mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge remote-tracking branch 'upstream/dev-freeze' into dev
This commit is contained in:
@@ -1278,6 +1278,7 @@
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#include "code\modules\mob\living\silicon\decoy\death.dm"
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#include "code\modules\mob\living\silicon\decoy\decoy.dm"
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#include "code\modules\mob\living\silicon\decoy\life.dm"
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#include "code\modules\mob\living\silicon\pai\admin.dm"
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#include "code\modules\mob\living\silicon\pai\death.dm"
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#include "code\modules\mob\living\silicon\pai\examine.dm"
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#include "code\modules\mob\living\silicon\pai\life.dm"
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@@ -76,7 +76,8 @@
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return candidates
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/datum/antagonist/proc/attempt_random_spawn()
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attempt_spawn(flags & (ANTAG_OVERRIDE_MOB|ANTAG_OVERRIDE_JOB))
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build_candidate_list(flags & (ANTAG_OVERRIDE_MOB|ANTAG_OVERRIDE_JOB))
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attempt_spawn()
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finalize_spawn()
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/datum/antagonist/proc/attempt_late_spawn(var/datum/mind/player)
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@@ -90,16 +91,17 @@
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add_antagonist(player,0,1,0,1,1)
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return
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/datum/antagonist/proc/build_candidate_list(var/ghosts_only)
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// Get the raw list of potential players.
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update_current_antag_max()
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candidates = get_candidates(ghosts_only)
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//Selects players that will be spawned in the antagonist role from the potential candidates
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//Selected players are added to the pending_antagonists lists.
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//Attempting to spawn an antag role with ANTAG_OVERRIDE_JOB should be done before jobs are assigned,
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//so that they do not occupy regular job slots. All other antag roles should be spawned after jobs are
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//assigned, so that job restrictions can be respected.
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/datum/antagonist/proc/attempt_spawn(var/ghosts_only)
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// Get the raw list of potential players.
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update_current_antag_max()
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candidates = get_candidates(ghosts_only)
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/datum/antagonist/proc/attempt_spawn(var/rebuild_candidates = 1)
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// Update our boundaries.
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if(!candidates.len)
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@@ -115,7 +117,7 @@
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/datum/antagonist/proc/draft_antagonist(var/datum/mind/player)
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//Check if the player can join in this antag role, or if the player has already been given an antag role.
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if(can_become_antag(player) && !player.special_role)
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if(!can_become_antag(player) || player.special_role)
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return 0
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pending_antagonists |= player
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@@ -166,10 +166,8 @@ var/global/list/additional_antag_types = list()
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if(!(antag_templates && antag_templates.len))
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return 1
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// Attempt to mark folks down as ready to go. Don't finalize until post setup.
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var/datum/antagonist/main_antags = antag_templates[1]
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var/list/candidates = main_antags.get_candidates()
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if(candidates.len >= required_enemies)
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if(main_antags.candidates.len >= required_enemies)
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return 1
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return 0
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@@ -184,10 +182,12 @@ var/global/list/additional_antag_types = list()
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EMajor.delay_modifier = event_delay_mod_major
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/datum/game_mode/proc/pre_setup()
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//antag roles that replace jobs need to be assigned before the job controller hands out jobs.
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for(var/datum/antagonist/antag in antag_templates)
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antag.build_candidate_list() //compile a list of all eligible candidates
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//antag roles that replace jobs need to be assigned before the job controller hands out jobs.
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if(antag.flags & ANTAG_OVERRIDE_JOB)
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antag.attempt_spawn()
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antag.attempt_spawn() //select antags to be spawned
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///post_setup()
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/datum/game_mode/proc/post_setup()
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@@ -205,8 +205,8 @@ var/global/list/additional_antag_types = list()
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//Assign all antag types for this game mode. Any players spawned as antags earlier should have been removed from the pending list, so no need to worry about those.
