diff --git a/code/__defines/items_clothing.dm b/code/__defines/items_clothing.dm index 4428f8ee34..de0a271ae6 100644 --- a/code/__defines/items_clothing.dm +++ b/code/__defines/items_clothing.dm @@ -219,3 +219,7 @@ #define SUIT_SENSOR_BINARY 1 #define SUIT_SENSOR_VITAL 2 #define SUIT_SENSOR_TRACKING 3 + +// Hair Defines +#define HAIR_VERY_SHORT 0x1 +#define HAIR_TIEABLE 0x4 \ No newline at end of file diff --git a/code/__defines/subsystems.dm b/code/__defines/subsystems.dm index 92c5477a0b..4d1673a8a5 100644 --- a/code/__defines/subsystems.dm +++ b/code/__defines/subsystems.dm @@ -31,7 +31,8 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G #define INIT_ORDER_DEFAULT 0 #define INIT_ORDER_LIGHTING 0 #define INIT_ORDER_AIR -1 -#define INIT_ORDER_HOLOMAPS -5 +#define INIT_ORDER_PLANETS -4 +#define INIT_ORDER_HOLOMAPS -5 //VOREStation Add #define INIT_ORDER_OVERLAY -6 #define INIT_ORDER_XENOARCH -20 @@ -44,6 +45,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G #define FIRE_PRIORITY_AIRFLOW 30 #define FIRE_PRIORITY_AIR 35 #define FIRE_PRIORITY_DEFAULT 50 +#define FIRE_PRIORITY_PLANETS 75 #define FIRE_PRIORITY_MACHINES 100 #define FIRE_PRIORITY_OVERLAYS 500 diff --git a/code/_helpers/events.dm b/code/_helpers/events.dm index 74e047e811..e31d24783e 100644 --- a/code/_helpers/events.dm +++ b/code/_helpers/events.dm @@ -12,4 +12,16 @@ var/area/A = locate(areapath) // Check if it actually exists if(istype(A) && A.z in using_map.player_levels) grand_list_of_areas += A - return grand_list_of_areas \ No newline at end of file + return grand_list_of_areas + +/** Checks if any living humans are in a given area! */ +/proc/is_area_occupied(var/area/myarea) + // Testing suggests looping over human_mob_list is quicker than looping over area contents + for(var/mob/living/carbon/human/H in human_mob_list) + if(H.stat >= DEAD) //Conditions for exclusion here, like if disconnected people start blocking it. + continue + var/area/A = get_area(H) + if(A == myarea) //The loc of a turf is the area it is in. + return 1 + return 0 + \ No newline at end of file diff --git a/code/controllers/configuration.dm b/code/controllers/configuration.dm index df5bf91e61..1cdc7e2717 100644 --- a/code/controllers/configuration.dm +++ b/code/controllers/configuration.dm @@ -60,6 +60,7 @@ var/list/gamemode_cache = list() var/humans_need_surnames = 0 var/allow_random_events = 0 // enables random events mid-round when set to 1 var/allow_ai = 1 // allow ai job + var/allow_ai_drones = 0 // allow ai controlled drones var/hostedby = null var/respawn = 1 var/guest_jobban = 1 @@ -400,6 +401,9 @@ var/list/gamemode_cache = list() if ("allow_ai") config.allow_ai = 1 + if ("allow_ai_drones") + config.allow_ai_drones = 1 + // if ("authentication") // config.enable_authentication = 1 diff --git a/code/controllers/subsystems/planets.dm b/code/controllers/subsystems/planets.dm new file mode 100644 index 0000000000..2bb09050f4 --- /dev/null +++ b/code/controllers/subsystems/planets.dm @@ -0,0 +1,183 @@ +SUBSYSTEM_DEF(planets) + name = "Planets" + init_order = INIT_ORDER_PLANETS + priority = FIRE_PRIORITY_PLANETS + wait = 2 SECONDS + flags = SS_BACKGROUND + runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME + + var/list/new_outdoor_turfs = list() + var/list/new_outdoor_walls = list() + + var/list/planets = list() + var/list/z_to_planet = list() + + var/list/currentrun = list() + + var/list/needs_sun_update = list() + var/list/needs_temp_update = list() + +/datum/controller/subsystem/planets/Initialize(timeofday) + admin_notice("Initializing planetary weather.", R_DEBUG) + createPlanets() + allocateTurfs(TRUE) + ..() + +/datum/controller/subsystem/planets/proc/createPlanets() + var/list/planet_datums = subtypesof(/datum/planet) + for(var/P in planet_datums) + var/datum/planet/NP = new P() + planets.Add(NP) + for(var/Z in NP.expected_z_levels) + if(Z > z_to_planet.len) + z_to_planet.len = Z + if(z_to_planet[Z]) + admin_notice("Z[Z] is shared by more than one planet!", R_DEBUG) + continue + z_to_planet[Z] = NP + +/datum/controller/subsystem/planets/proc/addTurf(var/turf/T,var/is_edge) + if(is_edge) + new_outdoor_walls |= T + else + new_outdoor_turfs |= T + +/datum/controller/subsystem/planets/proc/removeTurf(var/turf/T,var/is_edge) + if(is_edge) + new_outdoor_walls -= T + else + new_outdoor_turfs -= T + + if(z_to_planet.len >= T.z) + var/datum/planet/P = z_to_planet[T.z] + if(!P) + return + if(is_edge) + P.planet_floors -= T + else + P.planet_walls -= T + +/datum/controller/subsystem/planets/proc/allocateTurfs(var/initial = FALSE) + var/list/currentlist = new_outdoor_turfs + while(currentlist.len) + var/turf/simulated/OT = currentlist[currentlist.len] + currentlist.len-- + if(istype(OT) && z_to_planet[OT.z]) + var/datum/planet/P = z_to_planet[OT.z] + P.planet_floors |= OT + OT.vis_contents |= P.weather_holder.visuals + if(!initial && MC_TICK_CHECK) + return + + currentlist = new_outdoor_walls + while(currentlist.len) + var/turf/unsimulated/wall/planetary/PW = currentlist[currentlist.len] + currentlist.len-- + if(istype(PW) && z_to_planet[PW.z]) + var/datum/planet/P = z_to_planet[PW.z] + P.planet_walls |= PW + if(!initial && MC_TICK_CHECK) + return + +/datum/controller/subsystem/planets/proc/unallocateTurf(var/turf/simulated/T) + if(istype(T) && z_to_planet[T.z]) + var/datum/planet/P = z_to_planet[T.z] + P.planet_floors -= T + T.vis_contents -= P.weather_holder.visuals + + +/datum/controller/subsystem/planets/fire(resumed = 0) + if(new_outdoor_turfs.len || new_outdoor_walls.len) + allocateTurfs() + + if(!resumed) + src.currentrun = planets.Copy() + + var/list/needs_sun_update = src.needs_sun_update + while(needs_sun_update.len) + var/datum/planet/P = needs_sun_update[needs_sun_update.len] + needs_sun_update.len-- + updateSunlight(P) + if(MC_TICK_CHECK) + return + + var/list/needs_temp_update = src.needs_temp_update + while(needs_temp_update.len) + var/datum/planet/P = needs_temp_update[needs_temp_update.len] + needs_temp_update.len-- + updateTemp(P) + if(MC_TICK_CHECK) + return + + var/list/currentrun = src.currentrun + while(currentrun.len) + var/datum/planet/P = currentrun[currentrun.len] + currentrun.len-- + + P.process(last_fire) + + //Sun light needs changing + if(P.needs_work & PLANET_PROCESS_SUN) + P.needs_work &= ~PLANET_PROCESS_SUN + needs_sun_update |= P + + //Temperature needs updating + if(P.needs_work & PLANET_PROCESS_TEMP) + P.needs_work &= ~PLANET_PROCESS_TEMP + needs_temp_update |= P + + if(MC_TICK_CHECK) + return + +/datum/controller/subsystem/planets/proc/updateSunlight(var/datum/planet/P) + // Remove old value from corners + var/list/sunlit_corners = P.sunlit_corners + var/old_lum_r = -P.sun["lum_r"] + var/old_lum_g = -P.sun["lum_g"] + var/old_lum_b = -P.sun["lum_b"] + if(old_lum_r || old_lum_g || old_lum_b) + for(var/C in sunlit_corners) + var/datum/lighting_corner/LC = C + LC.update_lumcount(old_lum_r, old_lum_g, old_lum_b) + CHECK_TICK + sunlit_corners.Cut() + + // Calculate new values to apply + var/new_brightness = P.sun["brightness"] + var/new_color = P.sun["color"] + var/lum_r = new_brightness * GetRedPart (new_color) / 255 + var/lum_g = new_brightness * GetGreenPart(new_color) / 255 + var/lum_b = new_brightness * GetBluePart (new_color) / 255 + var/static/update_gen = -1 // Used to prevent double-processing corners. Otherwise would happen when looping over adjacent turfs. + for(var/I in P.planet_floors) + var/turf/simulated/T = I + if(!T.lighting_corners_initialised) + T.generate_missing_corners() + for(var/C in T.get_corners()) + var/datum/lighting_corner/LC = C + if(LC.update_gen != update_gen && LC.active) + sunlit_corners += LC + LC.update_gen = update_gen + LC.update_lumcount(lum_r, lum_g, lum_b) + CHECK_TICK + update_gen-- + P.sun["lum_r"] = lum_r + P.sun["lum_g"] = lum_g + P.sun["lum_b"] = lum_b + +/datum/controller/subsystem/planets/proc/updateTemp(var/datum/planet/P) + //Set new temperatures + for(var/W in P.planet_walls) + var/turf/unsimulated/wall/planetary/wall = W + wall.set_temperature(P.weather_holder.temperature) + CHECK_TICK + +/datum/controller/subsystem/planets/proc/weatherDisco() + var/count = 100000 + while(count > 0) + count-- + for(var/planet in planets) + var/datum/planet/P = planet + if(P.weather_holder) + P.weather_holder.change_weather(pick(P.weather_holder.allowed_weather_types)) + sleep(3) diff --git a/code/controllers/verbs.dm b/code/controllers/verbs.dm index 494e28ffa7..363acf0d69 100644 --- a/code/controllers/verbs.dm +++ b/code/controllers/verbs.dm @@ -133,9 +133,6 @@ if("Vote") debug_variables(vote) feedback_add_details("admin_verb", "DVote") - if("Planets") - debug_variables(planet_controller) - feedback_add_details("admin_verb", "DPlanets") message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.") return diff --git a/code/datums/supplypacks/hydroponics_vr.dm b/code/datums/supplypacks/hydroponics_vr.dm index 25daad249c..541fd1721d 100644 --- a/code/datums/supplypacks/hydroponics_vr.dm +++ b/code/datums/supplypacks/hydroponics_vr.dm @@ -31,4 +31,10 @@ contains = list (/obj/item/weapon/storage/box/monkeycubes/wolpincubes) cost = 20 containertype = /obj/structure/closet/crate/freezer - containername = "Wolpin crate" + containername = "Wolpin crate" + +/datum/supply_packs/hydro/fennec + name = "Fennec crate" + cost = 60 //considering a corgi crate is 50, and you get two fennecs + containertype = /obj/structure/largecrate/animal/fennec + containername = "Fennec crate" diff --git a/code/datums/supplypacks/munitions.dm b/code/datums/supplypacks/munitions.dm index 800fb9ea10..e8a679ba6e 100644 --- a/code/datums/supplypacks/munitions.dm +++ b/code/datums/supplypacks/munitions.dm @@ -22,16 +22,16 @@ cost = 40 containertype = /obj/structure/closet/crate/secure/gear containername = "Security equipment crate" - access = access_security + access = access_security*/ /datum/supply_packs/munitions/egunpistol name = "Weapons - Energy sidearms" contains = list(/obj/item/weapon/gun/energy/gun = 2) - cost = 40 + cost = 50 containertype = /obj/structure/closet/crate/secure/weapon containername = "Energy sidearms crate" - access = access_security -*/ + access = access_armory //VOREStation Edit - Guns are for the armory. + /datum/supply_packs/munitions/flareguns name = "Weapons - Flare guns" contains = list( diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 9d8eb8dc91..082404b271 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -84,7 +84,6 @@ /obj/item/clothing/suit/cultrobes/alt icon_state = "cultrobesalt" - item_state = "cultrobes" /obj/item/clothing/suit/cultrobes/magusred name = "magus robes" diff --git a/code/game/gamemodes/events/dust.dm b/code/game/gamemodes/events/dust.dm index 88964fa610..f41e040ee5 100644 --- a/code/game/gamemodes/events/dust.dm +++ b/code/game/gamemodes/events/dust.dm @@ -83,7 +83,7 @@ The "dust" will damage the hull of the station causin minor hull breaches. endx = world.maxx-TRANSITIONEDGE //VOREStation Edit - No space dust outside of space var/list/z_levels = using_map.station_levels.Copy() - for(var/datum/planet/P in planet_controller.planets) + for(var/datum/planet/P in SSplanets.planets) z_levels.Remove(P.expected_z_levels) var/z_level = pick(z_levels) //VOREStation Edit End diff --git a/code/game/machinery/bioprinter.dm b/code/game/machinery/bioprinter.dm index 0a43acb172..f66b580c52 100644 --- a/code/game/machinery/bioprinter.dm +++ b/code/game/machinery/bioprinter.dm @@ -13,27 +13,29 @@ idle_power_usage = 40 active_power_usage = 300 - var/stored_matter = 0 - var/max_stored_matter = 0 + var/obj/item/weapon/reagent_containers/container = null // This is the beaker that holds all of the biomass + var/print_delay = 100 + var/base_print_delay = 100 // For Adminbus reasons var/printing var/loaded_dna //Blood sample for DNA hashing. // These should be subtypes of /obj/item/organ + // Costs roughly 20u Phoron (1 sheet) per internal organ, limbs are 60u for limb and extremity var/list/products = list( - "Heart" = list(/obj/item/organ/internal/heart, 25), - "Lungs" = list(/obj/item/organ/internal/lungs, 25), + "Heart" = list(/obj/item/organ/internal/heart, 20), + "Lungs" = list(/obj/item/organ/internal/lungs, 20), "Kidneys" = list(/obj/item/organ/internal/kidneys,20), "Eyes" = list(/obj/item/organ/internal/eyes, 20), - "Liver" = list(/obj/item/organ/internal/liver, 25), - "Arm, Left" = list(/obj/item/organ/external/arm, 65), - "Arm, Right" = list(/obj/item/organ/external/arm/right, 65), - "Leg, Left" = list(/obj/item/organ/external/leg, 65), - "Leg, Right" = list(/obj/item/organ/external/leg/right, 65), - "Foot, Left" = list(/obj/item/organ/external/foot, 40), - "Foot, Right" = list(/obj/item/organ/external/foot/right, 40), - "Hand, Left" = list(/obj/item/organ/external/hand, 40), - "Hand, Right" = list(/obj/item/organ/external/hand/right, 40) + "Liver" = list(/obj/item/organ/internal/liver, 20), + "Arm, Left" = list(/obj/item/organ/external/arm, 40), + "Arm, Right" = list(/obj/item/organ/external/arm/right, 40), + "Leg, Left" = list(/obj/item/organ/external/leg, 40), + "Leg, Right" = list(/obj/item/organ/external/leg/right, 40), + "Foot, Left" = list(/obj/item/organ/external/foot, 20), + "Foot, Right" = list(/obj/item/organ/external/foot/right, 20), + "Hand, Left" = list(/obj/item/organ/external/hand, 20), + "Hand, Right" = list(/obj/item/organ/external/hand/right, 20) ) /obj/machinery/organ_printer/attackby(var/obj/item/O, var/mob/user) @@ -57,25 +59,27 @@ /obj/machinery/organ_printer/New() ..() + component_parts = list() - component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) - component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) RefreshParts() /obj/machinery/organ_printer/examine(var/mob/user) . = ..() - to_chat(user, "It is loaded with [stored_matter]/[max_stored_matter] matter units.") + var/biomass = get_biomass_volume() + if(biomass) + to_chat(user, "It is loaded with [biomass] units of biomass.") + else + to_chat(user, "It is not loaded with any biomass.") /obj/machinery/organ_printer/RefreshParts() - print_delay = initial(print_delay) - max_stored_matter = 0 - for(var/obj/item/weapon/stock_parts/matter_bin/bin in component_parts) - max_stored_matter += bin.rating * 100 + // Print Delay updating + print_delay = base_print_delay for(var/obj/item/weapon/stock_parts/manipulator/manip in component_parts) print_delay -= (manip.rating-1)*10 print_delay = max(0,print_delay) + . = ..() /obj/machinery/organ_printer/attack_hand(mob/user) @@ -91,6 +95,14 @@ to_chat(user, "\The [src] is busy!") return + if(container) + var/response = alert(user, "What do you want to do?", "Bioprinter Menu", "Print Limbs", "Cancel") + if(response == "Print Limbs") + printing_menu(user) + else + to_chat(user, "\The [src] can't operate without a reagent reservoir!") + +/obj/machinery/organ_printer/proc/printing_menu(mob/user) var/choice = input("What would you like to print?") as null|anything in products if(!choice || printing || (stat & (BROKEN|NOPOWER))) @@ -99,7 +111,7 @@ if(!can_print(choice)) return - stored_matter -= products[choice][2] + container.reagents.remove_reagent("biomass", products[choice][2]) use_power = 2 printing = 1 @@ -118,9 +130,42 @@ print_organ(choice) + return + +/obj/machinery/organ_printer/verb/eject_beaker() + set name = "Eject Beaker" + set category = "Object" + set src in oview(1) + + if(usr.stat != 0) + return + add_fingerprint(usr) + remove_beaker() + return + +// Does exactly what it says it does +// Returns 1 if it succeeds, 0 if it fails. Added in case someone wants to add messages to the user. +/obj/machinery/organ_printer/proc/remove_beaker() + if(container) + container.forceMove(get_turf(src)) + container = null + return 1 + return 0 + +// Checks for reagents, then reports how much biomass it has in it +/obj/machinery/organ_printer/proc/get_biomass_volume() + var/biomass_count = 0 + if(container && container.reagents) + for(var/datum/reagent/R in container.reagents.reagent_list) + if(R.id == "biomass") + biomass_count += R.volume + + return biomass_count + /obj/machinery/organ_printer/proc/can_print(var/choice) - if(stored_matter < products[choice][2]) - visible_message("\The [src] displays a warning: 'Not enough matter. [stored_matter] stored and [products[choice][2]] needed.'") + var/biomass = get_biomass_volume() + if(biomass < products[choice][2]) + visible_message("\The [src] displays a warning: 'Not enough biomass. [biomass] stored and [products[choice][2]] needed.'") return 0 if(!loaded_dna || !loaded_dna["donor"]) @@ -162,6 +207,59 @@ /obj/item/weapon/stock_parts/matter_bin = 2, /obj/item/weapon/stock_parts/manipulator = 2) +// FLESH ORGAN PRINTER +/obj/machinery/organ_printer/flesh + name = "bioprinter" + desc = "It's a machine that prints replacement organs." + icon_state = "bioprinter" + circuit = /obj/item/weapon/circuitboard/bioprinter + +/obj/machinery/organ_printer/flesh/full/New() + . = ..() + container = new /obj/item/weapon/reagent_containers/glass/bottle/biomass(src) + +/obj/machinery/organ_printer/flesh/dismantle() + var/turf/T = get_turf(src) + if(T) + if(container) + container.forceMove(T) + container = null + return ..() + +/obj/machinery/organ_printer/flesh/print_organ(var/choice) + var/obj/item/organ/O = ..() + + playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) + visible_message("\The [src] dings, then spits out \a [O].") + return O + +/obj/machinery/organ_printer/flesh/attackby(obj/item/weapon/W, mob/user) + // DNA sample from syringe. + if(istype(W,/obj/item/weapon/reagent_containers/syringe)) //TODO: Make this actually empty the syringe + var/obj/item/weapon/reagent_containers/syringe/S = W + var/datum/reagent/blood/injected = locate() in S.reagents.reagent_list //Grab some blood + if(injected && injected.data) + loaded_dna = injected.data + S.reagents.remove_reagent("blood", injected.volume) + to_chat(user, "You scan the blood sample into the bioprinter.") + return + else if(istype(W,/obj/item/weapon/reagent_containers/glass)) + var/obj/item/weapon/reagent_containers/glass/G = W + if(container) + to_chat(user, "\The [src] already has a container loaded!") + return + else if(do_after(user, 1 SECOND)) + user.visible_message("[user] has loaded \the [G] into \the [src].", "You load \the [G] into \the [src].") + container = G + user.drop_item() + G.forceMove(src) + return + + return ..() +// END FLESH ORGAN PRINTER + + +/* Roboprinter is made obsolete by the system already in place and mapped into Robotics /obj/item/weapon/circuitboard/roboprinter name = "roboprinter circuit" build_path = /obj/machinery/organ_printer/robot @@ -224,53 +322,4 @@ return return ..() // END ROBOT ORGAN PRINTER - -// FLESH ORGAN PRINTER -/obj/machinery/organ_printer/flesh - name = "bioprinter" - desc = "It's a machine that prints replacement organs." - icon_state = "bioprinter" - circuit = /obj/item/weapon/circuitboard/bioprinter - - var/amount_per_slab = 50 - -/obj/machinery/organ_printer/flesh/full/New() - . = ..() - stored_matter = max_stored_matter - -/obj/machinery/organ_printer/flesh/dismantle() - var/turf/T = get_turf(src) - if(T) - while(stored_matter >= amount_per_slab) - stored_matter -= amount_per_slab - new /obj/item/weapon/reagent_containers/food/snacks/meat(T) - return ..() - -/obj/machinery/organ_printer/flesh/print_organ(var/choice) - var/obj/item/organ/O = ..() - - playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) - visible_message("\The [src] dings, then spits out \a [O].") - return O - -/obj/machinery/organ_printer/flesh/attackby(obj/item/weapon/W, mob/user) - // Load with matter for printing. - if(istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat)) - if((max_stored_matter - stored_matter) < amount_per_slab) - to_chat(user, "\The [src] is too full.") - return - stored_matter += amount_per_slab - user.drop_item() - to_chat(user, "\The [src] processes \the [W]. Levels of stored biomass now: [stored_matter]") - qdel(W) - return - // DNA sample from syringe. - else if(istype(W,/obj/item/weapon/reagent_containers/syringe)) //TODO: Make this actually empty the syringe - var/obj/item/weapon/reagent_containers/syringe/S = W - var/datum/reagent/blood/injected = locate() in S.reagents.reagent_list //Grab some blood - if(injected && injected.data) - loaded_dna = injected.data - to_chat(user, "You scan the blood sample into the bioprinter.") - return - return ..() -// END FLESH ORGAN PRINTER \ No newline at end of file +*/ \ No newline at end of file diff --git a/code/game/machinery/cloning.dm b/code/game/machinery/cloning.dm index 4e1d015033..c25ec8dbbd 100644 --- a/code/game/machinery/cloning.dm +++ b/code/game/machinery/cloning.dm @@ -23,7 +23,7 @@ break return selected -#define CLONE_BIOMASS 150 +#define CLONE_BIOMASS 60 /obj/machinery/clonepod name = "cloning pod" @@ -33,17 +33,18 @@ circuit = /obj/item/weapon/circuitboard/clonepod icon = 'icons/obj/cloning.dmi' icon_state = "pod_0" - req_access = list(access_genetics) //For premature unlocking. + req_access = list(access_genetics) // For premature unlocking. var/mob/living/occupant - var/heal_level = 20 //The clone is released once its health reaches this level. + var/heal_level = 20 // The clone is released once its health reaches this level. var/heal_rate = 1 - var/notoxin = 0 var/locked = 0 var/obj/machinery/computer/cloning/connected = null //So we remember the connected clone machine. - var/mess = 0 //Need to clean out it if it's full of exploded clone. - var/attempting = 0 //One clone attempt at a time thanks - var/eject_wait = 0 //Don't eject them as soon as they are created fuckkk - var/biomass = CLONE_BIOMASS * 3 + var/mess = 0 // Need to clean out it if it's full of exploded clone. + var/attempting = 0 // One clone attempt at a time thanks + var/eject_wait = 0 // Don't eject them as soon as they are created fuckkk + + var/list/containers = list() // Beakers for our liquid biomass + var/container_limit = 3 // How many beakers can the machine hold? /obj/machinery/clonepod/New() ..() @@ -68,11 +69,9 @@ return if((!isnull(occupant)) && (occupant.stat != 2)) var/completion = (100 * ((occupant.health + 50) / (heal_level + 100))) // Clones start at -150 health - user << "Current clone cycle is [round(completion)]% complete." + to_chat(user, "Current clone cycle is [round(completion)]% complete.") return -//Clonepod - //Start growing a human clone in the pod! /obj/machinery/clonepod/proc/growclone(var/datum/dna2/record/R) if(mess || attempting) @@ -98,6 +97,9 @@ if(istype(modifier_type, /datum/modifier/no_clone)) return 0 + // Remove biomass when the cloning is started, rather than when the guy pops out + remove_biomass(CLONE_BIOMASS) + attempting = 1 //One at a time!! locked = 1 @@ -164,6 +166,7 @@ for(var/datum/language/L in R.languages) H.add_language(L.name) + H.flavor_texts = R.flavor.Copy() H.suiciding = 0 attempting = 0 @@ -171,16 +174,6 @@ //Grow clones to maturity then kick them out. FREELOADERS /obj/machinery/clonepod/process() - - var/visible_message = 0 - for(var/obj/item/weapon/reagent_containers/food/snacks/meat/meat in range(1, src)) - qdel(meat) - biomass += 50 - visible_message = 1 // Prevent chatspam when multiple meat are near - - if(visible_message) - visible_message("[src] sucks in and processes the nearby biomass.") - if(stat & NOPOWER) //Autoeject if power is lost if(occupant) locked = 0 @@ -240,25 +233,34 @@ return if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) if(!check_access(W)) - user << "Access Denied." + to_chat(user, "Access Denied.") return if((!locked) || (isnull(occupant))) return if((occupant.health < -20) && (occupant.stat != 2)) - user << "Access Refused." + to_chat(user, "Access Refused.") return else locked = 0 - user << "System unlocked." - else if(istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat)) - user << "\The [src] processes \the [W]." - biomass += 50 - user.drop_item() - qdel(W) - return + to_chat(user, "System unlocked.") + else if(istype(W,/obj/item/weapon/reagent_containers/glass)) + var/obj/item/weapon/reagent_containers/glass/G = W + if(LAZYLEN(containers)) + if(containers.len >= container_limit) + to_chat(user, "\The [src] has too many containers loaded!") + return + else if(do_after(user, 1 SECOND)) + user.visible_message("[user] has loaded \the [G] into \the [src].", "You load \the [G] into \the [src].") + containers += G + user.drop_item() + G.forceMove(src) + return + else + to_chat(user, "\The [src] doesn't have room for \the [G.name].") + return else if(istype(W, /obj/item/weapon/wrench)) if(locked && (anchored || occupant)) - user << "Can not do that while [src] is in use." + to_chat(user, "Can not do that while [src] is in use.") else if(anchored) anchored = 0 @@ -274,7 +276,7 @@ else if(istype(W, /obj/item/device/multitool)) var/obj/item/device/multitool/M = W M.connecting = src - user << "You load connection data from [src] to [M]." + to_chat(user, "You load connection data from [src] to [M].") M.update_icon() return else @@ -283,7 +285,7 @@ /obj/machinery/clonepod/emag_act(var/remaining_charges, var/mob/user) if(isnull(occupant)) return - user << "You force an emergency ejection." + to_chat(user, "You force an emergency ejection.") locked = 0 go_out() return 1 @@ -308,10 +310,6 @@ heal_level = rating * 10 - 20 heal_rate = round(rating / 4) - if(rating >= 8) - notoxin = 1 - else - notoxin = 0 /obj/machinery/clonepod/verb/eject() set name = "Eject Cloner" @@ -348,10 +346,66 @@ domutcheck(occupant) //Waiting until they're out before possible transforming. occupant = null - biomass -= CLONE_BIOMASS update_icon() return +// Returns the total amount of biomass reagent in all of the pod's stored containers +/obj/machinery/clonepod/proc/get_biomass() + var/biomass_count = 0 + if(LAZYLEN(containers)) + for(var/obj/item/weapon/reagent_containers/glass/G in containers) + for(var/datum/reagent/R in G.reagents.reagent_list) + if(R.id == "biomass") + biomass_count += R.volume + + return biomass_count + +// Removes [amount] biomass, spread across all containers. Doesn't have any check that you actually HAVE enough biomass, though. +/obj/machinery/clonepod/proc/remove_biomass(var/amount = CLONE_BIOMASS) //Just in case it doesn't get passed a new amount, assume one clone + var/to_remove = 0 // Tracks how much biomass has been found so far + if(LAZYLEN(containers)) + for(var/obj/item/weapon/reagent_containers/glass/G in containers) + if(to_remove < amount) //If we have what we need, we can stop. Checked every time we switch beakers + for(var/datum/reagent/R in G.reagents.reagent_list) + if(R.id == "biomass") // Finds Biomass + var/need_remove = max(0, amount - to_remove) //Figures out how much biomass is in this container + if(R.volume >= need_remove) //If we have more than enough in this beaker, only take what we need + R.remove_self(need_remove) + to_remove = amount + else //Otherwise, take everything and move on + to_remove += R.volume + R.remove_self(R.volume) + else + continue + else + return 1 + return 0 + +// Empties all of the beakers from the cloning pod, used to refill it +/obj/machinery/clonepod/verb/empty_beakers() + set name = "Eject Beakers" + set category = "Object" + set src in oview(1) + + if(usr.stat != 0) + return + + add_fingerprint(usr) + drop_beakers() + return + +// Actually does all of the beaker dropping +// Returns 1 if it succeeds, 0 if it fails. Added in case someone wants to add messages to the user. +/obj/machinery/clonepod/proc/drop_beakers() + if(LAZYLEN(containers)) + var/turf/T = get_turf(src) + if(T) + for(var/obj/item/weapon/reagent_containers/glass/G in containers) + G.forceMove(T) + containers -= G + return 1 + return 0 + /obj/machinery/clonepod/proc/malfunction() if(occupant) connected_message("Critical Error!") @@ -406,6 +460,12 @@ else if(mess) icon_state = "pod_g" + +/obj/machinery/clonepod/full/New() + ..() + for(var/i = 1 to container_limit) + containers += new /obj/item/weapon/reagent_containers/glass/bottle/biomass(src) + //Health Tracker Implant /obj/item/weapon/implant/health @@ -475,11 +535,11 @@ /obj/item/weapon/disk/data/attack_self(mob/user as mob) read_only = !read_only - user << "You flip the write-protect tab to [read_only ? "protected" : "unprotected"]." + to_chat(user, "You flip the write-protect tab to [read_only ? "protected" : "unprotected"].") /obj/item/weapon/disk/data/examine(mob/user) ..(user) - user << text("The write-protect tab is set to [read_only ? "protected" : "unprotected"].") + to_chat(user, text("The write-protect tab is set to [read_only ? "protected" : "unprotected"].")) return /* diff --git a/code/game/machinery/computer/ai_core.dm b/code/game/machinery/computer/ai_core.dm index fa491c20e7..0e68f1e7a3 100644 --- a/code/game/machinery/computer/ai_core.dm +++ b/code/game/machinery/computer/ai_core.dm @@ -200,14 +200,16 @@ GLOBAL_LIST_BOILERPLATE(all_deactivated_AI_cores, /obj/structure/AIcore/deactiva if(!istype(transfer) || locate(/mob/living/silicon/ai) in src) return + if(transfer.controlling_drone) + transfer.controlling_drone.release_ai_control("Unit control lost. Core transfer completed.") transfer.aiRestorePowerRoutine = 0 transfer.control_disabled = 0 transfer.aiRadio.disabledAi = 0 transfer.loc = get_turf(src) transfer.create_eyeobj() transfer.cancel_camera() - user << "Transfer successful: [transfer.name] placed within stationary core." - transfer << "You have been transferred into a stationary core. Remote device connection restored." + to_chat(user, "Transfer successful: [transfer.name] placed within stationary core.") + to_chat(transfer, "You have been transferred into a stationary core. Remote device connection restored.") if(card) card.clear() diff --git a/code/game/machinery/computer/cloning.dm b/code/game/machinery/computer/cloning.dm index 4935a2a552..9660eca8bc 100644 --- a/code/game/machinery/computer/cloning.dm +++ b/code/game/machinery/computer/cloning.dm @@ -67,7 +67,7 @@ user.drop_item() W.loc = src diskette = W - user << "You insert [W]." + to_chat(user, "You insert [W].") updateUsrDialog() return else if(istype(W, /obj/item/device/multitool)) @@ -77,7 +77,7 @@ pods += P P.connected = src P.name = "[initial(P.name)] #[pods.len]" - user << "You connect [P] to [src]." + to_chat(user, "You connect [P] to [src].") else if (menu == 4 && (istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))) if(check_access(W)) @@ -116,7 +116,7 @@ var/pods_list_ui[0] for(var/obj/machinery/clonepod/pod in pods) - pods_list_ui[++pods_list_ui.len] = list("pod" = pod, "biomass" = pod.biomass) + pods_list_ui[++pods_list_ui.len] = list("pod" = pod, "biomass" = pod.get_biomass()) if(pods) data["pods"] = pods_list_ui @@ -244,7 +244,7 @@ //Look for that player! They better be dead! if(istype(C)) //Can't clone without someone to clone. Or a pod. Or if the pod is busy. Or full of gibs. - if(!pods.len) + if(!LAZYLEN(pods)) temp = "Error: No clone pods detected." else var/obj/machinery/clonepod/pod = pods[1] @@ -252,13 +252,12 @@ pod = input(usr,"Select a cloning pod to use", "Pod selection") as anything in pods if(pod.occupant) temp = "Error: Clonepod is currently occupied." - else if(pod.biomass < CLONE_BIOMASS) + else if(pod.get_biomass() < CLONE_BIOMASS) temp = "Error: Not enough biomass." else if(pod.mess) temp = "Error: Clonepod malfunction." else if(!config.revival_cloning) temp = "Error: Unable to initiate cloning cycle." - else if(pod.growclone(C)) temp = "Initiating cloning cycle..." records.Remove(C) diff --git a/code/game/machinery/computer3/component.dm b/code/game/machinery/computer3/component.dm index 4f798dfbc5..3c8d972825 100644 --- a/code/game/machinery/computer3/component.dm +++ b/code/game/machinery/computer3/component.dm @@ -193,7 +193,6 @@ // user: The mob inserting the card // slot: Which slot to insert into (1->Reader, 2->Writer, 3->Auto) Default 3 /obj/item/part/computer/cardslot/dual/insert(var/obj/item/weapon/card/card, var/mob/user, var/slot = 3) - world << "User is [user]" if(slot != 2) if(..(card, user)) return 1 @@ -228,4 +227,4 @@ if(D.files.len > 3) return 0 D.files += F - return 1 \ No newline at end of file + return 1 diff --git a/code/game/machinery/computer3/laptop.dm b/code/game/machinery/computer3/laptop.dm index 38db574200..9a8ba02b00 100644 --- a/code/game/machinery/computer3/laptop.dm +++ b/code/game/machinery/computer3/laptop.dm @@ -28,6 +28,9 @@ var/obj/machinery/computer3/laptop/stored_computer = null +/obj/item/device/laptop/get_cell() + return stored_computer.battery + /obj/item/device/laptop/verb/open_computer() set name = "Open Laptop" set category = "Object" diff --git a/code/game/machinery/cryopod.dm b/code/game/machinery/cryopod.dm index d13dcf3e80..e5ebbc7d17 100644 --- a/code/game/machinery/cryopod.dm +++ b/code/game/machinery/cryopod.dm @@ -362,6 +362,8 @@ qdel(R.mmi) for(var/obj/item/I in R.module) // the tools the borg has; metal, glass, guns etc + for(var/mob/M in I) //VOREStation edit + despawn_occupant(M) for(var/obj/item/O in I) // the things inside the tools, if anything; mainly for janiborg trash bags O.forceMove(R) qdel(I) diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index ccb17a1297..2b59a24bd1 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -47,6 +47,7 @@ var/check_synth = 0 //if active, will shoot at anything not an AI or cyborg var/check_all = 0 //If active, will fire on anything, including synthetics. var/ailock = 0 // AI cannot use this + var/faction = null //if set, will not fire at people in the same faction for any reason. var/attacked = 0 //if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!) @@ -80,6 +81,11 @@ lethal = 1 installation = /obj/item/weapon/gun/energy/laser +/obj/machinery/porta_turret/stationary/syndie // Generic turrets for POIs that need to not shoot their buddies. + enabled = TRUE + check_all = TRUE + faction = "syndicate" // Make sure this equals the faction that the mobs in the POI have or they will fight each other. + /obj/machinery/porta_turret/ai_defense name = "defense turret" desc = "This variant appears to be much more durable." @@ -552,6 +558,9 @@ var/list/turret_icons if(!L) return TURRET_NOT_TARGET + if(faction && L.faction == faction) + return TURRET_NOT_TARGET + if(!emagged && issilicon(L) && check_all == 0) // Don't target silica, unless told to neutralize everything. return TURRET_NOT_TARGET diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm index 3d2601b59d..c6bb798279 100644 --- a/code/game/machinery/recharger.dm +++ b/code/game/machinery/recharger.dm @@ -41,35 +41,12 @@ obj/machinery/recharger return if(istype(G, /obj/item/weapon/gun/energy)) var/obj/item/weapon/gun/energy/E = G - if(!E.power_supply) - to_chat(user, "Your gun has no power cell.") - return if(E.self_recharge) to_chat(user, "Your gun has no recharge port.") return - if(istype(G, /obj/item/weapon/gun/energy/staff)) + if(!G.get_cell()) + to_chat(user, "This device does not have a battery installed.") return - if(istype(G, /obj/item/device/flashlight)) - var/obj/item/device/flashlight/F = G - if(!F.power_use) - return - if(!F.cell) - return - if(istype(G, /obj/item/device/laptop)) - var/obj/item/device/laptop/L = G - if(!L.stored_computer.battery) - user << "There's no battery in it!" - return - if(istype(G, /obj/item/device/electronic_assembly)) - var/obj/item/device/electronic_assembly/assembly = G - if(!assembly.battery) - to_chat(user, "The assembly doesn't have a power cell.") - return - if(istype(G, /obj/item/weapon/weldingtool/electric)) - var/obj/item/weapon/weldingtool/electric/welder = G - if(!welder.power_supply) - to_chat(user, "Your welder has no power cell.") - return user.drop_item() G.loc = src @@ -109,71 +86,8 @@ obj/machinery/recharger update_use_power(1) icon_state = icon_state_idle else - if(istype(charging, /obj/item/weapon/gun/energy)) - var/obj/item/weapon/gun/energy/E = charging - if(!E.power_supply.fully_charged()) - icon_state = icon_state_charging - E.power_supply.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - return - - if(istype(charging, /obj/item/weapon/gun/magnetic)) - var/obj/item/weapon/gun/magnetic/M = charging - if(!M.cell.fully_charged()) - icon_state = icon_state_charging - M.cell.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - return - - if(istype(charging, /obj/item/weapon/melee/baton)) - var/obj/item/weapon/melee/baton/B = charging - if(B.bcell) - if(!B.bcell.fully_charged()) - icon_state = icon_state_charging - B.bcell.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - else - icon_state = icon_state_idle - update_use_power(1) - return - - if(istype(charging, /obj/item/device/laptop)) - var/obj/item/device/laptop/L = charging - if(!L.stored_computer.battery.fully_charged()) - icon_state = icon_state_charging - L.stored_computer.battery.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - return - - if(istype(charging, /obj/item/device/flashlight)) - var/obj/item/device/flashlight/F = charging - if(F.cell) - if(!F.cell.fully_charged()) - icon_state = icon_state_charging - F.cell.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - else - icon_state = icon_state_idle - update_use_power(1) - return - - if(istype(charging, /obj/item/weapon/cell)) - var/obj/item/weapon/cell/C = charging + var/obj/item/weapon/cell/C = charging.get_cell() + if(istype(C)) if(!C.fully_charged()) icon_state = icon_state_charging C.give(active_power_usage*CELLRATE) @@ -181,25 +95,9 @@ obj/machinery/recharger else icon_state = icon_state_charged update_use_power(1) - return - - if(istype(charging, /obj/item/device/electronic_assembly)) - var/obj/item/device/electronic_assembly/assembly = charging - if(assembly.battery) - if(!assembly.battery.fully_charged()) - icon_state = icon_state_charging - assembly.battery.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - else - icon_state = icon_state_idle - update_use_power(1) - return //VOREStation Add - NSFW Batteries - if(istype(charging, /obj/item/ammo_casing/nsfw_batt)) + else if(istype(charging, /obj/item/ammo_casing/nsfw_batt)) var/obj/item/ammo_casing/nsfw_batt/batt = charging if(batt.shots_left >= initial(batt.shots_left)) icon_state = icon_state_charged @@ -211,31 +109,16 @@ obj/machinery/recharger return //VOREStation Add End - if(istype(charging, /obj/item/weapon/weldingtool/electric)) - var/obj/item/weapon/weldingtool/electric/C = charging - if(!C.power_supply.fully_charged()) - icon_state = icon_state_charging - C.power_supply.give(active_power_usage*CELLRATE) - update_use_power(2) - else - icon_state = icon_state_charged - update_use_power(1) - return - /obj/machinery/recharger/emp_act(severity) if(stat & (NOPOWER|BROKEN) || !anchored) ..