Fixed the signpost shuttle bug.

Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-24 04:00:45 +00:00
parent e3de8ddc34
commit 3cae06c9c3
45 changed files with 3425 additions and 3632 deletions

View File

@@ -6,7 +6,7 @@
log_admin("[key_name(usr)] has left build mode.")
M.client.buildmode = 0
M.client.show_popup_menus = 1
for(var/obj/buildholder/H)
for(var/obj/bmode/buildholder/H)
if(H.cl == M.client)
del(H)
else
@@ -14,14 +14,14 @@
M.client.buildmode = 1
M.client.show_popup_menus = 0
var/obj/buildholder/H = new/obj/buildholder()
var/obj/builddir/A = new/obj/builddir(H)
var/obj/bmode/buildholder/H = new/obj/bmode/buildholder()
var/obj/bmode/builddir/A = new/obj/bmode/builddir(H)
A.master = H
var/obj/buildhelp/B = new/obj/buildhelp(H)
var/obj/bmode/buildhelp/B = new/obj/bmode/buildhelp(H)
B.master = H
var/obj/buildmode/C = new/obj/buildmode(H)
var/obj/bmode/buildmode/C = new/obj/bmode/buildmode(H)
C.master = H
var/obj/buildquit/D = new/obj/buildquit(H)
var/obj/bmode/buildquit/D = new/obj/bmode/buildquit(H)
D.master = H
H.builddir = A
@@ -34,161 +34,154 @@
M.client.screen += D
H.cl = M.client
/obj/builddir
/obj/bmode//Cleaning up the tree a bit
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'buildmode.dmi'
var/obj/bmode/buildholder/master = null
/obj/bmode/builddir
icon_state = "build"
screen_loc = "NORTH,WEST"
var/obj/buildholder/master = null
/obj/buildhelp
density = 1
anchored = 1
layer = 20
dir = NORTH
Click()
switch(dir)
if(NORTH)
dir = EAST
if(EAST)
dir = SOUTH
if(SOUTH)
dir = WEST
if(WEST)
dir = NORTHWEST
if(NORTHWEST)
dir = NORTH
return
/obj/bmode/buildhelp
icon = 'buildmode.dmi'
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
var/obj/buildholder/master = null
/obj/buildmode
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'buildmode.dmi'
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/obj/buildholder/master = null
var/varholder = "name"
var/valueholder = "derp"
var/objholder = "/obj/closet"
/obj/buildquit
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'buildmode.dmi'
Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
if(4)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button on turf/obj/mob = Throw"
usr << "\blue Right Mouse Button on turf/obj/mob = Select"
usr << "\blue ***********************************************************"
return
/obj/bmode/buildquit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
var/obj/buildholder/master = null
/obj/buildquit/Click()
togglebuildmode(master.cl.mob)
Click()
togglebuildmode(master.cl.mob)
/obj/buildholder
/obj/bmode/buildholder
density = 0
anchored = 1
var/client/cl = null
var/obj/builddir/builddir = null
var/obj/buildhelp/buildhelp = null
var/obj/buildmode/buildmode = null
var/obj/buildquit/buildquit = null
var/obj/bmode/builddir/builddir = null
var/obj/bmode/buildhelp/buildhelp = null
var/obj/bmode/buildmode/buildmode = null
var/obj/bmode/buildquit/buildquit = null
var/atom/movable/throw_atom = null
/obj/builddir/Click()
switch(dir)
if(NORTH)
dir = EAST
if(EAST)
dir = SOUTH
if(SOUTH)
dir = WEST
if(WEST)
dir = NORTHWEST
if(NORTHWEST)
dir = NORTH
/obj/bmode/buildmode
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/varholder = "name"
var/valueholder = "derp"
var/objholder = "/obj/closet"
/obj/buildhelp/Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
Click(location, control, params)
var/list/pa = params2list(params)
/obj/buildmode/Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 4
src.icon_state = "buildmode4"
if(4)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return
if(2)
objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/closet")
var/list/removed_paths = list("/obj/bhole")
if(objholder in removed_paths)
alert("That path is not allowed.")
objholder = "/obj/closet"
else if (dd_hasprefix(objholder, "/mob") && !(usr.client.holder.rank in list("Game Master", "Game Admin", "Badmin")))
objholder = "/obj/closet"
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !(usr.client.holder.rank in list("Game Master", "Game Admin")))
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in world
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
if(2)
objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/closet")
var/list/removed_paths = list("/obj/bhole")
if(objholder in removed_paths)
alert("That path is not allowed.")
objholder = "/obj/closet"
else if (dd_hasprefix(objholder, "/mob") && !(usr.client.holder.rank in list("Game Master", "Game Admin", "Badmin")))
objholder = "/obj/closet"
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !(usr.client.holder.rank in list("Game Master", "Game Admin")))
return
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in world
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
/proc/build_click(var/mob/user, buildmode, location, control, params, var/obj/object)
var/obj/buildholder/holder = null
for(var/obj/buildholder/H)
var/obj/bmode/buildholder/holder = null
for(var/obj/bmode/buildholder/H)
if(H.cl == user.client)
holder = H
break
if(!holder) return
var/list/pa = params2list(params)
switch(buildmode)
if(1)
if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
if(istype(object,/turf/space))
@@ -203,7 +196,6 @@
var/turf/T = object
T.ReplaceWithRWall()
return
else if(pa.Find("right"))
if(istype(object,/turf/simulated/wall))
var/turf/T = object
@@ -220,10 +212,8 @@
else if(istype(object,/obj))
del(object)
return
else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left"))
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left"))
switch(holder.builddir.dir)
if(NORTH)
@@ -253,7 +243,6 @@
if(pa.Find("left")) //I cant believe this shit actually compiles.
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
// message_admins("[key_name_admin(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]", 1)
object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
blink(object)
else
@@ -261,14 +250,20 @@
if(pa.Find("right"))
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
// message_admins("[key_name_admin(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]", 1)
object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
blink(object)
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
if(4)
if(pa.Find("left"))
holder.throw_atom = object
if(pa.Find("right"))
if(holder.throw_atom)
holder.throw_atom.throw_at(object, 10, 1)
/proc/blink(atom/A)
A.icon += rgb(0,75,75)
spawn(10)
spawn(5)
if(A)
A.icon = initial(A.icon)

