lift.floors[uz]
|
||||
lift.current_floor = lift.floors[1]
|
||||
|
||||
lift.open_doors()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user