(severity) return - if(istype(charging, /obj/item/weapon/gun/energy)) - var/obj/item/weapon/gun/energy/E = charging - if(E.power_supply) - E.power_supply.emp_act(severity) + if(charging) + var/obj/item/weapon/cell/C = charging.get_cell() + if(istype(C)) + C.emp_act(severity) - else if(istype(charging, /obj/item/weapon/melee/baton)) - var/obj/item/weapon/melee/baton/B = charging - if(B.bcell) - B.bcell.charge = 0 ..(severity) /obj/machinery/recharger/update_icon() //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier. @@ -244,7 +127,6 @@ obj/machinery/recharger else icon_state = icon_state_idle - /obj/machinery/recharger/wallcharger name = "wall recharger" icon = 'icons/obj/stationobjs.dmi' diff --git a/code/game/objects/items/devices/aicard.dm b/code/game/objects/items/devices/aicard.dm index b57c67bac0..7e288dbadc 100644 --- a/code/game/objects/items/devices/aicard.dm +++ b/code/game/objects/items/devices/aicard.dm @@ -64,20 +64,24 @@ add_attack_logs(user,carded_ai,"Purged from AI Card") flush = 1 carded_ai.suiciding = 1 - carded_ai << "Your power has been disabled!" + to_chat(carded_ai, "Your power has been disabled!") while (carded_ai && carded_ai.stat != 2) + if(carded_ai.controlling_drone && prob(carded_ai.oxyloss)) //You feel it creeping? Eventually will reach 100, resulting in the second half of the AI's remaining life being lonely. + carded_ai.controlling_drone.release_ai_control("Unit lost. Integrity too low to maintain connection.") carded_ai.adjustOxyLoss(2) carded_ai.updatehealth() sleep(10) flush = 0 if (href_list["radio"]) carded_ai.aiRadio.disabledAi = text2num(href_list["radio"]) - carded_ai << "Your Subspace Transceiver has been [carded_ai.aiRadio.disabledAi ? "disabled" : "enabled"]!" - user << "You [carded_ai.aiRadio.disabledAi ? "disable" : "enable"] the AI's Subspace Transceiver." + to_chat(carded_ai, "Your Subspace Transceiver has been [carded_ai.aiRadio.disabledAi ? "disabled" : "enabled"]!") + to_chat(user, "You [carded_ai.aiRadio.disabledAi ? "disable" : "enable"] the AI's Subspace Transceiver.") if (href_list["wireless"]) carded_ai.control_disabled = text2num(href_list["wireless"]) - carded_ai << "Your wireless interface has been [carded_ai.control_disabled ? "disabled" : "enabled"]!" - user << "You [carded_ai.control_disabled ? "disable" : "enable"] the AI's wireless interface." + to_chat(carded_ai, "Your wireless interface has been [carded_ai.control_disabled ? "disabled" : "enabled"]!") + to_chat(user, "You [carded_ai.control_disabled ? "disable" : "enable"] the AI's wireless interface.") + if(carded_ai.control_disabled && carded_ai.controlling_drone) + carded_ai.controlling_drone.release_ai_control("Unit control terminated at intellicore port.") update_icon() return 1 @@ -94,12 +98,12 @@ icon_state = "aicard" /obj/item/device/aicard/proc/grab_ai(var/mob/living/silicon/ai/ai, var/mob/living/user) - if(!ai.client) - user << "ERROR: AI [ai.name] is offline. Unable to transfer." + if(!ai.client && !ai.controlling_drone) + to_chat(user, "ERROR: AI [ai.name] is offline. Unable to transfer.") return 0 if(carded_ai) - user << "Transfer failed: Existing AI found on remote device. Remove existing AI to install a new one." + to_chat(user, "Transfer failed: Existing AI found on remote device. Remove existing AI to install a new one.") return 0 if(!user.IsAdvancedToolUser() && isanimal(user)) @@ -108,7 +112,9 @@ return 0 user.visible_message("\The [user] starts transferring \the [ai] into \the [src]...", "You start transferring \the [ai] into \the [src]...") - ai << "\The [user] is transferring you into \the [src]!" + to_chat(ai, "\The [user] is transferring you into \the [src]!") + if(ai.controlling_drone) + to_chat(ai.controlling_drone, "\The [user] is transferring you into \the [src]!") if(do_after(user, 100)) if(istype(ai.loc, /turf/)) @@ -124,11 +130,13 @@ ai.control_disabled = 1 ai.aiRestorePowerRoutine = 0 carded_ai = ai + if(ai.controlling_drone) + ai.controlling_drone.release_ai_control("Unit control lost.") if(ai.client) - ai << "You have been transferred into a mobile core. Remote access lost." + to_chat(ai, "You have been transferred into a mobile core. Remote access lost.") if(user.client) - user << "Transfer successful: [ai.name] extracted from current device and placed within mobile core." + to_chat(ai, "Transfer successful: [ai.name] extracted from current device and placed within mobile core.") ai.canmove = 1 update_icon() diff --git a/code/game/objects/items/devices/communicator/UI.dm b/code/game/objects/items/devices/communicator/UI.dm index 9d43da5c9a..fca4cf4866 100644 --- a/code/game/objects/items/devices/communicator/UI.dm +++ b/code/game/objects/items/devices/communicator/UI.dm @@ -1,253 +1,252 @@ -// Proc: ui_interact() -// Parameters: 4 (standard NanoUI arguments) -// Description: Uses a bunch of for loops to turn lists into lists of lists, so they can be displayed in nanoUI, then displays various buttons to the user. -/obj/item/device/communicator/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/key_state = null) - // this is the data which will be sent to the ui - var/data[0] //General nanoUI information - var/communicators[0] //List of communicators - var/invites[0] //Communicators and ghosts we've invited to our communicator. - var/requests[0] //Communicators and ghosts wanting to go in our communicator. - var/voices[0] //Current /mob/living/voice s inside the device. - var/connected_communicators[0] //Current communicators connected to the device. - - var/im_contacts_ui[0] //List of communicators that have been messaged. - var/im_list_ui[0] //List of messages. - - var/weather[0] - var/injection = null - var/modules_ui[0] //Home screen info. - - //First we add other 'local' communicators. - for(var/obj/item/device/communicator/comm in known_devices) - if(comm.network_visibility && comm.exonet) - communicators[++communicators.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address) - - //Now for ghosts who we pretend have communicators. - for(var/mob/observer/dead/O in known_devices) - if(O.client && O.client.prefs.communicator_visibility == 1 && O.exonet) - communicators[++communicators.len] = list("name" = sanitize("[O.client.prefs.real_name]'s communicator"), "address" = O.exonet.address, "ref" = "\ref[O]") - - //Lists all the other communicators that we invited. - for(var/obj/item/device/communicator/comm in voice_invites) - if(comm.exonet) - invites[++invites.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") - - //Ghosts we invited. - for(var/mob/observer/dead/O in voice_invites) - if(O.exonet && O.client) - invites[++invites.len] = list("name" = sanitize("[O.client.prefs.real_name]'s communicator"), "address" = O.exonet.address, "ref" = "\ref[O]") - - //Communicators that want to talk to us. - for(var/obj/item/device/communicator/comm in voice_requests) - if(comm.exonet) - requests[++requests.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") - - //Ghosts that want to talk to us. - for(var/mob/observer/dead/O in voice_requests) - if(O.exonet && O.client) - requests[++requests.len] = list("name" = sanitize("[O.client.prefs.real_name]'s communicator"), "address" = O.exonet.address, "ref" = "\ref[O]") - - //Now for all the voice mobs inside the communicator. - for(var/mob/living/voice/voice in contents) - voices[++voices.len] = list("name" = sanitize("[voice.name]'s communicator"), "true_name" = sanitize(voice.name)) - - //Finally, all the communicators linked to this one. - for(var/obj/item/device/communicator/comm in communicating) - connected_communicators[++connected_communicators.len] = list("name" = sanitize(comm.name), "true_name" = sanitize(comm.name), "ref" = "\ref[comm]") - - //Devices that have been messaged or recieved messages from. - for(var/obj/item/device/communicator/comm in im_contacts) - if(comm.exonet) - im_contacts_ui[++im_contacts_ui.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") - - for(var/mob/observer/dead/ghost in im_contacts) - if(ghost.exonet) - im_contacts_ui[++im_contacts_ui.len] = list("name" = sanitize(ghost.name), "address" = ghost.exonet.address, "ref" = "\ref[ghost]") - - //Actual messages. - for(var/I in im_list) - im_list_ui[++im_list_ui.len] = list("address" = I["address"], "to_address" = I["to_address"], "im" = I["im"]) - - //Weather reports. - if(planet_controller) - for(var/datum/planet/planet in planet_controller.planets) - if(planet.weather_holder && planet.weather_holder.current_weather) - var/list/W = list( - "Planet" = planet.name, - "Time" = planet.current_time.show_time("hh:mm"), - "Weather" = planet.weather_holder.current_weather.name, - "Temperature" = planet.weather_holder.temperature - T0C, - "High" = planet.weather_holder.current_weather.temp_high - T0C, - "Low" = planet.weather_holder.current_weather.temp_low - T0C) - weather[++weather.len] = W - - injection = "
Test
" - - //Modules for homescreen. - for(var/list/R in modules) - modules_ui[++modules_ui.len] = R - - data["owner"] = owner ? owner : "Unset" - data["occupation"] = occupation ? occupation : "Swipe ID to set." - data["connectionStatus"] = get_connection_to_tcomms() - data["visible"] = network_visibility - data["address"] = exonet.address ? exonet.address : "Unallocated" - data["targetAddress"] = target_address - data["targetAddressName"] = target_address_name - data["currentTab"] = selected_tab - data["knownDevices"] = communicators - data["invitesSent"] = invites - data["requestsReceived"] = requests - data["voice_mobs"] = voices - data["communicating"] = connected_communicators - data["video_comm"] = video_source ? "\ref[video_source.loc]" : null - data["imContacts"] = im_contacts_ui - data["imList"] = im_list_ui - data["time"] = stationtime2text() - data["ring"] = ringer - data["homeScreen"] = modules_ui - data["note"] = note // current notes - data["weather"] = weather - data["aircontents"] = src.analyze_air() - data["flashlight"] = fon - data["injection"] = injection - - // update the ui if it exists, returns null if no ui is passed/found - ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) - if(!ui) - // the ui does not exist, so we'll create a new() one - // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm - ui = new(user, src, ui_key, "communicator.tmpl", "Communicator", 475, 700, state = key_state) - // add templates for screens in common with communicator. - ui.add_template("atmosphericScan", "atmospheric_scan.tmpl") - // when the ui is first opened this is the data it will use - ui.set_initial_data(data) - // open the new ui window - ui.open() - // auto update every five Master Controller tick - ui.set_auto_update(5) - -// Proc: Topic() -// Parameters: 2 (standard Topic arguments) -// Description: Responds to NanoUI button presses. -/obj/item/device/communicator/Topic(href, href_list) - if(..()) - return 1 - if(href_list["rename"]) - var/new_name = sanitizeSafe(input(usr,"Please enter your name.","Communicator",usr.name) ) - if(new_name) - register_device(new_name) - - if(href_list["toggle_visibility"]) - switch(network_visibility) - if(1) //Visible, becoming invisbile - network_visibility = 0 - if(camera) - camera.remove_network(NETWORK_COMMUNICATORS) - if(0) //Invisible, becoming visible - network_visibility = 1 - if(camera) - camera.add_network(NETWORK_COMMUNICATORS) - - if(href_list["toggle_ringer"]) - ringer = !ringer - - if(href_list["add_hex"]) - var/hex = href_list["add_hex"] - add_to_EPv2(hex) - - if(href_list["write_target_address"]) - var/new_address = sanitizeSafe(input(usr,"Please enter the desired target EPv2 address. Note that you must write the colons \ - yourself.","Communicator",src.target_address) ) - if(new_address) - target_address = new_address - - if(href_list["clear_target_address"]) - target_address = "" - - if(href_list["dial"]) - if(!get_connection_to_tcomms()) - usr << "Error: Cannot connect to Exonet node." - return - var/their_address = href_list["dial"] - exonet.send_message(their_address, "voice") - - if(href_list["decline"]) - var/ref_to_remove = href_list["decline"] - var/atom/decline = locate(ref_to_remove) - if(decline) - del_request(decline) - - if(href_list["message"]) - if(!get_connection_to_tcomms()) - usr << "Error: Cannot connect to Exonet node." - return - var/their_address = href_list["message"] - var/text = sanitizeSafe(input(usr,"Enter your message.","Text Message")) - if(text) - exonet.send_message(their_address, "text", text) - im_list += list(list("address" = exonet.address, "to_address" = their_address, "im" = text)) - log_pda("(COMM: [src]) sent \"[text]\" to [exonet.get_atom_from_address(their_address)]", usr) - for(var/mob/M in player_list) - if(M.stat == DEAD && M.is_preference_enabled(/datum/client_preference/ghost_ears)) - if(istype(M, /mob/new_player) || M.forbid_seeing_deadchat) - continue - if(exonet.get_atom_from_address(their_address) == M) - continue - M.show_message("Comm IM - [src] -> [exonet.get_atom_from_address(their_address)]: [text]") - - if(href_list["disconnect"]) - var/name_to_disconnect = href_list["disconnect"] - for(var/mob/living/voice/V in contents) - if(name_to_disconnect == V.name) - close_connection(usr, V, "[usr] hung up") - for(var/obj/item/device/communicator/comm in communicating) - if(name_to_disconnect == comm.name) - close_connection(usr, comm, "[usr] hung up") - - if(href_list["startvideo"]) - var/ref_to_video = href_list["startvideo"] - var/obj/item/device/communicator/comm = locate(ref_to_video) - if(comm) - connect_video(usr, comm) - - if(href_list["endvideo"]) - if(video_source) - end_video() - - if(href_list["watchvideo"]) - if(video_source) - watch_video(usr,video_source.loc) - - if(href_list["copy"]) - target_address = href_list["copy"] - - if(href_list["copy_name"]) - target_address_name = href_list["copy_name"] - - if(href_list["hang_up"]) - for(var/mob/living/voice/V in contents) - close_connection(usr, V, "[usr] hung up") - for(var/obj/item/device/communicator/comm in communicating) - close_connection(usr, comm, "[usr] hung up") - - if(href_list["switch_tab"]) - selected_tab = href_list["switch_tab"] - - if(href_list["edit"]) - var/n = input(usr, "Please enter message", name, notehtml) - n = sanitizeSafe(n, extra = 0) - if(n) - note = html_decode(n) - notehtml = note - note = replacetext(note, "\n", "
") - else - note = "" - notehtml = note - - if(href_list["Light"]) - fon = !fon - set_light(fon * flum) - - nanomanager.update_uis(src) - add_fingerprint(usr) +// Proc: ui_interact() +// Parameters: 4 (standard NanoUI arguments) +// Description: Uses a bunch of for loops to turn lists into lists of lists, so they can be displayed in nanoUI, then displays various buttons to the user. +/obj/item/device/communicator/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/key_state = null) + // this is the data which will be sent to the ui + var/data[0] //General nanoUI information + var/communicators[0] //List of communicators + var/invites[0] //Communicators and ghosts we've invited to our communicator. + var/requests[0] //Communicators and ghosts wanting to go in our communicator. + var/voices[0] //Current /mob/living/voice s inside the device. + var/connected_communicators[0] //Current communicators connected to the device. + + var/im_contacts_ui[0] //List of communicators that have been messaged. + var/im_list_ui[0] //List of messages. + + var/weather[0] + var/injection = null + var/modules_ui[0] //Home screen info. + + //First we add other 'local' communicators. + for(var/obj/item/device/communicator/comm in known_devices) + if(comm.network_visibility && comm.exonet) + communicators[++communicators.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address) + + //Now for ghosts who we pretend have communicators. + for(var/mob/observer/dead/O in known_devices) + if(O.client && O.client.prefs.communicator_visibility == 1 && O.exonet) + communicators[++communicators.len] = list("name" = sanitize("[O.client.prefs.real_name]'s communicator"), "address" = O.exonet.address, "ref" = "\ref[O]") + + //Lists all the other communicators that we invited. + for(var/obj/item/device/communicator/comm in voice_invites) + if(comm.exonet) + invites[++invites.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") + + //Ghosts we invited. + for(var/mob/observer/dead/O in voice_invites) + if(O.exonet && O.client) + invites[++invites.len] = list("name" = sanitize("[O.client.prefs.real_name]'s communicator"), "address" = O.exonet.address, "ref" = "\ref[O]") + + //Communicators that want to talk to us. + for(var/obj/item/device/communicator/comm in voice_requests) + if(comm.exonet) + requests[++requests.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") + + //Ghosts that want to talk to us. + for(var/mob/observer/dead/O in voice_requests) + if(O.exonet && O.client) + requests[++requests.len] = list("name" = sanitize("[O.client.prefs.real_name]'s communicator"), "address" = O.exonet.address, "ref" = "\ref[O]") + + //Now for all the voice mobs inside the communicator. + for(var/mob/living/voice/voice in contents) + voices[++voices.len] = list("name" = sanitize("[voice.name]'s communicator"), "true_name" = sanitize(voice.name)) + + //Finally, all the communicators linked to this one. + for(var/obj/item/device/communicator/comm in communicating) + connected_communicators[++connected_communicators.len] = list("name" = sanitize(comm.name), "true_name" = sanitize(comm.name), "ref" = "\ref[comm]") + + //Devices that have been messaged or recieved messages from. + for(var/obj/item/device/communicator/comm in im_contacts) + if(comm.exonet) + im_contacts_ui[++im_contacts_ui.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") + + for(var/mob/observer/dead/ghost in im_contacts) + if(ghost.exonet) + im_contacts_ui[++im_contacts_ui.len] = list("name" = sanitize(ghost.name), "address" = ghost.exonet.address, "ref" = "\ref[ghost]") + + //Actual messages. + for(var/I in im_list) + im_list_ui[++im_list_ui.len] = list("address" = I["address"], "to_address" = I["to_address"], "im" = I["im"]) + + //Weather reports. + for(var/datum/planet/planet in SSplanets.planets) + if(planet.weather_holder && planet.weather_holder.current_weather) + var/list/W = list( + "Planet" = planet.name, + "Time" = planet.current_time.show_time("hh:mm"), + "Weather" = planet.weather_holder.current_weather.name, + "Temperature" = planet.weather_holder.temperature - T0C, + "High" = planet.weather_holder.current_weather.temp_high - T0C, + "Low" = planet.weather_holder.current_weather.temp_low - T0C) + weather[++weather.len] = W + + injection = "
Test
" + + //Modules for homescreen. + for(var/list/R in modules) + modules_ui[++modules_ui.len] = R + + data["owner"] = owner ? owner : "Unset" + data["occupation"] = occupation ? occupation : "Swipe ID to set." + data["connectionStatus"] = get_connection_to_tcomms() + data["visible"] = network_visibility + data["address"] = exonet.address ? exonet.address : "Unallocated" + data["targetAddress"] = target_address + data["targetAddressName"] = target_address_name + data["currentTab"] = selected_tab + data["knownDevices"] = communicators + data["invitesSent"] = invites + data["requestsReceived"] = requests + data["voice_mobs"] = voices + data["communicating"] = connected_communicators + data["video_comm"] = video_source ? "\ref[video_source.loc]" : null + data["imContacts"] = im_contacts_ui + data["imList"] = im_list_ui + data["time"] = stationtime2text() + data["ring"] = ringer + data["homeScreen"] = modules_ui + data["note"] = note // current notes + data["weather"] = weather + data["aircontents"] = src.analyze_air() + data["flashlight"] = fon + data["injection"] = injection + + // update the ui if it exists, returns null if no ui is passed/found + ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) + if(!ui) + // the ui does not exist, so we'll create a new() one + // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm + ui = new(user, src, ui_key, "communicator.tmpl", "Communicator", 475, 700, state = key_state) + // add templates for screens in common with communicator. + ui.add_template("atmosphericScan", "atmospheric_scan.tmpl") + // when the ui is first opened this is the data it will use + ui.set_initial_data(data) + // open the new ui window + ui.open() + // auto update every five Master Controller tick + ui.set_auto_update(5) + +// Proc: Topic() +// Parameters: 2 (standard Topic arguments) +// Description: Responds to NanoUI button presses. +/obj/item/device/communicator/Topic(href, href_list) + if(..()) + return 1 + if(href_list["rename"]) + var/new_name = sanitizeSafe(input(usr,"Please enter your name.","Communicator",usr.name) ) + if(new_name) + register_device(new_name) + + if(href_list["toggle_visibility"]) + switch(network_visibility) + if(1) //Visible, becoming invisbile + network_visibility = 0 + if(camera) + camera.remove_network(NETWORK_COMMUNICATORS) + if(0) //Invisible, becoming visible + network_visibility = 1 + if(camera) + camera.add_network(NETWORK_COMMUNICATORS) + + if(href_list["toggle_ringer"]) + ringer = !ringer + + if(href_list["add_hex"]) + var/hex = href_list["add_hex"] + add_to_EPv2(hex) + + if(href_list["write_target_address"]) + var/new_address = sanitizeSafe(input(usr,"Please enter the desired target EPv2 address. Note that you must write the colons \ + yourself.","Communicator",src.target_address) ) + if(new_address) + target_address = new_address + + if(href_list["clear_target_address"]) + target_address = "" + + if(href_list["dial"]) + if(!get_connection_to_tcomms()) + usr << "Error: Cannot connect to Exonet node." + return + var/their_address = href_list["dial"] + exonet.send_message(their_address, "voice") + + if(href_list["decline"]) + var/ref_to_remove = href_list["decline"] + var/atom/decline = locate(ref_to_remove) + if(decline) + del_request(decline) + + if(href_list["message"]) + if(!get_connection_to_tcomms()) + usr << "Error: Cannot connect to Exonet node." + return + var/their_address = href_list["message"] + var/text = sanitizeSafe(input(usr,"Enter your message.","Text Message")) + if(text) + exonet.send_message(their_address, "text", text) + im_list += list(list("address" = exonet.address, "to_address" = their_address, "im" = text)) + log_pda("(COMM: [src]) sent \"[text]\" to [exonet.get_atom_from_address(their_address)]", usr) + for(var/mob/M in player_list) + if(M.stat == DEAD && M.is_preference_enabled(/datum/client_preference/ghost_ears)) + if(istype(M, /mob/new_player) || M.forbid_seeing_deadchat) + continue + if(exonet.get_atom_from_address(their_address) == M) + continue + M.show_message("Comm IM - [src] -> [exonet.get_atom_from_address(their_address)]: [text]") + + if(href_list["disconnect"]) + var/name_to_disconnect = href_list["disconnect"] + for(var/mob/living/voice/V in contents) + if(name_to_disconnect == V.name) + close_connection(usr, V, "[usr] hung up") + for(var/obj/item/device/communicator/comm in communicating) + if(name_to_disconnect == comm.name) + close_connection(usr, comm, "[usr] hung up") + + if(href_list["startvideo"]) + var/ref_to_video = href_list["startvideo"] + var/obj/item/device/communicator/comm = locate(ref_to_video) + if(comm) + connect_video(usr, comm) + + if(href_list["endvideo"]) + if(video_source) + end_video() + + if(href_list["watchvideo"]) + if(video_source) + watch_video(usr,video_source.loc) + + if(href_list["copy"]) + target_address = href_list["copy"] + + if(href_list["copy_name"]) + target_address_name = href_list["copy_name"] + + if(href_list["hang_up"]) + for(var/mob/living/voice/V in contents) + close_connection(usr, V, "[usr] hung up") + for(var/obj/item/device/communicator/comm in communicating) + close_connection(usr, comm, "[usr] hung up") + + if(href_list["switch_tab"]) + selected_tab = href_list["switch_tab"] + + if(href_list["edit"]) + var/n = input(usr, "Please enter message", name, notehtml) + n = sanitizeSafe(n, extra = 0) + if(n) + note = html_decode(n) + notehtml = note + note = replacetext(note, "\n", "
") + else + note = "" + notehtml = note + + if(href_list["Light"]) + fon = !fon + set_light(fon * flum) + + nanomanager.update_uis(src) + add_fingerprint(usr) diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index d69c2c9d92..44d3c98c8c 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -41,6 +41,9 @@ processing_objects -= src return ..() +/obj/item/device/flashlight/get_cell() + return cell + /obj/item/device/flashlight/verb/toggle() set name = "Toggle Flashlight Brightness" set category = "Object" diff --git a/code/game/objects/items/devices/radio/jammer.dm b/code/game/objects/items/devices/radio/jammer.dm index 403b91e159..cc6554ea7c 100644 --- a/code/game/objects/items/devices/radio/jammer.dm +++ b/code/game/objects/items/devices/radio/jammer.dm @@ -38,6 +38,9 @@ var/global/list/active_radio_jammers = list() qdel_null(power_source) return ..() +/obj/item/device/radio_jammer/get_cell() + return power_source + /obj/item/device/radio_jammer/proc/turn_off(mob/user) if(user) to_chat(user,"\The [src] deactivates.") diff --git a/code/game/objects/items/weapons/storage/wallets.dm b/code/game/objects/items/weapons/storage/wallets.dm index cd3a450631..60a253c87c 100644 --- a/code/game/objects/items/weapons/storage/wallets.dm +++ b/code/game/objects/items/weapons/storage/wallets.dm @@ -82,10 +82,10 @@ ..() var/amount = rand(50, 100) + rand(50, 100) // Triangular distribution from 100 to 200 var/obj/item/weapon/spacecash/SC = null + SC = new(src) for(var/i in list(100, 50, 20, 10, 5, 1)) if(amount < i) continue - SC = new(src) while(amount >= i) amount -= i SC.adjust_worth(i, 0) diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm index 268a8d5ad7..e37b2f9977 100644 --- a/code/game/objects/items/weapons/stunbaton.dm +++ b/code/game/objects/items/weapons/stunbaton.dm @@ -19,16 +19,19 @@ var/obj/item/weapon/cell/bcell = null var/hitcost = 240 -/obj/item/weapon/melee/baton/suicide_act(mob/user) - var/datum/gender/TU = gender_datums[user.get_visible_gender()] - user.visible_message("\The [user] is putting the live [name] in [TU.his] mouth! It looks like [TU.he] [TU.is] trying to commit suicide.") - return (FIRELOSS) - /obj/item/weapon/melee/baton/New() ..() update_icon() return +/obj/item/weapon/melee/baton/get_cell() + return bcell + +/obj/item/weapon/melee/baton/suicide_act(mob/user) + var/datum/gender/TU = gender_datums[user.get_visible_gender()] + user.visible_message("\The [user] is putting the live [name] in [TU.his] mouth! It looks like [TU.he] [TU.is] trying to commit suicide.") + return (FIRELOSS) + /obj/item/weapon/melee/baton/MouseDrop(obj/over_object as obj) if(!canremove) return diff --git a/code/game/objects/items/weapons/tanks/tank_types_vr.dm b/code/game/objects/items/weapons/tanks/tank_types_vr.dm index cc191bb0f9..73d094d0f9 100644 --- a/code/game/objects/items/weapons/tanks/tank_types_vr.dm +++ b/code/game/objects/items/weapons/tanks/tank_types_vr.dm @@ -1,4 +1,4 @@ -/obj/item/weapon/tank/emergency/phoron_double +/obj/item/weapon/tank/emergency/phoron/double name = "double emergency phoron tank" desc = "Contains dangerous phoron. Do not inhale. Warning: extremely flammable." icon = 'icons/obj/tank_vr.dmi' @@ -8,7 +8,7 @@ gauge_cap = 3 volume = 10 -/obj/item/weapon/tank/emergency/phoron_double/New() +/obj/item/weapon/tank/emergency/phoron/double/New() ..() air_contents.adjust_gas("phoron", (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)) @@ -41,6 +41,8 @@ icon = 'icons/obj/tank_vr.dmi' icon_override = 'icons/mob/back_vr.dmi' icon_state = "phoron_vox" + gauge_cap = 3 + gauge_icon = "indicator_double" /obj/item/weapon/tank/emergency icon = 'icons/obj/tank_vr.dmi' diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm index 8a787f87a2..5c277c3bcb 100644 --- a/code/game/objects/items/weapons/tools.dm +++ b/code/game/objects/items/weapons/tools.dm @@ -774,6 +774,9 @@ acti_sound = 'sound/effects/sparks4.ogg' deac_sound = 'sound/effects/sparks4.ogg' +/obj/item/weapon/weldingtool/electric/unloaded/New() + cell_type = null + /obj/item/weapon/weldingtool/electric/New() ..() if(cell_type == null) @@ -784,8 +787,8 @@ power_supply = new /obj/item/weapon/cell/device(src) update_icon() -/obj/item/weapon/weldingtool/electric/unloaded/New() - cell_type = null +/obj/item/weapon/weldingtool/electric/get_cell() + return power_supply /obj/item/weapon/weldingtool/electric/examine(mob/user) if(get_dist(src, user) > 1) diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 3835b2a24b..0facb97eac 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -163,3 +163,6 @@ /obj/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) return + +/obj/proc/get_cell() + return \ No newline at end of file diff --git a/code/game/objects/structures/catwalk.dm b/code/game/objects/structures/catwalk.dm index 6d5a1cbe32..60cb0753b1 100644 --- a/code/game/objects/structures/catwalk.dm +++ b/code/game/objects/structures/catwalk.dm @@ -2,7 +2,7 @@ /obj/structure/catwalk name = "catwalk" desc = "Cats really don't like these things." - plane = TURF_PLANE + plane = DECAL_PLANE layer = ABOVE_UTILITY icon = 'icons/turf/catwalks.dmi' icon_state = "catwalk" diff --git a/code/game/objects/structures/crates_lockers/largecrate_vr.dm b/code/game/objects/structures/crates_lockers/largecrate_vr.dm index 6a1ff173aa..a9f173d708 100644 --- a/code/game/objects/structures/crates_lockers/largecrate_vr.dm +++ b/code/game/objects/structures/crates_lockers/largecrate_vr.dm @@ -117,3 +117,13 @@ name = "Wolfgirl Crate" desc = "A sketchy looking crate with airholes that shakes and thuds every now and then. Someone seems to be demanding they be let out." starts_with = list(/mob/living/simple_animal/retaliate/awoo) + +/obj/structure/largecrate/animal/fennec + name = "Fennec Crate" + desc = "Bounces around a lot. Looks messily packaged, were they in a hurry?" + starts_with = list(/mob/living/simple_animal/fennec) + +/obj/structure/largecrate/animal/fennec/initialize() + starts_with = list(pick(/mob/living/simple_animal/fennec, + /mob/living/simple_animal/retaliate/fennix;0.5)) + return ..() diff --git a/code/game/objects/structures/alien_props.dm b/code/game/objects/structures/props/alien_props.dm similarity index 90% rename from code/game/objects/structures/alien_props.dm rename to code/game/objects/structures/props/alien_props.dm index eb8ae9d19f..fa11e27b15 100644 --- a/code/game/objects/structures/alien_props.dm +++ b/code/game/objects/structures/props/alien_props.dm @@ -6,15 +6,6 @@ icon = 'icons/obj/abductor.dmi' density = TRUE anchored = TRUE - var/interaction_message = null - -/obj/structure/prop/alien/attack_hand(mob/living/user) // Used to tell the player that this isn't useful for anything. - if(!istype(user)) - return FALSE - if(!interaction_message) - return ..() - else - to_chat(user, interaction_message) /obj/structure/prop/alien/computer name = "alien console" diff --git a/code/game/objects/structures/props/beam_prism.dm b/code/game/objects/structures/props/beam_prism.dm new file mode 100644 index 0000000000..44df2eb68b --- /dev/null +++ b/code/game/objects/structures/props/beam_prism.dm @@ -0,0 +1,215 @@ +//A series(?) of prisms for PoIs. The base one only works for beams. + +/obj/structure/prop/prism + name = "prismatic turret" + desc = "A raised, externally powered 'turret'. It seems to have a massive crystal ring around its base." + description_info = "This device is capable of redirecting any beam projectile." + icon = 'icons/obj/props/prism.dmi' + icon_state = "prism" + density = TRUE + anchored = TRUE + + layer = 3.1 //Layer over projectiles. + plane = -10 //Layer over projectiles. + + var/rotation_lock = 0 // Can you rotate the prism at all? + var/free_rotate = 1 // Does the prism rotate in any direction, or only in the eight standard compass directions? + var/external_control_lock = 0 // Does the prism only rotate from the controls of an external switch? + var/degrees_from_north = 0 // How far is it rotated clockwise? + var/compass_directions = list("North" = 0, "South" = 180, "East" = 90, "West" = 270, "Northwest" = 315, "Northeast" = 45, "Southeast" = 135, "Southwest" = 225) + var/interaction_sound = 'sound/mecha/mechmove04.ogg' + + var/redirect_type = /obj/item/projectile/beam + + var/dialID = null + var/obj/structure/prop/prismcontrol/remote_dial = null + + interaction_message = "The prismatic turret seems to be able to rotate." + +/obj/structure/prop/prism/initialize() + if(degrees_from_north) + animate(src, transform = turn(NORTH, degrees_from_north), time = 3) + +/obj/structure/prop/prism/Destroy() + if(remote_dial) + remote_dial.my_turrets -= src + remote_dial = null + ..() + +/obj/structure/prop/prism/proc/reset_rotation() + var/degrees_to_rotate = -1 * degrees_from_north + animate(src, transform = turn(src.transform, degrees_to_rotate), time = 2) + +/obj/structure/prop/prism/attack_hand(mob/living/user) + ..() + + if(rotation_lock) + to_chat(user, "\The [src] is locked at its current bearing.") + return + if(external_control_lock) + to_chat(user, "\The [src]'s motors resist your efforts to rotate it. You may need to find some form of controller.") + return + + var/confirm = input("Do you want to try to rotate \the [src]?", "[name]") in list("Yes", "No") + if(confirm == "No") + visible_message(\ + "[user.name] decides not to try turning \the [src].",\ + "You decide not to try turning \the [src].") + return + + var/new_bearing + if(free_rotate) + new_bearing = input("What bearing do you want to rotate \the [src] to?", "[name]") as num + new_bearing = round(new_bearing) + if(new_bearing <= -1 || new_bearing > 360) + to_chat(user, "Rotating \the [src] [new_bearing] degrees would be a waste of time.") + return + else + var/choice = input("What point do you want to set \the [src] to?", "[name]") as null|anything in compass_directions + new_bearing = round(compass_directions[choice]) + + var/rotate_degrees = new_bearing - degrees_from_north + + if(new_bearing == 360) // Weird artifact. + new_bearing = 0 + degrees_from_north = new_bearing + + var/two_stage = 0 + if(rotate_degrees == 180 || rotate_degrees == -180) + two_stage = 1 + var/multiplier = pick(-1, 1) + rotate_degrees = multiplier * (rotate_degrees / 2) + + playsound(src, interaction_sound, 50, 1) + if(two_stage) + animate(src, transform = turn(src.transform, rotate_degrees), time = 3) + spawn(3) + animate(src, transform = turn(src.transform, rotate_degrees), time = 3) + else + animate(src, transform = turn(src.transform, rotate_degrees), time = 6) //Can't update transform because it will reset the angle. + +/obj/structure/prop/prism/proc/rotate_auto(var/new_bearing) + if(rotation_lock) + visible_message("\The [src] shudders.") + playsound(src, 'sound/effects/clang.ogg', 50, 1) + return + + visible_message("\The [src] rotates to a bearing of [new_bearing].") + + var/rotate_degrees = new_bearing - degrees_from_north + + if(new_bearing == 360) + new_bearing = 0 + degrees_from_north = new_bearing + + var/two_stage = 0 + if(rotate_degrees == 180 || rotate_degrees == -180) + two_stage = 1 + var/multiplier = pick(-1, 1) + rotate_degrees = multiplier * (rotate_degrees / 2) + + playsound(src, interaction_sound, 50, 1) + if(two_stage) + animate(src, transform = turn(src.transform, rotate_degrees), time = 3) + spawn(3) + animate(src, transform = turn(src.transform, rotate_degrees), time = 3) + else + animate(src, transform = turn(src.transform, rotate_degrees), time = 6) + +/obj/structure/prop/prism/bullet_act(var/obj/item/projectile/Proj) + if(istype(Proj, redirect_type)) + visible_message("\The [src] redirects \the [Proj]!") + flick("[initial(icon_state)]+glow", src) + + var/new_x = (1 * round(10 * cos(degrees_from_north - 90))) + x //Vectors vectors vectors. + var/new_y = (-1 * round(10 * sin(degrees_from_north - 90))) + y + var/turf/curloc = get_turf(src) + + Proj.penetrating += 1 // Needed for the beam to get out of the turret. + + Proj.redirect(new_x, new_y, curloc, null) + +/obj/structure/prop/prism/incremental + free_rotate = 0 + description_info = "This device is capable of redirecting any beam projectile, but only locks to specific positions in rotation." + +/obj/structure/prop/prism/incremental/externalcont + external_control_lock = 1 + description_info = "This device is capable of redirecting any beam projectile, but can only be rotated by a control dial to specific positions." + +/obj/structure/prop/prism/externalcont + external_control_lock = 1 + description_info = "This device is capable of redirecting any beam projectile, but can only be rotated by an external control dial." + +/obj/structure/prop/prismcontrol + name = "prismatic dial" + desc = "A large dial with a crystalline ring." + icon = 'icons/obj/props/prism.dmi' + icon_state = "dial" + density = FALSE + anchored = TRUE + + interaction_message = "The dial pulses as your hand nears it." + var/list/my_turrets = list() + var/dialID = null + +/obj/structure/prop/prismcontrol/attack_hand(mob/living/user) + ..() + + var/confirm = input("Do you want to try to rotate \the [src]?", "[name]") in list("Yes", "No") + if(confirm == "No") + visible_message(\ + "[user.name] decides not to try turning \the [src].",\ + "You decide not to try turning \the [src].") + return + + if(!my_turrets || !my_turrets.len) + to_chat(user, "\The [src] doesn't seem to do anything.") + return + + var/free_rotate = 1 + var/list/compass_directions = list() + for(var/obj/structure/prop/prism/P in my_turrets) + if(!P.free_rotate) //Doesn't use bearing, it uses compass points. + free_rotate = 0 + compass_directions |= P.compass_directions + + var/new_bearing + if(free_rotate) + new_bearing = input("What bearing do you want to rotate \the [src] to?", "[name]") as num + new_bearing = round(new_bearing) + if(new_bearing <= -1 || new_bearing > 360) + to_chat(user, "Rotating \the [src] [new_bearing] degrees would be a waste of time.") + return + else + var/choice = input("What point do you want to set \the [src] to?", "[name]") as null|anything in compass_directions + new_bearing = round(compass_directions[choice]) + + confirm = input("Are you certain you want to rotate \the [src]?", "[name]") in list("Yes", "No") + if(confirm == "No") + visible_message(\ + "[user.name] decides not to try turning \the [src].",\ + "You decide not to try turning \the [src].") + return + + to_chat(user, "\The [src] clicks into place.") + for(var/obj/structure/prop/prism/P in my_turrets) + P.rotate_auto(new_bearing) + +/obj/structure/prop/prismcontrol/initialize() + ..