Disposals are now much more robust, with sorters being program-able, food able to be packaged, people able to flush closets, proper construction of sorters, and a function on taggers to use a custom tag.

In addition:
Made teleport talismans more amusing.
Fixed duplicate traitor objectives.
This commit is contained in:
SkyMarshal
2012-01-10 21:18:34 -07:00
parent f36c56f5c7
commit 3b57d309cc
8 changed files with 165 additions and 56 deletions

View File

@@ -83,23 +83,34 @@
traitor.objectives += block_objective
else
var/list/target = traitor.objectives
for(var/i = 1, i <= rand(1,3), i++)
var/datum/objective/objective
switch(rand(1,100))
if(1 to 30)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
objective = kill_objective
if(31 to 40)
var/datum/objective/protect/protect_objective = new
protect_objective.owner = traitor
protect_objective.find_target()
traitor.objectives += protect_objective
objective = protect_objective
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = traitor
steal_objective.find_target()
traitor.objectives += steal_objective
objective = steal_objective
var/inthere = 0
for(var/j, j<= target.len, j++)
if(target[j] == objective)
inthere = 1
break
if(!inthere)
traitor.objectives += objective
else
i -= 1
if (!(locate(/datum/objective/escape) in traitor.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = traitor

View File

@@ -119,6 +119,8 @@
<A href='?src=\ref[src];dmake=2'>Junction</A><BR>
<A href='?src=\ref[src];dmake=3'>Y-Junction</A><BR>
<A href='?src=\ref[src];dmake=4'>Trunk</A><BR>
<A href='?src=\ref[src];dmake=5'>Sort Junction 1</A><BR>
<A href='?src=\ref[src];dmake=6'>Sort Junction 2</A><BR>
"}
user << browse("<HEAD><TITLE>[src]</TITLE></HEAD><TT>[dat]</TT>", "window=pipedispenser")
@@ -147,6 +149,10 @@
C.ptype = 4
if(4)
C.ptype = 5
if(5)
C.ptype = 6
if(6)
C.ptype = 7
C.update()
wait = 1

View File

@@ -5,6 +5,13 @@ var/list/sacrificed = list()
proc
teleport(var/key)
var/mob/living/user = usr
var/mob/living/grabbed
if (istype(user.get_active_hand(), /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = user.get_active_hand()
grabbed = G.affecting
else if (istype(user.get_inactive_hand(), /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = user.get_inactive_hand()
grabbed = G.affecting
var/allrunesloc[]
allrunesloc = new/list()
var/index = 0
@@ -17,7 +24,7 @@ var/list/sacrificed = list()
allrunesloc.len = index
allrunesloc[index] = R.loc
if(index >= 5)
user << "\red You feel pain, as rune disappears in reality shift caused by too much wear of space-time fabric"
user << "\red You feel pain, as the rune disappears into a reality shift caused by too much wear on the fabric of space-time."
if (istype(user, /mob/living))
user.take_overall_damage(5, 0)
del(src)
@@ -29,7 +36,10 @@ var/list/sacrificed = list()
user.visible_message("\red [user] disappears in a flash of red light!", \
"\red You feel as your body gets dragged through the dimension of Nar-Sie!", \
"\red You hear a sickening crunch and sloshing of viscera.")
user.loc = allrunesloc[rand(1,index)]
var/target = rand(1,index)
user.loc = allrunesloc[target]
if(grabbed)
grabbed.loc = allrunesloc[target]
return
if(istype(src,/obj/effect/rune))
return fizzle() //Use friggin manuals, Dorf, your list was of zero length.