View File

@@ -1,329 +0,0 @@
/obj/item/projectile/hivebotbullet
damage = 5
mobdamage = list(BRUTE = 5, BURN = 0, TOX = 0, OXY = 0, CLONE = 0)
/obj/hivebot
name = "Hivebot"
desc = "A small robot"
icon = 'Hivebot.dmi'
icon_state = "basic"
layer = 5.0
density = 1
anchored = 0
var
alive = 1
health = 10
task = "thinking"
aggressive = 1
wanderer = 1
opensdoors = 1
frustration = 0
last_found = null
target = null
oldtarget_name = null
target_lastloc = null
atkcarbon = 1
atksilicon = 0
attack = 0
attacking = 0
steps = 0
firevuln = 0.5
brutevuln = 1
seekrange = 8
basic_damage = 2
armor = 5
proc
patrol_step()
process()
seek_target()
Die()
ChaseAttack(mob/M)
RunAttack(mob/M)
Shoot(var/target, var/start, var/user, var/bullet = 0)
TakeDamage(var/damage = 0)
attackby(obj/item/weapon/W as obj, mob/living/user as mob)
..()
if (!src.alive) return
var/damage = 0
switch(W.damtype)
if("fire") damage = W.force * firevuln
if("brute") damage = W.force * brutevuln
TakeDamage(damage)
attack_hand(var/mob/user as mob)
if (!src.alive) return
if (user.a_intent == "hurt")
TakeDamage(2 * brutevuln)
for(var/mob/O in viewers(src, null))
O.show_message("\red <b>[user]</b> punches [src]!", 1)
playsound(src.loc, pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'), 100, 1)
patrol_step()
var/moveto = locate(src.x + rand(-1,1),src.y + rand(-1, 1),src.z)
if (istype(moveto, /turf/simulated/floor) || istype(moveto, /turf/simulated/shuttle/floor) || istype(moveto, /turf/unsimulated/floor)) step_towards(src, moveto)
if(src.aggressive) seek_target()
steps += 1
if (steps == rand(5,20)) src.task = "thinking"
Bump(M as mob|obj)
spawn(0)
if ((istype(M, /obj/machinery/door)))
var/obj/machinery/door/D = M
if (src.opensdoors)
D.open()
src.frustration = 0
else src.frustration ++
else if ((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
return
return
Bumped(M as mob|obj)
spawn(0)
var/turf/T = get_turf(src)
M:loc = T
bullet_act(var/obj/item/projectile/Proj)
TakeDamage(Proj.damage)
ex_act(severity)
switch(severity)
if(1.0)
src.Die()
return
if(2.0)
TakeDamage(20)
return
return
emp_act(serverity)
src.Die()//Currently why not
return
meteorhit()
src.Die()
return
blob_act()
if(prob(25))
src.Die()
return
process()
set background = 1
if (!src.alive) return
switch(task)
if("thinking")
src.attack = 0
src.target = null
sleep(15)
walk_to(src,0)
if (src.aggressive) seek_target()
if (src.wanderer && !src.target) src.task = "wandering"
if("chasing")
if (src.frustration >= 8)
src.target = null
src.last_found = world.time
src.frustration = 0
src.task = "thinking"
walk_to(src,0)
if (target)
if (get_dist(src, src.target) <= 1)
var/mob/living/carbon/M = src.target
ChaseAttack(M)
src.task = "attacking"
src.anchored = 1
src.target_lastloc = M.loc
else
var/turf/olddist = get_dist(src, src.target)
walk_to(src, src.target,1,4)
if ((get_dist(src, src.target)) >= (olddist))
src.frustration++
else
src.frustration = 0
sleep(5)
else src.task = "thinking"
if("attacking")
// see if he got away
if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc)))
src.anchored = 0
src.task = "chasing"
else
if (get_dist(src, src.target) <= 1)
var/mob/living/carbon/M = src.target