() + if(my_turrets.len) //Preset controls. + for(var/obj/structure/prop/prism/P in my_turrets) + P.remote_dial = src + return + spawn() + for(var/obj/structure/prop/prism/P in orange(src, world.view)) //Don't search a huge area. + if(P.dialID == dialID && !P.remote_dial && P.external_control_lock) + my_turrets |= P + P.remote_dial = src + +/obj/structure/prop/prismcontrol/Destroy() + for(var/obj/structure/prop/prism/P in my_turrets) + P.remote_dial = null + my_turrets = list() + ..() diff --git a/code/game/objects/structures/props/projectile_lock.dm b/code/game/objects/structures/props/projectile_lock.dm new file mode 100644 index 0000000000..5c3fcd2ba0 --- /dev/null +++ b/code/game/objects/structures/props/projectile_lock.dm @@ -0,0 +1,53 @@ +//A locking mechanism that pulses when hit by a projectile. The base one responds to high-power lasers. + +/obj/structure/prop/lock + name = "weird lock" + desc = "An esoteric object that responds to.. something." + icon = 'icons/obj/props/prism.dmi' + icon_state = "lock" + + var/enabled = 0 + var/lockID = null + + var/list/linked_objects = list() + +/obj/structure/prop/lock/Destroy() + if(linked_objects.len) + for(var/obj/O in linked_objects) + if(istype(O, /obj/machinery/door/blast/puzzle)) + var/obj/machinery/door/blast/puzzle/P = O + P.locks -= src + linked_objects -= P + ..() + +/obj/structure/prop/lock/proc/toggle_lock() + enabled = !enabled + + if(enabled) + icon_state = "[initial(icon_state)]-active" + else + icon_state = "[initial(icon_state)]" + +/obj/structure/prop/lock/projectile + name = "beam lock" + desc = "An esoteric object that responds to high intensity light." + + var/projectile_key = /obj/item/projectile/beam + var/timed = 0 + var/timing = 0 + var/time_limit = 1500 // In ticks. Ten is one second. + + interaction_message = "The object remains inert to your touch." + +/obj/structure/prop/lock/projectile/bullet_act(var/obj/item/projectile/Proj) + if(!istype(Proj, projectile_key) || timing) + return + + if(istype(Proj, /obj/item/projectile/beam/heavylaser/cannon) || istype(Proj, /obj/item/projectile/beam/emitter) || (Proj.damage >= 80 && Proj.damtype == BURN)) + toggle_lock() + visible_message("\The [src] [enabled ? "disengages" : "engages"] its locking mechanism.") + + if(timed) + timing = 1 + spawn(time_limit) + toggle_lock() diff --git a/code/game/objects/structures/props/prop.dm b/code/game/objects/structures/props/prop.dm new file mode 100644 index 0000000000..fea5815674 --- /dev/null +++ b/code/game/objects/structures/props/prop.dm @@ -0,0 +1,18 @@ +//The base 'prop' for PoIs or other large junk. + +/obj/structure/prop + name = "something" + desc = "My description is broken, bug a developer." + icon = 'icons/obj/structures.dmi' + icon_state = "safe" + density = TRUE + anchored = TRUE + var/interaction_message = null + +/obj/structure/prop/attack_hand(mob/living/user) // Used to tell the player that this isn't useful for anything. + if(!istype(user)) + return FALSE + if(!interaction_message) + return ..() + else + to_chat(user, interaction_message) diff --git a/code/game/objects/structures/props/puzzledoor.dm b/code/game/objects/structures/props/puzzledoor.dm new file mode 100644 index 0000000000..b9a32fc0dc --- /dev/null +++ b/code/game/objects/structures/props/puzzledoor.dm @@ -0,0 +1,92 @@ +// An indestructible blast door that can only be opened once its puzzle requirements are completed. + +/obj/machinery/door/blast/puzzle + name = "puzzle door" + desc = "A large, virtually indestructible door that will not open unless certain requirements are met." + icon_state_open = "pdoor0" + icon_state_opening = "pdoorc0" + icon_state_closed = "pdoor1" + icon_state_closing = "pdoorc1" + icon_state = "pdoor1" + + explosion_resistance = 100 + + maxhealth = 9999999 //No. + + var/list/locks = list() + var/lockID = null + var/checkrange_mult = 1 + +/obj/machinery/door/blast/puzzle/proc/check_locks() + for(var/obj/structure/prop/lock/L in locks) + if(!L.enabled) + return 0 + return 1 + +/obj/machinery/door/blast/puzzle/bullet_act(var/obj/item/projectile/Proj) + visible_message("\The [src] is completely unaffected by \the [Proj].") + qdel(Proj) //No piercing. No. + +/obj/machinery/door/blast/puzzle/ex_act(severity) + visible_message("\The [src] is completely unaffected by the blast.") + return + +/obj/machinery/door/blast/puzzle/initialize() + . = ..() + implicit_material = get_material_by_name("dungeonium") + if(locks.len) + return + var/check_range = world.view * checkrange_mult + for(var/obj/structure/prop/lock/L in orange(src, check_range)) + if(L.lockID == lockID) + L.linked_objects |= src + locks |= L + +/obj/machinery/door/blast/puzzle/Destroy() + if(locks.len) + for(var/obj/structure/prop/lock/L in locks) + L.linked_objects -= src + locks -= L + ..() + +/obj/machinery/door/blast/puzzle/attack_hand(mob/user as mob) + if(check_locks()) + force_toggle(1, user) + else + to_chat(user, "\The [src] does not respond to your touch.") + +/obj/machinery/door/blast/puzzle/attackby(obj/item/weapon/C as obj, mob/user as mob) + if(istype(C, /obj/item/weapon)) + if(C.pry == 1 && (user.a_intent != I_HURT || (stat & BROKEN))) + if(istype(C,/obj/item/weapon/material/twohanded/fireaxe)) + var/obj/item/weapon/material/twohanded/fireaxe/F = C + if(!F.wielded) + to_chat(user, "You need to be wielding \the [F] to do that.") + return + + if(check_locks()) + force_toggle(1, user) + + else + to_chat(user, "[src]'s arcane workings resist your effort.") + return + + else if(src.density && (user.a_intent == I_HURT)) + var/obj/item/weapon/W = C + user.setClickCooldown(user.get_attack_speed(W)) + if(W.damtype == BRUTE || W.damtype == BURN) + user.do_attack_animation(src) + user.visible_message("\The [user] hits \the [src] with \the [W] with no visible effect.") + + else if(istype(C, /obj/item/weapon/plastique)) + to_chat(user, "On contacting \the [src], a flash of light envelops \the [C] as it is turned to ash. Oh.") + qdel(C) + return 0 + +/obj/machinery/door/blast/puzzle/attack_generic(var/mob/user, var/damage) + if(check_locks()) + force_toggle(1, user) + +/obj/machinery/door/blast/puzzle/attack_alien(var/mob/user) + if(check_locks()) + force_toggle(1, user) diff --git a/code/game/turfs/simulated/outdoors/outdoors.dm b/code/game/turfs/simulated/outdoors/outdoors.dm index 729095a666..cfdc3cc444 100644 --- a/code/game/turfs/simulated/outdoors/outdoors.dm +++ b/code/game/turfs/simulated/outdoors/outdoors.dm @@ -1,5 +1,4 @@ var/list/turf_edge_cache = list() -var/list/outdoor_turfs = list() /turf/ // If greater than 0, this turf will apply edge overlays on top of other turfs cardinally adjacent to it, if those adjacent turfs are of a different icon_state, @@ -24,24 +23,21 @@ var/list/outdoor_turfs = list() /turf/simulated/floor/New() if(outdoors) - outdoor_turfs.Add(src) + SSplanets.addTurf(src) ..() /turf/simulated/floor/Destroy() if(outdoors) - planet_controller.unallocateTurf(src) + SSplanets.removeTurf(src) return ..() /turf/simulated/proc/make_outdoors() outdoors = TRUE - outdoor_turfs.Add(src) + SSplanets.addTurf(src) /turf/simulated/proc/make_indoors() outdoors = FALSE - if(planet_controller) - planet_controller.unallocateTurf(src) - else // This is happening during map gen, if there's no planet_controller (hopefully). - outdoor_turfs -= src + SSplanets.removeTurf(src) /turf/simulated/post_change() ..() diff --git a/code/game/turfs/simulated/outdoors/sky.dm b/code/game/turfs/simulated/outdoors/sky.dm index c329fc2e4d..468b893b33 100644 --- a/code/game/turfs/simulated/outdoors/sky.dm +++ b/code/game/turfs/simulated/outdoors/sky.dm @@ -14,7 +14,7 @@ /turf/simulated/sky/initialize() . = ..() - outdoor_turfs.Add(src) + SSplanets.addTurf(src) set_light(2, 2, "#FFFFFF") /turf/simulated/sky/north diff --git a/code/game/turfs/unsimulated/planetary.dm b/code/game/turfs/unsimulated/planetary.dm index 613638ec80..35cd7aa4a8 100644 --- a/code/game/turfs/unsimulated/planetary.dm +++ b/code/game/turfs/unsimulated/planetary.dm @@ -1,7 +1,5 @@ // This is a wall you surround the area of your "planet" with, that makes the atmosphere inside stay within bounds, even if canisters // are opened or other strange things occur. -var/list/planetary_walls = list() - /turf/unsimulated/wall/planetary name = "railroading" desc = "Choo choo!" @@ -21,10 +19,10 @@ var/list/planetary_walls = list() /turf/unsimulated/wall/planetary/New() ..() - planetary_walls.Add(src) + SSplanets.addTurf(src) /turf/unsimulated/wall/planetary/Destroy() - planetary_walls.Remove(src) + SSplanets.removeTurf(src) ..() /turf/unsimulated/wall/planetary/proc/set_temperature(var/new_temperature) diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm index 5144111f17..242265e1d2 100644 --- a/code/modules/admin/admin_verbs.dm +++ b/code/modules/admin/admin_verbs.dm @@ -660,11 +660,13 @@ var/list/admin_verbs_event_manager = list( set desc = "Cause an explosion of varying strength at your location." var/turf/epicenter = mob.loc - var/list/choices = list("Small Bomb", "Medium Bomb", "Big Bomb", "Custom Bomb") + var/list/choices = list("Small Bomb", "Medium Bomb", "Big Bomb", "Custom Bomb", "Cancel") var/choice = input("What size explosion would you like to produce?") in choices switch(choice) if(null) return 0 + if("Cancel") + return 0 if("Small Bomb") explosion(epicenter, 1, 2, 3, 3) if("Medium Bomb") diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 1029d1b5d5..c2167b4b4a 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -637,7 +637,7 @@ if(!check_rights(R_DEBUG)) return - var/datum/planet/planet = input(usr, "Which planet do you want to modify the weather on?", "Change Weather") in planet_controller.planets + var/datum/planet/planet = input(usr, "Which planet do you want to modify the weather on?", "Change Weather") in SSplanets.planets var/datum/weather/new_weather = input(usr, "What weather do you want to change to?", "Change Weather") as null|anything in planet.weather_holder.allowed_weather_types if(new_weather) planet.weather_holder.change_weather(new_weather) @@ -653,7 +653,7 @@ if(!check_rights(R_DEBUG)) return - var/datum/planet/planet = input(usr, "Which planet do you want to modify time on?", "Change Time") in planet_controller.planets + var/datum/planet/planet = input(usr, "Which planet do you want to modify time on?", "Change Time") in SSplanets.planets var/datum/time/current_time_datum = planet.current_time var/new_hour = input(usr, "What hour do you want to change to?", "Change Time", text2num(current_time_datum.show_time("hh"))) as null|num diff --git a/code/modules/client/preference_setup/preference_setup_vr.dm b/code/modules/client/preference_setup/preference_setup_vr.dm new file mode 100644 index 0000000000..67c1d1792a --- /dev/null +++ b/code/modules/client/preference_setup/preference_setup_vr.dm @@ -0,0 +1,7 @@ +//Minimum limit is 18 +/datum/category_item/player_setup_item/get_min_age() + var/min_age = 18 + var/datum/species/S = all_species[pref.species ? pref.species : "Human"] + if(!is_FBP() && S.min_age > 18) + min_age = S.min_age + return min_age diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index fd850073d8..a6d1e9e48a 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -20,27 +20,32 @@ /obj/item/clothing/head/pin/pink icon_state = "pinkpin" + addblends = null name = "pink hair hat" /obj/item/clothing/head/pin/clover icon_state = "cloverpin" name = "clover pin" + addblends = null desc = "A hair pin in the shape of a clover leaf." /obj/item/clothing/head/pin/butterfly icon_state = "butterflypin" name = "butterfly pin" + addblends = null desc = "A hair pin in the shape of a bright blue butterfly." /obj/item/clothing/head/pin/magnetic icon_state = "magnetpin" name = "magnetic 'pin'" + addblends = null desc = "Finally, a hair pin even a Morpheus chassis can use." matter = list(DEFAULT_WALL_MATERIAL = 10) /obj/item/clothing/head/pin/flower name = "red flower pin" icon_state = "hairflower" + addblends = null desc = "Smells nice." /obj/item/clothing/head/pin/flower/blue @@ -82,6 +87,7 @@ /obj/item/clothing/head/pin/bow/big/red icon_state = "redribbon" name = "red ribbon" + addblends = null /obj/item/clothing/head/powdered_wig name = "powdered wig" diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index 3b30c74aad..abd87c5d89 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -28,6 +28,12 @@ return gas_filtered +/obj/item/clothing/mask/gas/clear + name = "gas mask" + desc = "A face-covering mask with a transparent faceplate that can be connected to an air supply." + icon_state = "gas_clear" + flags_inv = null + /obj/item/clothing/mask/gas/half name = "face mask" desc = "A compact, durable gas mask that can be connected to an air supply." diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 1965a5873a..2dbda7a615 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -78,7 +78,7 @@ name = "Radiation Hood" icon_state = "rad" desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation" -// flags_inv = BLOCKHAIR + flags_inv = BLOCKHAIR item_flags = THICKMATERIAL body_parts_covered = HEAD|FACE|EYES armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100) diff --git a/code/modules/events/atmos_leak.dm b/code/modules/events/atmos_leak.dm index e9fea3ff66..6823adee96 100644 --- a/code/modules/events/atmos_leak.dm +++ b/code/modules/events/atmos_leak.dm @@ -51,17 +51,6 @@ kill() return -/** Checks if any living humans are in a given area! */ -/datum/event/atmos_leak/proc/is_area_occupied(var/area/myarea) - // Testing suggests looping over human_mob_list is quicker than looping over area contents - for(var/mob/living/carbon/human/H in human_mob_list) - if(H.stat >= DEAD) //Conditions for exclusion here, like if disconnected people start blocking it. - continue - var/area/A = get_area(H) - if(A == myarea) //The loc of a turf is the area it is in. - return 1 - return 0 - /datum/event/atmos_leak/announce() command_announcement.Announce("Warning, hazardous [gas_data.name[gas_type]] gas leak detected in \the [target_area], evacuate the area and contain the damage!", "Hazard Alert") diff --git a/code/modules/events/escaped_slimes.dm b/code/modules/events/escaped_slimes.dm index b36a0d15bf..c9f4f661a3 100644 --- a/code/modules/events/escaped_slimes.dm +++ b/code/modules/events/escaped_slimes.dm @@ -33,7 +33,7 @@ /datum/event/escaped_slimes/start() var/list/vents = list() for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in machines) - if(temp_vent.network && temp_vent.loc.z in using_map.station_levels) //borrowed from spiders event, but it works. Distribute the slimes only in rooms with vents + if(temp_vent.network && temp_vent.loc.z in using_map.station_levels && !is_area_occupied(temp_vent.loc.loc)) //borrowed from spiders event, but it works. Distribute the slimes only in rooms with vents vents += temp_vent while((spawncount > 0) && vents.len) diff --git a/code/modules/events/gravity.dm b/code/modules/events/gravity.dm index e0cd38dcfb..4d0881294f 100644 --- a/code/modules/events/gravity.dm +++ b/code/modules/events/gravity.dm @@ -6,9 +6,8 @@ endWhen = rand(15, 60) // Setup which levels we will disrupt gravit on. zLevels = using_map.station_levels.Copy() - if (planet_controller) - for(var/datum/planet/P in planet_controller.planets) - zLevels -= P.expected_z_levels + for(var/datum/planet/P in SSplanets.planets) + zLevels -= P.expected_z_levels /datum/event/gravity/announce() command_announcement.Announce("Feedback surge detected in mass-distributions systems. Artificial gravity has been disabled whilst the system \ diff --git a/code/modules/events/meteor_strike_vr.dm b/code/modules/events/meteor_strike_vr.dm index 922b641ba8..8868c577cd 100644 --- a/code/modules/events/meteor_strike_vr.dm +++ b/code/modules/events/meteor_strike_vr.dm @@ -50,7 +50,7 @@ new /obj/structure/meteorite(current) var/datum/planet/impacted - for(var/datum/planet/P in planet_controller.planets) + for(var/datum/planet/P in SSplanets.planets) if(current.z in P.expected_z_levels) impacted = P break diff --git a/code/modules/hydroponics/seed_storage.dm b/code/modules/hydroponics/seed_storage.dm index 4c6d8b2798..808b65cb41 100644 --- a/code/modules/hydroponics/seed_storage.dm +++ b/code/modules/hydroponics/seed_storage.dm @@ -445,6 +445,27 @@ piles -= N qdel(N) break + if(hacked || emagged) + for (var/datum/seed_pile/N in piles_contra) + if (N.ID == ID) + if (task == "vend") + var/obj/O = pick(N.seeds) + if (O) + --N.amount + N.seeds -= O + if (N.amount <= 0 || N.seeds.len <= 0) + piles_contra -= N + qdel(N) + O.loc = src.loc + else + piles_contra -= N + qdel(N) + else if (task == "purge") + for (var/obj/O in N.seeds) + qdel(O) + piles_contra -= N + qdel(N) + break updateUsrDialog() /obj/machinery/seed_storage/attackby(var/obj/item/O as obj, var/mob/user as mob) @@ -477,6 +498,23 @@ else if((istype(O, /obj/item/weapon/wirecutters) || istype(O, /obj/item/device/multitool)) && panel_open) wires.Interact(user) +/obj/machinery/seed_storage/emag_act(var/remaining_charges, var/mob/user) + if(!src.emagged) + emagged = 1 + if(lockdown) + to_chat(user, "\The [src]'s control panel thunks, as its cover retracts.") + lockdown = 0 + if(req_access || req_one_access) + req_access = list() + req_one_access = list() + to_chat(user, "\The [src]'s access mechanism shorts out.") + var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread() + sparks.set_up(3, 0, get_turf(src)) + sparks.start() + visible_message("\The [src]'s panel sparks!") + qdel(sparks) + return 1 + /obj/machinery/seed_storage/proc/add(var/obj/item/seeds/O as obj, var/contraband = 0) if (istype(O.loc, /mob)) var/mob/user = O.loc @@ -489,6 +527,8 @@ var/newID = 0 if(contraband) + var/datum/seed_pile/final_pile = piles[piles.len] + newID = final_pile.ID + 1 for (var/datum/seed_pile/N in piles_contra) if (N.matches(O)) ++N.amount diff --git a/code/modules/integrated_electronics/core/device.dm b/code/modules/integrated_electronics/core/device.dm index 6b89a299a4..91243aefab 100644 --- a/code/modules/integrated_electronics/core/device.dm +++ b/code/modules/integrated_electronics/core/device.dm @@ -19,6 +19,9 @@ else ..() +/obj/item/device/electronic_assembly/get_cell() + return battery + /obj/item/device/assembly/electronic_assembly/proc/toggle_open(mob/user) playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1) opened = !opened diff --git a/code/modules/mining/mine_turfs.dm b/code/modules/mining/mine_turfs.dm index 9b3abb1a3e..9d47d211a9 100644 --- a/code/modules/mining/mine_turfs.dm +++ b/code/modules/mining/mine_turfs.dm @@ -161,7 +161,7 @@ var/list/mining_overlay_cache = list() if(excav_overlay) add_overlay(excav_overlay) - + //We are a sand floor else name = "sand" @@ -175,12 +175,6 @@ var/list/mining_overlay_cache = list() for(var/direction in cardinal) if(istype(get_step(src, direction), /turf/space) && !istype(get_step(src, direction), /turf/space/cracked_asteroid)) add_overlay(get_cached_border("asteroid_edge",direction,icon,"asteroid_edges", 0)) - - //Or any time - else - var/turf/simulated/mineral/M = get_step(src, direction) - if(istype(M) && M.density) - add_overlay(get_cached_border("rock_side",direction,'icons/turf/walls.dmi',"rock_side")) if(overlay_detail) add_overlay('icons/turf/flooring/decals.dmi',overlay_detail) diff --git a/code/modules/mob/_modifiers/aura.dm b/code/modules/mob/_modifiers/aura.dm new file mode 100644 index 0000000000..f72ca67d1a --- /dev/null +++ b/code/modules/mob/_modifiers/aura.dm @@ -0,0 +1,18 @@ +/* +'Aura' modifiers are semi-permanent, in that they do not have a set duration, but will expire if out of range of the 'source' of the aura. +Note: The source is defined as an argument in New(), and if not specified, it is assumed the holder is the source, +making it not expire ever, which is likely not what you want. +*/ + +/datum/modifier/aura + var/aura_max_distance = 5 // If more than this many tiles away from the source, the modifier expires next tick. + +/datum/modifier/aura/check_if_valid() + if(!origin) + expire() + var/atom/A = origin.resolve() + if(istype(A)) // Make sure we're not null. + if(get_dist(holder, A) > aura_max_distance) + expire() + else + expire() // Source got deleted or something. \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index 49b415e2e6..b860d2b855 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -329,7 +329,7 @@ else if(disconnect_time) msg += "\[Disconnected/ghosted [round(((world.realtime - disconnect_time)/10)/60)] minutes ago\]\n" //VOREStation Add End - + var/list/wound_flavor_text = list() var/list/is_bleeding = list() var/applying_pressure = "" @@ -439,6 +439,9 @@ // VOREStation Start if(ooc_notes) msg += "OOC Notes: \[View\]\n" + + msg += "\[Mechanical Vore Preferences\]\n" + // VOREStation End msg += "*---------*
" msg += applying_pressure diff --git a/code/modules/mob/living/carbon/human/human_powers.dm b/code/modules/mob/living/carbon/human/human_powers.dm index 41c240b98a..66f5d2c713 100644 --- a/code/modules/mob/living/carbon/human/human_powers.dm +++ b/code/modules/mob/living/carbon/human/human_powers.dm @@ -1,6 +1,38 @@ // These should all be procs, you can add them to humans/subspecies by // species.dm's inherent_verbs ~ Z +/mob/living/carbon/human/proc/tie_hair() + set name = "Tie Hair" + set desc = "Style your hair." + set category = "IC" + + if(incapacitated()) + to_chat(src, "You can't mess with your hair right now!") + return + + if(h_style) + var/datum/sprite_accessory/hair/hair_style = hair_styles_list[h_style] + var/selected_string + if(!(hair_style.flags & HAIR_TIEABLE)) + to_chat(src, "Your hair isn't long enough to tie.") + return + else + var/list/datum/sprite_accessory/hair/valid_hairstyles = list() + for(var/hair_string in hair_styles_list) + var/list/datum/sprite_accessory/hair/test = hair_styles_list[hair_string] + if(test.flags & HAIR_TIEABLE) + valid_hairstyles.Add(hair_string) + selected_string = input("Select a new hairstyle", "Your hairstyle", hair_style) as null|anything in valid_hairstyles + if(incapacitated()) + to_chat(src, "You can't mess with your hair right now!") + return + else if(selected_string && h_style != selected_string) + h_style = selected_string + regenerate_icons() + visible_message("[src] pauses a moment to style their hair.") + else + to_chat(src, "You're already using that style.") + /mob/living/carbon/human/proc/tackle() set category = "Abilities" set name = "Tackle" diff --git a/code/modules/mob/living/carbon/human/human_species_vr.dm b/code/modules/mob/living/carbon/human/human_species_vr.dm index 45b615c240..ed27c12e62 100644 --- a/code/modules/mob/living/carbon/human/human_species_vr.dm +++ b/code/modules/mob/living/carbon/human/human_species_vr.dm @@ -25,3 +25,7 @@ /mob/living/carbon/human/protean/New(var/new_loc) ..(new_loc, "Protean") + + +/mob/living/carbon/human/alraune/New(var/new_loc) + ..(new_loc, "Alraune") diff --git a/code/modules/mob/living/carbon/human/species/station/alraune.dm b/code/modules/mob/living/carbon/human/species/station/alraune.dm new file mode 100644 index 0000000000..0f8d7b5622 --- /dev/null +++ b/code/modules/mob/living/carbon/human/species/station/alraune.dm @@ -0,0 +1,336 @@ +/datum/species/alraune + name = SPECIES_ALRAUNE + name_plural = "Alraunes" + unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/punch, /datum/unarmed_attack/bite) + num_alternate_languages = 2 + language = LANGUAGE_ROOTLOCAL + slowdown = 1 //slow, they're plants. Not as slow as full diona. + total_health = 100 //standard + brute_mod = 1 //nothing special + burn_mod = 1.5 //plants don't like fire + metabolic_rate = 0.75 // slow metabolism + item_slowdown_mod = 0.25 //while they start slow, they don't get much slower + bloodloss_rate = 0.1 //While they do bleed, they bleed out VERY slowly + min_age = 18 + max_age = 250 + health_hud_intensity = 1.5 + + body_temperature = T20C + breath_type = "carbon_dioxide" + poison_type = "phoron" + exhale_type = "oxygen" + + // Heat and cold resistances are 20 degrees broader on the level 1 range, level 2 is default, level 3 is much weaker, halfway between L2 and normal L3. + // Essentially, they can tolerate a broader range of comfortable temperatures, but suffer more at extremes. + cold_level_1 = 240 //Default 260 - Lower is better + cold_level_2 = 200 //Default 200 + cold_level_3 = 160 //Default 120 + cold_discomfort_level = 260 //they start feeling uncomfortable around the point where humans take damage + + heat_level_1 = 380 //Default 360 - Higher is better + heat_level_2 = 400 //Default 400 + heat_level_3 = 700 //Default 1000 + heat_discomfort_level = 360 + + breath_cold_level_1 = 240 //They don't have lungs, they breathe through their skin + breath_cold_level_2 = 180 //sadly for them, their breath tolerance is no better than anyone else's. + breath_cold_level_3 = 140 //mainly 'cause breath tolerance is more generous than body temp tolerance. + + breath_heat_level_1 = 400 //slightly better heat tolerance in air though. Slightly. + breath_heat_level_2 = 450 + breath_heat_level_3 = 800 //lower incineration threshold though + + spawn_flags = SPECIES_CAN_JOIN | SPECIES_IS_WHITELISTED // whitelist only while WIP + flags = NO_SCAN | IS_PLANT | NO_MINOR_CUT + appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR + + inherent_verbs = list( + /mob/living/carbon/human/proc/succubus_drain, + /mob/living/carbon/human/proc/succubus_drain_finalize, + /mob/living/carbon/human/proc/succubus_drain_lethal, + /mob/living/carbon/human/proc/bloodsuck) //Give them the voremodes related to wrapping people in vines and sapping their fluids + + color_mult = 1 + icobase = 'icons/mob/human_races/r_human_vr.dmi' + deform = 'icons/mob/human_races/r_def_human_vr.dmi' + flesh_color = "#9ee02c" + blood_color = "#edf4d0" //sap! + base_color = "#1a5600" + + blurb = "Alraunes are a rare sight in space. Their bodies are reminiscent of that of plants, and yet they share many\ + traits with other humanoid beings.\ + \ + Most Alraunes are not interested in traversing space, their heavy preference for natural environments and general\ + disinterest in things outside it keeps them as a species at a rather primal stage.\ + \ + However, after their discovery by the angels of Sanctum, many alraunes succumbed to their curiosity, and took the offer\ + to learn of the world and venture out, whether it's to Sanctum, or elsewhere in the galaxy." + + has_limbs = list( + BP_TORSO = list("path" = /obj/item/organ/external/chest), + BP_GROIN = list("path" = /obj/item/organ/external/groin), + BP_HEAD = list("path" = /obj/item/organ/external/head), + 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) + ) + + // limited organs, 'cause they're simple + has_organ = list( + O_LIVER = /obj/item/organ/internal/liver/alraune, + O_KIDNEYS = /obj/item/organ/internal/kidneys/alraune, + O_BRAIN = /obj/item/organ/internal/brain/alraune, + O_EYES = /obj/item/organ/internal/eyes/alraune, + ) + +/datum/species/alraune/can_breathe_water() + return TRUE //eh, why not? Aquatic plants are a thing. + + +/datum/species/alraune/handle_environment_special(var/mob/living/carbon/human/H) + if(H.inStasisNow()) // if they're in stasis, they won't need this stuff. + return + + //setting these here 'cause ugh the defines for life are in the wrong place to compile properly + //set them back to HUMAN_MAX_OXYLOSS if we move the life defines to the defines folder at any point + var/ALRAUNE_MAX_OXYLOSS = 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it. + var/ALRAUNE_CRIT_MAX_OXYLOSS = ( 2.0 / 6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks. last_tick_duration = ~2.0 on average + + //They don't have lungs so breathe() will just return. Instead, they breathe through their skin. + //This is mostly normal breath code with some tweaks that apply to their particular biology. + + var/datum/gas_mixture/breath = null + var/fullysealed = FALSE //if they're wearing a fully sealed suit, their internals take priority. + var/environmentalair = FALSE //if no sealed suit, internals take priority in low pressure environements + + if(H.wear_suit && (H.wear_suit.item_flags & STOPPRESSUREDAMAGE) && H.head && (H.head.item_flags & STOPPRESSUREDAMAGE)) + fullysealed = TRUE + else // find out if local gas mixture is enough to override use of internals + var/datum/gas_mixture/environment = H.loc.return_air() + var/envpressure = environment.return_pressure() + if(envpressure >= hazard_low_pressure) + environmentalair = TRUE + + if(fullysealed || !environmentalair) + breath = H.get_breath_from_internal() + + if(!breath) //No breath from internals so let's try to get air from our location + // cut-down version of get_breath_from_environment - notably, gas masks provide no benefit + var/datum/gas_mixture/environment2 + if(H.loc) + environment2 = H.loc.return_air_for_internal_lifeform(H) + + if(environment2) + breath = environment2.remove_volume(BREATH_VOLUME) + H.handle_chemical_smoke(environment2) //handle chemical smoke while we're at it + + // NOW a crude copypasta of handle_breath. Leaving some things out that don't apply to plants. + if(H.does_not_breathe) + H.failed_last_breath = 0 + H.adjustOxyLoss(-5) + return // if somehow they don't breathe, abort breathing. + + if(!breath || (breath.total_moles == 0)) + H.failed_last_breath = 1 + if(H.health > config.health_threshold_crit) + H.adjustOxyLoss(ALRAUNE_MAX_OXYLOSS) + else + H.adjustOxyLoss(ALRAUNE_CRIT_MAX_OXYLOSS) + + H.oxygen_alert = max(H.oxygen_alert, 1) + + return // skip air processing if there's no air + + // now into the good stuff + + //var/safe_pressure_min = species.minimum_breath_pressure // Minimum safe partial pressure of breathable gas in kPa + //just replace safe_pressure_min with minimum_breath_pressure, no need to declare a new var + + var/safe_exhaled_max = 10 + var/safe_toxins_max = 0.2 + var/SA_para_min = 1 + var/SA_sleep_min = 5 + var/inhaled_gas_used = 0 + + var/breath_pressure = (breath.total_moles*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME + + var/inhaling + var/poison + var/exhaling + + var/failed_inhale = 0 + var/failed_exhale = 0 + + inhaling = breath.gas[breath_type] + poison = breath.gas[poison_type] + exhaling = breath.gas[exhale_type] + + var/inhale_pp = (inhaling/breath.total_moles)*breath_pressure + var/toxins_pp = (poison/breath.total_moles)*breath_pressure + var/exhaled_pp = (exhaling/breath.total_moles)*breath_pressure + + // Not enough to breathe + if((inhale_pp + exhaled_pp) < minimum_breath_pressure) //they can breathe either oxygen OR CO2 + if(prob(20)) + spawn(0) H.emote("gasp") + + var/ratio = (inhale_pp + exhaled_pp)/minimum_breath_pressure + // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS (1) after all!) + H.adjustOxyLoss(max(ALRAUNE_MAX_OXYLOSS*(1-ratio), 0)) + failed_inhale = 1 + + H.oxygen_alert = max(H.oxygen_alert, 1) + else + // We're in safe limits + H.oxygen_alert = 0 + + inhaled_gas_used = inhaling/6 + breath.adjust_gas(breath_type, -inhaled_gas_used, update = 0) //update afterwards + breath.adjust_gas_temp(exhale_type, inhaled_gas_used, H.bodytemperature, update = 0) //update afterwards + + //Now we handle CO2. + if(inhale_pp > safe_exhaled_max * 0.7) // For a human, this would be too much exhaled gas in the air. But plants don't care. + H.co2_alert = 1 // Give them the alert on the HUD. They'll be aware when the good stuff is present. + + else + H.co2_alert = 0 + + //do the CO2 buff stuff here + + var/co2buff = 0 + if(inhaling) + co2buff = (Clamp(inhale_pp, 0, minimum_breath_pressure))/minimum_breath_pressure //returns a value between 0 and 1. + + var/light_amount = fullysealed ? H.getlightlevel() : H.getlightlevel()/5 // if they're covered, they're not going to get much light on them. + + if(co2buff && !H.toxloss && light_amount >= 0.1) //if there's enough light and CO2 and you're not poisoned, heal. Note if you're wearing a sealed suit your heal rate will suck. + H.adjustBruteLoss(-(light_amount * co2buff * 2)) //at a full partial pressure of CO2 and full light, you'll only heal half as fast as diona. + H.adjustFireLoss(-(light_amount * co2buff)) //this won't let you tank environmental damage from fire. MAYBE cold until your body temp drops. + + if(H.nutrition < (200 + 400*co2buff)) //if no CO2, a fully lit tile gives them 1/tick up to 200. With CO2, potentially up to 600. + H.nutrition += (light_amount*(1+co2buff*5)) + + // Too much poison in the air. + if(toxins_pp > safe_toxins_max) + var/ratio = (poison/safe_toxins_max) * 10 + if(H.reagents) + H.reagents.add_reagent("toxin", Clamp(ratio, MIN_TOXIN_DAMAGE, MAX_TOXIN_DAMAGE)) + breath.adjust_gas(poison_type, -poison/6, update = 0) //update after + H.phoron_alert = max(H.phoron_alert, 1) + else + H.phoron_alert = 0 + + // If there's some other shit in the air lets deal with it here. + if(breath.gas["sleeping_agent"]) + var/SA_pp = (breath.gas["sleeping_agent"] / breath.total_moles) * breath_pressure + + // Enough to make us paralysed for a bit + if(SA_pp > SA_para_min) + + // 3 gives them one second to wake up and run away a bit! + H.Paralyse(3) + + // Enough to make us sleep as well + if(SA_pp > SA_sleep_min) + H.Sleeping(5) + + // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning + else if(SA_pp > 0.15) + if(prob(20)) + spawn(0) H.emote(pick("giggle", "laugh")) + breath.adjust_gas("sleeping_agent", -breath.gas["sleeping_agent"]/6, update = 0) //update after + + // Were we able to breathe? + if (failed_inhale || failed_exhale) + H.failed_last_breath = 1 + else + H.failed_last_breath = 0 + H.adjustOxyLoss(-5) + + + // Hot air hurts :( + if((breath.temperature < breath_cold_level_1 || breath.temperature > breath_heat_level_1) && !(COLD_RESISTANCE in H.mutations)) + + if(breath.temperature <= breath_cold_level_1) + if(prob(20)) + to_chat(H, "You feel icicles forming on your skin!") + else if(breath.temperature >= breath_heat_level_1) + if(prob(20)) + to_chat(H, "You feel yourself smouldering in the heat!") + + var/bodypart = pick(BP_L_FOOT,BP_R_FOOT,BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_TORSO,BP_GROIN,BP_HEAD) + if(breath.temperature >= breath_heat_level_1) + if(breath.temperature < breath_heat_level_2) + H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, bodypart, used_weapon = "Excessive Heat") + H.fire_alert = max(H.fire_alert, 2) + else if(breath.temperature < breath_heat_level_3) + H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, bodypart, used_weapon = "Excessive Heat") + H.fire_alert = max(H.fire_alert, 2) + else + H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, bodypart, used_weapon = "Excessive Heat") + H.fire_alert = max(H.fire_alert, 2) + + else if(breath.temperature <= breath_cold_level_1) + if(breath.temperature > breath_cold_level_2) + H.apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, bodypart, used_weapon = "Excessive Cold") + H.fire_alert = max(H.fire_alert, 1) + else if(breath.temperature > breath_cold_level_3) + H.apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, bodypart, used_weapon = "Excessive Cold") + H.fire_alert = max(H.fire_alert, 1) + else + H.apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, bodypart, used_weapon = "Excessive Cold") + H.fire_alert = max(H.fire_alert, 1) + + + //breathing in hot/cold air also heats/cools you a bit + var/temp_adj = breath.temperature - H.bodytemperature + if (temp_adj < 0) + temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed + else + temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed + + var/relative_density = breath.total_moles / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE) + temp_adj *= relative_density + + if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX + if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX + //world << "Breath: [breath.temperature], [src]: [bodytemperature], Adjusting: [temp_adj]" + H.bodytemperature += temp_adj + + else if(breath.temperature >= heat_discomfort_level) + get_environment_discomfort(src,"heat") + else if(breath.temperature <= cold_discomfort_level) + get_environment_discomfort(src,"cold") + + breath.update_values() + return 1 + +/obj/item/organ/internal/brain/alraune + icon = 'icons/mob/species/alraune/organs.dmi' + icon_state = "neurostroma" + name = "neuro-stroma" + desc = "A knot of fibrous plant matter." + parent_organ = BP_TORSO // brains in their core + +/obj/item/organ/internal/eyes/alraune + icon = 'icons/mob/species/alraune/organs.dmi' + icon_state = "photoreceptors" + name = "photoreceptors" + desc = "Bulbous and fleshy plant matter." + +/obj/item/organ/internal/kidneys/alraune + icon = 'icons/mob/species/alraune/organs.dmi' + icon_state = "rhyzofilter" + name = "rhyzofilter" + desc = "A tangle of root nodules." + +/obj/item/organ/internal/liver/alraune + icon = 'icons/mob/species/alraune/organs.dmi' + icon_state = "phytoextractor" + name = "phytoextractor" + desc = "A bulbous gourd-like structure." \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/species/station/station.dm b/code/modules/mob/living/carbon/human/species/station/station.dm index ba2a828296..a586714eaa 100644 --- a/code/modules/mob/living/carbon/human/species/station/station.dm +++ b/code/modules/mob/living/carbon/human/species/station/station.dm @@ -22,6 +22,9 @@ spawn_flags = SPECIES_CAN_JOIN appearance_flags = HAS_HAIR_COLOR | HAS_SKIN_TONE | HAS_LIPS | HAS_UNDERWEAR | HAS_EYE_COLOR + inherent_verbs = list( + /mob/living/carbon/human/proc/tie_hair) + /datum/species/human/get_bodytype(var/mob/living/carbon/human/H) return SPECIES_HUMAN diff --git a/code/modules/mob/living/carbon/taste.dm b/code/modules/mob/living/carbon/taste.dm index da0ee4a804..f02e704721 100644 --- a/code/modules/mob/living/carbon/taste.dm +++ b/code/modules/mob/living/carbon/taste.dm @@ -1,10 +1,11 @@ /mob/living/carbon/proc/ingest(var/datum/reagents/from, var/datum/reagents/target, var/amount = 1, var/multiplier = 1, var/copy = 0) //we kind of 'sneak' a proc in here for ingesting stuff so we can play with it. + /* VOREStation Removal - Synths should be able to taste because... reasons if(ishuman(src)) var/mob/living/carbon/human/H = src var/braintype = H.get_FBP_type() if(braintype == FBP_DRONE || braintype == FBP_POSI) return from.trans_to_holder(target,amount,multiplier,copy) //skip the taste, complete transfer - + */ if(last_taste_time + 50 < world.time) var/datum/reagents/temp = new(amount) //temporary holder used to analyse what gets transfered. from.trans_to_holder(temp, amount, multiplier, 1) diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm index 8a34f5ee76..3ee751caeb 100644 --- a/code/modules/mob/living/silicon/ai/ai.dm +++ b/code/modules/mob/living/silicon/ai/ai.dm @@ -693,6 +693,9 @@ var/list/ai_verbs_default = list( card.grab_ai(src, user) else if(istype(W, /obj/item/weapon/wrench)) + if(user == controlling_drone) + to_chat(user, "The drone's subsystems resist your efforts to tamper with your bolts.") + return if(anchored) playsound(src, W.usesound, 50, 1) user.visible_message("\The [user] starts to unbolt \the [src] from the plating...") diff --git a/code/modules/mob/living/silicon/ai/death.dm b/code/modules/mob/living/silicon/ai/death.dm index 534117cee0..3bcbd7057b 100644 --- a/code/modules/mob/living/silicon/ai/death.dm +++ b/code/modules/mob/living/silicon/ai/death.dm @@ -3,6 +3,10 @@ if(stat == DEAD) return + if(controlling_drone) + controlling_drone.release_ai_control("WARNING: Primary control loop failure. Session terminated.") + . = ..