View File

@@ -123,6 +123,7 @@
var/obj/effect/bigDelivery/P = new /obj/effect/bigDelivery(get_turf(src.loc))
P.wrapped = src
src.close()
P.waswelded = welded
src.welded = 1
src.loc = P
O.amount -= 3
@@ -185,13 +186,26 @@
return
if(!src.open())
user << "\blue It won't budge!"
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
spawn(30)
lastbang = 0
if(istype(src.loc,/obj/effect/bigDelivery) && lastbang == 0)
var/obj/effect/bigDelivery/Pack = src.loc
if(istype(Pack.loc,/turf) && Pack.waswelded == 0)
for (var/mob/M in hearers(src.loc, null))
M << text("<FONT size=[] color=#6D3F40>BANG, bang, rrrrrip!</FONT>", max(0, 5 - get_dist(src, M)))
lastbang = 1
sleep(10)
src.welded = 0
Pack.unwrap()
src.open()
spawn(30)
lastbang = 0
else if(!istype(src.loc,/obj/effect/bigDelivery))
user << "\blue It won't budge!"
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
spawn(30)
lastbang = 0
/obj/structure/closet/Move()
..()

View File

@@ -675,6 +675,21 @@
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/packageWrap))
if(istype(src.loc,/obj/item/weapon/storage) || istype(src.loc,/obj/item/clothing/suit/storage/)) //Taking stuff out of storage duplicates it.
user << "\blue Do not do this, it is broken as all hell. Take it out of the container first."
return
for(var/obj/item/T in user) //Lets remove it from their inventory
if(T == src)
user.remove_from_mob(T)
break
var/obj/item/weapon/packageWrap/O = W
if (O.amount > 1)
var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(src.loc))
P.wrapped = src
src.loc = P
O.amount -= 1
return
attack_self(mob/user as mob)
return

View File

@@ -150,6 +150,15 @@
var/obj/structure/disposalpipe/P = new pipetype(src.loc)
P.base_icon_state = base_state
P.dir = dir
if(ptype >= 6)
var/obj/structure/disposalpipe/sortjunction/V = P
V.posdir = dir
if(ptype == 6)
V.sortdir = turn(dir, -90)
V.negdir = turn(dir, 180)
else
V.sortdir = turn(dir, 90)
V.negdir = turn(dir, 180)
P.dpdir = dpdir
P.updateicon()
del(src)