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for(var/datum/antagonist/antag in antag_templates)
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if(!(antag.flags & ANTAG_OVERRIDE_JOB))
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antag.attempt_spawn()
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antag.finalize_spawn()
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antag.attempt_spawn() //select antags to be spawned
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antag.finalize_spawn() //actually spawn antags
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if(antag.is_latejoin_template())
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latejoin_templates |= antag
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@@ -156,6 +156,9 @@
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else
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channels[chan_name] |= FREQ_LISTENING
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if(href_list["nowindow"]) // here for pAIs, maybe others will want it, idk
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return
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interact(usr)
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/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel) //BS12 EDIT
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@@ -88,7 +88,8 @@ var/list/admin_verbs_admin = list(
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/client/proc/change_human_appearance_admin, /* Allows an admin to change the basic appearance of human-based mobs */
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/client/proc/change_human_appearance_self, /* Allows the human-based mob itself change its basic appearance */
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/client/proc/change_security_level,
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/client/proc/view_chemical_reaction_logs
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/client/proc/view_chemical_reaction_logs,
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/client/proc/makePAI
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)
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var/list/admin_verbs_ban = list(
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/client/proc/unban_panel,
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@@ -16,6 +16,7 @@
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var/obj/access_scanner = null
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var/list/req_access = list()
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var/list/req_one_access = list()
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/mob/living/bot/New()
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..()
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@@ -26,14 +27,17 @@
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access_scanner = new /obj(src)
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access_scanner.req_access = req_access.Copy()
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access_scanner.req_one_access = req_one_access.Copy()
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/mob/living/bot/Life()
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..()
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if(health <= 0)
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death()
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return
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weakened = 0
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stunned = 0
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paralysis = 0
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if(health <= 0)
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death()
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update_canmove()
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/mob/living/bot/updatehealth()
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if(status_flags & GODMODE)
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@@ -4,7 +4,7 @@
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icon_state = "secbot0"
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maxHealth = 50
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health = 50
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req_access = list(access_security, access_forensics_lockers)
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req_one_access = list(access_security, access_forensics_lockers)
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botcard_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_court)
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var/mob/target
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21
code/modules/mob/living/silicon/pai/admin.dm
Normal file
21
code/modules/mob/living/silicon/pai/admin.dm
Normal file
@@ -0,0 +1,21 @@
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// Originally a debug verb, made it a proper adminverb for ~fun~
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/client/proc/makePAI(turf/t in view(), name as text, pai_key as null|text)
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set name = "Make pAI"
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set category = "Admin"
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if(!check_rights(R_ADMIN))
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return
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if(!pai_key)
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var/client/C = input("Select client") as null|anything in clients
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if(!C) return
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pai_key = C.key
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log_and_message_admins("made a pAI with key=[pai_key] at ([t.x],[t.y],[t.z])")
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var/obj/item/device/paicard/card = new(t)
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var/mob/living/silicon/pai/pai = new(card)
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pai.key = pai_key
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card.setPersonality(pai)
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if(name)
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pai.SetName(name)
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@@ -15,7 +15,7 @@
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return STATUS_UPDATE // Ghosts can view updates
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/mob/living/silicon/pai/default_can_use_topic(var/src_object)
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if(src_object == src && !stat)
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if((src_object == src || src_object == radio) && !stat)
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return STATUS_INTERACTIVE
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else
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return ..()
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@@ -8,11 +8,11 @@ code/modules/mob/living/silicon/pai/software_modules.dm
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</div>
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<div class="itemContent">
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{{if data.listening}}
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{{:helper.link("On", '', {"stopic":"radio", "talk":1}, 'selected')}}
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{{:helper.link("Off", '', {"stopic":"radio", "talk":1})}}
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{{:helper.link("On", '', {"stopic":"radio", "talk":1, "nowindow":1}, 'selected')}}
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{{:helper.link("Off", '', {"stopic":"radio", "talk":1, "nowindow":1})}}
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{{else}}
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{{:helper.link("On", '', {"stopic":"radio", "talk":1})}}
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{{:helper.link("Off", '', {"stopic":"radio", "talk":1}, 'selected')}}
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{{:helper.link("On", '', {"stopic":"radio", "talk":1, "nowindow":1})}}
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{{:helper.link("Off", '', {"stopic":"radio", "talk":1, "nowindow":1}, 'selected')}}
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{{/if}}
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</div>
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</div>
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@@ -22,11 +22,11 @@ code/modules/mob/living/silicon/pai/software_modules.dm
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Frequency:
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</div>
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<div class="itemContent">
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{{:helper.link("--", '', {"stopic":"radio", "freq":-10})}}
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{{:helper.link("-", '', {"stopic":"radio", "freq": -2})}}
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{{:helper.link("--", '', {"stopic":"radio", "freq":-10, "nowindow":1})}}
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{{:helper.link("-", '', {"stopic":"radio", "freq": -2, "nowindow":1})}}
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<div style="float: left; width: 80px; text-align: center;">{{:data.frequency}}</div>
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{{:helper.link("+", '', {"stopic":"radio", "freq": 2})}}
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{{:helper.link("++", '', {"stopic":"radio", "freq": 10})}}
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{{:helper.link("+", '', {"stopic":"radio", "freq": 2, "nowindow":1})}}
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{{:helper.link("++", '', {"stopic":"radio", "freq": 10, "nowindow":1})}}
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</div>
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</div>
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@@ -37,11 +37,11 @@ code/modules/mob/living/silicon/pai/software_modules.dm
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</div>
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<div class="itemContent">
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{{if value.listening}}
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{{:helper.link("On", '', {"stopic":"radio", "channel":value.name, "listen":1}, 'selected')}}
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{{:helper.link("Off", '', {"stopic":"radio", "channel":value.name, "listen":1})}}
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{{:helper.link("On", '', {"stopic":"radio", "channel":value.name, "listen":1, "nowindow":1}, 'selected')}}
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{{:helper.link("Off", '', {"stopic":"radio", "channel":value.name, "listen":1, "nowindow":1})}}
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{{else}}
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{{:helper.link("On", '', {"stopic":"radio", "channel":value.name, "listen":1})}}
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{{:helper.link("Off", '', {"stopic":"radio", "channel":value.name, "listen":1}, 'selected')}}
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{{:helper.link("On", '', {"stopic":"radio", "channel":value.name, "listen":1, "nowindow":1})}}
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{{:helper.link("Off", '', {"stopic":"radio", "channel":value.name, "listen":1, "nowindow":1}, 'selected')}}
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{{/if}}
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</div>
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</div>
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