(gibbed) + if(src.eyeobj) src.eyeobj.setLoc(get_turf(src)) diff --git a/code/modules/mob/living/silicon/ai/life.dm b/code/modules/mob/living/silicon/ai/life.dm index 413cf49250..c8e7dfdada 100644 --- a/code/modules/mob/living/silicon/ai/life.dm +++ b/code/modules/mob/living/silicon/ai/life.dm @@ -8,6 +8,8 @@ if (src.stat!=CONSCIOUS) src.cameraFollow = null src.reset_view(null) + if(controlling_drone) + controlling_drone.release_ai_control("WARNING: Primary control loop failure. Session terminated.") src.updatehealth() diff --git a/code/modules/mob/living/silicon/robot/drone/drone.dm b/code/modules/mob/living/silicon/robot/drone/drone.dm index 02108eb6bc..a3131b55e1 100644 --- a/code/modules/mob/living/silicon/robot/drone/drone.dm +++ b/code/modules/mob/living/silicon/robot/drone/drone.dm @@ -19,7 +19,7 @@ var/list/mob_hat_cache = list() return mob_hat_cache[key] /mob/living/silicon/robot/drone - name = "drone" + name = "maintenance drone" real_name = "drone" icon = 'icons/mob/robots.dmi' icon_state = "repairbot" @@ -57,6 +57,8 @@ var/list/mob_hat_cache = list() var/obj/item/hat var/hat_x_offset = 0 var/hat_y_offset = -13 + var/serial_number = 0 + var/name_override = 0 holder_type = /obj/item/weapon/holder/drone @@ -71,6 +73,7 @@ var/list/mob_hat_cache = list() return FALSE /mob/living/silicon/robot/drone/construction + name = "construction drone" icon_state = "constructiondrone" law_type = /datum/ai_laws/construction_drone module_type = /obj/item/weapon/robot_module/drone/construction @@ -95,6 +98,7 @@ var/list/mob_hat_cache = list() remove_language("Robot Talk") add_language("Robot Talk", 0) add_language("Drone Talk", 1) + serial_number = rand(0,999) //They are unable to be upgraded, so let's give them a bit of a better battery. cell.maxcharge = 10000 @@ -127,14 +131,22 @@ var/list/mob_hat_cache = list() name = real_name /mob/living/silicon/robot/drone/updatename() - real_name = "maintenance drone ([rand(100,999)])" + if(name_override) + return + if(controlling_ai) + real_name = "remote drone ([controlling_ai])" + else + real_name = "[initial(name)] ([serial_number])" name = real_name /mob/living/silicon/robot/drone/updateicon() overlays.Cut() if(stat == 0) - overlays += "eyes-[icon_state]" + if(controlling_ai) + overlays += "eyes-[icon_state]-ai" + else + overlays += "eyes-[icon_state]" else overlays -= "eyes" if(hat) // Let the drones wear hats. @@ -213,15 +225,18 @@ var/list/mob_hat_cache = list() return if(emagged) - to_chat(user, "\The [user] attempts to load subversive software into you, but your hacked subroutines ignore the attempt.") + to_chat(src, "\The [user] attempts to load subversive software into you, but your hacked subroutines ignore the attempt.") to_chat(user, "You attempt to subvert [src], but the sequencer has no effect.") return to_chat(user, "You swipe the sequencer across [src]'s interface and watch its eyes flicker.") - to_chat(user, "You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script.") - message_admins("[key_name_admin(user)] emagged drone [key_name_admin(src)]. Laws overridden.") - log_game("[key_name(user)] emagged drone [key_name(src)]. Laws overridden.") + if(controlling_ai) + to_chat(src, "\The [user] loads some kind of subversive software into the remote drone, corrupting its lawset but luckily sparing yours.") + else + to_chat(src, "You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script.") + + log_game("[key_name(user)] emagged drone [key_name(src)][controlling_ai ? " but AI [key_name(controlling_ai)] is in remote control" : " Laws overridden"].") var/time = time2text(world.realtime,"hh:mm:ss") lawchanges.Add("[time] : [user.name]([user.key]) emagged [name]([key])") @@ -234,9 +249,10 @@ var/list/mob_hat_cache = list() var/datum/gender/TU = gender_datums[user.get_visible_gender()] set_zeroth_law("Only [user.real_name] and people [TU.he] designate[TU.s] as being such are operatives.") - src << "Obey these laws:" - laws.show_laws(src) - src << "ALERT: [user.real_name] [TU.is] your new master. Obey your new laws and [TU.his] commands." + if(!controlling_ai) + to_chat(src, "Obey these laws:") + laws.show_laws(src) + to_chat(src, "ALERT: [user.real_name] is your new master. Obey your new laws and \his commands.") return 1 //DRONE LIFE/DEATH @@ -262,26 +278,41 @@ var/list/mob_hat_cache = list() return ..() +/mob/living/silicon/robot/drone/death(gibbed) + if(controlling_ai) + release_ai_control("WARNING: remote system failure. Connection timed out.") + . = ..(gibbed) + //DRONE MOVEMENT. /mob/living/silicon/robot/drone/Process_Spaceslipping(var/prob_slip) return 0 //CONSOLE PROCS /mob/living/silicon/robot/drone/proc/law_resync() + + if(controlling_ai) + to_chat(src, "Someone issues a remote law reset order for this unit, but you disregard it.") + return + if(stat != 2) if(emagged) - src << "You feel something attempting to modify your programming, but your hacked subroutines are unaffected." + to_chat(src, "You feel something attempting to modify your programming, but your hacked subroutines are unaffected.") else - src << "A reset-to-factory directive packet filters through your data connection, and you obediently modify your programming to suit it." + to_chat(src, "A reset-to-factory directive packet filters through your data connection, and you obediently modify your programming to suit it.") full_law_reset() show_laws() /mob/living/silicon/robot/drone/proc/shut_down() + + if(controlling_ai && mind.special_role) + to_chat(src, "Someone issued a remote kill order for this unit, but you disregard it.") + return + if(stat != 2) if(emagged) - src << "You feel a system kill order percolate through your tiny brain, but it doesn't seem like a good idea to you." + to_chat(src, "You feel a system kill order percolate through [controlling_ai ? "the drones" : "your"] tiny brain, but it doesn't seem like a good idea to [controlling_ai ? "it" : "you"].") else - src << "You feel a system kill order percolate through your tiny brain, and you obediently destroy yourself." + to_chat(src, "You feel a system kill order percolate through [controlling_ai ? "the drones" : "your"] tiny brain, and [controlling_ai ? "it" : "you"] obediently destroy[controlling_ai ? "s itself" : " yourself"].") death() /mob/living/silicon/robot/drone/proc/full_law_reset() @@ -290,6 +321,21 @@ var/list/mob_hat_cache = list() clear_ion_laws(1) laws = new law_type +/mob/living/silicon/robot/drone/show_laws(var/everyone = 0) + if(!controlling_ai) + return..() + to_chat(src, "Obey these laws:") + controlling_ai.laws_sanity_check() + controlling_ai.laws.show_laws(src) + +/mob/living/silicon/robot/drone/robot_checklaws() + set category = "Silicon Commands" + set name = "State Laws" + + if(!controlling_ai) + return ..() + controlling_ai.subsystem_law_manager() + //Reboot procs. /mob/living/silicon/robot/drone/proc/request_player() @@ -347,14 +393,6 @@ var/list/mob_hat_cache = list() ..() flavor_text = "It's a bulky construction drone stamped with a Sol Central glyph." -/mob/living/silicon/robot/drone/construction/updatename() - real_name = "construction drone ([rand(100,999)])" - name = real_name - /mob/living/silicon/robot/drone/mining/init() ..() flavor_text = "It's a bulky mining drone stamped with a Grayson logo." - -/mob/living/silicon/robot/drone/mining/updatename() - real_name = "mining drone ([rand(100,999)])" - name = real_name diff --git a/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm b/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm index e9589622a5..fdb9c09eb5 100644 --- a/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm +++ b/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm @@ -75,20 +75,22 @@ if(!produce_drones || !config.allow_drone_spawn || count_drones() >= config.max_maint_drones) return - if(!player || !istype(player.mob,/mob/observer/dead)) + if(player && !istype(player.mob,/mob/observer/dead)) return - announce_ghost_joinleave(player, 0, "They have taken control over a maintenance drone.") visible_message("\The [src] churns and grinds as it lurches into motion, disgorging a shiny new drone after a few moments.") flick("h_lathe_leave",src) + drone_progress = 0 time_last_drone = world.time - if(player.mob && player.mob.mind) player.mob.mind.reset() - var/mob/living/silicon/robot/drone/new_drone = new drone_type(get_turf(src)) - new_drone.transfer_personality(player) - new_drone.master_fabricator = src - drone_progress = 0 + var/mob/living/silicon/robot/drone/new_drone = new drone_type(get_turf(src)) + if(player) + announce_ghost_joinleave(player, 0, "They have taken control over a maintenance drone.") + if(player.mob && player.mob.mind) player.mob.mind.reset() + new_drone.transfer_personality(player) + + return new_drone /mob/observer/dead/verb/join_as_drone() diff --git a/code/modules/mob/living/silicon/robot/drone/drone_remote_control.dm b/code/modules/mob/living/silicon/robot/drone/drone_remote_control.dm new file mode 100644 index 0000000000..77abb0e59d --- /dev/null +++ b/code/modules/mob/living/silicon/robot/drone/drone_remote_control.dm @@ -0,0 +1,104 @@ +/mob/living/silicon/ai + var/mob/living/silicon/robot/drone/controlling_drone + +/mob/living/silicon/robot/drone + var/mob/living/silicon/ai/controlling_ai + +/mob/living/silicon/robot/drone/attack_ai(var/mob/living/silicon/ai/user) + + if(!istype(user) || controlling_ai || !config.allow_drone_spawn || !config.allow_ai_drones) + return + + if(client || key) + to_chat(user, "You cannot take control of an autonomous, active drone.") + return + + if(health < -35 || emagged) + to_chat(user, "WARNING: connection timed out.") + return + + user.controlling_drone = src + user.teleop = src + radio.channels = user.aiRadio.keyslot2.channels + controlling_ai = user + verbs += /mob/living/silicon/robot/drone/proc/release_ai_control_verb + local_transmit = FALSE + languages = controlling_ai.languages.Copy() + speech_synthesizer_langs = controlling_ai.speech_synthesizer_langs.Copy() + stat = CONSCIOUS + if(user.mind) + user.mind.transfer_to(src) + else + key = user.key + updatename() + to_chat(src, "You have shunted your primary control loop into \a [initial(name)]. Use the Release Control verb to return to your core.") + +/obj/machinery/drone_fabricator/attack_ai(var/mob/living/silicon/ai/user as mob) + + if(!istype(user) || user.controlling_drone || !config.allow_drone_spawn || !config.allow_ai_drones) + return + + if(stat & NOPOWER) + to_chat(user, "\The [src] is unpowered.") + return + + if(!produce_drones) + to_chat(user, "\The [src] is disabled.") + return + + if(drone_progress < 100) + to_chat(user, "\The [src] is not ready to produce a new drone.") + return + + if(count_drones() >= config.max_maint_drones) + to_chat(user, "The drone control subsystems are tasked to capacity; they cannot support any more drones.") + return + + var/mob/living/silicon/robot/drone/new_drone = create_drone() + user.controlling_drone = new_drone + user.teleop = new_drone + new_drone.radio.channels = user.aiRadio.keyslot2.channels + new_drone.controlling_ai = user + new_drone.verbs += /mob/living/silicon/robot/drone/proc/release_ai_control_verb + new_drone.local_transmit = FALSE + new_drone.languages = new_drone.controlling_ai.languages.Copy() + new_drone.speech_synthesizer_langs = new_drone.controlling_ai.speech_synthesizer_langs.Copy() + + if(user.mind) + user.mind.transfer_to(new_drone) + else + new_drone.key = user.key + new_drone.updatename() + + to_chat(new_drone, "You have shunted your primary control loop into \a [initial(new_drone.name)]. Use the Release Control verb to return to your core.") + +/mob/living/silicon/robot/drone/proc/release_ai_control_verb() + set name = "Release Control" + set desc = "Release control of a remote drone." + set category = "Silicon Commands" + + release_ai_control("Remote session terminated.") + +/mob/living/silicon/robot/drone/proc/release_ai_control(var/message = "Connection terminated.") + + if(controlling_ai) + if(mind) + mind.transfer_to(controlling_ai) + else + controlling_ai.key = key + to_chat(controlling_ai, "[message]") + controlling_ai.controlling_drone = null + controlling_ai.teleop = null + controlling_ai = null + + radio.channels = module.channels + verbs -= /mob/living/silicon/robot/drone/proc/release_ai_control_verb + languages = initial(languages) + speech_synthesizer_langs = initial(speech_synthesizer_langs) + remove_language("Robot Talk") + add_language("Robot Talk", 0) + add_language("Drone Talk", 1) + local_transmit = TRUE + full_law_reset() + updatename() + death() diff --git a/code/modules/mob/living/simple_animal/aliens/mimic.dm b/code/modules/mob/living/simple_animal/aliens/mimic.dm index fff75ecbe7..17fc70008d 100644 --- a/code/modules/mob/living/simple_animal/aliens/mimic.dm +++ b/code/modules/mob/living/simple_animal/aliens/mimic.dm @@ -114,6 +114,8 @@ var/obj/structure/closet/crate/C = new(get_turf(src)) // Put loot in crate for(var/obj/O in src) + if(isbelly(O)) //VOREStation edit + continue O.forceMove(C) ..() @@ -146,6 +148,8 @@ var/global/list/protected_objects = list(/obj/structure/table, /obj/structure/ca /mob/living/simple_animal/hostile/mimic/copy/death() for(var/atom/movable/M in src) + if(isbelly(M)) //VOREStation edit + continue M.forceMove(get_turf(src)) ..() diff --git a/code/modules/mob/new_player/sprite_accessories.dm b/code/modules/mob/new_player/sprite_accessories.dm index 8a2f769018..5141eed979 100644 --- a/code/modules/mob/new_player/sprite_accessories.dm +++ b/code/modules/mob/new_player/sprite_accessories.dm @@ -47,60 +47,80 @@ icon = 'icons/mob/Human_face_m.dmi' // default icon for all hairs var/icon_add = 'icons/mob/human_face.dmi' + var/flags bald name = "Bald" icon_state = "bald" gender = MALE + flags = HAIR_VERY_SHORT species_allowed = list(SPECIES_HUMAN,SPECIES_UNATHI,SPECIES_PROMETHEAN,SPECIES_HUMAN_VATBORN,SPECIES_VOX) short name = "Short Hair" // try to capatilize the names please~ icon_state = "hair_a" // you do not need to define _s or _l sub-states, game automatically does this for you + flags = HAIR_VERY_SHORT short2 name = "Short Hair 2" icon_state = "hair_shorthair3" + flags = HAIR_VERY_SHORT short3 name = "Short Hair 3" icon_state = "hair_shorthair4" + flags = HAIR_VERY_SHORT twintail name = "Twintail" icon_state = "hair_twintail" + flags = HAIR_TIEABLE cut name = "Cut Hair" icon_state = "hair_c" + flags = HAIR_VERY_SHORT flair name = "Flaired Hair" icon_state = "hair_flair" + flags = HAIR_TIEABLE long name = "Shoulder-length Hair" icon_state = "hair_b" + flags = HAIR_TIEABLE - /*longish +/* + longish name = "Longer Hair" - icon_state = "hair_b2"*/ - + icon_state = "hair_b2" + flags = HAIR_TIEABLE +*/ longer name = "Long Hair" icon_state = "hair_vlong" + flags = HAIR_TIEABLE + + longeralt2 + name = "Long Hair Alt 2" + icon_state = "hair_longeralt2" + flags = HAIR_TIEABLE longest name = "Very Long Hair" icon_state = "hair_longest" + flags = HAIR_TIEABLE longfringe name = "Long Fringe" icon_state = "hair_longfringe" + flags = HAIR_TIEABLE longestalt name = "Longer Fringe" icon_state = "hair_vlongfringe" + flags = HAIR_TIEABLE halfbang name = "Half-banged Hair" @@ -113,57 +133,72 @@ ponytail1 name = "Ponytail 1" icon_state = "hair_ponytail" + flags = HAIR_TIEABLE ponytail2 name = "Ponytail 2" icon_state = "hair_pa" + flags = HAIR_TIEABLE ponytail3 name = "Ponytail 3" icon_state = "hair_ponytail3" + flags = HAIR_TIEABLE ponytail4 name = "Ponytail 4" icon_state = "hair_ponytail4" + flags = HAIR_TIEABLE ponytail5 name = "Ponytail 5" icon_state = "hair_ponytail5" + flags = HAIR_TIEABLE ponytail6 name = "Ponytail 6" icon_state = "hair_ponytail6" + flags = HAIR_TIEABLE fringetail name = "Fringetail" icon_state = "hair_fringetail" + flags = HAIR_TIEABLE sideponytail name = "Side Ponytail" icon_state = "hair_stail" + flags = HAIR_TIEABLE sideponytail4 //Not happy about this... but it's for the save files. name = "Side Ponytail 2" icon_state = "hair_ponytailf" + flags = HAIR_TIEABLE sideponytail2 name = "One Shoulder" icon_state = "hair_oneshoulder" + flags = HAIR_TIEABLE sideponytail3 name = "Tress Shoulder" icon_state = "hair_tressshoulder" + flags = HAIR_TIEABLE spikyponytail name = "Spiky Ponytail" icon_state = "hair_spikyponytail" + flags = HAIR_TIEABLE zieglertail name = "Zieglertail" icon_state = "hair_ziegler" + flags = HAIR_TIEABLE + wisp name = "Wisp" icon_state = "hair_wisp" + flags = HAIR_TIEABLE parted name = "Parted" @@ -176,6 +211,7 @@ sleeze name = "Sleeze" icon_state = "hair_sleeze" + flags = HAIR_VERY_SHORT quiff name = "Quiff" @@ -192,32 +228,39 @@ bedhead3 name = "Bedhead 3" icon_state = "hair_bedheadv3" + flags = HAIR_TIEABLE bedheadlong name = "Bedhead Long" icon_state = "hair_long_bedhead" + flags = HAIR_TIEABLE beehive name = "Beehive" icon_state = "hair_beehive" + flags = HAIR_TIEABLE beehive2 name = "Beehive 2" icon_state = "hair_beehive2" + flags = HAIR_TIEABLE bobcurl name = "Bobcurl" icon_state = "hair_bobcurl" species_allowed = list(SPECIES_HUMAN,SPECIES_PROMETHEAN,SPECIES_HUMAN_VATBORN,SPECIES_UNATHI) + flags = HAIR_TIEABLE bob name = "Bob" icon_state = "hair_bobcut" species_allowed = list(SPECIES_HUMAN,SPECIES_PROMETHEAN,SPECIES_HUMAN_VATBORN,SPECIES_UNATHI) + flags = HAIR_TIEABLE bobcutalt name = "Chin Length Bob" icon_state = "hair_bobcutalt" + flags = HAIR_TIEABLE bun name = "Bun" @@ -238,15 +281,18 @@ buzz name = "Buzzcut" icon_state = "hair_buzzcut" + flags = HAIR_VERY_SHORT species_allowed = list(SPECIES_HUMAN,SPECIES_PROMETHEAN,SPECIES_HUMAN_VATBORN,SPECIES_UNATHI) shavehair name = "Shaved Hair" icon_state = "hair_shaved" + flags = HAIR_VERY_SHORT crew name = "Crewcut" icon_state = "hair_crewcut" + flags = HAIR_VERY_SHORT combover name = "Combover" @@ -271,6 +317,7 @@ curls name = "Curls" icon_state = "hair_curls" + flags = HAIR_TIEABLE afro name = "Afro" @@ -287,14 +334,17 @@ rows name = "Rows" icon_state = "hair_rows1" + flags = HAIR_VERY_SHORT rows2 name = "Rows 2" icon_state = "hair_rows2" + flags = HAIR_TIEABLE sargeant name = "Flat Top" icon_state = "hair_sargeant" + flags = HAIR_VERY_SHORT emo name = "Emo" @@ -307,10 +357,12 @@ longemo name = "Long Emo" icon_state = "hair_emolong" + flags = HAIR_TIEABLE fringeemo name = "Emo Fringe" icon_state = "hair_emofringe" + flags = HAIR_TIEABLE veryshortovereyealternate name = "Overeye Very Short, Alternate" @@ -327,6 +379,7 @@ longovereye name = "Overeye Long" icon_state = "hair_longovereye" + flags = HAIR_TIEABLE flowhair name = "Flow Hair" @@ -335,6 +388,7 @@ feather name = "Feather" icon_state = "hair_feather" + flags = HAIR_TIEABLE hitop name = "Hitop" @@ -356,6 +410,7 @@ gentle name = "Gentle" icon_state = "hair_gentle" + flags = HAIR_TIEABLE spiky name = "Spiky" @@ -369,51 +424,63 @@ kagami name = "Pigtails" icon_state = "hair_kagami" + flags = HAIR_TIEABLE himecut name = "Hime Cut" icon_state = "hair_himecut" + flags = HAIR_TIEABLE shorthime name = "Short Hime Cut" icon_state = "hair_shorthime" + flags = HAIR_TIEABLE grandebraid name = "Grande Braid" icon_state = "hair_grande" + flags = HAIR_TIEABLE mbraid name = "Medium Braid" icon_state = "hair_shortbraid" + flags = HAIR_TIEABLE braid2 name = "Long Braid" icon_state = "hair_hbraid" + flags = HAIR_TIEABLE braid name = "Floorlength Braid" icon_state = "hair_braid" + flags = HAIR_TIEABLE odango name = "Odango" icon_state = "hair_odango" + flags = HAIR_TIEABLE ombre name = "Ombre" icon_state = "hair_ombre" + flags = HAIR_TIEABLE updo name = "Updo" icon_state = "hair_updo" + flags = HAIR_TIEABLE skinhead name = "Skinhead" icon_state = "hair_skinhead" + flags = HAIR_VERY_SHORT balding name = "Balding Hair" icon_state = "hair_e" gender = MALE + flags = HAIR_VERY_SHORT familyman name = "The Family Man" @@ -434,10 +501,13 @@ poofy name = "Poofy" icon_state = "hair_poofy" + flags = HAIR_TIEABLE poofy2 name = "Poofy2" icon_state = "hair_poofy2" + flags = HAIR_TIEABLE + crono name = "Chrono" icon_state = "hair_toriyama" @@ -461,6 +531,7 @@ nitori name = "Nitori" icon_state = "hair_nitori" + flags = HAIR_TIEABLE joestar name = "Joestar" @@ -469,6 +540,7 @@ volaju name = "Volaju" icon_state = "hair_volaju" + flags = HAIR_TIEABLE eighties name = "80's" @@ -486,14 +558,6 @@ name = "Modern" icon_state = "hair_modern" - bald - name = "Bald" - icon_state = "bald" - - longeralt2 - name = "Long Hair Alt 2" - icon_state = "hair_longeralt2" - shortbangs name = "Short Bangs" icon_state = "hair_shortbangs" @@ -505,10 +569,12 @@ bun name = "Casual Bun" icon_state = "hair_bun" + flags = HAIR_TIEABLE doublebun name = "Double-Bun" icon_state = "hair_doublebun" + flags = HAIR_TIEABLE oxton name = "Oxton" @@ -518,93 +584,113 @@ name = "Low Fade" icon_state = "hair_lowfade" gender = MALE + flags = HAIR_VERY_SHORT medfade name = "Medium Fade" icon_state = "hair_medfade" + flags = HAIR_VERY_SHORT highfade name = "High Fade" icon_state = "hair_highfade" gender = MALE + flags = HAIR_VERY_SHORT baldfade name = "Balding Fade" icon_state = "hair_baldfade" gender = MALE + flags = HAIR_VERY_SHORT nofade name = "Regulation Cut" icon_state = "hair_nofade" gender = MALE + flags = HAIR_VERY_SHORT trimflat name = "Trimmed Flat Top" icon_state = "hair_trimflat" gender = MALE + flags = HAIR_VERY_SHORT trimmed name = "Trimmed" icon_state = "hair_trimmed" gender = MALE + flags = HAIR_VERY_SHORT tightbun name = "Tight Bun" icon_state = "hair_tightbun" gender = FEMALE + flags = HAIR_VERY_SHORT | HAIR_TIEABLE coffeehouse name = "Coffee House Cut" icon_state = "hair_coffeehouse" gender = MALE + flags = HAIR_VERY_SHORT undercut1 name = "Undercut" icon_state = "hair_undercut1" gender = MALE + flags = HAIR_VERY_SHORT undercut2 name = "Undercut Swept Right" icon_state = "hair_undercut2" gender = MALE + flags = HAIR_VERY_SHORT undercut3 name = "Undercut Swept Left" icon_state = "hair_undercut3" gender = MALE + flags = HAIR_VERY_SHORT partfade name = "Parted Fade" icon_state = "hair_shavedpart" gender = MALE + flags = HAIR_VERY_SHORT hightight name = "High and Tight" icon_state = "hair_hightight" + flags = HAIR_VERY_SHORT rowbun name = "Row Bun" icon_state = "hair_rowbun" + flags = HAIR_TIEABLE rowdualbraid name = "Row Dual Braid" icon_state = "hair_rowdualtail" + flags = HAIR_TIEABLE rowbraid name = "Row Braid" icon_state = "hair_rowbraid" + flags = HAIR_TIEABLE regulationmohawk name = "Regulation Mohawk" icon_state = "hair_shavedmohawk" + flags = HAIR_VERY_SHORT topknot name = "Topknot" icon_state = "hair_topknot" + flags = HAIR_TIEABLE ronin name = "Ronin" icon_state = "hair_ronin" + flags = HAIR_TIEABLE bowlcut2 name = "Bowl2" @@ -613,18 +699,22 @@ thinning name = "Thinning" icon_state = "hair_thinning" + flags = HAIR_VERY_SHORT thinningfront name = "Thinning Front" icon_state = "hair_thinningfront" + flags = HAIR_VERY_SHORT thinningback name = "Thinning Back" icon_state = "hair_thinningrear" + flags = HAIR_VERY_SHORT manbun name = "Manbun" icon_state = "hair_manbun" + flags = HAIR_TIEABLE shy name = "Shy" diff --git a/code/modules/multiz/movement.dm b/code/modules/multiz/movement.dm index 124ad77dd7..a9ca913b0b 100644 --- a/code/modules/multiz/movement.dm +++ b/code/modules/multiz/movement.dm @@ -451,7 +451,7 @@ if(!silent) if(planetary) visible_message("\A [src] falls out of the sky and crashes into \the [landing]!", \ - " You fall out of the skiy and crash into \the [landing]!", \ + " You fall out of the sky and crash into \the [landing]!", \ "You hear something slam into \the [landing].") var/turf/T = get_turf(landing) explosion(T, 0, 1, 2) diff --git a/code/modules/organs/internal/eyes.dm b/code/modules/organs/internal/eyes.dm index 3b44682095..9d82a7749b 100644 --- a/code/modules/organs/internal/eyes.dm +++ b/code/modules/organs/internal/eyes.dm @@ -50,7 +50,7 @@ // Now sync the organ's eye_colour list. update_colour() // Finally, update the eye icon on the mob. - owner.update_eyes() + owner.regenerate_icons() /obj/item/organ/internal/eyes/replaced(var/mob/living/carbon/human/target) diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index 789dce7dfb..777ff047e1 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -1105,6 +1105,8 @@ Note that amputating the affected organ does in fact remove the infection from t R = basic_robolimb if(R) force_icon = R.icon + brute_mod *= R.robo_brute_mod + burn_mod *= R.robo_burn_mod if(R.lifelike) robotic = ORGAN_LIFELIKE name = "[initial(name)]" diff --git a/code/modules/organs/organ_icon.dm b/code/modules/organs/organ_icon.dm index b664600bfd..9de48edc90 100644 --- a/code/modules/organs/organ_icon.dm +++ b/code/modules/organs/organ_icon.dm @@ -4,13 +4,13 @@ var/global/list/limb_icon_cache = list() return /obj/item/organ/external/proc/compile_icon() - overlays.Cut() + cut_overlays() // This is a kludge, only one icon has more than one generation of children though. for(var/obj/item/organ/external/organ in contents) if(organ.children && organ.children.len) for(var/obj/item/organ/external/child in organ.children) overlays += child.mob_icon - overlays += organ.mob_icon + add_overlay(organ.mob_icon) /obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human) s_tone = null @@ -51,10 +51,10 @@ var/global/list/limb_icon_cache = list() /obj/item/organ/external/head/get_icon() ..() - + //The overlays are not drawn on the mob, they are used for if the head is removed and becomes an item cut_overlays() - + //Every 'addon' below requires information from species if(!owner || !owner.species) return @@ -78,7 +78,7 @@ var/global/list/limb_icon_cache = list() eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD) add_overlay(eyes_icon) mob_icon.Blend(eyes_icon, ICON_OVERLAY) - + //Lip color/icon if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS))) var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s") @@ -94,6 +94,12 @@ var/global/list/limb_icon_cache = list() mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons icon_cache_key += "[M][markings[M]["color"]]" + add_overlay(get_hair_icon()) + + return mob_icon + +/obj/item/organ/external/head/proc/get_hair_icon() + var/image/res = image('icons/mob/human_face.dmi',"bald_s") //Facial hair if(owner.f_style) var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style] @@ -101,20 +107,24 @@ var/global/list/limb_icon_cache = list() var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s") if(facial_hair_style.do_colouration) facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_MULTIPLY) // VOREStation edit - add_overlay(facial_s) + res.add_overlay(facial_s) //Head hair if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR))) - var/datum/sprite_accessory/hair/hair_style = hair_styles_list[owner.h_style] + var/style = owner.h_style + var/datum/sprite_accessory/hair/hair_style = hair_styles_list[style] + if(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)) + if(!(hair_style.flags & HAIR_VERY_SHORT)) + hair_style = hair_styles_list["Short Hair"] if(hair_style && (species.get_bodytype(owner) in hair_style.species_allowed)) var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s") var/icon/hair_s_add = new/icon("icon" = hair_style.icon_add, "icon_state" = "[hair_style.icon_state]_s") if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3) hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_MULTIPLY) hair_s.Blend(hair_s_add, ICON_ADD) - add_overlay(hair_s) + res.add_overlay(hair_s) - return mob_icon + return res /obj/item/organ/external/proc/get_icon(var/skeletal) @@ -154,7 +164,7 @@ var/global/list/limb_icon_cache = list() var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"] var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]") mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit - overlays |= mark_s //So when it's not on your body, it has icons + add_overlay(mark_s) //So when it's not on your body, it has icons mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons icon_cache_key += "[M][markings[M]["color"]]" @@ -270,7 +280,7 @@ var/list/robot_hud_colours = list("#CFCFCF","#AFAFAF","#8F8F8F","#6F6F6F","#4F4F var/b = 0.11 * R.health_hud_intensity temp.color = list(r, r, r, g, g, g, b, b, b) hud_damage_image = image(null) - hud_damage_image.overlays += temp + hud_damage_image.add_overlay(temp) // Calculate the required color index. var/dam_state = min(1,((brute_dam+burn_dam)/max_damage)) diff --git a/code/modules/organs/robolimbs.dm b/code/modules/organs/robolimbs.dm index 1f15f125c2..5a55b1bcd5 100644 --- a/code/modules/organs/robolimbs.dm +++ b/code/modules/organs/robolimbs.dm @@ -49,6 +49,9 @@ var/const/standard_monitor_styles = "blank=ipc_blank;\ var/suggested_species = "Human" //If it should make the torso a species var/speech_bubble_appearance = "synthetic" // What icon_state to use for speech bubbles when talking. Check talk.dmi for all the icons. + var/robo_brute_mod = 1 // Multiplier for incoming brute damage. + var/robo_burn_mod = 1 // As above for burn. + /datum/robolimb/unbranded_monitor company = "Unbranded Monitor" desc = "A generic unbranded interpretation of a popular prosthetic head model. It looks rudimentary and cheaply constructed." @@ -214,6 +217,8 @@ var/const/standard_monitor_styles = "blank=ipc_blank;\ skin_tone = 1 blood_color = "#CCCCCC" speech_bubble_appearance = "normal" + //robo_brute_mod = 1.1 //VOREStation Edit + //robo_burn_mod = 1.1 //VOREStation Edit /datum/robolimb/wardtakahashi company = "Ward-Takahashi" diff --git a/code/modules/planet/planet.dm b/code/modules/planet/planet.dm index 061ae73398..8fb7604417 100644 --- a/code/modules/planet/planet.dm +++ b/code/modules/planet/planet.dm @@ -30,9 +30,10 @@ current_time = current_time.make_random_time() update_sun() -/datum/planet/proc/process(amount) +/datum/planet/proc/process(last_fire) if(current_time) - current_time = current_time.add_seconds(amount) + var/difference = world.time - last_fire + current_time = current_time.add_seconds(difference SECONDS) update_weather() // We update this first, because some weather types decease the brightness of the sun. if(sun_last_process <= world.time - sun_process_interval) update_sun() diff --git a/code/modules/planet/sif.dm b/code/modules/planet/sif.dm index 8717245b24..b8bbf7ba6a 100644 --- a/code/modules/planet/sif.dm +++ b/code/modules/planet/sif.dm @@ -184,7 +184,8 @@ datum/weather/sif ) /datum/weather/sif/snow/process_effects() - for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs) + ..() + for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either if(S.z in holder.our_planet.expected_z_levels) for(var/dir_checked in cardinal) var/turf/simulated/floor/T = get_step(S, dir_checked) @@ -207,7 +208,8 @@ datum/weather/sif ) /datum/weather/sif/blizzard/process_effects() - for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs) + ..() + for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either if(S.z in holder.our_planet.expected_z_levels) for(var/dir_checked in cardinal) var/turf/simulated/floor/T = get_step(S, dir_checked) @@ -219,6 +221,8 @@ datum/weather/sif name = "rain" icon_state = "rain" light_modifier = 0.5 + effect_message = "Rain falls on you." + transition_chances = list( WEATHER_OVERCAST = 25, WEATHER_LIGHT_SNOW = 10, @@ -228,6 +232,7 @@ datum/weather/sif ) /datum/weather/sif/rain/process_effects() + ..() for(var/mob/living/L in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) @@ -238,16 +243,19 @@ datum/weather/sif if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella)) var/obj/item/weapon/melee/umbrella/U = L.get_active_hand() if(U.open) - to_chat(L, "Rain patters softly onto your umbrella") + if(show_message) + to_chat(L, "Rain patters softly onto your umbrella") continue else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella)) var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand() if(U.open) - to_chat(L, "Rain patters softly onto your umbrella") + if(show_message) + to_chat(L, "Rain patters softly onto your umbrella") continue L.water_act(1) - to_chat(L, "Rain falls on you.") + if(show_message) + to_chat(L, effect_message) /datum/weather/sif/storm name = "storm" @@ -256,6 +264,8 @@ datum/weather/sif temp_low = 233.15 // -40c light_modifier = 0.3 flight_failure_modifier = 10 + + transition_chances = list( WEATHER_RAIN = 45, WEATHER_STORM = 40, @@ -264,6 +274,7 @@ datum/weather/sif ) /datum/weather/sif/storm/process_effects() + ..() for(var/mob/living/L in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) @@ -294,6 +305,10 @@ datum/weather/sif temp_low = 243.15 // -30c light_modifier = 0.3 flight_failure_modifier = 15 + timer_low_bound = 2 + timer_high_bound = 5 + effect_message = "The hail smacks into you!" + transition_chances = list( WEATHER_RAIN = 45, WEATHER_STORM = 40, @@ -302,6 +317,7 @@ datum/weather/sif ) /datum/weather/sif/hail/process_effects() + ..() for(var/mob/living/carbon/human/H in living_mob_list) if(H.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(H) @@ -309,15 +325,18 @@ datum/weather/sif continue // They're indoors, so no need to pelt them with ice. // If they have an open umbrella, it'll guard from rain + // Message plays every time the umbrella gets stolen, just so they're especially aware of what's happening if(istype(H.get_active_hand(), /obj/item/weapon/melee/umbrella)) var/obj/item/weapon/melee/umbrella/U = H.get_active_hand() if(U.open) - to_chat(H, "Hail patters gently onto your umbrella.") + if(show_message) + to_chat(H, "Hail patters gently onto your umbrella.") continue else if(istype(H.get_inactive_hand(), /obj/item/weapon/melee/umbrella)) var/obj/item/weapon/melee/umbrella/U = H.get_inactive_hand() if(U.open) - to_chat(H, "Hail patters gently onto your umbrella.") + if(show_message) + to_chat(H, "Hail patters gently onto your umbrella.") continue var/target_zone = pick(BP_ALL) @@ -330,8 +349,9 @@ datum/weather/sif if(amount_soaked >= 10) continue // No need to apply damage. - H.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail") - to_chat(H, "The hail smacks into you!") + H.apply_damage(rand(1, 3), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail") + if(show_message) + to_chat(H, effect_message) /datum/weather/sif/blood_moon name = "blood moon" diff --git a/code/modules/planet/weather.dm b/code/modules/planet/weather.dm index a0fa603980..96f3660121 100644 --- a/code/modules/planet/weather.dm +++ b/code/modules/planet/weather.dm @@ -25,7 +25,7 @@ if(current_weather) old_light_modifier = current_weather.light_modifier // We store the old one, so we can determine if recalculating the sun is needed. current_weather = allowed_weather_types[new_weather] - next_weather_shift = world.time + rand(20, 30) MINUTES + next_weather_shift = world.time + rand(current_weather.timer_low_bound, current_weather.timer_high_bound) MINUTES update_icon_effects() update_temperature() @@ -66,8 +66,20 @@ var/flight_failure_modifier = 0 // Some types of weather make flying harder, and therefore make crashes more likely. var/transition_chances = list() // Assoc list var/datum/weather_holder/holder = null + var/timer_low_bound = 5 // How long this weather must run before it tries to change, in minutes + var/timer_high_bound = 10 // How long this weather can run before it tries to change, in minutes + + var/effect_message = null // Should be a string, this is what is shown to a mob caught in the weather + var/last_message = 0 // Keeps track of when the weather last tells EVERY player it's hitting them + var/message_delay = 10 SECONDS // Delay in between weather hit messages + var/show_message = FALSE // Is set to TRUE and plays the messsage every [message_delay] /datum/weather/proc/process_effects() + show_message = FALSE // Need to reset the show_message var, just in case + if(effect_message) // Only bother with the code below if we actually need to display something + if(world.time >= last_message + message_delay) + last_message = world.time // Reset the timer + show_message = TRUE // Tell the rest of the process that we need to make a message return // All this does is hold the weather icon. diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index 4db4d40c4c..f9fca6222f 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -41,6 +41,9 @@ processing_objects -= src return ..() +/obj/item/weapon/cell/get_cell() + return src + /obj/item/weapon/cell/process() if(self_recharge) if(world.time >= last_use + charge_delay) diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index c87c37a085..9cfd0d152a 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -23,17 +23,6 @@ var/battery_lock = 0 //If set, weapon cannot switch batteries -/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob) - ..() - -/obj/item/weapon/gun/energy/switch_firemodes(mob/user) - if(..()) - update_icon() - -/obj/item/weapon/gun/energy/emp_act(severity) - ..() - update_icon() - /obj/item/weapon/gun/energy/New() ..() if(self_recharge) @@ -52,6 +41,9 @@ processing_objects.Remove(src) return ..() +/obj/item/weapon/gun/energy/get_cell() + return power_supply + /obj/item/weapon/gun/energy/process() if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the battery if(world.time > last_shot + charge_delay) //Doesn't work if you've fired recently @@ -75,6 +67,17 @@ charge_tick = 0 return 1 +/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob) + ..() + +/obj/item/weapon/gun/energy/switch_firemodes(mob/user) + if(..()) + update_icon() + +/obj/item/weapon/gun/energy/emp_act(severity) + ..