View File

@@ -20,6 +20,7 @@
var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
var/flushing = 0 // true if flushing in progress
var/timeleft = 0 //used to give a delay after the last item was put in before flushing
var/islarge = 0 //If there is a crate, lets not add a second.
// create a new disposal
// find the attached trunk (if present) and init gas resvr.
@@ -112,41 +113,83 @@
// mouse drop another mob or self
//
MouseDrop_T(mob/target, mob/user)
if (!istype(target) || target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai))
MouseDrop_T(var/atom/movable/T, mob/user)
if (istype(T,/mob))
var/mob/target = T
if (!istype(target) || target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai))
return
if(src.islarge == 1)
user << "They won't fit with that crate in there!"
return
var/msg
for (var/mob/V in viewers(usr))
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
V.show_message("[usr] starts climbing into the disposal.", 3)
if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
if(target.anchored) return
V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
if(!do_after(usr, 20))
return
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in // must be awake, not stunned or whatever
msg = "[user.name] climbs into the [src]."
user << "You climb into the [src]."
else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
msg = "[user.name] stuffs [target.name] into the [src]!"
user << "You stuff [target.name] into the [src]!"
else
return
if (target.client)
target.client.perspective = EYE_PERSPECTIVE
target.client.eye = src
target.loc = src
for (var/mob/C in viewers(src))
if(C == user)
continue
C.show_message(msg, 3)
timeleft = 5
update()
return
if(istype(T,/obj/effect/bigDelivery))
if (T.anchored || get_dist(user, src) > 1 || get_dist(src,T) > 2 )
return
if(src.islarge == 1)
user << "[T] won't fit with that crate in there!"
return
for(var/mob/M in viewers(src))
if(M == user)
user << "You start to shove \the [T] into the [src]."
continue
M.show_message("[user.name] looks like they're trying to place \the [T] into the [src].", 5)
if(!do_after(usr, 20))
return
user << "Your back is starting to hurt!"
sleep(5)
if(prob(50))
user << "No way can you get this thing in there."
return
if(!do_after(usr, 20))
return
T.loc = src
src.islarge = 1
for(var/mob/M in viewers(src))
if(M == user)
user << "You shove \the [T] into the [src]."
continue
M.show_message("[user.name] manages to stuff \the [T] into the [src]. Impressive!", 5)
return
var/msg
for (var/mob/V in viewers(usr))
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
V.show_message("[usr] starts climbing into the disposal.", 3)
if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
if(target.anchored) return
V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
if(!do_after(usr, 20))
return
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in
// must be awake, not stunned or whatever
msg = "[user.name] climbs into the [src]."
user << "You climb into the [src]."
else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
msg = "[user.name] stuffs [target.name] into the [src]!"
user << "You stuff [target.name] into the [src]!"
else
return
if (target.client)
target.client.perspective = EYE_PERSPECTIVE
target.client.eye = src
target.loc = src
for (var/mob/C in viewers(src))
if(C == user)
continue
C.show_message(msg, 3)
timeleft = 5
update()
return
// can breath normally in the disposal
alter_health()
@@ -364,6 +407,8 @@
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
if(islarge)
islarge = 0
update()
return
@@ -517,10 +562,6 @@
src.destinationTag = T.sortTag
else if (!src.destinationTag)
src.destinationTag = null
else if (istype(AM, /mob)) //If there is a mob somewhere in there....
if(prob(10))
src.destinationTag = "Mail Office"
// start the movement process
// argument is the disposal unit the holder started in
@@ -945,7 +986,6 @@
service = 0
screen = 0
icon_state_old = null
// mob/living/lastuser
New()
@@ -1034,9 +1074,8 @@
proc
interact(var/mob/user)
// lastuser = user
var/dat = "<TT><B>Sorting Mechanism</B><BR>"
if (!sortType)
if (sortType.len == 0)
dat += "<br>Currently Filtering: <A href='?src=\ref[src];choice=selectSort'>None</A><br>"
else
dat += "<br>Currently Filtering:"
@@ -1045,7 +1084,7 @@
dat += "<br>"
if (!backsort)
dat += "Backwards Sorting Disabled <A href='?src=\ref[src];choice=toggleBack'>Toggle</A><br>"
else if(!backType && backsort)
else if(backType.len == 0 && backsort)
dat += "Backwards Sorting Active. Sorting: <A href='?src=\ref[src];choice=selectBack'>None.</A> <A href='?src=\ref[src];choice=toggleBack'>Toggle</A><br>"
else
dat += "Backwards Sorting Active. Sorting:"
@@ -1084,7 +1123,6 @@
sortType |= var_value
else
sortType -= variable
// interact(lastuser)
updateUsrDialog()
//a trunk joining to a disposal bin or outlet on the same turf

View File

@@ -9,6 +9,7 @@
flags = FPRINT
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/examtext = null
var/waswelded = 0
attack_hand(mob/user as mob)
@@ -19,7 +20,7 @@
src.wrapped.loc = (get_turf(src.loc))
if (istype(src.wrapped,/obj/structure/closet))
var/obj/structure/closet/O = src.wrapped
O.welded = 0
O.welded = waswelded
del(src)
return
@@ -207,7 +208,6 @@
flags = FPRINT | TABLEPASS | ONBELT | CONDUCT
attack_self(mob/user as mob)
user.machine = src
interact(user)
proc/interact(mob/user as mob)
@@ -216,6 +216,7 @@
dat += "<br>Current Selection: None<br>"
else
dat += "<br>Current Selection: [currTag]<br><br>"
dat += "<A href='?src=\ref[src];nextTag=[locationList.len + 1]'>Set Custom Destination</A><br><br>"
for (var/i = 1, i <= locationList.len, i++)
if(spaceList[i])
dat += "<br>"
@@ -223,14 +224,19 @@
dat += "<br>"
user << browse(dat, "window=destTagScreen")
onclose(user, "destTagScreen")
usr.machine = null
return
Topic(href, href_list)
usr.machine = src
src.add_fingerprint(usr)
if(href_list["nextTag"])
var/n = text2num(href_list["nextTag"])
src.currTag = locationList[n]
if(n > locationList.len)
var/t1 = input("Which tag?","Tag") as null|text
if(t1)
src.currTag = t1
else
src.currTag = locationList[n]
if(istype(loc,/mob))
interact(loc)
else