if (!src.attacking) RunAttack(src.target)
if (!src.aggressive)
src.task = "thinking"
src.target = null
src.anchored = 0
src.last_found = world.time
src.frustration = 0
src.attacking = 0
else
if(M!=null)
if (M.health < 0)
src.task = "thinking"
src.target = null
src.anchored = 0
src.last_found = world.time
src.frustration = 0
src.attacking = 0
else
src.anchored = 0
src.attacking = 0
src.task = "chasing"
if("wandering")
patrol_step()
sleep(10)
spawn(8)
process()
return
New()
spawn(0) process()
..()
seek_target()
src.anchored = 0
for (var/mob/living/C in view(src.seekrange,src))
if (src.target)
src.task = "chasing"
break
if ((C.name == src.oldtarget_name) && (world.time < src.last_found + 100)) continue
if (istype(C, /mob/living/carbon/) && !src.atkcarbon) continue
if (istype(C, /mob/living/silicon/) && !src.atksilicon) continue
if (C.health < 0) continue
if (istype(C, /mob/living/carbon/) && src.atkcarbon) src.attack = 1
if (istype(C, /mob/living/silicon/) && src.atksilicon) src.attack = 1
if (src.attack)
src.target = C
src.oldtarget_name = C.name
src.task = "chasing"
break
else
continue
Die()
if (!src.alive) return
src.alive = 0
walk_to(src,0)
src.visible_message("<b>[src]</b> blows apart!")
var/turf/Ts = get_turf(src)
new /obj/decal/cleanable/robot_debris(Ts)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
del(src)
TakeDamage(var/damage = 0)
var/tempdamage = (damage-armor)
if(tempdamage > 0)
src.health -= tempdamage
else
src.health--
if(src.health <= 0)
src.Die()
ChaseAttack(mob/M)
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src]</B> leaps at [src.target]!", 1)
RunAttack(mob/M)
src.attacking = 1
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src]</B> claws at [src.target]!", 1)
src.target:bruteloss += basic_damage
spawn(25)
src.attacking = 0
Shoot(var/target, var/start, var/user, var/bullet = 0)
if(target == start)
return
var/obj/item/projectile/hivebotbullet/A = new /obj/item/projectile/hivebotbullet(user:loc)
playsound(user, 'Gunshot.ogg', 100, 1)
if(!A) return
if (!istype(target, /turf))
del(A)
return
A.current = target
A.yo = target:y - start:y
A.xo = target:x - start:x
spawn( 0 )
A.process()
return
/obj/hivebot/range
name = "Hivebot"
desc = "A smallish robot, this one is armed!"
var/rapid = 0
seek_target()
src.anchored = 0
for (var/mob/living/C in view(src.seekrange,src))
if (!src.alive) break
if (C.health < 0) continue
if (istype(C, /mob/living/carbon/) && src.atkcarbon) src.attack = 1
if (istype(C, /mob/living/silicon/) && src.atksilicon) src.attack = 1
if (src.attack)
src.target = C
src.oldtarget_name = C.name
for(var/mob/O in viewers(src, null))
O.show_message("\red <b>[src]</b> fires at [src.target]!", 1)
var/tturf = get_turf(target)
if(rapid)
spawn(1)
Shoot(tturf, src.loc, src)
spawn(4)
Shoot(tturf, src.loc, src)
spawn(6)
Shoot(tturf, src.loc, src)
else
Shoot(tturf, src.loc, src)
src.attack = 0
sleep(12)
seek_target()
src.task = "thinking"
break
else continue
/obj/hivebot/range/rapid
rapid = 1
/obj/hivebot/range/strong
name = "Strong Hivebot"
desc = "A robot, this one is armed and looks tough!"
health = 50
armor = 10
/obj/hivebot/range/borgkill
health = 20
atksilicon = 1

View File

@@ -1,72 +0,0 @@
/obj/hivebot/tele//this still needs work
name = "Beacon"
desc = "Some odd beacon thing"
icon = 'Hivebot.dmi'
icon_state = "def_radar-off"
health = 200
task = "thinking"
aggressive = 0
wanderer = 0
armor = 5
var
bot_type = "norm"
bot_amt = 10
spawn_delay = 600
set_spawn = 0
auto_spawn = 1
proc
warpbots()
New()
..()
var/datum/effects/system/harmless_smoke_spread/smoke = new /datum/effects/system/harmless_smoke_spread()
smoke.set_up(5, 0, src.loc)
smoke.start()
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>The [src] warps in!</B>", 1)
playsound(src.loc, 'EMPulse.ogg', 25, 1)
if(auto_spawn)
spawn(spawn_delay)
warpbots()
warpbots()
icon_state = "def_radar"
for(var/mob/O in viewers(src, null))
O.show_message("\red The [src] turns on!", 1)
while(bot_amt > 0)
bot_amt--
switch(bot_type)
if("norm")
new /obj/hivebot(get_turf(src))
if("range")
new /obj/hivebot/range(get_turf(src))
if("rapid")
new /obj/hivebot/range/rapid(get_turf(src))
spawn(100)
del(src)
return
process()
if(set_spawn)
warpbots()
..()
/obj/hivebot/tele/massive
bot_type = "norm"
bot_amt = 30
auto_spawn = 0
/obj/hivebot/tele/range
bot_type = "range"
bot_amt = 10
/obj/hivebot/tele/rapid
bot_type = "rapid"
bot_amt = 10