() + update_icon() + /obj/item/weapon/gun/energy/consume_next_projectile() if(!power_supply) return null if(!ispath(projectile_type)) return null diff --git a/code/modules/projectiles/guns/energy/phase.dm b/code/modules/projectiles/guns/energy/phase.dm new file mode 100644 index 0000000000..3e5f8cb186 --- /dev/null +++ b/code/modules/projectiles/guns/energy/phase.dm @@ -0,0 +1,56 @@ +// Phase weapons go here + +/obj/item/weapon/gun/energy/phasegun + name = "phase carbine" + desc = "The NT EW26 Artemis is a downsized energy weapon, specifically designed for use against wildlife." + icon_state = "phasecarbine" + wielded_item_state = "phasecarbine-wielded" + slot_flags = SLOT_BACK|SLOT_BELT + charge_cost = 240 + projectile_type = /obj/item/projectile/energy/phase + one_handed_penalty = 15 + +/obj/item/weapon/gun/energy/phasegun/pistol + name = "phase pistol" + desc = "The NT EW15 Apollo is an energy handgun, specifically designed for self-defense against aggressive wildlife." + icon_state = "phase" + item_state = "taser" //I don't have an in-hand sprite, taser will be fine + w_class = ITEMSIZE_NORMAL + slot_flags = SLOT_BELT|SLOT_HOLSTER + charge_cost = 300 + projectile_type = /obj/item/projectile/energy/phase/light + one_handed_penalty = 0 + +/obj/item/weapon/gun/energy/phasegun/pistol/mounted + name = "mounted phase pistol" + self_recharge = 1 + use_external_power = 1 + +/obj/item/weapon/gun/energy/phasegun/pistol/mounted/cyborg + charge_cost = 400 + recharge_time = 7 + +obj/item/weapon/gun/energy/phasegun/rifle + name = "phase rifle" + desc = "The NT EW31 Orion is a specialist energy weapon, intended for use against hostile wildlife." + icon_state = "phaserifle" + item_state = "phaserifle" + wielded_item_state = "phaserifle-wielded" + slot_flags = SLOT_BACK + charge_cost = 150 + projectile_type = /obj/item/projectile/energy/phase/heavy + accuracy = 15 + one_handed_penalty = 30 + +/obj/item/weapon/gun/energy/phasegun/cannon + name = "phase cannon" + desc = "The NT EW50 Gaia is a massive energy weapon, purpose-built for clearing land. You feel dirty just looking at it." + icon_state = "phasecannon" + item_state = "phasecannon" + wielded_item_state = "phasecannon-wielded" //TODO: New Sprites + w_class = ITEMSIZE_HUGE // This thing is big. + slot_flags = SLOT_BACK + charge_cost = 100 + projectile_type = /obj/item/projectile/energy/phase/heavy/cannon + accuracy = 15 + one_handed_penalty = 65 \ No newline at end of file diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index baad821a22..033a746b01 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -25,15 +25,6 @@ charge_cost = 480 projectile_type = /obj/item/projectile/ion/pistol // still packs a punch but no AoE -/obj/item/weapon/gun/energy/phasegun - name = "phase pistol" - desc = "The NT Mk26 EW Apollo is an energy handgun, specifically designed for use against wildlife." - icon_state = "phase" - item_state = "taser" //I don't have an in-hand sprite, taser will be fine - slot_flags = SLOT_BELT|SLOT_HOLSTER - charge_cost = 300 - projectile_type = /obj/item/projectile/energy/phase - /obj/item/weapon/gun/energy/decloner name = "biological demolecularisor" desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements." diff --git a/code/modules/projectiles/guns/magnetic/magnetic.dm b/code/modules/projectiles/guns/magnetic/magnetic.dm index cbce1a7aa1..a34db52887 100644 --- a/code/modules/projectiles/guns/magnetic/magnetic.dm +++ b/code/modules/projectiles/guns/magnetic/magnetic.dm @@ -36,6 +36,9 @@ qdel_null(capacitor) . = ..() +/obj/item/weapon/gun/magnetic/get_cell() + return cell + /obj/item/weapon/gun/magnetic/process() if(capacitor) if(cell) diff --git a/code/modules/projectiles/projectile/arc.dm b/code/modules/projectiles/projectile/arc.dm new file mode 100644 index 0000000000..6e434b1e99 --- /dev/null +++ b/code/modules/projectiles/projectile/arc.dm @@ -0,0 +1,134 @@ +// These projectiles are somewhat different from the other projectiles in the code. +// First, these have an 'arcing' visual, that is accomplished by having the projectile icon rotate as its flying, and +// moving up, then down as it approaches the target. There is also a small shadow effect that follows the projectile +// as its flying. + +// Besides the visuals, arcing projectiles do not collide with anything until they reach the target, as they fly over them. +// For best effect, use this only when it makes sense to do so, IE on the Surface. The projectiles don't care about ceilings or gravity. + +/obj/item/projectile/arc + name = "arcing shot" + icon_state = "fireball" // WIP + step_delay = 2 // Travel a bit slower, to really sell the arc visuals. + plane = ABOVE_PLANE // Since projectiles are 'in the air', they might visually overlap mobs while in flight, so the projectile needs to be above their plane. + var/target_distance = null // How many tiles the impact site is. + var/fired_dir = null // Which direction was the projectile fired towards. Needed to invert the projectile turning based on if facing left or right. + var/obj/effect/projectile_shadow/shadow = null // Visual indicator for the projectile's 'true' position. Needed due to being bound to two dimensions in reality. + +/obj/item/projectile/arc/initialize() + shadow = new(get_turf(src)) + return ..() + +/obj/item/projectile/arc/Destroy() + qdel_null(shadow) + return ..() + +/obj/item/projectile/arc/Bump(atom/A, forced=0) + return 0 +// if(get_turf(src) != original) +// return 0 +// else +// return ..() + +// This is a test projectile in the sense that its testing the code to make sure it works, +// as opposed to a 'can I hit this thing' projectile. +/obj/item/projectile/arc/test/on_impact(turf/T) + new /obj/effect/explosion(T) + return ..() + +/obj/item/projectile/arc/launch(atom/target, target_zone, x_offset=0, y_offset=0, angle_offset=0) + var/expected_distance = get_dist(target, loc) + kill_count = expected_distance // So the projectile "hits the ground." + target_distance = expected_distance + fired_dir = get_dir(loc, target) + ..() // Does the regular launching stuff. + if(fired_dir & EAST) + transform = turn(transform, -45) + else if(fired_dir & WEST) + transform = turn(transform, 45) + + +// Visuals. +/obj/item/projectile/arc/after_move() + // Handle projectile turning in flight. + // This won't turn if fired north/south, as it looks weird. + var/turn_per_step = 90 / target_distance + if(fired_dir & EAST) + transform = turn(transform, turn_per_step) + else if(fired_dir & WEST) + transform = turn(transform, -turn_per_step) + + // Now for the fake height. + // We need to know how far along our "arc" we are. + var/arc_progress = get_dist(src, original) + var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math. +// var/arc_center = target_distance / 2 +// var/projectile_position = abs(arc_progress - arc_center) +// var/height_multiplier = projectile_position / arc_center +// height_multiplier = abs(height_multiplier - 1) +// height_multiplier = height_multiplier ** 2 + + +// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay) + var/projectile_position = arc_progress / target_distance + var/sine_position = projectile_position * 180 + var/pixel_z_position = arc_max_height * sin(sine_position) + animate(src, pixel_z = pixel_z_position, time = step_delay) + + // Update our shadow. + shadow.forceMove(loc) + +/obj/effect/projectile_shadow + name = "shadow" + desc = "You better avoid the thing coming down!" + icon = 'icons/obj/projectiles.dmi' + icon_state = "arc_shadow" + anchored = TRUE + +////////////// +// Subtypes +////////////// + +// Generic, Hivebot related +/obj/item/projectile/arc/blue_energy + name = "energy missile" + icon_state = "force_missile" + damage = 15 + damage_type = BURN + +// Fragmentation arc shot +/obj/item/projectile/arc/fragmentation + name = "fragmentation shot" + icon_state = "shell" + var/list/fragment_types = list( + /obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment, \ + /obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment/strong + ) + var/fragment_amount = 63 // Same as a grenade. + var/spread_range = 7 + +/obj/item/projectile/arc/fragmentation/on_impact(turf/T) + fragmentate(T, fragment_amount, spread_range, fragment_types) + +// EMP arc shot +/obj/item/projectile/arc/emp_blast + name = "emp blast" + icon_state = "bluespace" + +/obj/item/projectile/arc/emp_blast/on_impact(turf/T) + empulse(T, 2, 4, 7, 10) // Normal EMP grenade. + return ..() + +/obj/item/projectile/arc/emp_blast/weak/on_impact(turf/T) + empulse(T, 1, 2, 3, 4) // Sec EMP grenade. + return ..() + +// Radiation arc shot +/obj/item/projectile/arc/radioactive + name = "radiation blast" + icon_state = "green_pellet" + icon_scale = 2 + var/rad_power = 50 + +/obj/item/projectile/arc/radioactive/on_impact(turf/T) + radiation_repository.radiate(T, rad_power) \ No newline at end of file diff --git a/code/modules/projectiles/projectile/energy.dm b/code/modules/projectiles/projectile/energy.dm index d5bae0dc22..3448c2a9e9 100644 --- a/code/modules/projectiles/projectile/energy.dm +++ b/code/modules/projectiles/projectile/energy.dm @@ -212,7 +212,22 @@ muzzle_type = /obj/effect/projectile/pulse/muzzle /obj/item/projectile/energy/phase - kill_count = 4 + name = "phase wave" + icon_state = "phase" + kill_count = 6 damage = 5 - SA_bonus_damage = 55 // 60 total on animals. - SA_vulnerability = SA_ANIMAL \ No newline at end of file + SA_bonus_damage = 45 // 50 total on animals + SA_vulnerability = SA_ANIMAL + +/obj/item/projectile/energy/phase/light + kill_count = 4 + SA_bonus_damage = 35 // 40 total on animals + +/obj/item/projectile/energy/phase/heavy + kill_count = 8 + SA_bonus_damage = 55 // 60 total on animals + +/obj/item/projectile/energy/phase/heavy/cannon + kill_count = 10 + damage = 15 + SA_bonus_damage = 60 // 75 total on animals \ No newline at end of file diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm index 26481d8141..56c93f56f1 100644 --- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm +++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm @@ -909,9 +909,9 @@ cup_icon_state = "cup_coffee" cup_name = "cup of coffee" - cup_desc = "Don't drop it, or you'll send scalding liquid and porcelain shards everywhere." + cup_desc = "Don't drop it, or you'll send scalding liquid and ceramic shards everywhere." - glass_name = "cup of coffee" + glass_name = "coffee" glass_desc = "Don't drop it, or you'll send scalding liquid and glass shards everywhere." diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm index 6c83b0e26d..53ce37b3ef 100644 --- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm +++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm @@ -482,3 +482,11 @@ /datum/reagent/luminol/touch_mob(var/mob/living/L) L.reveal_blood() + +/datum/reagent/nutriment/biomass + name = "Biomass" + id = "biomass" + description = "A slurry of compounds that contains the basic requirements for life." + taste_description = "salty meat" + reagent_state = LIQUID + color = "#DF9FBF" \ No newline at end of file diff --git a/code/modules/reagents/Chemistry-Recipes.dm b/code/modules/reagents/Chemistry-Recipes.dm index 4a4265838f..cea3e1cc24 100644 --- a/code/modules/reagents/Chemistry-Recipes.dm +++ b/code/modules/reagents/Chemistry-Recipes.dm @@ -501,6 +501,7 @@ id = "ammonia" result = "ammonia" required_reagents = list("hydrogen" = 3, "nitrogen" = 1) + inhibitors = list("phoron" = 1) // Messes with lexorin result_amount = 3 /datum/chemical_reaction/diethylamine @@ -2244,4 +2245,12 @@ id = "qerr_quem" result = "qerr_quem" required_reagents = list("nicotine" = 1, "carbon" = 1, "sugar" = 2) - result_amount = 4 \ No newline at end of file + result_amount = 4 + +// Biomass, for cloning and bioprinters +/datum/chemical_reaction/biomass + name = "Biomass" + id = "biomass" + result = "biomass" + required_reagents = list("protein" = 1, "sugar" = 1, "phoron" = 1) + result_amount = 6 // Roughly 120u per phoron sheet //VOREStation Edit \ No newline at end of file diff --git a/code/modules/reagents/reagent_containers/glass/bottle.dm b/code/modules/reagents/reagent_containers/glass/bottle.dm index 26e88caec0..159ac6acf3 100644 --- a/code/modules/reagents/reagent_containers/glass/bottle.dm +++ b/code/modules/reagents/reagent_containers/glass/bottle.dm @@ -55,7 +55,6 @@ var/image/lid = image(icon, src, "lid_bottle") overlays += lid - /obj/item/weapon/reagent_containers/glass/bottle/inaprovaline name = "inaprovaline bottle" desc = "A small bottle. Contains inaprovaline - used to stabilize patients." @@ -63,7 +62,6 @@ icon_state = "bottle-4" prefill = list("inaprovaline" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/toxin name = "toxin bottle" desc = "A small bottle of toxins. Do not drink, it is poisonous." @@ -71,7 +69,6 @@ icon_state = "bottle-3" prefill = list("toxin" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/cyanide name = "cyanide bottle" desc = "A small bottle of cyanide. Bitter almonds?" @@ -79,7 +76,6 @@ icon_state = "bottle-3" prefill = list("cyanide" = 30) //volume changed to match chloral - /obj/item/weapon/reagent_containers/glass/bottle/stoxin name = "soporific bottle" desc = "A small bottle of soporific. Just the fumes make you sleepy." @@ -87,15 +83,13 @@ icon_state = "bottle-3" prefill = list("stoxin" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/chloralhydrate - name = "Chloral Hydrate Bottle" + name = "chloral hydrate bottle" desc = "A small bottle of Choral Hydrate. Mickey's Favorite!" icon = 'icons/obj/chemical.dmi' icon_state = "bottle-3" prefill = list("chloralhydrate" = 30) //Intentionally low since it is so strong. Still enough to knock someone out. - /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." @@ -103,7 +97,6 @@ icon_state = "bottle-4" prefill = list("anti_toxin" = 60) - /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." @@ -111,7 +104,6 @@ icon_state = "bottle-1" prefill = list("mutagen" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/ammonia name = "ammonia bottle" desc = "A small bottle." @@ -119,7 +111,6 @@ icon_state = "bottle-1" prefill = list("ammonia" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/eznutrient name = "\improper EZ NUtrient bottle" desc = "A small bottle." @@ -127,7 +118,6 @@ icon_state = "bottle-4" prefill = list("eznutrient" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/left4zed name = "\improper Left-4-Zed bottle" desc = "A small bottle." @@ -135,7 +125,6 @@ icon_state = "bottle-4" prefill = list("left4zed" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/robustharvest name = "\improper Robust Harvest" desc = "A small bottle." @@ -143,7 +132,6 @@ icon_state = "bottle-4" prefill = list("robustharvest" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/diethylamine name = "diethylamine bottle" desc = "A small bottle." @@ -152,32 +140,36 @@ prefill = list("diethylamine" = 60) /obj/item/weapon/reagent_containers/glass/bottle/pacid - name = "Polytrinic Acid Bottle" + name = "polytrinic acid bottle" desc = "A small bottle. Contains a small amount of Polytrinic Acid" icon = 'icons/obj/chemical.dmi' icon_state = "bottle-4" prefill = list("pacid" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/adminordrazine - name = "Adminordrazine Bottle" + name = "adminordrazine bottle" desc = "A small bottle. Contains the liquid essence of the gods." icon = 'icons/obj/drinks.dmi' icon_state = "holyflask" prefill = list("adminordrazine" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/capsaicin - name = "Capsaicin Bottle" + name = "capsaicin bottle" desc = "A small bottle. Contains hot sauce." icon = 'icons/obj/chemical.dmi' icon_state = "bottle-4" prefill = list("capsaicin" = 60) - /obj/item/weapon/reagent_containers/glass/bottle/frostoil - name = "Frost Oil Bottle" + name = "frost oil bottle" desc = "A small bottle. Contains cold sauce." icon = 'icons/obj/chemical.dmi' icon_state = "bottle-4" prefill = list("frostoil" = 60) + +/obj/item/weapon/reagent_containers/glass/bottle/biomass + name = "biomass bottle" + desc = "A bottle of raw biomass! Gross!" + icon = 'icons/obj/chemical.dmi' + icon_state = "bottle-3" + prefill = list("biomass" = 60) \ No newline at end of file diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm index dc35852eed..494659fb1e 100644 --- a/code/modules/reagents/reagent_dispenser.dm +++ b/code/modules/reagents/reagent_dispenser.dm @@ -5,8 +5,7 @@ desc = "..." icon = 'icons/obj/objects.dmi' icon_state = "watertank" - plane = TURF_PLANE - layer = TABLE_LAYER // Above catwalks, hopefully below other things + layer = TABLE_LAYER density = 1 anchored = 0 pressure_resistance = 2*ONE_ATMOSPHERE diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index ca5a88db4b..106c655ae2 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -79,1828 +79,4 @@ other types of metals and chemistry for reagents). req_tech = list(TECH_DATA = 1) materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) build_path = /obj/item/weapon/disk/tech_disk - sort_string = "GAAAB" - -/datum/design/item/stock_part - build_type = PROTOLATHE - -/datum/design/item/stock_part/AssembleDesignName() - ..() - name = "Component design ([item_name])" - -/datum/design/item/stock_part/AssembleDesignDesc() - if(!desc) - desc = "A stock part used in the construction of various devices." - -/datum/design/item/stock_part/basic_capacitor - id = "basic_capacitor" - req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - build_path = /obj/item/weapon/stock_parts/capacitor - sort_string = "CAAAA" - -/datum/design/item/stock_part/adv_capacitor - id = "adv_capacitor" - req_tech = list(TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - build_path = /obj/item/weapon/stock_parts/capacitor/adv - sort_string = "CAAAB" - -/datum/design/item/stock_part/super_capacitor - id = "super_capacitor" - req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20) - build_path = /obj/item/weapon/stock_parts/capacitor/super - sort_string = "CAAAC" - -/datum/design/item/stock_part/micro_mani - id = "micro_mani" - req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30) - build_path = /obj/item/weapon/stock_parts/manipulator - sort_string = "CAABA" - -/datum/design/item/stock_part/nano_mani - id = "nano_mani" - req_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) - build_path = /obj/item/weapon/stock_parts/manipulator/nano - sort_string = "CAABB" - -/datum/design/item/stock_part/pico_mani - id = "pico_mani" - req_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) - build_path = /obj/item/weapon/stock_parts/manipulator/pico - sort_string = "CAABC" - -/datum/design/item/stock_part/basic_matter_bin - id = "basic_matter_bin" - req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80) - build_path = /obj/item/weapon/stock_parts/matter_bin - sort_string = "CAACA" - -/datum/design/item/stock_part/adv_matter_bin - id = "adv_matter_bin" - req_tech = list(TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 80) - build_path = /obj/item/weapon/stock_parts/matter_bin/adv - sort_string = "CAACB" - -/datum/design/item/stock_part/super_matter_bin - id = "super_matter_bin" - req_tech = list(TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 80) - build_path = /obj/item/weapon/stock_parts/matter_bin/super - sort_string = "CAACC" - -/datum/design/item/stock_part/basic_micro_laser - id = "basic_micro_laser" - req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) - build_path = /obj/item/weapon/stock_parts/micro_laser - sort_string = "CAADA" - -/datum/design/item/stock_part/high_micro_laser - id = "high_micro_laser" - req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) - build_path = /obj/item/weapon/stock_parts/micro_laser/high - sort_string = "CAADB" - -/datum/design/item/stock_part/ultra_micro_laser - id = "ultra_micro_laser" - req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10) - build_path = /obj/item/weapon/stock_parts/micro_laser/ultra - sort_string = "CAADC" - -/datum/design/item/stock_part/basic_sensor - id = "basic_sensor" - req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) - build_path = /obj/item/weapon/stock_parts/scanning_module - sort_string = "CAAEA" - -/datum/design/item/stock_part/adv_sensor - id = "adv_sensor" - req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) - build_path = /obj/item/weapon/stock_parts/scanning_module/adv - sort_string = "CAAEB" - -/datum/design/item/stock_part/phasic_sensor - id = "phasic_sensor" - req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10) - build_path = /obj/item/weapon/stock_parts/scanning_module/phasic - sort_string = "CAAEC" - -/datum/design/item/stock_part/RPED - name = "Rapid Part Exchange Device" - desc = "Special mechanical module made to store, sort, and apply standard machine parts." - id = "rped" - req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000) - build_path = /obj/item/weapon/storage/part_replacer - sort_string = "CBAAA" - -/datum/design/item/powercell - build_type = PROTOLATHE | MECHFAB - -/datum/design/item/powercell/AssembleDesignName() - name = "Power Cell Model ([item_name])" - -/datum/design/item/powercell/AssembleDesignDesc() - if(build_path) - var/obj/item/weapon/cell/C = build_path - desc = "Allows the construction of power cells that can hold [initial(C.maxcharge)] units of energy." - -/datum/design/item/powercell/Fabricate() - var/obj/item/weapon/cell/C = ..() - C.charge = 0 //shouldn't produce power out of thin air. - return C - -/datum/design/item/powercell/basic - name = "basic" - build_type = PROTOLATHE | MECHFAB - id = "basic_cell" - req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) - build_path = /obj/item/weapon/cell - category = "Misc" - sort_string = "DAAAA" - -/datum/design/item/powercell/high - name = "high-capacity" - build_type = PROTOLATHE | MECHFAB - id = "high_cell" - req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) - build_path = /obj/item/weapon/cell/high - category = "Misc" - sort_string = "DAAAB" - -/datum/design/item/powercell/super - name = "super-capacity" - id = "super_cell" - req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) - build_path = /obj/item/weapon/cell/super - category = "Misc" - sort_string = "DAAAC" - -/datum/design/item/powercell/hyper - name = "hyper-capacity" - id = "hyper_cell" - req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70) - build_path = /obj/item/weapon/cell/hyper - category = "Misc" - sort_string = "DAAAD" - -/datum/design/item/powercell/device - name = "device" - build_type = PROTOLATHE - id = "device" - materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25) - build_path = /obj/item/weapon/cell/device - category = "Misc" - sort_string = "DAABA" - -/datum/design/item/powercell/weapon - name = "weapon" - build_type = PROTOLATHE - id = "weapon" - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) - build_path = /obj/item/weapon/cell/device/weapon - category = "Misc" - sort_string = "DAABB" - -/datum/design/item/hud - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - -/datum/design/item/hud/AssembleDesignName() - ..() - name = "HUD glasses prototype ([item_name])" - -/datum/design/item/hud/AssembleDesignDesc() - desc = "Allows for the construction of \a [item_name] HUD glasses." - -/datum/design/item/hud/health - name = "health scanner" - id = "health_hud" - req_tech = list(TECH_BIO = 2, TECH_MAGNET = 3) - build_path = /obj/item/clothing/glasses/hud/health - sort_string = "GAAAA" - -/datum/design/item/hud/security - name = "security records" - id = "security_hud" - req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2) - build_path = /obj/item/clothing/glasses/hud/security - sort_string = "GAAAB" - -/datum/design/item/hud/mesons - name = "Optical meson scanners design" - desc = "Using the meson-scanning technology those glasses allow you to see through walls, floor or anything else." - id = "mesons" - req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - build_path = /obj/item/clothing/glasses/meson - sort_string = "GAAAC" - -/datum/design/item/weapon/mining/AssembleDesignName() - ..() - name = "Mining equipment design ([item_name])" - -/datum/design/item/weapon/mining/jackhammer - id = "jackhammer" - req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500) - build_path = /obj/item/weapon/pickaxe/jackhammer - sort_string = "KAAAA" - -/datum/design/item/weapon/mining/drill - id = "drill" - req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners. - build_path = /obj/item/weapon/pickaxe/drill - sort_string = "KAAAB" - -/datum/design/item/weapon/mining/plasmacutter - id = "plasmacutter" - req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500) - build_path = /obj/item/weapon/pickaxe/plasmacutter - sort_string = "KAAAC" - -/datum/design/item/weapon/mining/pick_diamond - id = "pick_diamond" - req_tech = list(TECH_MATERIAL = 6) - materials = list("diamond" = 3000) - build_path = /obj/item/weapon/pickaxe/diamond - sort_string = "KAAAD" - -/datum/design/item/weapon/mining/drill_diamond - id = "drill_diamond" - req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000) - build_path = /obj/item/weapon/pickaxe/diamonddrill - sort_string = "KAAAE" - -/datum/design/item/device/depth_scanner - desc = "Used to check spatial depth and density of rock outcroppings." - id = "depth_scanner" - req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000) - build_path = /obj/item/device/depth_scanner - sort_string = "KAAAF" - -/////////////////////////////////// -/////////Shield Generators///////// -/////////////////////////////////// -/datum/design/circuit/shield - req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) - materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000) - -/datum/design/item/medical - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) - -/datum/design/item/medical/AssembleDesignName() - ..() - name = "Biotech device prototype ([item_name])" - -/datum/design/item/medical/robot_scanner - desc = "A hand-held scanner able to diagnose robotic injuries." - id = "robot_scanner" - req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) - build_path = /obj/item/device/robotanalyzer - sort_string = "MACFA" - -/datum/design/item/medical/mass_spectrometer - desc = "A device for analyzing chemicals in blood." - id = "mass_spectrometer" - req_tech = list(TECH_BIO = 2, TECH_MAGNET = 2) - build_path = /obj/item/device/mass_spectrometer - sort_string = "MACAA" - -/datum/design/item/medical/adv_mass_spectrometer - desc = "A device for analyzing chemicals in blood and their quantities." - id = "adv_mass_spectrometer" - req_tech = list(TECH_BIO = 2, TECH_MAGNET = 4) - build_path = /obj/item/device/mass_spectrometer/adv - sort_string = "MACAB" - -/datum/design/item/medical/reagent_scanner - desc = "A device for identifying chemicals." - id = "reagent_scanner" - req_tech = list(TECH_BIO = 2, TECH_MAGNET = 2) - build_path = /obj/item/device/reagent_scanner - sort_string = "MACBA" - -/datum/design/item/medical/adv_reagent_scanner - desc = "A device for identifying chemicals and their proportions." - id = "adv_reagent_scanner" - req_tech = list(TECH_BIO = 2, TECH_MAGNET = 4) - build_path = /obj/item/device/reagent_scanner/adv - sort_string = "MACBB" - -/datum/design/item/beaker/AssembleDesignName() - name = "Beaker prototype ([item_name])" - -/datum/design/item/beaker/noreact - name = "cryostasis" - desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." - id = "splitbeaker" - req_tech = list(TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) - build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact - sort_string = "MADAA" - -/datum/design/item/beaker/bluespace - name = TECH_BLUESPACE - desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." - id = "bluespacebeaker" - req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500) - build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace - sort_string = "MADAB" - -/datum/design/item/medical/nanopaste - desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery." - id = "nanopaste" - req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) - build_path = /obj/item/stack/nanopaste - sort_string = "MBAAA" - -/datum/design/item/medical/scalpel_laser1 - name = "Basic Laser Scalpel" - desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." - id = "scalpel_laser1" - req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500) - build_path = /obj/item/weapon/surgical/scalpel/laser1 - sort_string = "MBBAA" - -/datum/design/item/medical/scalpel_laser2 - name = "Improved Laser Scalpel" - desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced." - id = "scalpel_laser2" - req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) - build_path = /obj/item/weapon/surgical/scalpel/laser2 - sort_string = "MBBAB" - -/datum/design/item/medical/scalpel_laser3 - name = "Advanced Laser Scalpel" - desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!" - id = "scalpel_laser3" - req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500) - build_path = /obj/item/weapon/surgical/scalpel/laser3 - sort_string = "MBBAC" - -/datum/design/item/medical/scalpel_manager - name = "Incision Management System" - desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." - id = "scalpel_manager" - req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750) - build_path = /obj/item/weapon/surgical/scalpel/manager - sort_string = "MBBAD" - -/datum/design/item/medical/bone_clamp - name = "Bone Clamp" - desc = "A miracle of modern science, this tool rapidly knits together bone, without the need for bone gel." - id = "bone_clamp" - req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) - build_path = /obj/item/weapon/surgical/bone_clamp - sort_string = "MBBAE" - -/datum/design/item/medical/advanced_roller - name = "advanced roller bed" - desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system." - id = "roller_bed" - req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000) - build_path = /obj/item/roller/adv - sort_string = "MBBAF" - -/datum/design/item/medical/improved_analyzer - name = "improved health analyzer" - desc = "A prototype version of the regular health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels." - id = "improved_analyzer" - req_tech = list(TECH_MAGNET = 5, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500) - build_path = /obj/item/device/healthanalyzer/improved - sort_string = "MBBAG" - -/datum/design/item/implant - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - -/datum/design/item/implant/AssembleDesignName() - ..() - name = "Implantable biocircuit design ([item_name])" - -/datum/design/item/implant/chemical - name = "chemical" - id = "implant_chem" - req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3) - build_path = /obj/item/weapon/implantcase/chem - sort_string = "MFAAA" - -/datum/design/item/implant/freedom - name = "freedom" - id = "implant_free" - req_tech = list(TECH_ILLEGAL = 2, TECH_BIO = 3) - build_path = /obj/item/weapon/implantcase/freedom - sort_string = "MFAAB" - -/datum/design/item/weapon/AssembleDesignName() - ..() - name = "Weapon prototype ([item_name])" - -/datum/design/item/weapon/AssembleDesignDesc() - if(!desc) - if(build_path) - var/obj/item/I = build_path - desc = initial(I.desc) - ..() - -/datum/design/item/weapon/stunrevolver - id = "stunrevolver" - req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) - build_path = /obj/item/weapon/gun/energy/stunrevolver - sort_string = "TAAAA" - -/datum/design/item/weapon/nuclear_gun - id = "nuclear_gun" - req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500) - build_path = /obj/item/weapon/gun/energy/gun/nuclear - sort_string = "TAAAB" - -/datum/design/item/weapon/lasercannon - desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core." - id = "lasercannon" - req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000) - build_path = /obj/item/weapon/gun/energy/lasercannon - sort_string = "TAAAC" - -/datum/design/item/weapon/phoronpistol - id = "ppistol" - req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) - build_path = /obj/item/weapon/gun/energy/toxgun - sort_string = "TAAAD" - -/datum/design/item/weapon/decloner - id = "decloner" - req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6) - materials = list("gold" = 5000,"uranium" = 10000) - build_path = /obj/item/weapon/gun/energy/decloner - sort_string = "TAAAE" - -/datum/design/item/weapon/smg - id = "smg" - req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000) - build_path = /obj/item/weapon/gun/projectile/automatic - sort_string = "TAABA" - -/datum/design/item/weapon/ammo_9mm - id = "ammo_9mm" - req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) - build_path = /obj/item/ammo_magazine/box/c9mm - sort_string = "TAACA" - -/datum/design/item/weapon/stunshell - desc = "A stunning shell for a shotgun." - id = "stunshell" - req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) - build_path = /obj/item/ammo_casing/a12g/stunshell - sort_string = "TAACB" - -/datum/design/item/weapon/chemsprayer - desc = "An advanced chem spraying device." - id = "chemsprayer" - req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) - build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer - sort_string = "TABAA" - -/datum/design/item/weapon/rapidsyringe - id = "rapidsyringe" - req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) - build_path = /obj/item/weapon/gun/launcher/syringe/rapid - sort_string = "TABAB" - -/datum/design/item/weapon/temp_gun - desc = "A gun that shoots high-powered glass-encased energy temperature bullets." - id = "temp_gun" - req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000) - build_path = /obj/item/weapon/gun/energy/temperature - sort_string = "TABAC" - -/datum/design/item/weapon/large_grenade - id = "large_Grenade" - req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) - build_path = /obj/item/weapon/grenade/chem_grenade/large - sort_string = "TACAA" - -/datum/design/item/weapon/dartgun - desc = "A gun that fires small hollow chemical-payload darts." - id = "dartgun_r" - req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750) - build_path = /obj/item/weapon/gun/projectile/dartgun/research - sort_string = "TACAB" - -/datum/design/item/weapon/dartgunmag_small - id = "dartgun_mag_s" - req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300) - build_path = /obj/item/ammo_magazine/chemdart/small - sort_string = "TACAC" - -/datum/design/item/weapon/dartgun_ammo_small - id = "dartgun_ammo_s" - req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50) - build_path = /obj/item/ammo_casing/chemdart/small - sort_string = "TACAD" - -/datum/design/item/weapon/dartgunmag_med - id = "dartgun_mag_m" - req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400) - build_path = /obj/item/ammo_magazine/chemdart - sort_string = "TACAE" - -/datum/design/item/weapon/dartgun_ammo_med - id = "dartgun_ammo_m" - req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60) - build_path = /obj/item/ammo_casing/chemdart - sort_string = "TACAF" - -/datum/design/item/weapon/fuelrod - id = "fuelrod_gun" - req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000) - build_path = /obj/item/weapon/gun/magnetic/fuelrod - sort_string = "TACBA" - -/datum/design/item/weapon/flora_gun - id = "flora_gun" - req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) - build_path = /obj/item/weapon/gun/energy/floragun - sort_string = "TBAAA" - -/datum/design/item/weapon/slimebation - id = "slimebation" - req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_POWER = 3, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000) - build_path = /obj/item/weapon/melee/baton/slime - sort_string = "TBAAB" - -/datum/design/item/weapon/slimetaser - id = "slimetaser" - req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3, TECH_POWER = 4, TECH_COMBAT = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000) - build_path = /obj/item/weapon/gun/energy/taser/xeno - sort_string = "TBAAC" - -/datum/design/item/stock_part/subspace_ansible - id = "s-ansible" - req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20) - build_path = /obj/item/weapon/stock_parts/subspace/ansible - sort_string = "UAAAA" - -/datum/design/item/stock_part/hyperwave_filter - id = "s-filter" - req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10) - build_path = /obj/item/weapon/stock_parts/subspace/sub_filter - sort_string = "UAAAB" - -/datum/design/item/stock_part/subspace_amplifier - id = "s-amplifier" - req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15) - build_path = /obj/item/weapon/stock_parts/subspace/amplifier - sort_string = "UAAAC" - -/datum/design/item/stock_part/subspace_treatment - id = "s-treatment" - req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20) - build_path = /obj/item/weapon/stock_parts/subspace/treatment - sort_string = "UAAAD" - -/datum/design/item/stock_part/subspace_analyzer - id = "s-analyzer" - req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15) - build_path = /obj/item/weapon/stock_parts/subspace/analyzer - sort_string = "UAAAE" - -/datum/design/item/stock_part/subspace_crystal - id = "s-crystal" - req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list("glass" = 1000, "silver" = 20, "gold" = 20) - build_path = /obj/item/weapon/stock_parts/subspace/crystal - sort_string = "UAAAF" - -/datum/design/item/stock_part/subspace_transmitter - id = "s-transmitter" - req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3) - materials = list("glass" = 100, "silver" = 10, "uranium" = 15) - build_path = /obj/item/weapon/stock_parts/subspace/transmitter - sort_string = "UAAAG" - -/datum/design/item/device/ano_scanner - name = "Alden-Saraspova counter" - id = "ano_scanner" - desc = "Aids in triangulation of exotic particles." - req_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) - build_path = /obj/item/device/ano_scanner - sort_string = "UAAAH" - -/datum/design/item/light_replacer - name = "Light replacer" - desc = "A device to automatically replace lights. Refill with working lightbulbs." - id = "light_replacer" - req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "silver" = 150, "glass" = 3000) - build_path = /obj/item/device/lightreplacer - sort_string = "VAAAH" - -datum/design/item/laserpointer - name = "laser pointer" - desc = "Don't shine it in your eyes!" - id = "laser_pointer" - req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 50) - build_path = /obj/item/device/laser_pointer - sort_string = "VAAAI" - -/datum/design/item/paicard - name = "'pAI', personal artificial intelligence device" - id = "paicard" - req_tech = list(TECH_DATA = 2) - materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500) - build_path = /obj/item/device/paicard - sort_string = "VABAI" - -/datum/design/item/communicator - name = "Communicator" - id = "communicator" - req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) - build_path = /obj/item/device/communicator - sort_string = "VABAJ" - -/datum/design/item/intellicard - name = "'intelliCore', AI preservation and transportation system" - desc = "Allows for the construction of an intelliCore." - id = "intellicore" - req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4) - materials = list("glass" = 1000, "gold" = 200) - build_path = /obj/item/device/aicard - sort_string = "VACAA" - -/datum/design/item/dronebrain - name = "Robotic intelligence circuit" - id = "dronebrain" - req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_DATA = 4) - build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500) - build_path = /obj/item/device/mmi/digital/robot - category = "Misc" - sort_string = "VACAC" - -/datum/design/item/posibrain - name = "Positronic brain" - id = "posibrain" - req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4) - build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100) - build_path = /obj/item/device/mmi/digital/posibrain - category = "Misc" - sort_string = "VACAB" - -/datum/design/item/mmi - name = "Man-machine interface" - id = "mmi" - req_tech = list(TECH_DATA = 2, TECH_BIO = 3) - build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) - build_path = /obj/item/device/mmi - category = "Misc" - sort_string = "VACBA" - -/datum/design/item/beacon - name = "Bluespace tracking beacon design" - id = "beacon" - req_tech = list(TECH_BLUESPACE = 1) - materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10) - build_path = /obj/item/device/radio/beacon - sort_string = "VADAA" - -/datum/design/item/gps - name = "Triangulating device design" - desc = "Triangulates approximate co-ordinates using a nearby satellite network." - id = "gps" - req_tech = list(TECH_MATERIAL = 2, TECH_DATA = 2, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500) - build_path = /obj/item/device/gps - sort_string = "VADAB" - -/datum/design/item/beacon_locator - name = "Beacon tracking pinpointer" - desc = "Used to scan and locate signals on a particular frequency." - id = "beacon_locator" - req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) - build_path = /obj/item/device/beacon_locator - sort_string = "VADAC" - -/datum/design/item/bag_holding - name = "'Bag of Holding', an infinite capacity bag prototype" - desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy." - id = "bag_holding" - req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) - materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) - build_path = /obj/item/weapon/storage/backpack/holding - sort_string = "VAEAA" - -/datum/design/item/dufflebag_holding - name = "'DuffleBag of Holding', an infinite capacity dufflebag prototype" - desc = "A minaturized prototype of the popular Bag of Holding, the Dufflebag of Holding is, functionally, identical to the bag of holding, but comes in a more stylish and compact form." - id = "dufflebag_holding" - req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) - materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) - build_path = /obj/item/weapon/storage/backpack/holding/duffle - sort_string = "VAEAB" - -/datum/design/item/binaryencrypt - name = "Binary encryption key" - desc = "Allows for deciphering the binary channel on-the-fly." - id = "binaryencrypt" - req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300) - build_path = /obj/item/device/encryptionkey/binary - sort_string = "VASAA" - -/datum/design/item/chameleon - name = "Holographic equipment kit" - desc = "A kit of dangerous, high-tech equipment with changeable looks." - id = "chameleon" - req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500) - build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon - sort_string = "VASBA" - -/datum/design/item/experimental_welder - name = "Experimental welding tool" - desc = "A welding tool that generate fuel for itself." - id = "expwelder" - req_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100) - build_path = /obj/item/weapon/weldingtool/experimental - sort_string = "VASCA" - -/datum/design/item/hand_drill - name = "Hand drill" - desc = "A simple powered hand drill." - id = "handdrill" - req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) - build_path = /obj/item/weapon/screwdriver/power - sort_string = "VASDA" - -/datum/design/item/jaws_life - name = "Jaws of life" - desc = "A set of jaws of life, compressed through the magic of science." - id = "jawslife" - req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) - build_path = /obj/item/weapon/crowbar/power - sort_string = "VASEA" - -/datum/design/item/device/t_scanner_upg - name = "Upgraded T-ray Scanner" - desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." - id = "upgradedtscanner" - req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150) - build_path = /obj/item/device/t_scanner/upgraded - sort_string = "VASSA" - - -/datum/design/item/device/t_scanner_adv - name = "Advanced T-ray Scanner" - desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." - id = "advancedtscanner" - req_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 1250, "phoron" = 500, "silver" = 50) - build_path = /obj/item/device/t_scanner/advanced - sort_string = "VASSB" -/* -CIRCUITS BELOW -*/ - -/datum/design/circuit - build_type = IMPRINTER - req_tech = list(TECH_DATA = 2) - materials = list("glass" = 2000) - chemicals = list("sacid" = 20) - time = 5 - -/datum/design/circuit/AssembleDesignName() - ..() - if(build_path) - var/obj/item/weapon/circuitboard/C = build_path - if(initial(C.board_type) == "machine") - name = "Machine circuit design ([item_name])" - else if(initial(C.board_type) == "computer") - name = "Computer circuit design ([item_name])" - else - name = "Circuit design ([item_name])" - -/datum/design/circuit/AssembleDesignDesc() - if(!desc) - desc = "Allows for the construction of \a [item_name] circuit board." - -/datum/design/circuit/arcademachine - name = "battle arcade machine" - id = "arcademachine" - req_tech = list(TECH_DATA = 1) - build_path = /obj/item/weapon/circuitboard/arcade/battle - sort_string = "MAAAA" - -/datum/design/circuit/oriontrail - name = "orion trail arcade machine" - id = "oriontrail" - req_tech = list(TECH_DATA = 1) - build_path = /obj/item/weapon/circuitboard/arcade/orion_trail - sort_string = "MAAAA" - -/datum/design/circuit/jukebox - name = "jukebox" - id = "jukebox" - req_tech = list(TECH_MAGNET = 2, TECH_DATA = 1) - build_path = /obj/item/weapon/circuitboard/jukebox - sort_string = "MAAAB" - -/datum/design/circuit/seccamera - name = "security camera monitor" - id = "seccamera" - build_path = /obj/item/weapon/circuitboard/security - sort_string = "DAAAA" - -/datum/design/circuit/secdata - name = "security records console" - id = "sec_data" - build_path = /obj/item/weapon/circuitboard/secure_data - sort_string = "DABAA" - -/datum/design/circuit/prisonmanage - name = "prisoner management console" - id = "prisonmanage" - build_path = /obj/item/weapon/circuitboard/prisoner - sort_string = "DACAA" - -/datum/design/circuit/med_data - name = "medical records console" - id = "med_data" - build_path = /obj/item/weapon/circuitboard/med_data - sort_string = "FAAAA" - -/datum/design/circuit/operating - name = "patient monitoring console" - id = "operating" - build_path = /obj/item/weapon/circuitboard/operating - sort_string = "FACAA" - -/datum/design/circuit/scan_console - name = "DNA machine" - id = "scan_console" - build_path = /obj/item/weapon/circuitboard/scan_consolenew - sort_string = "FAGAA" - -/datum/design/circuit/clonecontrol - name = "cloning control console" - id = "clonecontrol" - req_tech = list(TECH_DATA = 3, TECH_BIO = 3) - build_path = /obj/item/weapon/circuitboard/cloning - sort_string = "FAGAC" - -/datum/design/circuit/clonepod - name = "clone pod" - id = "clonepod" - req_tech = list(TECH_DATA = 3, TECH_BIO = 3) - build_path = /obj/item/weapon/circuitboard/clonepod - sort_string = "FAGAE" - -/datum/design/circuit/clonescanner - name = "cloning scanner" - id = "clonescanner" - req_tech = list(TECH_DATA = 3, TECH_BIO = 3) - build_path = /obj/item/weapon/circuitboard/clonescanner - sort_string = "FAGAG" - -/datum/design/circuit/crewconsole - name = "crew monitoring console" - id = "crewconsole" - req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_BIO = 2) - build_path = /obj/item/weapon/circuitboard/crew - sort_string = "FAGAI" - -/datum/design/circuit/teleconsole - name = "teleporter control console" - id = "teleconsole" - req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 2) - build_path = /obj/item/weapon/circuitboard/teleporter - sort_string = "HAAAA" - -/datum/design/circuit/robocontrol - name = "robotics control console" - id = "robocontrol" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/robotics - sort_string = "HAAAB" - -/datum/design/circuit/mechacontrol - name = "exosuit control console" - id = "mechacontrol" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/circuitboard/mecha_control - sort_string = "HAAAC" - -/datum/design/circuit/rdconsole - name = "R&D control console" - id = "rdconsole" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/rdconsole - sort_string = "HAAAE" - -/datum/design/circuit/aifixer - name = "AI integrity restorer" - id = "aifixer" - req_tech = list(TECH_DATA = 3, TECH_BIO = 2) - build_path = /obj/item/weapon/circuitboard/aifixer - sort_string = "HAAAF" - -/datum/design/circuit/comm_monitor - name = "telecommunications monitoring console" - id = "comm_monitor" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/circuitboard/comm_monitor - sort_string = "HAACA" - -/datum/design/circuit/comm_server - name = "telecommunications server monitoring console" - id = "comm_server" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/circuitboard/comm_server - sort_string = "HAACB" - -/datum/design/circuit/message_monitor - name = "messaging monitor console" - id = "message_monitor" - req_tech = list(TECH_DATA = 5) - build_path = /obj/item/weapon/circuitboard/message_monitor - sort_string = "HAACC" - -/datum/design/circuit/aiupload - name = "AI upload console" - id = "aiupload" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/aiupload - sort_string = "HAABA" - -/datum/design/circuit/borgupload - name = "cyborg upload console" - id = "borgupload" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/borgupload - sort_string = "HAABB" - -/datum/design/circuit/destructive_analyzer - name = "destructive analyzer" - id = "destructive_analyzer" - req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/destructive_analyzer - sort_string = "HABAA" - -/datum/design/circuit/protolathe - name = "protolathe" - id = "protolathe" - req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/protolathe - sort_string = "HABAB" - -/datum/design/circuit/circuit_imprinter - name = "circuit imprinter" - id = "circuit_imprinter" - req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/circuit_imprinter - sort_string = "HABAC" - -/datum/design/circuit/autolathe - name = "autolathe board" - id = "autolathe" - req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/autolathe - sort_string = "HABAD" - -/datum/design/circuit/rdservercontrol - name = "R&D server control console" - id = "rdservercontrol" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/circuitboard/rdservercontrol - sort_string = "HABBA" - -/datum/design/circuit/rdserver - name = "R&D server" - id = "rdserver" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/circuitboard/rdserver - sort_string = "HABBB" - -/datum/design/circuit/mechfab - name = "exosuit fabricator" - id = "mechfab" - req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - build_path = /obj/item/weapon/circuitboard/mechfab - sort_string = "HABAE" - -/datum/design/circuit/prosfab - name = "prosthetics fabricator" - id = "prosfab" - req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - build_path = /obj/item/weapon/circuitboard/prosthetics - sort_string = "HABAF" - -/datum/design/circuit/mech_recharger - name = "mech recharger" - id = "mech_recharger" - req_tech = list(TECH_DATA = 2, TECH_POWER = 2, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/mech_recharger - sort_string = "HACAA" - -/datum/design/circuit/recharge_station - name = "cyborg recharge station" - id = "recharge_station" - req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/recharge_station - sort_string = "HACAC" - -/datum/design/circuit/atmosalerts - name = "atmosphere alert console" - id = "atmosalerts" - build_path = /obj/item/weapon/circuitboard/atmos_alert - sort_string = "JAAAA" - -/datum/design/circuit/air_management - name = "atmosphere monitoring console" - id = "air_management" - build_path = /obj/item/weapon/circuitboard/air_management - sort_string = "JAAAB" - -/datum/design/circuit/rcon_console - name = "RCON remote control console" - id = "rcon_console" - req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_POWER = 5) - build_path = /obj/item/weapon/circuitboard/rcon_console - sort_string = "JAAAC" - -/datum/design/circuit/dronecontrol - name = "drone control console" - id = "dronecontrol" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/drone_control - sort_string = "JAAAD" - -/datum/design/circuit/powermonitor - name = "power monitoring console" - id = "powermonitor" - build_path = /obj/item/weapon/circuitboard/powermonitor - sort_string = "JAAAE" - -/datum/design/circuit/solarcontrol - name = "solar control console" - id = "solarcontrol" - build_path = /obj/item/weapon/circuitboard/solar_control - sort_string = "JAAAF" - -/datum/design/circuit/pacman - name = "PACMAN-type generator" - id = "pacman" - req_tech = list(TECH_DATA = 3, TECH_PHORON = 3, TECH_POWER = 3, TECH_ENGINEERING = 3) - build_path = /obj/item/weapon/circuitboard/pacman - sort_string = "JBAAA" - -/datum/design/circuit/superpacman - name = "SUPERPACMAN-type generator" - id = "superpacman" - req_tech = list(TECH_DATA = 3, TECH_POWER = 4, TECH_ENGINEERING = 4) - build_path = /obj/item/weapon/circuitboard/pacman/super - sort_string = "JBAAB" - -/datum/design/circuit/mrspacman - name = "MRSPACMAN-type generator" - id = "mrspacman" - req_tech = list(TECH_DATA = 3, TECH_POWER = 5, TECH_ENGINEERING = 5) - build_path = /obj/item/weapon/circuitboard/pacman/mrs - sort_string = "JBAAC" - -/datum/design/circuit/batteryrack - name = "cell rack PSU" - id = "batteryrack" - req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/batteryrack - sort_string = "JBABA" - -/datum/design/circuit/smes_cell - name = "'SMES' superconductive magnetic energy storage" - desc = "Allows for the construction of circuit boards used to build a SMES." - id = "smes_cell" - req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5) - build_path = /obj/item/weapon/circuitboard/smes - sort_string = "JBABB" - -/datum/design/circuit/grid_checker - name = "power grid checker" - desc = "Allows for the construction of circuit boards used to build a grid checker." - id = "grid_checker" - req_tech = list(TECH_POWER = 4, TECH_ENGINEERING = 3) - build_path = /obj/item/weapon/circuitboard/grid_checker - sort_string = "JBABC" - -/datum/design/circuit/breakerbox - name = "breaker box" - desc = "Allows for the construction of circuit boards used to build a breaker box." - id = "breakerbox" - req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) - build_path = /obj/item/weapon/circuitboard/breakerbox - sort_string = "JBABD" - -/datum/design/circuit/gas_heater - name = "gas heating system" - id = "gasheater" - req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 1) - build_path = /obj/item/weapon/circuitboard/unary_atmos/heater - sort_string = "JCAAA" - -/datum/design/circuit/gas_cooler - name = "gas cooling system" - id = "gascooler" - req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2) - build_path = /obj/item/weapon/circuitboard/unary_atmos/cooler - sort_string = "JCAAB" - -/datum/design/circuit/secure_airlock - name = "secure airlock electronics" - desc = "Allows for the construction of a tamper-resistant airlock electronics." - id = "securedoor" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/airlock_electronics/secure - sort_string = "JDAAA" - -/datum/design/circuit/ordercomp - name = "supply ordering console" - id = "ordercomp" - build_path = /obj/item/weapon/circuitboard/ordercomp - sort_string = "KAAAA" - -/datum/design/circuit/supplycomp - name = "supply control console" - id = "supplycomp" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/circuitboard/supplycomp - sort_string = "KAAAB" - -/datum/design/circuit/biogenerator - name = "biogenerator" - id = "biogenerator" - req_tech = list(TECH_DATA = 2) - build_path = /obj/item/weapon/circuitboard/biogenerator - sort_string = "KBAAA" - -/datum/design/circuit/miningdrill - name = "mining drill head" - id = "mining drill head" - req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - build_path = /obj/item/weapon/circuitboard/miningdrill - sort_string = "KCAAA" - -/datum/design/circuit/miningdrillbrace - name = "mining drill brace" - id = "mining drill brace" - req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - build_path = /obj/item/weapon/circuitboard/miningdrillbrace - sort_string = "KCAAB" - -/datum/design/circuit/comconsole - name = "communications console" - id = "comconsole" - build_path = /obj/item/weapon/circuitboard/communications - sort_string = "LAAAA" - -/datum/design/circuit/idcardconsole - name = "ID card modification console" - id = "idcardconsole" - build_path = /obj/item/weapon/circuitboard/card - sort_string = "LAAAB" - -/datum/design/circuit/emp_data - name = "employment records console" - id = "emp_data" - build_path = /obj/item/weapon/circuitboard/skills - sort_string = "LAAAC" - -/datum/design/circuit/mecha - req_tech = list(TECH_DATA = 3) - -/datum/design/circuit/mecha/AssembleDesignName() - name = "Exosuit module circuit design ([name])" -/datum/design/circuit/mecha/AssembleDesignDesc() - desc = "Allows for the construction of \a [name] module." - -/datum/design/circuit/mecha/ripley_main - name = "APLU 'Ripley' central control" - id = "ripley_main" - build_path = /obj/item/weapon/circuitboard/mecha/ripley/main - sort_string = "NAAAA" - -/datum/design/circuit/mecha/ripley_peri - name = "APLU 'Ripley' peripherals control" - id = "ripley_peri" - build_path = /obj/item/weapon/circuitboard/mecha/ripley/peripherals - sort_string = "NAAAB" - -/datum/design/circuit/mecha/odysseus_main - name = "'Odysseus' central control" - id = "odysseus_main" - req_tech = list(TECH_DATA = 3,TECH_BIO = 2) - build_path = /obj/item/weapon/circuitboard/mecha/odysseus/main - sort_string = "NAABA" - -/datum/design/circuit/mecha/odysseus_peri - name = "'Odysseus' peripherals control" - id = "odysseus_peri" - req_tech = list(TECH_DATA = 3,TECH_BIO = 2) - build_path = /obj/item/weapon/circuitboard/mecha/odysseus/peripherals - sort_string = "NAABB" - -/datum/design/circuit/mecha/gygax_main - name = "'Gygax' central control" - id = "gygax_main" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/mecha/gygax/main - sort_string = "NAACA" - -/datum/design/circuit/mecha/gygax_peri - name = "'Gygax' peripherals control" - id = "gygax_peri" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/mecha/gygax/peripherals - sort_string = "NAACB" - -/datum/design/circuit/mecha/gygax_targ - name = "'Gygax' weapon control and targeting" - id = "gygax_targ" - req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2) - build_path = /obj/item/weapon/circuitboard/mecha/gygax/targeting - sort_string = "NAACC" - -/datum/design/circuit/mecha/durand_main - name = "'Durand' central control" - id = "durand_main" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/mecha/durand/main - sort_string = "NAADA" - -/datum/design/circuit/mecha/durand_peri - name = "'Durand' peripherals control" - id = "durand_peri" - req_tech = list(TECH_DATA = 4) - build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals - sort_string = "NAADB" - -/datum/design/circuit/mecha/durand_targ - name = "'Durand' weapon control and targeting" - id = "durand_targ" - req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2) - build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting - sort_string = "NAADC" - -/datum/design/circuit/tcom - req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4) - -/datum/design/circuit/tcom/AssembleDesignName() - name = "Telecommunications machinery circuit design ([name])" -/datum/design/circuit/tcom/AssembleDesignDesc() - desc = "Allows for the construction of a telecommunications [name] circuit board." - -/datum/design/circuit/tcom/server - name = "server mainframe" - id = "tcom-server" - build_path = /obj/item/weapon/circuitboard/telecomms/server - sort_string = "PAAAA" - -/datum/design/circuit/tcom/processor - name = "processor unit" - id = "tcom-processor" - build_path = /obj/item/weapon/circuitboard/telecomms/processor - sort_string = "PAAAB" - -/datum/design/circuit/tcom/bus - name = "bus mainframe" - id = "tcom-bus" - build_path = /obj/item/weapon/circuitboard/telecomms/bus - sort_string = "PAAAC" - -/datum/design/circuit/tcom/hub - name = "hub mainframe" - id = "tcom-hub" - build_path = /obj/item/weapon/circuitboard/telecomms/hub - sort_string = "PAAAD" - -/datum/design/circuit/tcom/relay - name = "relay mainframe" - id = "tcom-relay" - req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 3) - build_path = /obj/item/weapon/circuitboard/telecomms/relay - sort_string = "PAAAE" - -/datum/design/circuit/tcom/broadcaster - name = "subspace broadcaster" - id = "tcom-broadcaster" - req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4, TECH_BLUESPACE = 2) - build_path = /obj/item/weapon/circuitboard/telecomms/broadcaster - sort_string = "PAAAF" - -/datum/design/circuit/tcom/receiver - name = "subspace receiver" - id = "tcom-receiver" - req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2) - build_path = /obj/item/weapon/circuitboard/telecomms/receiver - sort_string = "PAAAG" - -/datum/design/circuit/tcom/exonet_node - name = "exonet node" - id = "tcom-exonet_node" - req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5, TECH_BLUESPACE = 4) - build_path = /obj/item/weapon/circuitboard/telecomms/exonet_node - sort_string = "PAAAH" - -/datum/design/circuit/shield - req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) - materials = list("glass" = 2000, "gold" = 1000) - -/datum/design/circuit/shield/AssembleDesignName() - name = "Shield generator circuit design ([name])" -/datum/design/circuit/shield/AssembleDesignDesc() - if(!desc) - desc = "Allows for the construction of \a [name] shield generator." - -/datum/design/circuit/shield/bubble - name = "bubble" - id = "shield_gen" - build_path = /obj/item/weapon/circuitboard/shield_gen - sort_string = "VAAAA" - -/datum/design/circuit/shield/hull - name = "hull" - id = "shield_gen_ex" - build_path = /obj/item/weapon/circuitboard/shield_gen_ex - sort_string = "VAAAB" - -/datum/design/circuit/shield/capacitor - name = "capacitor" - desc = "Allows for the construction of a shield capacitor circuit board." - id = "shield_cap" - req_tech = list(TECH_MAGNET = 3, TECH_POWER = 4) - build_path = /obj/item/weapon/circuitboard/shield_cap - sort_string = "VAAAC" - -/datum/design/circuit/aicore - name = "AI core" - id = "aicore" - req_tech = list(TECH_DATA = 4, TECH_BIO = 3) - build_path = /obj/item/weapon/circuitboard/aicore - sort_string = "XAAAA" - -/datum/design/aimodule - build_type = IMPRINTER - materials = list("glass" = 2000, "gold" = 100) - -/datum/design/aimodule/AssembleDesignName() - name = "AI module design ([name])" - -/datum/design/aimodule/AssembleDesignDesc() - desc = "Allows for the construction of \a '[name]' AI module." - -/datum/design/aimodule/safeguard - name = "Safeguard" - id = "safeguard" - req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 4) - build_path = /obj/item/weapon/aiModule/safeguard - sort_string = "XABAA" - -/datum/design/aimodule/onehuman - name = "OneCrewMember" - id = "onehuman" - req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 6) - build_path = /obj/item/weapon/aiModule/oneHuman - sort_string = "XABAB" - -/datum/design/aimodule/protectstation - name = "ProtectStation" - id = "protectstation" - req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 6) - build_path = /obj/item/weapon/aiModule/protectStation - sort_string = "XABAC" - -/datum/design/aimodule/notele - name = "TeleporterOffline" - id = "notele" - req_tech = list(TECH_DATA = 3) - build_path = /obj/item/weapon/aiModule/teleporterOffline - sort_string = "XABAD" - -/datum/design/aimodule/quarantine - name = "Quarantine" - id = "quarantine" - req_tech = list(TECH_DATA = 3, TECH_BIO = 2, TECH_MATERIAL = 4) - build_path = /obj/item/weapon/aiModule/quarantine - sort_string = "XABAE" - -/datum/design/aimodule/oxygen - name = "OxygenIsToxicToHumans" - id = "oxygen" - req_tech = list(TECH_DATA = 3, TECH_BIO = 2, TECH_MATERIAL = 4) - build_path = /obj/item/weapon/aiModule/oxygen - sort_string = "XABAF" - -/datum/design/aimodule/freeform - name = "Freeform" - id = "freeform" - req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4) - build_path = /obj/item/weapon/aiModule/freeform - sort_string = "XABAG" - -/datum/design/aimodule/reset - name = "Reset" - id = "reset" - req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 6) - build_path = /obj/item/weapon/aiModule/reset - sort_string = "XAAAA" - -/datum/design/aimodule/purge - name = "Purge" - id = "purge" - req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 6) - build_path = /obj/item/weapon/aiModule/purge - sort_string = "XAAAB" - -// Core modules -/datum/design/aimodule/core - req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 6) - -/datum/design/aimodule/core/AssembleDesignName() - name = "AI core module design ([name])" - -/datum/design/aimodule/core/AssembleDesignDesc() - desc = "Allows for the construction of \a '[name]' AI core module." - -/datum/design/aimodule/core/freeformcore - name = "Freeform" - id = "freeformcore" - build_path = /obj/item/weapon/aiModule/freeformcore - sort_string = "XACAA" - -/datum/design/aimodule/core/asimov - name = "Asimov" - id = "asimov" - build_path = /obj/item/weapon/aiModule/asimov - sort_string = "XACAB" - -/datum/design/aimodule/core/paladin - name = "P.A.L.A.D.I.N." - id = "paladin" - build_path = /obj/item/weapon/aiModule/paladin - sort_string = "XACAC" - -/datum/design/aimodule/core/tyrant - name = "T.Y.R.A.N.T." - id = "tyrant" - req_tech = list(TECH_DATA = 4, TECH_ILLEGAL = 2, TECH_MATERIAL = 6) - build_path = /obj/item/weapon/aiModule/tyrant - sort_string = "XACAD" - -/datum/design/item/pda - name = "PDA design" - desc = "Cheaper than whiny non-digital assistants." - id = "pda" - req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - build_path = /obj/item/device/pda - sort_string = "VAAAA" - -// Cartridges -/datum/design/item/pda_cartridge - req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) - -/datum/design/item/pda_cartridge/AssembleDesignName() - ..() - name = "PDA accessory ([item_name])" - -/datum/design/item/pda_cartridge/cart_basic - id = "cart_basic" - build_path = /obj/item/weapon/cartridge - sort_string = "VBAAA" - -/datum/design/item/pda_cartridge/engineering - id = "cart_engineering" - build_path = /obj/item/weapon/cartridge/engineering - sort_string = "VBAAB" - -/datum/design/item/pda_cartridge/atmos - id = "cart_atmos" - build_path = /obj/item/weapon/cartridge/atmos - sort_string = "VBAAC" - -/datum/design/item/pda_cartridge/medical - id = "cart_medical" - build_path = /obj/item/weapon/cartridge/medical - sort_string = "VBAAD" - -/datum/design/item/pda_cartridge/chemistry - id = "cart_chemistry" - build_path = /obj/item/weapon/cartridge/chemistry - sort_string = "VBAAE" - -/datum/design/item/pda_cartridge/security - id = "cart_security" - build_path = /obj/item/weapon/cartridge/security - sort_string = "VBAAF" - -/datum/design/item/pda_cartridge/janitor - id = "cart_janitor" - build_path = /obj/item/weapon/cartridge/janitor - sort_string = "VBAAG" - -/datum/design/item/pda_cartridge/science - id = "cart_science" - build_path = /obj/item/weapon/cartridge/signal/science - sort_string = "VBAAH" - -/datum/design/item/pda_cartridge/quartermaster - id = "cart_quartermaster" - build_path = /obj/item/weapon/cartridge/quartermaster - sort_string = "VBAAI" - -/datum/design/item/pda_cartridge/hop - id = "cart_hop" - build_path = /obj/item/weapon/cartridge/hop - sort_string = "VBAAJ" - -/datum/design/item/pda_cartridge/hos - id = "cart_hos" - build_path = /obj/item/weapon/cartridge/hos - sort_string = "VBAAK" - -/datum/design/item/pda_cartridge/ce - id = "cart_ce" - build_path = /obj/item/weapon/cartridge/ce - sort_string = "VBAAL" - -/datum/design/item/pda_cartridge/cmo - id = "cart_cmo" - build_path = /obj/item/weapon/cartridge/cmo - sort_string = "VBAAM" - -/datum/design/item/pda_cartridge/rd - id = "cart_rd" - build_path = /obj/item/weapon/cartridge/rd - sort_string = "VBAAN" - -/datum/design/item/pda_cartridge/captain - id = "cart_captain" - build_path = /obj/item/weapon/cartridge/captain - sort_string = "VBAAO" - - - -/datum/design/item/wirer - name = "Custom wirer tool" - id = "wirer" - req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) - build_path = /obj/item/device/integrated_electronics/wirer - sort_string = "VBVAA" - -/datum/design/item/debugger - name = "Custom circuit debugger tool" - id = "debugger" - req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) - build_path = /obj/item/device/integrated_electronics/debugger - sort_string = "VBVAB" - - - -/datum/design/item/custom_circuit_assembly - name = "Small custom assembly" - desc = "A customizable assembly for simple, small devices." - id = "assembly-small" - req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) - build_path = /obj/item/device/electronic_assembly - sort_string = "VCAAA" - -/datum/design/item/custom_circuit_assembly/medium - name = "Medium custom assembly" - desc = "A customizable assembly suited for more ambitious mechanisms." - id = "assembly-medium" - req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 20000) - build_path = /obj/item/device/electronic_assembly/medium - sort_string = "VCAAB" - -/datum/design/item/custom_circuit_assembly/drone - name = "Drone custom assembly" - desc = "A customizable assembly optimized for autonomous devices." - id = "assembly-drone" - req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 30000) - build_path = /obj/item/device/electronic_assembly/drone - sort_string = "VCAAC" - -/datum/design/item/custom_circuit_assembly/large - name = "Large custom assembly" - desc = "A customizable assembly for large machines." - id = "assembly-large" - req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 40000) - build_path = /obj/item/device/electronic_assembly/large - sort_string = "VCAAD" - -/datum/design/item/custom_circuit_assembly/implant - name = "Implant custom assembly" - desc = "An customizable assembly for very small devices, implanted into living entities." - id = "assembly-implant" - req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 2000) - build_path = /obj/item/weapon/implant/integrated_circuit - sort_string = "VCAAE" - -/datum/design/item/custom_circuit_assembly/device - name = "Device custom assembly" - desc = "An customizable assembly designed to interface with other devices." - id = "assembly-device" - req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000) - build_path = /obj/item/device/assembly/electronic_assembly - sort_string = "VCAAF" - -/datum/design/item/custom_circuit_printer - name = "Portable integrated circuit printer" - desc = "A portable(ish) printer for modular machines." - id = "ic_printer" - req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000) - build_path = /obj/item/device/integrated_circuit_printer - sort_string = "VCAAG" - -/datum/design/item/custom_circuit_printer_upgrade - name = "Integrated circuit printer upgrade - advanced designs" - desc = "Allows the integrated circuit printer to create advanced circuits" - id = "ic_printer_upgrade_adv" - req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000) - build_path = /obj/item/weapon/disk/integrated_circuit/upgrade/advanced - sort_string = "VCAAH" - -/datum/design/item/translator - name = "handheld translator" - id = "translator" - req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000) - build_path = /obj/item/device/universal_translator - sort_string = "HABQA" - -/datum/design/item/ear_translator - name = "earpiece translator" - id = "ear_translator" - req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5) //It's been hella miniaturized. - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000) - build_path = /obj/item/device/universal_translator/ear - sort_string = "HABQB" - -/datum/design/item/xenoarch_multi_tool - name = "xenoarcheology multitool" - id = "xenoarch_multitool" - req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3) - build_path = /obj/item/device/xenoarch_multi_tool - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500) - sort_string = "HABQC" - -/datum/design/item/excavationdrill - name = "Excavation Drill" - id = "excavationdrill" - req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) - build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) - build_path = /obj/item/weapon/pickaxe/excavationdrill - sort_string = "HABQD" - -/* Uncomment if someone makes these buildable -/datum/design/circuit/general_alert - name = "general alert console" - id = "general_alert" - build_path = /obj/item/weapon/circuitboard/general_alert - -// Removal of loyalty implants. Can't think of a way to add this to the config option. -/datum/design/item/implant/loyalty - name = "loyalty" - id = "implant_loyal" - req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) - build_path = /obj/item/weapon/implantcase/loyalty" - -/datum/design/rust_core_control - name = "Circuit Design (RUST core controller)" - desc = "Allows for the construction of circuit boards used to build a core control console for the RUST fusion engine." - id = "rust_core_control" - req_tech = list("programming" = 4, "engineering" = 4) - build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20) - build_path = "/obj/item/weapon/circuitboard/rust_core_control" - -datum/design/rust_fuel_control - name = "Circuit Design (RUST fuel controller)" - desc = "Allows for the construction of circuit boards used to build a fuel injector control console for the RUST fusion engine." - id = "rust_fuel_control" - req_tech = list("programming" = 4, "engineering" = 4) - build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20) - build_path = "/obj/item/weapon/circuitboard/rust_fuel_control" - -datum/design/rust_fuel_port - name = "Internal circuitry (RUST fuel port)" - desc = "Allows for the construction of circuit boards used to build a fuel injection port for the RUST fusion engine." - id = "rust_fuel_port" - req_tech = list("engineering" = 4, "materials" = 5) - build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "uranium" = 3000) - build_path = "/obj/item/weapon/module/rust_fuel_port" - -datum/design/rust_fuel_compressor - name = "Circuit Design (RUST fuel compressor)" - desc = "Allows for the construction of circuit boards used to build a fuel compressor of the RUST fusion engine." - id = "rust_fuel_compressor" - req_tech = list("materials" = 6, "phorontech" = 4) - build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 1000) - build_path = "/obj/item/weapon/module/rust_fuel_compressor" - -datum/design/rust_core - name = "Internal circuitry (RUST tokamak core)" - desc = "The circuit board that for a RUST-pattern tokamak fusion core." - id = "pacman" - req_tech = list(bluespace = 3, phorontech = 4, magnets = 5, powerstorage = 6) - build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 2000) - build_path = "/obj/item/weapon/circuitboard/rust_core" - -datum/design/rust_injector - name = "Internal circuitry (RUST tokamak core)" - desc = "The circuit board that for a RUST-pattern particle accelerator." - id = "pacman" - req_tech = list(powerstorage = 3, engineering = 4, phorontech = 4, materials = 6) - build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "uranium" = 2000) - build_path = "/obj/item/weapon/circuitboard/rust_core" -*/ + sort_string = "GAAAB" \ No newline at end of file diff --git a/code/modules/research/designs/ai_modules.dm b/code/modules/research/designs/ai_modules.dm new file mode 100644 index 0000000000..eae26ea386 --- /dev/null +++ b/code/modules/research/designs/ai_modules.dm @@ -0,0 +1,117 @@ +/datum/design/aimodule + build_type = IMPRINTER + materials = list("glass" = 2000, "gold" = 100) + +/datum/design/aimodule/AssembleDesignName() + name = "AI module design ([name])" + +/datum/design/aimodule/AssembleDesignDesc() + desc = "Allows for the construction of \a '[name]' AI module." + +/datum/design/aimodule/safeguard + name = "Safeguard" + id = "safeguard" + req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 4) + build_path = /obj/item/weapon/aiModule/safeguard + sort_string = "XABAA" + +/datum/design/aimodule/onehuman + name = "OneCrewMember" + id = "onehuman" + req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 6) + build_path = /obj/item/weapon/aiModule/oneHuman + sort_string = "XABAB" + +/datum/design/aimodule/protectstation + name = "ProtectStation" + id = "protectstation" + req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 6) + build_path = /obj/item/weapon/aiModule/protectStation + sort_string = "XABAC" + +/datum/design/aimodule/notele + name = "TeleporterOffline" + id = "notele" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/aiModule/teleporterOffline + sort_string = "XABAD" + +/datum/design/aimodule/quarantine + name = "Quarantine" + id = "quarantine" + req_tech = list(TECH_DATA = 3, TECH_BIO = 2, TECH_MATERIAL = 4) + build_path = /obj/item/weapon/aiModule/quarantine + sort_string = "XABAE" + +/datum/design/aimodule/oxygen + name = "OxygenIsToxicToHumans" + id = "oxygen" + req_tech = list(TECH_DATA = 3, TECH_BIO = 2, TECH_MATERIAL = 4) + build_path = /obj/item/weapon/aiModule/oxygen + sort_string = "XABAF" + +/datum/design/aimodule/freeform + name = "Freeform" + id = "freeform" + req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4) + build_path = /obj/item/weapon/aiModule/freeform + sort_string = "XABAG" + +/datum/design/aimodule/reset + name = "Reset" + id = "reset" + req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 6) + build_path = /obj/item/weapon/aiModule/reset + sort_string = "XAAAZ" // Duplicate string, really need to redo this whole thing + +/datum/design/aimodule/purge + name = "Purge" + id = "purge" + req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 6) + build_path = /obj/item/weapon/aiModule/purge + sort_string = "XAAAB" + +// Core modules +/datum/design/aimodule/core + req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 6) + +/datum/design/aimodule/core/AssembleDesignName() + name = "AI core module design ([name])" + +/datum/design/aimodule/core/AssembleDesignDesc() + desc = "Allows for the construction of \a '[name]' AI core module." + +/datum/design/aimodule/core/freeformcore + name = "Freeform" + id = "freeformcore" + build_path = /obj/item/weapon/aiModule/freeformcore + sort_string = "XACAA" + +/datum/design/aimodule/core/asimov + name = "Asimov" + id = "asimov" + build_path = /obj/item/weapon/aiModule/asimov + sort_string = "XACAB" + +/datum/design/aimodule/core/paladin + name = "P.A.L.A.D.I.N." + id = "paladin" + build_path = /obj/item/weapon/aiModule/paladin + sort_string = "XACAC" + +/datum/design/aimodule/core/tyrant + name = "T.Y.R.A.N.T." + id = "tyrant" + req_tech = list(TECH_DATA = 4, TECH_ILLEGAL = 2, TECH_MATERIAL = 6) + build_path = /obj/item/weapon/aiModule/tyrant + sort_string = "XACAD" + +// AI file, AI tool +/datum/design/item/intellicard + name = "'intelliCore', AI preservation and transportation system" + desc = "Allows for the construction of an intelliCore." + id = "intellicore" + req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4) + materials = list("glass" = 1000, "gold" = 200) + build_path = /obj/item/device/aicard + sort_string = "VACAA" \ No newline at end of file diff --git a/code/modules/research/designs/circuit_assembly.dm b/code/modules/research/designs/circuit_assembly.dm new file mode 100644 index 0000000000..9f20032445 --- /dev/null +++ b/code/modules/research/designs/circuit_assembly.dm @@ -0,0 +1,89 @@ +/datum/design/item/wirer + name = "Custom wirer tool" + id = "wirer" + req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + build_path = /obj/item/device/integrated_electronics/wirer + sort_string = "VBVAA" + +/datum/design/item/debugger + name = "Custom circuit debugger tool" + id = "debugger" + req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + build_path = /obj/item/device/integrated_electronics/debugger + sort_string = "VBVAB" + + + +/datum/design/item/custom_circuit_assembly + name = "Small custom assembly" + desc = "A customizable assembly for simple, small devices." + id = "assembly-small" + req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2) + materials = list(DEFAULT_WALL_MATERIAL = 10000) + build_path = /obj/item/device/electronic_assembly + sort_string = "VCAAA" + +/datum/design/item/custom_circuit_assembly/medium + name = "Medium custom assembly" + desc = "A customizable assembly suited for more ambitious mechanisms." + id = "assembly-medium" + req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 20000) + build_path = /obj/item/device/electronic_assembly/medium + sort_string = "VCAAB" + +/datum/design/item/custom_circuit_assembly/drone + name = "Drone custom assembly" + desc = "A customizable assembly optimized for autonomous devices." + id = "assembly-drone" + req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4) + materials = list(DEFAULT_WALL_MATERIAL = 30000) + build_path = /obj/item/device/electronic_assembly/drone + sort_string = "VCAAC" + +/datum/design/item/custom_circuit_assembly/large + name = "Large custom assembly" + desc = "A customizable assembly for large machines." + id = "assembly-large" + req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4) + materials = list(DEFAULT_WALL_MATERIAL = 40000) + build_path = /obj/item/device/electronic_assembly/large + sort_string = "VCAAD" + +/datum/design/item/custom_circuit_assembly/implant + name = "Implant custom assembly" + desc = "An customizable assembly for very small devices, implanted into living entities." + id = "assembly-implant" + req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5) + materials = list(DEFAULT_WALL_MATERIAL = 2000) + build_path = /obj/item/weapon/implant/integrated_circuit + sort_string = "VCAAE" + +/datum/design/item/custom_circuit_assembly/device + name = "Device custom assembly" + desc = "An customizable assembly designed to interface with other devices." + id = "assembly-device" + req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) + materials = list(DEFAULT_WALL_MATERIAL = 5000) + build_path = /obj/item/device/assembly/electronic_assembly + sort_string = "VCAAF" + +/datum/design/item/custom_circuit_printer + name = "Portable integrated circuit printer" + desc = "A portable(ish) printer for modular machines." + id = "ic_printer" + req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5) + materials = list(DEFAULT_WALL_MATERIAL = 10000) + build_path = /obj/item/device/integrated_circuit_printer + sort_string = "VCAAG" + +/datum/design/item/custom_circuit_printer_upgrade + name = "Integrated circuit printer upgrade - advanced designs" + desc = "Allows the integrated circuit printer to create advanced circuits" + id = "ic_printer_upgrade_adv" + req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4) + materials = list(DEFAULT_WALL_MATERIAL = 2000) + build_path = /obj/item/weapon/disk/integrated_circuit/upgrade/advanced + sort_string = "VCAAH" \ No newline at end of file diff --git a/code/modules/research/designs/circuits.dm b/code/modules/research/designs/circuits.dm new file mode 100644 index 0000000000..e00a47786d --- /dev/null +++ b/code/modules/research/designs/circuits.dm @@ -0,0 +1,597 @@ +/* +CIRCUITS BELOW +*/ + +/datum/design/circuit + build_type = IMPRINTER + req_tech = list(TECH_DATA = 2) + materials = list("glass" = 2000) + chemicals = list("sacid" = 20) + time = 5 + +/datum/design/circuit/AssembleDesignName() + ..() + if(build_path) + var/obj/item/weapon/circuitboard/C = build_path + if(initial(C.board_type) == "machine") + name = "Machine circuit design ([item_name])" + else if(initial(C.board_type) == "computer") + name = "Computer circuit design ([item_name])" + else + name = "Circuit design ([item_name])" + +/datum/design/circuit/AssembleDesignDesc() + if(!desc) + desc = "Allows for the construction of \a [item_name] circuit board." + +/datum/design/circuit/arcademachine + name = "battle arcade machine" + id = "arcademachine" + req_tech = list(TECH_DATA = 1) + build_path = /obj/item/weapon/circuitboard/arcade/battle + sort_string = "MAAAA" + +/datum/design/circuit/oriontrail + name = "orion trail arcade machine" + id = "oriontrail" + req_tech = list(TECH_DATA = 1) + build_path = /obj/item/weapon/circuitboard/arcade/orion_trail + sort_string = "MAAAZ" // Duplicate string, really need to redo this whole thing + +/datum/design/circuit/jukebox + name = "jukebox" + id = "jukebox" + req_tech = list(TECH_MAGNET = 2, TECH_DATA = 1) + build_path = /obj/item/weapon/circuitboard/jukebox + sort_string = "MAAAB" + +/datum/design/circuit/seccamera + name = "security camera monitor" + id = "seccamera" + build_path = /obj/item/weapon/circuitboard/security + sort_string = "DAAAZ" // Duplicate string, really need to redo this whole thing + +/datum/design/circuit/secdata + name = "security records console" + id = "sec_data" + build_path = /obj/item/weapon/circuitboard/secure_data + sort_string = "DABAA" + +/datum/design/circuit/prisonmanage + name = "prisoner management console" + id = "prisonmanage" + build_path = /obj/item/weapon/circuitboard/prisoner + sort_string = "DACAA" + +/datum/design/circuit/med_data + name = "medical records console" + id = "med_data" + build_path = /obj/item/weapon/circuitboard/med_data + sort_string = "FAAAA" + +/datum/design/circuit/operating + name = "patient monitoring console" + id = "operating" + build_path = /obj/item/weapon/circuitboard/operating + sort_string = "FACAA" + +/datum/design/circuit/scan_console + name = "DNA machine" + id = "scan_console" + build_path = /obj/item/weapon/circuitboard/scan_consolenew + sort_string = "FAGAA" + +/datum/design/circuit/clonecontrol + name = "cloning control console" + id = "clonecontrol" + req_tech = list(TECH_DATA = 3, TECH_BIO = 3) + build_path = /obj/item/weapon/circuitboard/cloning + sort_string = "FAGAC" + +/datum/design/circuit/clonepod + name = "clone pod" + id = "clonepod" + req_tech = list(TECH_DATA = 3, TECH_BIO = 3) + build_path = /obj/item/weapon/circuitboard/clonepod + sort_string = "FAGAE" + +/datum/design/circuit/clonescanner + name = "cloning scanner" + id = "clonescanner" + req_tech = list(TECH_DATA = 3, TECH_BIO = 3) + build_path = /obj/item/weapon/circuitboard/clonescanner + sort_string = "FAGAG" + +/datum/design/circuit/crewconsole + name = "crew monitoring console" + id = "crewconsole" + req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_BIO = 2) + build_path = /obj/item/weapon/circuitboard/crew + sort_string = "FAGAI" + +/datum/design/circuit/teleconsole + name = "teleporter control console" + id = "teleconsole" + req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 2) + build_path = /obj/item/weapon/circuitboard/teleporter + sort_string = "HAAAA" + +/datum/design/circuit/robocontrol + name = "robotics control console" + id = "robocontrol" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/robotics + sort_string = "HAAAB" + +/datum/design/circuit/mechacontrol + name = "exosuit control console" + id = "mechacontrol" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/circuitboard/mecha_control + sort_string = "HAAAC" + +/datum/design/circuit/rdconsole + name = "R&D control console" + id = "rdconsole" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/rdconsole + sort_string = "HAAAE" + +/datum/design/circuit/aifixer + name = "AI integrity restorer" + id = "aifixer" + req_tech = list(TECH_DATA = 3, TECH_BIO = 2) + build_path = /obj/item/weapon/circuitboard/aifixer + sort_string = "HAAAF" + +/datum/design/circuit/comm_monitor + name = "telecommunications monitoring console" + id = "comm_monitor" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/circuitboard/comm_monitor + sort_string = "HAACA" + +/datum/design/circuit/comm_server + name = "telecommunications server monitoring console" + id = "comm_server" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/circuitboard/comm_server + sort_string = "HAACB" + +/datum/design/circuit/message_monitor + name = "messaging monitor console" + id = "message_monitor" + req_tech = list(TECH_DATA = 5) + build_path = /obj/item/weapon/circuitboard/message_monitor + sort_string = "HAACC" + +/datum/design/circuit/aiupload + name = "AI upload console" + id = "aiupload" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/aiupload + sort_string = "HAABA" + +/datum/design/circuit/borgupload + name = "cyborg upload console" + id = "borgupload" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/borgupload + sort_string = "HAABB" + +/datum/design/circuit/destructive_analyzer + name = "destructive analyzer" + id = "destructive_analyzer" + req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/destructive_analyzer + sort_string = "HABAA" + +/datum/design/circuit/protolathe + name = "protolathe" + id = "protolathe" + req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/protolathe + sort_string = "HABAB" + +/datum/design/circuit/circuit_imprinter + name = "circuit imprinter" + id = "circuit_imprinter" + req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/circuit_imprinter + sort_string = "HABAC" + +/datum/design/circuit/autolathe + name = "autolathe board" + id = "autolathe" + req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/autolathe + sort_string = "HABAD" + +/datum/design/circuit/rdservercontrol + name = "R&D server control console" + id = "rdservercontrol" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/circuitboard/rdservercontrol + sort_string = "HABBA" + +/datum/design/circuit/rdserver + name = "R&D server" + id = "rdserver" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/circuitboard/rdserver + sort_string = "HABBB" + +/datum/design/circuit/mechfab + name = "exosuit fabricator" + id = "mechfab" + req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) + build_path = /obj/item/weapon/circuitboard/mechfab + sort_string = "HABAE" + +/datum/design/circuit/prosfab + name = "prosthetics fabricator" + id = "prosfab" + req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) + build_path = /obj/item/weapon/circuitboard/prosthetics + sort_string = "HABAF" + +/datum/design/circuit/mech_recharger + name = "mech recharger" + id = "mech_recharger" + req_tech = list(TECH_DATA = 2, TECH_POWER = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/mech_recharger + sort_string = "HACAA" + +/datum/design/circuit/recharge_station + name = "cyborg recharge station" + id = "recharge_station" + req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/recharge_station + sort_string = "HACAC" + +/datum/design/circuit/atmosalerts + name = "atmosphere alert console" + id = "atmosalerts" + build_path = /obj/item/weapon/circuitboard/atmos_alert + sort_string = "JAAAA" + +/datum/design/circuit/air_management + name = "atmosphere monitoring console" + id = "air_management" + build_path = /obj/item/weapon/circuitboard/air_management + sort_string = "JAAAB" + +/datum/design/circuit/rcon_console + name = "RCON remote control console" + id = "rcon_console" + req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_POWER = 5) + build_path = /obj/item/weapon/circuitboard/rcon_console + sort_string = "JAAAC" + +/datum/design/circuit/dronecontrol + name = "drone control console" + id = "dronecontrol" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/drone_control + sort_string = "JAAAD" + +/datum/design/circuit/powermonitor + name = "power monitoring console" + id = "powermonitor" + build_path = /obj/item/weapon/circuitboard/powermonitor + sort_string = "JAAAE" + +/datum/design/circuit/solarcontrol + name = "solar control console" + id = "solarcontrol" + build_path = /obj/item/weapon/circuitboard/solar_control + sort_string = "JAAAF" + +/datum/design/circuit/pacman + name = "PACMAN-type generator" + id = "pacman" + req_tech = list(TECH_DATA = 3, TECH_PHORON = 3, TECH_POWER = 3, TECH_ENGINEERING = 3) + build_path = /obj/item/weapon/circuitboard/pacman + sort_string = "JBAAA" + +/datum/design/circuit/superpacman + name = "SUPERPACMAN-type generator" + id = "superpacman" + req_tech = list(TECH_DATA = 3, TECH_POWER = 4, TECH_ENGINEERING = 4) + build_path = /obj/item/weapon/circuitboard/pacman/super + sort_string = "JBAAB" + +/datum/design/circuit/mrspacman + name = "MRSPACMAN-type generator" + id = "mrspacman" + req_tech = list(TECH_DATA = 3, TECH_POWER = 5, TECH_ENGINEERING = 5) + build_path = /obj/item/weapon/circuitboard/pacman/mrs + sort_string = "JBAAC" + +/datum/design/circuit/batteryrack + name = "cell rack PSU" + id = "batteryrack" + req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/batteryrack + sort_string = "JBABA" + +/datum/design/circuit/smes_cell + name = "'SMES' superconductive magnetic energy storage" + desc = "Allows for the construction of circuit boards used to build a SMES." + id = "smes_cell" + req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5) + build_path = /obj/item/weapon/circuitboard/smes + sort_string = "JBABB" + +/datum/design/circuit/grid_checker + name = "power grid checker" + desc = "Allows for the construction of circuit boards used to build a grid checker." + id = "grid_checker" + req_tech = list(TECH_POWER = 4, TECH_ENGINEERING = 3) + build_path = /obj/item/weapon/circuitboard/grid_checker + sort_string = "JBABC" + +/datum/design/circuit/breakerbox + name = "breaker box" + desc = "Allows for the construction of circuit boards used to build a breaker box." + id = "breakerbox" + req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) + build_path = /obj/item/weapon/circuitboard/breakerbox + sort_string = "JBABD" + +/datum/design/circuit/gas_heater + name = "gas heating system" + id = "gasheater" + req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 1) + build_path = /obj/item/weapon/circuitboard/unary_atmos/heater + sort_string = "JCAAA" + +/datum/design/circuit/gas_cooler + name = "gas cooling system" + id = "gascooler" + req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/unary_atmos/cooler + sort_string = "JCAAB" + +/datum/design/circuit/secure_airlock + name = "secure airlock electronics" + desc = "Allows for the construction of a tamper-resistant airlock electronics." + id = "securedoor" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/airlock_electronics/secure + sort_string = "JDAAA" + +/datum/design/circuit/ordercomp + name = "supply ordering console" + id = "ordercomp" + build_path = /obj/item/weapon/circuitboard/ordercomp + sort_string = "KAAAY" // Duplicate string, really need to redo this whole thing + +/datum/design/circuit/supplycomp + name = "supply control console" + id = "supplycomp" + req_tech = list(TECH_DATA = 3) + build_path = /obj/item/weapon/circuitboard/supplycomp + sort_string = "KAAAZ" // Duplicate string, really need to redo this whole thing + +/datum/design/circuit/biogenerator + name = "biogenerator" + id = "biogenerator" + req_tech = list(TECH_DATA = 2) + build_path = /obj/item/weapon/circuitboard/biogenerator + sort_string = "KBAAA" + +/datum/design/circuit/miningdrill + name = "mining drill head" + id = "mining drill head" + req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) + build_path = /obj/item/weapon/circuitboard/miningdrill + sort_string = "KCAAA" + +/datum/design/circuit/miningdrillbrace + name = "mining drill brace" + id = "mining drill brace" + req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) + build_path = /obj/item/weapon/circuitboard/miningdrillbrace + sort_string = "KCAAB" + +/datum/design/circuit/comconsole + name = "communications console" + id = "comconsole" + build_path = /obj/item/weapon/circuitboard/communications + sort_string = "LAAAA" + +/datum/design/circuit/idcardconsole + name = "ID card modification console" + id = "idcardconsole" + build_path = /obj/item/weapon/circuitboard/card + sort_string = "LAAAB" + +/datum/design/circuit/emp_data + name = "employment records console" + id = "emp_data" + build_path = /obj/item/weapon/circuitboard/skills + sort_string = "LAAAC" + +/datum/design/circuit/mecha + req_tech = list(TECH_DATA = 3) + +/datum/design/circuit/mecha/AssembleDesignName() + name = "Exosuit module circuit design ([name])" +/datum/design/circuit/mecha/AssembleDesignDesc() + desc = "Allows for the construction of \a [name] module." + +/datum/design/circuit/mecha/ripley_main + name = "APLU 'Ripley' central control" + id = "ripley_main" + build_path = /obj/item/weapon/circuitboard/mecha/ripley/main + sort_string = "NAAAA" + +/datum/design/circuit/mecha/ripley_peri + name = "APLU 'Ripley' peripherals control" + id = "ripley_peri" + build_path = /obj/item/weapon/circuitboard/mecha/ripley/peripherals + sort_string = "NAAAB" + +/datum/design/circuit/mecha/odysseus_main + name = "'Odysseus' central control" + id = "odysseus_main" + req_tech = list(TECH_DATA = 3,TECH_BIO = 2) + build_path = /obj/item/weapon/circuitboard/mecha/odysseus/main + sort_string = "NAABA" + +/datum/design/circuit/mecha/odysseus_peri + name = "'Odysseus' peripherals control" + id = "odysseus_peri" + req_tech = list(TECH_DATA = 3,TECH_BIO = 2) + build_path = /obj/item/weapon/circuitboard/mecha/odysseus/peripherals + sort_string = "NAABB" + +/datum/design/circuit/mecha/gygax_main + name = "'Gygax' central control" + id = "gygax_main" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/mecha/gygax/main + sort_string = "NAACA" + +/datum/design/circuit/mecha/gygax_peri + name = "'Gygax' peripherals control" + id = "gygax_peri" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/mecha/gygax/peripherals + sort_string = "NAACB" + +/datum/design/circuit/mecha/gygax_targ + name = "'Gygax' weapon control and targeting" + id = "gygax_targ" + req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2) + build_path = /obj/item/weapon/circuitboard/mecha/gygax/targeting + sort_string = "NAACC" + +/datum/design/circuit/mecha/durand_main + name = "'Durand' central control" + id = "durand_main" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/mecha/durand/main + sort_string = "NAADA" + +/datum/design/circuit/mecha/durand_peri + name = "'Durand' peripherals control" + id = "durand_peri" + req_tech = list(TECH_DATA = 4) + build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals + sort_string = "NAADB" + +/datum/design/circuit/mecha/durand_targ + name = "'Durand' weapon control and targeting" + id = "durand_targ" + req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2) + build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting + sort_string = "NAADC" + +/datum/design/circuit/tcom + req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4) + +/datum/design/circuit/tcom/AssembleDesignName() + name = "Telecommunications machinery circuit design ([name])" +/datum/design/circuit/tcom/AssembleDesignDesc() + desc = "Allows for the construction of a telecommunications [name] circuit board." + +/datum/design/circuit/tcom/server + name = "server mainframe" + id = "tcom-server" + build_path = /obj/item/weapon/circuitboard/telecomms/server + sort_string = "PAAAA" + +/datum/design/circuit/tcom/processor + name = "processor unit" + id = "tcom-processor" + build_path = /obj/item/weapon/circuitboard/telecomms/processor + sort_string = "PAAAB" + +/datum/design/circuit/tcom/bus + name = "bus mainframe" + id = "tcom-bus" + build_path = /obj/item/weapon/circuitboard/telecomms/bus + sort_string = "PAAAC" + +/datum/design/circuit/tcom/hub + name = "hub mainframe" + id = "tcom-hub" + build_path = /obj/item/weapon/circuitboard/telecomms/hub + sort_string = "PAAAD" + +/datum/design/circuit/tcom/relay + name = "relay mainframe" + id = "tcom-relay" + req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 3) + build_path = /obj/item/weapon/circuitboard/telecomms/relay + sort_string = "PAAAE" + +/datum/design/circuit/tcom/broadcaster + name = "subspace broadcaster" + id = "tcom-broadcaster" + req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4, TECH_BLUESPACE = 2) + build_path = /obj/item/weapon/circuitboard/telecomms/broadcaster + sort_string = "PAAAF" + +/datum/design/circuit/tcom/receiver + name = "subspace receiver" + id = "tcom-receiver" + req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2) + build_path = /obj/item/weapon/circuitboard/telecomms/receiver + sort_string = "PAAAG" + +/datum/design/circuit/tcom/exonet_node + name = "exonet node" + id = "tcom-exonet_node" + req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5, TECH_BLUESPACE = 4) + build_path = /obj/item/weapon/circuitboard/telecomms/exonet_node + sort_string = "PAAAH" + +/datum/design/circuit/shield + req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) + materials = list("glass" = 2000, "gold" = 1000) + +/datum/design/circuit/shield/AssembleDesignName() + name = "Shield generator circuit design ([name])" +/datum/design/circuit/shield/AssembleDesignDesc() + if(!desc) + desc = "Allows for the construction of \a [name] shield generator." + +/datum/design/circuit/shield/bubble + name = "bubble" + id = "shield_gen" + build_path = /obj/item/weapon/circuitboard/shield_gen + sort_string = "VAAAZ" // Duplicate string, really need to redo this whole thing + +/datum/design/circuit/shield/hull + name = "hull" + id = "shield_gen_ex" + build_path = /obj/item/weapon/circuitboard/shield_gen_ex + sort_string = "VAAAB" + +/datum/design/circuit/shield/capacitor + name = "capacitor" + desc = "Allows for the construction of a shield capacitor circuit board." + id = "shield_cap" + req_tech = list(TECH_MAGNET = 3, TECH_POWER = 4) + build_path = /obj/item/weapon/circuitboard/shield_cap + sort_string = "VAAAC" + +/datum/design/circuit/aicore + name = "AI core" + id = "aicore" + req_tech = list(TECH_DATA = 4, TECH_BIO = 3) + build_path = /obj/item/weapon/circuitboard/aicore + sort_string = "XAAAA" + + +/* I have no idea how this was even running before, but it doesn't seem to be necessary. +/////////////////////////////////// +/////////Shield Generators///////// +/////////////////////////////////// +/datum/design/circuit/shield + req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) + materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000) +*/ \ No newline at end of file diff --git a/code/modules/research/designs/illegal.dm b/code/modules/research/designs/illegal.dm new file mode 100644 index 0000000000..1542e929b6 --- /dev/null +++ b/code/modules/research/designs/illegal.dm @@ -0,0 +1,19 @@ +// Yeah yeah, vague file name. Basically a misc folder for antag things that RnD can make. + +/datum/design/item/binaryencrypt + name = "Binary encryption key" + desc = "Allows for deciphering the binary channel on-the-fly." + id = "binaryencrypt" + req_tech = list(TECH_ILLEGAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300) + build_path = /obj/item/device/encryptionkey/binary + sort_string = "VASAA" + +/datum/design/item/chameleon + name = "Holographic equipment kit" + desc = "A kit of dangerous, high-tech equipment with changeable looks." + id = "chameleon" + req_tech = list(TECH_ILLEGAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 500) + build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon + sort_string = "VASBA" \ No newline at end of file diff --git a/code/modules/research/designs/medical.dm b/code/modules/research/designs/medical.dm new file mode 100644 index 0000000000..8e821fe0fe --- /dev/null +++ b/code/modules/research/designs/medical.dm @@ -0,0 +1,186 @@ +/datum/design/item/medical + materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) + +/datum/design/item/medical/AssembleDesignName() + ..() + name = "Biotech device prototype ([item_name])" + +/datum/design/item/medical/robot_scanner + desc = "A hand-held scanner able to diagnose robotic injuries." + id = "robot_scanner" + req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3) + materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + build_path = /obj/item/device/robotanalyzer + sort_string = "MACFA" + +/datum/design/item/medical/mass_spectrometer + desc = "A device for analyzing chemicals in blood." + id = "mass_spectrometer" + req_tech = list(TECH_BIO = 2, TECH_MAGNET = 2) + build_path = /obj/item/device/mass_spectrometer + sort_string = "MACAA" + +/datum/design/item/medical/adv_mass_spectrometer + desc = "A device for analyzing chemicals in blood and their quantities." + id = "adv_mass_spectrometer" + req_tech = list(TECH_BIO = 2, TECH_MAGNET = 4) + build_path = /obj/item/device/mass_spectrometer/adv + sort_string = "MACAB" + +/datum/design/item/medical/reagent_scanner + desc = "A device for identifying chemicals." + id = "reagent_scanner" + req_tech = list(TECH_BIO = 2, TECH_MAGNET = 2) + build_path = /obj/item/device/reagent_scanner + sort_string = "MACBA" + +/datum/design/item/medical/adv_reagent_scanner + desc = "A device for identifying chemicals and their proportions." + id = "adv_reagent_scanner" + req_tech = list(TECH_BIO = 2, TECH_MAGNET = 4) + build_path = /obj/item/device/reagent_scanner/adv + sort_string = "MACBB" + +/datum/design/item/beaker/AssembleDesignName() + name = "Beaker prototype ([item_name])" + +/datum/design/item/beaker/noreact + name = "cryostasis" + desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." + id = "splitbeaker" + req_tech = list(TECH_MATERIAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 3000) + build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact + sort_string = "MADAA" + +/datum/design/item/beaker/bluespace + name = TECH_BLUESPACE + desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." + id = "bluespacebeaker" + req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6) + materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500) + build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace + sort_string = "MADAB" + +/datum/design/item/medical/nanopaste + desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery." + id = "nanopaste" + req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) + materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + build_path = /obj/item/stack/nanopaste + sort_string = "MBAAA" + +/datum/design/item/medical/scalpel_laser1 + name = "Basic Laser Scalpel" + desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." + id = "scalpel_laser1" + req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2) + materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500) + build_path = /obj/item/weapon/surgical/scalpel/laser1 + sort_string = "MBBAA" + +/datum/design/item/medical/scalpel_laser2 + name = "Improved Laser Scalpel" + desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced." + id = "scalpel_laser2" + req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4) + materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + build_path = /obj/item/weapon/surgical/scalpel/laser2 + sort_string = "MBBAB" + +/datum/design/item/medical/scalpel_laser3 + name = "Advanced Laser Scalpel" + desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!" + id = "scalpel_laser3" + req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5) + materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500) + build_path = /obj/item/weapon/surgical/scalpel/laser3 + sort_string = "MBBAC" + +/datum/design/item/medical/scalpel_manager + name = "Incision Management System" + desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." + id = "scalpel_manager" + req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4) + materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750) + build_path = /obj/item/weapon/surgical/scalpel/manager + sort_string = "MBBAD" + +/datum/design/item/medical/bone_clamp + name = "Bone Clamp" + desc = "A miracle of modern science, this tool rapidly knits together bone, without the need for bone gel." + id = "bone_clamp" + req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_DATA = 4) + materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + build_path = /obj/item/weapon/surgical/bone_clamp + sort_string = "MBBAE" + +/datum/design/item/medical/advanced_roller + name = "advanced roller bed" + desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system." + id = "roller_bed" + req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3) + materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000) + build_path = /obj/item/roller/adv + sort_string = "MBBAF" + +/datum/design/item/medical/improved_analyzer + name = "improved health analyzer" + desc = "A prototype version of the regular health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels." + id = "improved_analyzer" + req_tech = list(TECH_MAGNET = 5, TECH_BIO = 6) + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500) + build_path = /obj/item/device/healthanalyzer/improved + sort_string = "MBBAG" + +/datum/design/item/implant + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + +/datum/design/item/implant/AssembleDesignName() + ..() + name = "Implantable biocircuit design ([item_name])" + +/datum/design/item/implant/chemical + name = "chemical" + id = "implant_chem" + req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3) + build_path = /obj/item/weapon/implantcase/chem + sort_string = "MFAAA" + +/datum/design/item/implant/freedom + name = "freedom" + id = "implant_free" + req_tech = list(TECH_ILLEGAL = 2, TECH_BIO = 3) + build_path = /obj/item/weapon/implantcase/freedom + sort_string = "MFAAB" + +// These are in here because Robotics is close enough to Medical and I don't want to make a new brains.dm file +/datum/design/item/dronebrain + name = "Robotic intelligence circuit" + id = "dronebrain" + req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_DATA = 4) + build_type = PROTOLATHE | PROSFAB + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500) + build_path = /obj/item/device/mmi/digital/robot + category = "Misc" + sort_string = "VACAC" + +/datum/design/item/posibrain + name = "Positronic brain" + id = "posibrain" + req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4) + build_type = PROTOLATHE | PROSFAB + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100) + build_path = /obj/item/device/mmi/digital/posibrain + category = "Misc" + sort_string = "VACAB" + +/datum/design/item/mmi + name = "Man-machine interface" + id = "mmi" + req_tech = list(TECH_DATA = 2, TECH_BIO = 3) + build_type = PROTOLATHE | PROSFAB + materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) + build_path = /obj/item/device/mmi + category = "Misc" + sort_string = "VACBA" \ No newline at end of file diff --git a/code/modules/research/designs/mining_toys.dm b/code/modules/research/designs/mining_toys.dm new file mode 100644 index 0000000000..f9b76032cb --- /dev/null +++ b/code/modules/research/designs/mining_toys.dm @@ -0,0 +1,48 @@ +// Assorted Mining-related items + +/datum/design/item/weapon/mining/AssembleDesignName() + ..() + name = "Mining equipment design ([item_name])" + +/datum/design/item/weapon/mining/jackhammer + id = "jackhammer" + req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2) + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500) + build_path = /obj/item/weapon/pickaxe/jackhammer + sort_string = "KAAAA" + +/datum/design/item/weapon/mining/drill + id = "drill" + req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) + materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners. + build_path = /obj/item/weapon/pickaxe/drill + sort_string = "KAAAB" + +/datum/design/item/weapon/mining/plasmacutter + id = "plasmacutter" + req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) + materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500) + build_path = /obj/item/weapon/pickaxe/plasmacutter + sort_string = "KAAAC" + +/datum/design/item/weapon/mining/pick_diamond + id = "pick_diamond" + req_tech = list(TECH_MATERIAL = 6) + materials = list("diamond" = 3000) + build_path = /obj/item/weapon/pickaxe/diamond + sort_string = "KAAAD" + +/datum/design/item/weapon/mining/drill_diamond + id = "drill_diamond" + req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4) + materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000) + build_path = /obj/item/weapon/pickaxe/diamonddrill + sort_string = "KAAAE" + +/datum/design/item/device/depth_scanner + desc = "Used to check spatial depth and density of rock outcroppings." + id = "depth_scanner" + req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2) + materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000) + build_path = /obj/item/device/depth_scanner + sort_string = "KAAAF" \ No newline at end of file diff --git a/code/modules/research/designs/misc.dm b/code/modules/research/designs/misc.dm new file mode 100644 index 0000000000..ab420d142f --- /dev/null +++ b/code/modules/research/designs/misc.dm @@ -0,0 +1,203 @@ +/* +// +// THIS IS GOING TO GET REAL DAMN BLOATED, SO LET'S TRY TO AVOID THAT IF POSSIBLE +// +*/ + +/datum/design/item/hud + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + +/datum/design/item/hud/AssembleDesignName() + ..() + name = "HUD glasses prototype ([item_name])" + +/datum/design/item/hud/AssembleDesignDesc() + desc = "Allows for the construction of \a [item_name] HUD glasses." + +/datum/design/item/hud/health + name = "health scanner" + id = "health_hud" + req_tech = list(TECH_BIO = 2, TECH_MAGNET = 3) + build_path = /obj/item/clothing/glasses/hud/health + sort_string = "GAAAA" + +/datum/design/item/hud/security + name = "security records" + id = "security_hud" + req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2) + build_path = /obj/item/clothing/glasses/hud/security + sort_string = "GAAAB" + +/datum/design/item/hud/mesons + name = "Optical meson scanners design" + desc = "Using the meson-scanning technology those glasses allow you to see through walls, floor or anything else." + id = "mesons" + req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + build_path = /obj/item/clothing/glasses/meson + sort_string = "GAAAC" + +/datum/design/item/device/ano_scanner + name = "Alden-Saraspova counter" + id = "ano_scanner" + desc = "Aids in triangulation of exotic particles." + req_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3) + materials = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + build_path = /obj/item/device/ano_scanner + sort_string = "UAAAH" + +/datum/design/item/light_replacer + name = "Light replacer" + desc = "A device to automatically replace lights. Refill with working lightbulbs." + id = "light_replacer" + req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4) + materials = list(DEFAULT_WALL_MATERIAL = 1500, "silver" = 150, "glass" = 3000) + build_path = /obj/item/device/lightreplacer + sort_string = "VAAAH" + +datum/design/item/laserpointer + name = "laser pointer" + desc = "Don't shine it in your eyes!" + id = "laser_pointer" + req_tech = list(TECH_MAGNET = 3) + materials = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 50) + build_path = /obj/item/device/laser_pointer + sort_string = "VAAAI" + +/datum/design/item/paicard + name = "'pAI', personal artificial intelligence device" + id = "paicard" + req_tech = list(TECH_DATA = 2) + materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500) + build_path = /obj/item/device/paicard + sort_string = "VABAI" + +/datum/design/item/communicator + name = "Communicator" + id = "communicator" + req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2) + materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + build_path = /obj/item/device/communicator + sort_string = "VABAJ" + +/datum/design/item/beacon + name = "Bluespace tracking beacon design" + id = "beacon" + req_tech = list(TECH_BLUESPACE = 1) + materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10) + build_path = /obj/item/device/radio/beacon + sort_string = "VADAA" + +/datum/design/item/gps + name = "Triangulating device design" + desc = "Triangulates approximate co-ordinates using a nearby satellite network." + id = "gps" + req_tech = list(TECH_MATERIAL = 2, TECH_DATA = 2, TECH_BLUESPACE = 2) + materials = list(DEFAULT_WALL_MATERIAL = 500) + build_path = /obj/item/device/gps + sort_string = "VADAB" + +/datum/design/item/beacon_locator + name = "Beacon tracking pinpointer" + desc = "Used to scan and locate signals on a particular frequency." + id = "beacon_locator" + req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) + materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) + build_path = /obj/item/device/beacon_locator + sort_string = "VADAC" + +/datum/design/item/bag_holding + name = "'Bag of Holding', an infinite capacity bag prototype" + desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy." + id = "bag_holding" + req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) + materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) + build_path = /obj/item/weapon/storage/backpack/holding + sort_string = "VAEAA" + +/datum/design/item/dufflebag_holding + name = "'DuffleBag of Holding', an infinite capacity dufflebag prototype" + desc = "A minaturized prototype of the popular Bag of Holding, the Dufflebag of Holding is, functionally, identical to the bag of holding, but comes in a more stylish and compact form." + id = "dufflebag_holding" + req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) + materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) + build_path = /obj/item/weapon/storage/backpack/holding/duffle + sort_string = "VAEAB" + +/datum/design/item/experimental_welder + name = "Experimental welding tool" + desc = "A welding tool that generate fuel for itself." + id = "expwelder" + req_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3, TECH_MATERIAL = 4) + materials = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100) + build_path = /obj/item/weapon/weldingtool/experimental + sort_string = "VASCA" + +/datum/design/item/hand_drill + name = "Hand drill" + desc = "A simple powered hand drill." + id = "handdrill" + req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) + build_path = /obj/item/weapon/screwdriver/power + sort_string = "VASDA" + +/datum/design/item/jaws_life + name = "Jaws of life" + desc = "A set of jaws of life, compressed through the magic of science." + id = "jawslife" + req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) + build_path = /obj/item/weapon/crowbar/power + sort_string = "VASEA" + +/datum/design/item/device/t_scanner_upg + name = "Upgraded T-ray Scanner" + desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." + id = "upgradedtscanner" + req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_MATERIAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150) + build_path = /obj/item/device/t_scanner/upgraded + sort_string = "VASSA" + +/datum/design/item/device/t_scanner_adv + name = "Advanced T-ray Scanner" + desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." + id = "advancedtscanner" + req_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6, TECH_MATERIAL = 6) + materials = list(DEFAULT_WALL_MATERIAL = 1250, "phoron" = 500, "silver" = 50) + build_path = /obj/item/device/t_scanner/advanced + sort_string = "VASSB" + +/datum/design/item/translator + name = "handheld translator" + id = "translator" + req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) + materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000) + build_path = /obj/item/device/universal_translator + sort_string = "HABQA" + +/datum/design/item/ear_translator + name = "earpiece translator" + id = "ear_translator" + req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5) //It's been hella miniaturized. + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000) + build_path = /obj/item/device/universal_translator/ear + sort_string = "HABQB" + +/datum/design/item/xenoarch_multi_tool + name = "xenoarcheology multitool" + id = "xenoarch_multitool" + req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3) + build_path = /obj/item/device/xenoarch_multi_tool + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500) + sort_string = "HABQC" + +/datum/design/item/excavationdrill + name = "Excavation Drill" + id = "excavationdrill" + req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) + build_type = PROTOLATHE + materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + build_path = /obj/item/weapon/pickaxe/excavationdrill + sort_string = "HABQD" diff --git a/code/modules/research/designs/pdas.dm b/code/modules/research/designs/pdas.dm new file mode 100644 index 0000000000..4aca3062b9 --- /dev/null +++ b/code/modules/research/designs/pdas.dm @@ -0,0 +1,92 @@ +/datum/design/item/pda + name = "PDA design" + desc = "Cheaper than whiny non-digital assistants." + id = "pda" + req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + build_path = /obj/item/device/pda + sort_string = "VAAAA" + +// Cartridges +/datum/design/item/pda_cartridge + req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + +/datum/design/item/pda_cartridge/AssembleDesignName() + ..() + name = "PDA accessory ([item_name])" + +/datum/design/item/pda_cartridge/cart_basic + id = "cart_basic" + build_path = /obj/item/weapon/cartridge + sort_string = "VBAAA" + +/datum/design/item/pda_cartridge/engineering + id = "cart_engineering" + build_path = /obj/item/weapon/cartridge/engineering + sort_string = "VBAAB" + +/datum/design/item/pda_cartridge/atmos + id = "cart_atmos" + build_path = /obj/item/weapon/cartridge/atmos + sort_string = "VBAAC" + +/datum/design/item/pda_cartridge/medical + id = "cart_medical" + build_path = /obj/item/weapon/cartridge/medical + sort_string = "VBAAD" + +/datum/design/item/pda_cartridge/chemistry + id = "cart_chemistry" + build_path = /obj/item/weapon/cartridge/chemistry + sort_string = "VBAAE" + +/datum/design/item/pda_cartridge/security + id = "cart_security" + build_path = /obj/item/weapon/cartridge/security + sort_string = "VBAAF" + +/datum/design/item/pda_cartridge/janitor + id = "cart_janitor" + build_path = /obj/item/weapon/cartridge/janitor + sort_string = "VBAAG" + +/datum/design/item/pda_cartridge/science + id = "cart_science" + build_path = /obj/item/weapon/cartridge/signal/science + sort_string = "VBAAH" + +/datum/design/item/pda_cartridge/quartermaster + id = "cart_quartermaster" + build_path = /obj/item/weapon/cartridge/quartermaster + sort_string = "VBAAI" + +/datum/design/item/pda_cartridge/hop + id = "cart_hop" + build_path = /obj/item/weapon/cartridge/hop + sort_string = "VBAAJ" + +/datum/design/item/pda_cartridge/hos + id = "cart_hos" + build_path = /obj/item/weapon/cartridge/hos + sort_string = "VBAAK" + +/datum/design/item/pda_cartridge/ce + id = "cart_ce" + build_path = /obj/item/weapon/cartridge/ce + sort_string = "VBAAL" + +/datum/design/item/pda_cartridge/cmo + id = "cart_cmo" + build_path = /obj/item/weapon/cartridge/cmo + sort_string = "VBAAM" + +/datum/design/item/pda_cartridge/rd + id = "cart_rd" + build_path = /obj/item/weapon/cartridge/rd + sort_string = "VBAAN" + +/datum/design/item/pda_cartridge/captain + id = "cart_captain" + build_path = /obj/item/weapon/cartridge/captain + sort_string = "VBAAO" \ No newline at end of file diff --git a/code/modules/research/designs/powercells.dm b/code/modules/research/designs/powercells.dm new file mode 100644 index 0000000000..1ae3a3c361 --- /dev/null +++ b/code/modules/research/designs/powercells.dm @@ -0,0 +1,71 @@ +/datum/design/item/powercell + build_type = PROTOLATHE | MECHFAB + +/datum/design/item/powercell/AssembleDesignName() + name = "Power Cell Model ([item_name])" + +/datum/design/item/powercell/AssembleDesignDesc() + if(build_path) + var/obj/item/weapon/cell/C = build_path + desc = "Allows the construction of power cells that can hold [initial(C.maxcharge)] units of energy." + +/datum/design/item/powercell/Fabricate() + var/obj/item/weapon/cell/C = ..() + C.charge = 0 //shouldn't produce power out of thin air. + return C + +/datum/design/item/powercell/basic + name = "basic" + build_type = PROTOLATHE | MECHFAB + id = "basic_cell" + req_tech = list(TECH_POWER = 1) + materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + build_path = /obj/item/weapon/cell + category = "Misc" + sort_string = "DAAAA" + +/datum/design/item/powercell/high + name = "high-capacity" + build_type = PROTOLATHE | MECHFAB + id = "high_cell" + req_tech = list(TECH_POWER = 2) + materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + build_path = /obj/item/weapon/cell/high + category = "Misc" + sort_string = "DAAAB" + +/datum/design/item/powercell/super + name = "super-capacity" + id = "super_cell" + req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + build_path = /obj/item/weapon/cell/super + category = "Misc" + sort_string = "DAAAC" + +/datum/design/item/powercell/hyper + name = "hyper-capacity" + id = "hyper_cell" + req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) + materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70) + build_path = /obj/item/weapon/cell/hyper + category = "Misc" + sort_string = "DAAAD" + +/datum/design/item/powercell/device + name = "device" + build_type = PROTOLATHE + id = "device" + materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25) + build_path = /obj/item/weapon/cell/device + category = "Misc" + sort_string = "DAABA" + +/datum/design/item/powercell/weapon + name = "weapon" + build_type = PROTOLATHE + id = "weapon" + materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + build_path = /obj/item/weapon/cell/device/weapon + category = "Misc" + sort_string = "DAABB" \ No newline at end of file diff --git a/code/modules/research/designs/stock_parts.dm b/code/modules/research/designs/stock_parts.dm new file mode 100644 index 0000000000..fb629e7ad7 --- /dev/null +++ b/code/modules/research/designs/stock_parts.dm @@ -0,0 +1,178 @@ +/* + Various Stock Parts +*/ + +/datum/design/item/stock_part + build_type = PROTOLATHE + +/datum/design/item/stock_part/AssembleDesignName() + ..() + name = "Component design ([item_name])" + +/datum/design/item/stock_part/AssembleDesignDesc() + if(!desc) + desc = "A stock part used in the construction of various devices." + +/datum/design/item/stock_part/basic_capacitor + id = "basic_capacitor" + req_tech = list(TECH_POWER = 1) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + build_path = /obj/item/weapon/stock_parts/capacitor + sort_string = "CAAAA" + +/datum/design/item/stock_part/adv_capacitor + id = "adv_capacitor" + req_tech = list(TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + build_path = /obj/item/weapon/stock_parts/capacitor/adv + sort_string = "CAAAB" + +/datum/design/item/stock_part/super_capacitor + id = "super_capacitor" + req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20) + build_path = /obj/item/weapon/stock_parts/capacitor/super + sort_string = "CAAAC" + +/datum/design/item/stock_part/micro_mani + id = "micro_mani" + req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) + materials = list(DEFAULT_WALL_MATERIAL = 30) + build_path = /obj/item/weapon/stock_parts/manipulator + sort_string = "CAABA" + +/datum/design/item/stock_part/nano_mani + id = "nano_mani" + req_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) + materials = list(DEFAULT_WALL_MATERIAL = 30) + build_path = /obj/item/weapon/stock_parts/manipulator/nano + sort_string = "CAABB" + +/datum/design/item/stock_part/pico_mani + id = "pico_mani" + req_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) + materials = list(DEFAULT_WALL_MATERIAL = 30) + build_path = /obj/item/weapon/stock_parts/manipulator/pico + sort_string = "CAABC" + +/datum/design/item/stock_part/basic_matter_bin + id = "basic_matter_bin" + req_tech = list(TECH_MATERIAL = 1) + materials = list(DEFAULT_WALL_MATERIAL = 80) + build_path = /obj/item/weapon/stock_parts/matter_bin + sort_string = "CAACA" + +/datum/design/item/stock_part/adv_matter_bin + id = "adv_matter_bin" + req_tech = list(TECH_MATERIAL = 3) + materials = list(DEFAULT_WALL_MATERIAL = 80) + build_path = /obj/item/weapon/stock_parts/matter_bin/adv + sort_string = "CAACB" + +/datum/design/item/stock_part/super_matter_bin + id = "super_matter_bin" + req_tech = list(TECH_MATERIAL = 5) + materials = list(DEFAULT_WALL_MATERIAL = 80) + build_path = /obj/item/weapon/stock_parts/matter_bin/super + sort_string = "CAACC" + +/datum/design/item/stock_part/basic_micro_laser + id = "basic_micro_laser" + req_tech = list(TECH_MAGNET = 1) + materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + build_path = /obj/item/weapon/stock_parts/micro_laser + sort_string = "CAADA" + +/datum/design/item/stock_part/high_micro_laser + id = "high_micro_laser" + req_tech = list(TECH_MAGNET = 3) + materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + build_path = /obj/item/weapon/stock_parts/micro_laser/high + sort_string = "CAADB" + +/datum/design/item/stock_part/ultra_micro_laser + id = "ultra_micro_laser" + req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5) + materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10) + build_path = /obj/item/weapon/stock_parts/micro_laser/ultra + sort_string = "CAADC" + +/datum/design/item/stock_part/basic_sensor + id = "basic_sensor" + req_tech = list(TECH_MAGNET = 1) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + build_path = /obj/item/weapon/stock_parts/scanning_module + sort_string = "CAAEA" + +/datum/design/item/stock_part/adv_sensor + id = "adv_sensor" + req_tech = list(TECH_MAGNET = 3) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + build_path = /obj/item/weapon/stock_parts/scanning_module/adv + sort_string = "CAAEB" + +/datum/design/item/stock_part/phasic_sensor + id = "phasic_sensor" + req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3) + materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10) + build_path = /obj/item/weapon/stock_parts/scanning_module/phasic + sort_string = "CAAEC" + +/datum/design/item/stock_part/subspace_ansible + id = "s-ansible" + req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) + materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20) + build_path = /obj/item/weapon/stock_parts/subspace/ansible + sort_string = "UAAAA" + +/datum/design/item/stock_part/hyperwave_filter + id = "s-filter" + req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3) + materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10) + build_path = /obj/item/weapon/stock_parts/subspace/sub_filter + sort_string = "UAAAB" + +/datum/design/item/stock_part/subspace_amplifier + id = "s-amplifier" + req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) + materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15) + build_path = /obj/item/weapon/stock_parts/subspace/amplifier + sort_string = "UAAAC" + +/datum/design/item/stock_part/subspace_treatment + id = "s-treatment" + req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) + materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20) + build_path = /obj/item/weapon/stock_parts/subspace/treatment + sort_string = "UAAAD" + +/datum/design/item/stock_part/subspace_analyzer + id = "s-analyzer" + req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) + materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15) + build_path = /obj/item/weapon/stock_parts/subspace/analyzer + sort_string = "UAAAE" + +/datum/design/item/stock_part/subspace_crystal + id = "s-crystal" + req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) + materials = list("glass" = 1000, "silver" = 20, "gold" = 20) + build_path = /obj/item/weapon/stock_parts/subspace/crystal + sort_string = "UAAAF" + +/datum/design/item/stock_part/subspace_transmitter + id = "s-transmitter" + req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3) + materials = list("glass" = 100, "silver" = 10, "uranium" = 15) + build_path = /obj/item/weapon/stock_parts/subspace/transmitter + sort_string = "UAAAG" + +// RPED lives here because it handles stock parts +/datum/design/item/stock_part/RPED + name = "Rapid Part Exchange Device" + desc = "Special mechanical module made to store, sort, and apply standard machine parts." + id = "rped" + req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3) + materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000) + build_path = /obj/item/weapon/storage/part_replacer + sort_string = "CBAAA" \ No newline at end of file diff --git a/code/modules/research/designs/uncommented.dm b/code/modules/research/designs/uncommented.dm new file mode 100644 index 0000000000..7bbf53571a --- /dev/null +++ b/code/modules/research/designs/uncommented.dm @@ -0,0 +1,69 @@ + +/* Uncomment if someone makes these buildable +/datum/design/circuit/general_alert + name = "general alert console" + id = "general_alert" + build_path = /obj/item/weapon/circuitboard/general_alert + +// Removal of loyalty implants. Can't think of a way to add this to the config option. +/datum/design/item/implant/loyalty + name = "loyalty" + id = "implant_loyal" + req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3) + materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + build_path = /obj/item/weapon/implantcase/loyalty" + +/datum/design/rust_core_control + name = "Circuit Design (RUST core controller)" + desc = "Allows for the construction of circuit boards used to build a core control console for the RUST fusion engine." + id = "rust_core_control" + req_tech = list("programming" = 4, "engineering" = 4) + build_type = IMPRINTER + materials = list("glass" = 2000, "sacid" = 20) + build_path = "/obj/item/weapon/circuitboard/rust_core_control" + +datum/design/rust_fuel_control + name = "Circuit Design (RUST fuel controller)" + desc = "Allows for the construction of circuit boards used to build a fuel injector control console for the RUST fusion engine." + id = "rust_fuel_control" + req_tech = list("programming" = 4, "engineering" = 4) + build_type = IMPRINTER + materials = list("glass" = 2000, "sacid" = 20) + build_path = "/obj/item/weapon/circuitboard/rust_fuel_control" + +datum/design/rust_fuel_port + name = "Internal circuitry (RUST fuel port)" + desc = "Allows for the construction of circuit boards used to build a fuel injection port for the RUST fusion engine." + id = "rust_fuel_port" + req_tech = list("engineering" = 4, "materials" = 5) + build_type = IMPRINTER + materials = list("glass" = 2000, "sacid" = 20, "uranium" = 3000) + build_path = "/obj/item/weapon/module/rust_fuel_port" + +datum/design/rust_fuel_compressor + name = "Circuit Design (RUST fuel compressor)" + desc = "Allows for the construction of circuit boards used to build a fuel compressor of the RUST fusion engine." + id = "rust_fuel_compressor" + req_tech = list("materials" = 6, "phorontech" = 4) + build_type = IMPRINTER + materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 1000) + build_path = "/obj/item/weapon/module/rust_fuel_compressor" + +datum/design/rust_core + name = "Internal circuitry (RUST tokamak core)" + desc = "The circuit board that for a RUST-pattern tokamak fusion core." + id = "pacman" + req_tech = list(bluespace = 3, phorontech = 4, magnets = 5, powerstorage = 6) + build_type = IMPRINTER + materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 2000) + build_path = "/obj/item/weapon/circuitboard/rust_core" + +datum/design/rust_injector + name = "Internal circuitry (RUST tokamak core)" + desc = "The circuit board that for a RUST-pattern particle accelerator." + id = "pacman" + req_tech = list(powerstorage = 3, engineering = 4, phorontech = 4, materials = 6) + build_type = IMPRINTER + materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "uranium" = 2000) + build_path = "/obj/item/weapon/circuitboard/rust_core" +*/ diff --git a/code/modules/research/designs/weapons.dm b/code/modules/research/designs/weapons.dm new file mode 100644 index 0000000000..ddf64473eb --- /dev/null +++ b/code/modules/research/designs/weapons.dm @@ -0,0 +1,192 @@ +/datum/design/item/weapon/AssembleDesignName() + ..() + name = "Weapon prototype ([item_name])" + +/datum/design/item/weapon/AssembleDesignDesc() + if(!desc) + if(build_path) + var/obj/item/I = build_path + desc = initial(I.desc) + ..() + +/datum/design/item/weapon/stunrevolver + id = "stunrevolver" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) + materials = list(DEFAULT_WALL_MATERIAL = 4000) + build_path = /obj/item/weapon/gun/energy/stunrevolver + sort_string = "TAAAA" + +/datum/design/item/weapon/nuclear_gun + id = "nuclear_gun" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500) + build_path = /obj/item/weapon/gun/energy/gun/nuclear + sort_string = "TAAAB" + +/datum/design/item/weapon/lasercannon + desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core." + id = "lasercannon" + req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000) + build_path = /obj/item/weapon/gun/energy/lasercannon + sort_string = "TAAAC" + +/datum/design/item/weapon/phoronpistol + id = "ppistol" + req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) + build_path = /obj/item/weapon/gun/energy/toxgun + sort_string = "TAAAD" + +/datum/design/item/weapon/decloner + id = "decloner" + req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6) + materials = list("gold" = 5000,"uranium" = 10000) + build_path = /obj/item/weapon/gun/energy/decloner + sort_string = "TAAAE" + +/datum/design/item/weapon/smg + id = "smg" + req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) + materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000) + build_path = /obj/item/weapon/gun/projectile/automatic + sort_string = "TAABA" + +/datum/design/item/weapon/ammo_9mm + id = "ammo_9mm" + req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) + materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) + build_path = /obj/item/ammo_magazine/box/c9mm + sort_string = "TAACA" + +/datum/design/item/weapon/stunshell + desc = "A stunning shell for a shotgun." + id = "stunshell" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) + materials = list(DEFAULT_WALL_MATERIAL = 4000) + build_path = /obj/item/ammo_casing/a12g/stunshell + sort_string = "TAACB" + +/datum/design/item/weapon/chemsprayer + desc = "An advanced chem spraying device." + id = "chemsprayer" + req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer + sort_string = "TABAA" + +/datum/design/item/weapon/rapidsyringe + id = "rapidsyringe" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + build_path = /obj/item/weapon/gun/launcher/syringe/rapid + sort_string = "TABAB" + +/datum/design/item/weapon/temp_gun + desc = "A gun that shoots high-powered glass-encased energy temperature bullets." + id = "temp_gun" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000) + build_path = /obj/item/weapon/gun/energy/temperature + sort_string = "TABAC" + +/datum/design/item/weapon/large_grenade + id = "large_Grenade" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) + materials = list(DEFAULT_WALL_MATERIAL = 3000) + build_path = /obj/item/weapon/grenade/chem_grenade/large + sort_string = "TACAA" + +/datum/design/item/weapon/dartgun + desc = "A gun that fires small hollow chemical-payload darts." + id = "dartgun_r" + req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1) + materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750) + build_path = /obj/item/weapon/gun/projectile/dartgun/research + sort_string = "TACAB" + +/datum/design/item/weapon/dartgunmag_small + id = "dartgun_mag_s" + req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) + materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300) + build_path = /obj/item/ammo_magazine/chemdart/small + sort_string = "TACAC" + +/datum/design/item/weapon/dartgun_ammo_small + id = "dartgun_ammo_s" + req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) + materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50) + build_path = /obj/item/ammo_casing/chemdart/small + sort_string = "TACAD" + +/datum/design/item/weapon/dartgunmag_med + id = "dartgun_mag_m" + req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) + materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400) + build_path = /obj/item/ammo_magazine/chemdart + sort_string = "TACAE" + +/datum/design/item/weapon/dartgun_ammo_med + id = "dartgun_ammo_m" + req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) + materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60) + build_path = /obj/item/ammo_casing/chemdart + sort_string = "TACAF" + +/datum/design/item/weapon/fuelrod + id = "fuelrod_gun" + req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5) + materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000) + build_path = /obj/item/weapon/gun/magnetic/fuelrod + sort_string = "TACBA" + +/datum/design/item/weapon/flora_gun + id = "flora_gun" + req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) + build_path = /obj/item/weapon/gun/energy/floragun + sort_string = "TBAAA" + +// Xenobio Tools +/datum/design/item/weapon/slimebation + id = "slimebation" + req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_POWER = 3, TECH_COMBAT = 3) + materials = list(DEFAULT_WALL_MATERIAL = 5000) + build_path = /obj/item/weapon/melee/baton/slime + sort_string = "TBAAB" + +/datum/design/item/weapon/slimetaser + id = "slimetaser" + req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3, TECH_POWER = 4, TECH_COMBAT = 4) + materials = list(DEFAULT_WALL_MATERIAL = 5000) + build_path = /obj/item/weapon/gun/energy/taser/xeno + sort_string = "TBAAC" + +// Phase Weapons +/datum/design/item/weapon/phase_pistol + id = "phasepistol" + req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2) + materials = list(DEFAULT_WALL_MATERIAL = 4000) + build_path = /obj/item/weapon/gun/energy/phasegun/pistol + sort_string = "TPAAA" + +/datum/design/item/weapon/phase_carbine + id = "phasecarbine" + req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2) + materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500) + build_path = /obj/item/weapon/gun/energy/phasegun + sort_string = "TPAAB" + +/datum/design/item/weapon/phase_rifle + id = "phaserifle" + req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) + materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500) + build_path = /obj/item/weapon/gun/energy/phasegun/rifle + sort_string = "TPAAC" + +/datum/design/item/weapon/phase_cannon + id = "phasecannon" + req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4) + materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750) + build_path = /obj/item/weapon/gun/energy/phasegun/cannon + sort_string = "TPAAD" \ No newline at end of file diff --git a/code/modules/resleeving/computers.dm b/code/modules/resleeving/computers.dm index 8ece411267..6c9a635ffc 100644 --- a/code/modules/resleeving/computers.dm +++ b/code/modules/resleeving/computers.dm @@ -121,7 +121,7 @@ var/pods_list_ui[0] for(var/obj/machinery/clonepod/transhuman/pod in pods) - pods_list_ui[++pods_list_ui.len] = list("pod" = pod, "biomass" = pod.biomass) + pods_list_ui[++pods_list_ui.len] = list("pod" = pod, "biomass" = pod.get_biomass()) var/spods_list_ui[0] for(var/obj/machinery/transhuman/synthprinter/spod in spods) @@ -294,7 +294,7 @@ temp = "Error: Growpod is currently occupied." //Not enough materials. - else if(pod.biomass < CLONE_BIOMASS) + else if(pod.get_biomass() < CLONE_BIOMASS) temp = "Error: Not enough biomass." //Gross pod (broke mid-cloning or something). diff --git a/code/modules/resleeving/machines.dm b/code/modules/resleeving/machines.dm index 4cb6793734..51dbd8d2a9 100644 --- a/code/modules/resleeving/machines.dm +++ b/code/modules/resleeving/machines.dm @@ -18,6 +18,9 @@ spawn(30) eject_wait = 0 + // Remove biomass when the cloning is started, rather than when the guy pops out + remove_biomass(CLONE_BIOMASS) + //Get the DNA and generate a new mob var/datum/dna2/record/R = current_project.mydna var/mob/living/carbon/human/H = new /mob/living/carbon/human(src, R.dna.species) @@ -110,16 +113,6 @@ return 1 /obj/machinery/clonepod/transhuman/process() - - var/visible_message = 0 - for(var/obj/item/weapon/reagent_containers/food/snacks/meat/meat in range(1, src)) - qdel(meat) - biomass += 50 - visible_message = 1 // Prevent chatspam if multiple meat are near - - if(visible_message) - visible_message("[src] sucks in and processes the nearby biomass.") - if(stat & NOPOWER) if(occupant) locked = 0 diff --git a/code/modules/shieldgen/handheld_defuser.dm b/code/modules/shieldgen/handheld_defuser.dm index a2909fa7e6..d65a0060a8 100644 --- a/code/modules/shieldgen/handheld_defuser.dm +++ b/code/modules/shieldgen/handheld_defuser.dm @@ -7,11 +7,6 @@ var/obj/item/weapon/cell/device/cell var/enabled = 0 -/obj/item/weapon/shield_diffuser/update_icon() - if(enabled) - icon_state = "hdiffuser_on" - else - icon_state = "hdiffuser_off" /obj/item/weapon/shield_diffuser/New() cell = new(src) @@ -24,6 +19,9 @@ processing_objects.Remove(src) . = ..() +/obj/item/weapon/shield_diffuser/get_cell() + return cell + /obj/item/weapon/shield_diffuser/process() if(!enabled) return @@ -34,6 +32,12 @@ if(istype(S) && cell.checked_use(10 KILOWATTS * CELLRATE)) qdel(S) +/obj/item/weapon/shield_diffuser/update_icon() + if(enabled) + icon_state = "hdiffuser_on" + else + icon_state = "hdiffuser_off" + /obj/item/weapon/shield_diffuser/attack_self() enabled = !enabled update_icon() diff --git a/code/modules/vore/appearance/sprite_accessories_vr.dm b/code/modules/vore/appearance/sprite_accessories_vr.dm index 13c2f7b2da..a58fc9f6ff 100644 --- a/code/modules/vore/appearance/sprite_accessories_vr.dm +++ b/code/modules/vore/appearance/sprite_accessories_vr.dm @@ -88,16 +88,58 @@ do_colouration = 1 color_blend_mode = ICON_MULTIPLY +/datum/sprite_accessory/ears/curly_bug + name = "curly antennae, colorable" + desc = "" + icon_state = "curly_bug" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + +/datum/sprite_accessory/ears/dual_robot + name = "synth antennae, colorable" + desc = "" + icon_state = "dual_robot_antennae" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + +/datum/sprite_accessory/ears/right_robot + name = "right synth, colorable" + desc = "" + icon_state = "right_robot_antennae" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + +/datum/sprite_accessory/ears/left_robot + name = "left synth, colorable" + desc = "" + icon_state = "left_robot_antennae" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/ears/oni_h1 name = "oni horns" desc = "" icon_state = "oni-h1" +/datum/sprite_accessory/ears/oni_h1_c + name = "oni horns, colorable" + desc = "" + icon_state = "oni-h1_c" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/ears/demon_horns1 name = "demon horns" desc = "" icon_state = "demon-horns1" +/datum/sprite_accessory/ears/demon_horns1_c + name = "demon horns, colorable" + desc = "" + icon_state = "demon-horns1_c" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/ears/demon_horns2 name = "demon horns, colorable(outward)" desc = "" @@ -105,6 +147,13 @@ do_colouration = 1 color_blend_mode = ICON_MULTIPLY +/datum/sprite_accessory/ears/dragon_horns + name = "dragon horns, colorable" + desc = "" + icon_state = "dragon-horns" + do_colouration = 1 + color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/ears/foxears name = "highlander zorren ears" desc = "" @@ -413,6 +462,7 @@ desc = "" icon_state = "spider-legs" color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/wing/moth name = "moth wings" desc = "" @@ -682,12 +732,14 @@ icon_state = "fantail" do_colouration = 1 color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/tail/wagtail name = "avian wagtail, colorable" desc = "" icon_state = "wagtail" do_colouration = 1 color_blend_mode = ICON_MULTIPLY + /datum/sprite_accessory/tail/crossfox name = "cross fox" desc = "" diff --git a/code/modules/vore/eating/belly_obj_vr.dm b/code/modules/vore/eating/belly_obj_vr.dm index 4b1d8ef0a5..e7f3df020c 100644 --- a/code/modules/vore/eating/belly_obj_vr.dm +++ b/code/modules/vore/eating/belly_obj_vr.dm @@ -578,6 +578,11 @@ if(!(content in src) || !istype(target)) return content.forceMove(target) + if(isitem(content)) + var/obj/item/I = content + if(I.gurgled && (target.mode_flags & DM_FLAG_ITEMWEAK)) + I.decontaminate() + I.gurgle_contaminate(target.contents, target.cont_flavor) items_preserved -= content if(!silent && target.vore_sound && !recent_sound) var/soundfile = vore_sounds[target.vore_sound] diff --git a/code/modules/vore/eating/living_vr.dm b/code/modules/vore/eating/living_vr.dm index 9d671b9d6e..129dd8b5ce 100644 --- a/code/modules/vore/eating/living_vr.dm +++ b/code/modules/vore/eating/living_vr.dm @@ -355,7 +355,7 @@ var/obj/effect/overlay/aiholo/holo = loc holo.drop_prey() //Easiest way log_and_message_admins("[key_name(src)] used the OOC escape button to get out of [key_name(holo.master)] (AI HOLO) ([holo ? "JMP" : "null"])") - + //Don't appear to be in a vore situation else to_chat(src,"You aren't inside anyone, though, is the thing.") @@ -609,3 +609,24 @@ set category = "Preferences" set desc = "Switch sharp/fuzzy scaling for current mob." appearance_flags ^= PIXEL_SCALE + +/mob/living/examine(mob/user) + . = ..() + to_chat(user, "\[Mechanical Vore Preferences\]") + +/mob/living/Topic(href, href_list) //Can't find any instances of Topic() being overridden by /mob/living in polaris' base code, even though /mob/living/carbon/human's Topic() has a ..() call + if(href_list["vore_prefs"]) + display_voreprefs(usr) + return ..() + +/mob/living/proc/display_voreprefs(mob/user) //Called by Topic() calls on instances of /mob/living (and subtypes) containing vore_prefs as an argument + if(!user) + CRASH("display_voreprefs() was called without an associated user.") + var/dispvoreprefs = "[src]'s vore preferences


" + dispvoreprefs += "Digestable: [digestable ? "Enabled" : "Disabled"]
" + dispvoreprefs += "Mob Vore: [allowmobvore ? "Enabled" : "Disabled"]
" + dispvoreprefs += "Drop-nom prey: [can_be_drop_prey ? "Enabled" : "Disabled"]
" + dispvoreprefs += "Drop-nom pred: [can_be_drop_pred ? "Enabled" : "Disabled"]
" + user << browse("Vore prefs: [src]
[dispvoreprefs]
", "window=[name];size=200x300;can_resize=0;can_minimize=0") + onclose(user, "[name]") + return diff --git a/code/modules/vore/fluffstuff/custom_boxes_vr.dm b/code/modules/vore/fluffstuff/custom_boxes_vr.dm index 57b83c9876..3c05cdbc41 100644 --- a/code/modules/vore/fluffstuff/custom_boxes_vr.dm +++ b/code/modules/vore/fluffstuff/custom_boxes_vr.dm @@ -217,6 +217,13 @@ /obj/item/clothing/gloves/fluff/morsleeves, /obj/item/clothing/under/fluff/morunder) +// Mewchild: Phi Vietsi +/obj/item/weapon/storage/box/fluff/vietsi + name = "Phi's Personal Items" + desc = "A small box containing Phi's small things" + has_items = list( + /obj/item/clothing/accessory/medal/bronze_heart, + /obj/item/clothing/gloves/ring/seal/signet/fluff/vietsi) /* Swimsuits, for general use, to avoid arriving to work with your swimsuit. diff --git a/code/modules/vore/fluffstuff/custom_clothes_vr.dm b/code/modules/vore/fluffstuff/custom_clothes_vr.dm index 5dfb9bfec8..9e62b46e28 100644 --- a/code/modules/vore/fluffstuff/custom_clothes_vr.dm +++ b/code/modules/vore/fluffstuff/custom_clothes_vr.dm @@ -1680,9 +1680,10 @@ Departamental Swimsuits, for general use //Mewchild: Phi Vietsi /obj/item/clothing/gloves/ring/seal/signet/fluff/vietsi - name = "signet ring" - desc = "A signet ring carved from the bones of something long extinct, as a ward against bad luck." - + name = "Phi Vietsi's Bone Signet Ring" + desc = "A signet ring belonging to Phi Vietsi, carved from the bones of something long extinct, as a ward against bad luck." + var/signet_name = "Phi Vietsi" + icon = 'icons/vore/custom_clothes_vr.dmi' icon_state = "vietsi_ring" @@ -1782,4 +1783,20 @@ Departamental Swimsuits, for general use icon_state = "zao_cap" icon_override = 'icons/vore/custom_clothes_vr.dmi' - item_state = "zao_cap_mob" \ No newline at end of file + item_state = "zao_cap_mob" + +//Nepox:Annie Rose +/obj/item/clothing/accessory/sweater/fluff/annie + name = "Lazy Annie's Lazy Sweater" + desc = "A cozy sweater that's probably far too long for it's owner. She's too lazy to care though." + + icon = 'icons/vore/custom_clothes_vr.dmi' + icon_state = "sweater_annie" + + icon_override = 'icons/vore/custom_clothes_vr.dmi' + item_state = "sweater_annie" + + slot_flags = SLOT_OCLOTHING | SLOT_TIE + body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + w_class = ITEMSIZE_NORMAL + slot = ACCESSORY_SLOT_OVER diff --git a/code/modules/vore/fluffstuff/custom_items_vr.dm b/code/modules/vore/fluffstuff/custom_items_vr.dm index d00fa4dc57..b4eab40f86 100644 --- a/code/modules/vore/fluffstuff/custom_items_vr.dm +++ b/code/modules/vore/fluffstuff/custom_items_vr.dm @@ -1241,7 +1241,7 @@ item_state = "tronket" overlay_state = "tronket" slot_flags = SLOT_TIE - slot = "over" + slot = ACCESSORY_SLOT_DECOR /obj/item/clothing/accessory/flops name = "drop straps" @@ -1252,7 +1252,7 @@ item_state = "flops" overlay_state = "flops" slot_flags = SLOT_TIE - slot = "over" + slot = ACCESSORY_SLOT_DECOR //The perfect adminboos device? /obj/item/device/perfect_tele diff --git a/code/modules/xenoarcheaology/artifacts/replicator.dm b/code/modules/xenoarcheaology/artifacts/replicator.dm index 89ca5dfdb1..b6999a4a67 100644 --- a/code/modules/xenoarcheaology/artifacts/replicator.dm +++ b/code/modules/xenoarcheaology/artifacts/replicator.dm @@ -125,6 +125,9 @@ user << browse(dat, "window=alien_replicator") /obj/machinery/replicator/attackby(obj/item/weapon/W as obj, mob/living/user as mob) + if(!W.canremove || !user.canUnEquip(W)) //No armblades, no grabs. No other-thing-I-didn't-think-of. + to_chat(user, "You cannot put \the [W] into the machine.") + return user.drop_item() W.loc = src stored_materials.Add(W) diff --git a/code/modules/xenoarcheaology/tools/equipment.dm b/code/modules/xenoarcheaology/tools/equipment.dm index 1c2b1f9773..186745a277 100644 --- a/code/modules/xenoarcheaology/tools/equipment.dm +++ b/code/modules/xenoarcheaology/tools/equipment.dm @@ -1,6 +1,7 @@ /obj/item/clothing/suit/bio_suit/anomaly name = "Anomaly suit" desc = "A sealed bio suit capable of insulating against exotic alien energies." + icon = 'icons/obj/clothing/spacesuits.dmi' icon_state = "engspace_suit" item_state = "engspace_suit" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100) diff --git a/html/changelog.html b/html/changelog.html index d93e00f98c..9c933a1741 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -53,6 +53,23 @@ -->
+

08 June 2018

+

Anewbe updated:

+ +

Mechoid updated:

+ +

24 May 2018

Anewbe updated: