mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
@@ -961,7 +961,7 @@
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#include "code\modules\projectiles\projectile\bullets.dm"
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#include "code\modules\projectiles\projectile\energy.dm"
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#include "code\modules\projectiles\projectile\special.dm"
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#include "code\modules\recycling\conveyor.dm"
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#include "code\modules\recycling\conveyor2.dm"
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#include "code\modules\recycling\disposal-construction.dm"
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#include "code\modules\recycling\disposal.dm"
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#include "code\modules\recycling\sortingmachinery.dm"
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@@ -1005,6 +1005,6 @@
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#include "code\WorkInProgress\virus2\monkeydispensor.dm"
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#include "code\WorkInProgress\virus2\Prob.dm"
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#include "interface\skin.dmf"
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#include "maps\Antiqua.dmm"
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#include "maps\tgstation.2.0.8.dmm"
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// END_INCLUDE
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@@ -113,6 +113,7 @@ var/list/radiochannels = list(
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var/list/DEPT_FREQS = list(1351,1355,1357,1359,1213,1441,1349,1347)
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var/const/COMM_FREQ = 1353 //command, colored gold in chat window
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var/const/SYND_FREQ = 1213
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var/NUKE_FREQ = 1199 //Never accessable except on nuke rounds.
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#define TRANSMISSION_WIRE 0
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#define TRANSMISSION_RADIO 1
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@@ -6,7 +6,7 @@
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name = "nuclear emergency"
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config_tag = "nuclear"
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required_players = 3
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required_enemies = 3
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required_enemies = 2
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var/const/agents_possible = 5 //If we ever need more syndicate agents.
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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@@ -110,6 +110,9 @@
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var/nuke_code = "[rand(10000, 99999)]"
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var/leader_selected = 0
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var/freq = random_radio_frequency()
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radiochannels += list("Nuclear" = freq)
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NUKE_FREQ = freq
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//var/agent_number = 1
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for(var/datum/mind/synd_mind in syndicates)
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@@ -126,7 +129,7 @@
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//synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
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//agent_number++
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equip_syndicate(synd_mind.current)
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equip_syndicate(synd_mind.current,freq)
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update_synd_icons_added(synd_mind)
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update_all_synd_icons()
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@@ -182,7 +185,7 @@
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P.loc = H.loc
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else
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nuke_code = "code will be proveded later"
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nuke_code = "code will be provided later"
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synd_mind.current << "Nuclear Explosives 101:\n\tHello and thank you for choosing the Syndicate for your nuclear information needs.\nToday's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.\nFirst and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.\nPressing any button on the compacted bomb will cause it to extend and bolt itself into place.\nIf this is done to unbolt it one must compeltely log in which at this time may not be possible.\nTo make the device functional:\n1. Place bomb in designated detonation zone\n2. Extend and anchor bomb (attack with hand).\n3. Insert Nuclear Auth. Disk into slot.\n4. Type numeric code into keypad ([nuke_code]).\n\tNote: If you make a mistake press R to reset the device.\n5. Press the E button to log onto the device\nYou now have activated the device. To deactivate the buttons at anytime for example when\nyou've already prepped the bomb for detonation remove the auth disk OR press the R ont he keypad.\nNow the bomb CAN ONLY be detonated using the timer. A manual det. is not an option.\n\tNote: Nanotrasen is a pain in the neck.\nToggle off the SAFETY.\n\tNote: You wouldn't believe how many Syndicate Operatives with doctorates have forgotten this step\nSo use the - - and + + to set a det time between 5 seconds and 10 minutes.\nThen press the timer toggle button to start the countdown.\nNow remove the auth. disk so that the buttons deactivate.\n\tNote: THE BOMB IS STILL SET AND WILL DETONATE\nNow before you remove the disk if you need to move the bomb you can:\nToggle off the anchor, move it, and re-anchor.\n\nGood luck. Remember the order:\nDisk, Code, Safety, Timer, Disk, RUN!\nIntelligence Analysts believe that they are hiding the disk in the bridge. Your space ship will not leave until the bomb is armed and timing.\nGood luck!"
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return
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@@ -203,17 +206,18 @@
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return
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/datum/game_mode/proc/random_radio_frequency()
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return 1337
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/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob)
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var/radio_freq = random_radio_frequency()
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/datum/game_mode/proc/random_radio_frequency(var/tempfreq = 1459)
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tempfreq = rand(1400,1600)
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if(tempfreq in radiochannels || (tempfreq > 1441 && tempfreq < 1489))
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random_radio_frequency(tempfreq)
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return tempfreq
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/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob,radio_freq)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset(synd_mob)
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R.set_frequency(radio_freq)
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R.freerange = 1
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R.config(list("Nuclear" = 1))
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synd_mob.equip_if_possible(R, synd_mob.slot_ears)
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synd_mob.equip_if_possible(new /obj/item/clothing/under/syndicate(synd_mob), synd_mob.slot_w_uniform)
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synd_mob.equip_if_possible(new /obj/item/clothing/shoes/black(synd_mob), synd_mob.slot_shoes)
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synd_mob.equip_if_possible(new /obj/item/clothing/suit/armor/vest(synd_mob), synd_mob.slot_wear_suit)
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@@ -225,9 +229,10 @@
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synd_mob.equip_if_possible(new /obj/item/ammo_magazine/a12mm(synd_mob), synd_mob.slot_in_backpack)
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synd_mob.equip_if_possible(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), synd_mob.slot_in_backpack)
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synd_mob.equip_if_possible(new /obj/item/weapon/gun/projectile/automatic/c20r(synd_mob), synd_mob.slot_belt)
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var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
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var/obj/item/weapon/implant/dexplosive/E = new/obj/item/weapon/implant/dexplosive(synd_mob)
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E.imp_in = synd_mob
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E.implanted = 1
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return 1
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@@ -49,6 +49,7 @@
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//When given the choice, people have been P2W
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menu_message += "<A href='byond://?src=\ref[src];buy_item=sleepypen'>Sleepy Pen</A> (4)<BR>" //Terrible -Pete.
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menu_message += "<BR>"
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menu_message += "<A href='byond://?src=\ref[src];buy_item=imp_exp'>Explosive Implant (with injector)</A> (6)<BR>"
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menu_message += "<A href='byond://?src=\ref[src];buy_item=detomatix'>Detomatix Cartridge</A> (3)<BR>"
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menu_message += "<A href='byond://?src=\ref[src];buy_item=bomb'>Plastic Explosives</A> (2)<BR>"
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menu_message += "<A href='byond://?src=\ref[src];buy_item=powersink'>Power Sink</A> (5)<BR>"
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@@ -144,6 +145,13 @@
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uses -= 10
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var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(hostpda))
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O.imp = new /obj/item/weapon/implant/uplink(O)
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if("imp_exp")
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if (src.uses >= 6)
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src.uses -= 6
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var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(hostpda))
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O.imp = new /obj/item/weapon/implant/explosive(O)
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O.name = "(BIO-HAZARD) BIO-detpack"
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O.update()
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if("sleepypen")
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if (uses >= 4)
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uses -= 4
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||||
@@ -6,12 +6,12 @@
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/obj/item/weapon/plastique/afterattack(atom/target as obj|turf, mob/user as mob, flag)
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if (!flag)
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return
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if (istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/))
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if (istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/) || ismob(target))
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return
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user << "Planting explosives..."
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if(ismob(target))
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/* if(ismob(target))
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user.attack_log += "\[[time_stamp()]\] <font color='red'> [user.real_name] tried planting [name] on [target:real_name] ([target:ckey])</font>"
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user.visible_message("\red [user.name] is trying to plant some kind of explosive on [target.name]!")
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user.visible_message("\red [user.name] is trying to plant some kind of explosive on [target.name]!") */
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if(do_after(user, 50) && in_range(user, target))
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user.drop_item()
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target = target
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@@ -45,8 +45,9 @@
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||||
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||||
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||||
implanted(mob/source as mob)
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source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
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activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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return
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@@ -82,11 +83,15 @@ Implant Specifics:<BR>"}
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return dat
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||||
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/obj/item/weapon/implant/explosive
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//Nuke Agent Explosive
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/obj/item/weapon/implant/dexplosive
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name = "explosive"
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desc = "And boom goes the weasel."
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||||
var/activation_emote = "deathgasp"
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var/coded = 0
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New()
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verbs += /obj/item/weapon/implant/dexplosive/proc/set_emote
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get_data()
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var/dat = {"
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@@ -103,7 +108,7 @@ Implant Specifics:<BR>"}
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trigger(emote, source as mob)
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if(emote == "deathgasp")
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if(emote == activation_emote)
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src.activate("death")
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return
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@@ -114,6 +119,20 @@ Implant Specifics:<BR>"}
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if(src.imp_in)
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src.imp_in.gib()
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|
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proc/set_emote()
|
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set name = "Set Emote"
|
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set category = "Object"
|
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set src in usr
|
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if(coded != 0)
|
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usr << "You've already set up your implant!"
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return
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activation_emote = input("Choose activation emote:") in list("deathgasp","blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
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usr.mind.store_memory("Explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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usr << "The implanted explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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coded = 1
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verbs -= /obj/item/weapon/implant/dexplosive/proc/set_emote
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return
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|
||||
|
||||
|
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/obj/item/weapon/implant/chem
|
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@@ -195,3 +214,40 @@ the implant may become unstable and either pre-maturely inject the subject or si
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ticker.mode:remove_revolutionary(H.mind)
|
||||
H << "\blue You feel a surge of loyalty towards NanoTrasen."
|
||||
return
|
||||
|
||||
|
||||
//BS12 Explosive
|
||||
/obj/item/weapon/implant/explosive
|
||||
name = "explosive"
|
||||
desc = "And boom goes the weasel."
|
||||
var/phrase = "die"
|
||||
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
|
||||
<b>Life:</b> Activates upon codephrase.<BR>
|
||||
<b>Important Notes:</b> Explodes<BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
||||
<b>Special Features:</b> Explodes<BR>
|
||||
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
||||
return dat
|
||||
|
||||
hear_talk(M as mob, var/msg)
|
||||
if(findtext(msg,phrase))
|
||||
if(istype(loc, /mob/))
|
||||
var/mob/T = loc
|
||||
T.gib()
|
||||
explosion(find_loc(src), 1, 3, 4, 6, 3)
|
||||
var/turf/t = find_loc(src)
|
||||
if(t)
|
||||
t.hotspot_expose(3500,125)
|
||||
del(src)
|
||||
|
||||
implanted(mob/source as mob)
|
||||
phrase = input("Choose activation phrase:") as text
|
||||
usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
|
||||
usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
|
||||
@@ -79,7 +79,7 @@
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/explosive
|
||||
name = "Glass Case- 'Explosive'"
|
||||
name = "Glass Case- '(BIO-HAZARD) BIO-detpack'"
|
||||
desc = "A case containing an explosive implant."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "implantcase-r"
|
||||
|
||||
@@ -25,7 +25,30 @@
|
||||
return
|
||||
if (user && src.imp)
|
||||
for (var/mob/O in viewers(M, null))
|
||||
O.show_message("\red [M] has been implanted by [user].", 1)
|
||||
if (M != user)
|
||||
O.show_message(text("\red <B>[] is trying to implant [] with [src.name]!</B>", user, M), 1)
|
||||
else
|
||||
O.show_message("\red <B>[user] is trying to inject themselves with [src.name]!</B>", 1)
|
||||
if(!do_mob(user, M,60)) return
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
var/picked = 0
|
||||
var/mob/living/carbon/human/T = M
|
||||
var/list/datum/organ/external/E = T.organs
|
||||
while(picked == 0 && E.len > 0)
|
||||
var/datum/organ/external/O = pick(E)
|
||||
E -= O
|
||||
if(!E.implant)
|
||||
O.implant = src.imp
|
||||
picked = 1
|
||||
if(picked == 0)
|
||||
for (var/mob/O in viewers(M, null))
|
||||
O.show_message(text("[user.name] can't find anywhere to implant [M.name]"), 1)
|
||||
return
|
||||
for (var/mob/O in viewers(M, null))
|
||||
if (M != user)
|
||||
O.show_message(text("\red [] implants [] with [src.name]!", user, M), 1)
|
||||
else
|
||||
O.show_message("\red [user] implants themself with [src.name]!", 1)
|
||||
M.attack_log += text("\[[time_stamp()]\] <font color='orange'> Implanted with [src.name] ([src.imp.name]) by [user.name] ([user.ckey])</font>")
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] ([src.imp.name]) to implant [M.name] ([M.ckey])</font>")
|
||||
src.imp.loc = M
|
||||
@@ -33,7 +56,6 @@
|
||||
src.imp.implanted = 1
|
||||
src.imp.implanted(M)
|
||||
src.imp = null
|
||||
user.show_message("\red You implanted the implant into [M].")
|
||||
src.icon_state = "implanter0"
|
||||
return
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
|
||||
|
||||
implanted(mob/source as mob)
|
||||
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
return
|
||||
|
||||
@@ -48,9 +48,9 @@ SYNDICATE UPLINK
|
||||
dat += "<BR>"
|
||||
dat += "<A href='byond://?src=\ref[src];buy_item=imp_freedom'>Freedom Implant (with injector)</A> (3)<BR>"
|
||||
// dat += "<A href='byond://?src=\ref[src];buy_item=paralysispen'>Paralysis Pen</A> (3)<BR>" //Note that this goes to the updated sleepypen now.
|
||||
|
||||
dat += "<A href='byond://?src=\ref[src];buy_item=sleepypen'>Sleepy Pen</A> (4)<BR>" //Terrible -Pete. //Reinstated -Skymarshal
|
||||
dat += "<BR>"
|
||||
dat += "<A href='byond://?src=\ref[src];buy_item=imp_exp'>Explosive Implant (with injector)</A> (6)<BR>"
|
||||
dat += "<A href='byond://?src=\ref[src];buy_item=detomatix'>Detomatix Cartridge</A> (3)<BR>"
|
||||
dat += "<A href='byond://?src=\ref[src];buy_item=bomb'>Plastic Explosives</A> (2)<BR>"
|
||||
dat += "<A href='byond://?src=\ref[src];buy_item=powersink'>Power Sink</A> (5)<BR>"
|
||||
@@ -133,6 +133,13 @@ SYNDICATE UPLINK
|
||||
src.uses -= 3
|
||||
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(src))
|
||||
O.imp = new /obj/item/weapon/implant/freedom(O)
|
||||
if("imp_exp")
|
||||
if (src.uses >= 6)
|
||||
src.uses -= 6
|
||||
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(src))
|
||||
O.imp = new /obj/item/weapon/implant/explosive(O)
|
||||
O.name = "(BIO-HAZARD) BIO-detpack"
|
||||
O.update()
|
||||
if("sleepypen")
|
||||
if (src.uses >= 4)
|
||||
src.uses -= 4
|
||||
|
||||
@@ -259,6 +259,8 @@
|
||||
freq_text = "Mining"
|
||||
if(1347)
|
||||
freq_text = "Cargo"
|
||||
if(connection.frequency == NUKE_FREQ)
|
||||
freq_text = "Agent"
|
||||
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
|
||||
|
||||
if(!freq_text)
|
||||
@@ -269,6 +271,8 @@
|
||||
|
||||
if (display_freq==SYND_FREQ)
|
||||
part_a = "<span class='syndradio'><span class='name'>"
|
||||
if (display_freq==NUKE_FREQ)
|
||||
part_a = "<span class='nukeradio'><span class='name'>"
|
||||
else if (display_freq==COMM_FREQ)
|
||||
part_a = "<span class='comradio'><span class='name'>"
|
||||
else if (display_freq in DEPT_FREQS)
|
||||
@@ -408,9 +412,7 @@
|
||||
hear+=M
|
||||
return hear
|
||||
|
||||
/obj/item/device/radio/proc/borg(mob/user as mob, op)
|
||||
if(!(issilicon(user)))
|
||||
return
|
||||
/obj/item/device/radio/proc/config(op)
|
||||
for (var/ch_name in channels)
|
||||
radio_controller.remove_object(src, radiochannels[ch_name])
|
||||
secure_radio_connections = new
|
||||
|
||||
@@ -15,6 +15,9 @@
|
||||
|
||||
if(src.stat == 2.0 && (act != "deathgasp"))
|
||||
return
|
||||
if(src.stat != 2.0 && act == "deathgasp" && !src.mind.special_role == "Syndicate")
|
||||
src << "You are not dead. No."
|
||||
return
|
||||
switch(act)
|
||||
if ("airguitar")
|
||||
if (!src.restrained())
|
||||
@@ -461,6 +464,18 @@
|
||||
message = "<B>[src]</B> makes a very loud noise."
|
||||
m_type = 2
|
||||
|
||||
if ("hungry")
|
||||
if(prob(1))
|
||||
message = "<B>Blue Elf</B> needs food Badly."
|
||||
else
|
||||
message = "<B>[src]'s</B> stomach growls."
|
||||
|
||||
if ("thirsty")
|
||||
if(prob(1))
|
||||
message = "<B>[src]</B> cancels destory station: Drinking."
|
||||
else
|
||||
message = "<B>[src]</B> looks thirsty."
|
||||
|
||||
if ("help")
|
||||
src << "blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough,\ncry, custom, deathgasp, drool, eyebrow, frown, gasp, giggle, groan, grumble, handshake, hug-(none)/mob, glare-(none)/mob,\ngrin, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom, raise, salute, shake, shiver, shrug,\nsigh, signal-#1-10, smile, sneeze, sniff, snore, stare-(none)/mob, tremble, twitch, twitch_s, whimper,\nwink, yawn"
|
||||
|
||||
|
||||
@@ -318,6 +318,13 @@
|
||||
|
||||
for (var/mob/M in W)
|
||||
W |= M.contents
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/G = M
|
||||
for(var/datum/organ/external/F in G.organs)
|
||||
W |= F.implant
|
||||
|
||||
for (var/obj/item/device/pda/M in W)
|
||||
W |= M.contents
|
||||
|
||||
for (var/obj/O in W) //radio in pocket could work, radio in backpack wouldn't --rastaf0
|
||||
spawn (0)
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
channels = list()
|
||||
|
||||
overlays -= "eyes" //Takes off the eyes that it started with
|
||||
radio.borg(src, channels)
|
||||
radio.config(channels)
|
||||
updateicon()
|
||||
|
||||
/mob/living/silicon/robot/verb/cmd_robot_alerts()
|
||||
@@ -959,7 +959,7 @@ Frequency:
|
||||
icon_state = "robot"
|
||||
updateicon()
|
||||
channels = list()
|
||||
radio.borg(src, channels)
|
||||
radio.config(channels)
|
||||
uneq_all()
|
||||
del(module)
|
||||
|
||||
|
||||
@@ -29,6 +29,7 @@
|
||||
max_damage = 0
|
||||
wound_size = 0
|
||||
max_size = 0
|
||||
var/obj/item/weapon/implant/implant = null
|
||||
|
||||
|
||||
proc/take_damage(brute, burn)
|
||||
|
||||
223
code/modules/recycling/conveyor2.dm
Normal file
223
code/modules/recycling/conveyor2.dm
Normal file
@@ -0,0 +1,223 @@
|
||||
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
|
||||
//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
|
||||
|
||||
/obj/machinery/conveyor
|
||||
icon = 'recycling.dmi'
|
||||
icon_state = "conveyor0"
|
||||
name = "conveyor belt"
|
||||
desc = "A conveyor belt."
|
||||
anchored = 1
|
||||
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
|
||||
var/operable = 1 // true if can operate (no broken segments in this belt run)
|
||||
var/forwards // this is the default (forward) direction, set by the map dir
|
||||
var/backwards // hopefully self-explanatory
|
||||
var/movedir // the actual direction to move stuff in
|
||||
|
||||
var/list/affecting // the list of all items that will be moved this ptick
|
||||
var/id = "" // the control ID - must match controller ID
|
||||
|
||||
// create a conveyor
|
||||
/obj/machinery/conveyor/New()
|
||||
..()
|
||||
switch(dir)
|
||||
if(NORTH)
|
||||
forwards = NORTH
|
||||
backwards = SOUTH
|
||||
if(SOUTH)
|
||||
forwards = SOUTH
|
||||
backwards = NORTH
|
||||
if(EAST)
|
||||
forwards = EAST
|
||||
backwards = WEST
|
||||
if(WEST)
|
||||
forwards = WEST
|
||||
backwards = EAST
|
||||
if(NORTHEAST)
|
||||
forwards = EAST
|
||||
backwards = SOUTH
|
||||
if(NORTHWEST)
|
||||
forwards = SOUTH
|
||||
backwards = WEST
|
||||
if(SOUTHEAST)
|
||||
forwards = NORTH
|
||||
backwards = EAST
|
||||
if(SOUTHWEST)
|
||||
forwards = WEST
|
||||
backwards = NORTH
|
||||
|
||||
/obj/machinery/conveyor/proc/setmove()
|
||||
if(operating == 1)
|
||||
movedir = forwards
|
||||
else
|
||||
movedir = backwards
|
||||
update()
|
||||
|
||||
/obj/machinery/conveyor/proc/update()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "conveyor-broken"
|
||||
operating = 0
|
||||
return
|
||||
if(!operable)
|
||||
operating = 0
|
||||
if(stat & NOPOWER)
|
||||
operating = 0
|
||||
icon_state = "conveyor[operating]"
|
||||
|
||||
// machine process
|
||||
// move items to the target location
|
||||
/obj/machinery/conveyor/process()
|
||||
if(stat & (BROKEN | NOPOWER))
|
||||
return
|
||||
if(!operating)
|
||||
return
|
||||
use_power(100)
|
||||
|
||||
affecting = loc.contents - src // moved items will be all in loc
|
||||
spawn(1) // slight delay to prevent infinite propagation due to map order
|
||||
var/items_moved = 0
|
||||
for(var/atom/movable/A in affecting)
|
||||
if(!A.anchored)
|
||||
if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
|
||||
step(A,movedir)
|
||||
items_moved++
|
||||
if(items_moved >= 10)
|
||||
break
|
||||
|
||||
// attack with item, place item on conveyor
|
||||
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
|
||||
user.drop_item()
|
||||
if(I && I.loc) I.loc = src.loc
|
||||
return
|
||||
|
||||
// attack with hand, move pulled object onto conveyor
|
||||
/obj/machinery/conveyor/attack_hand(mob/user as mob)
|
||||
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
|
||||
return
|
||||
if (user.pulling.anchored)
|
||||
return
|
||||
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
|
||||
return
|
||||
if (ismob(user.pulling))
|
||||
var/mob/M = user.pulling
|
||||
M.pulling = null
|
||||
step(user.pulling, get_dir(user.pulling.loc, src))
|
||||
user.pulling = null
|
||||
else
|
||||
step(user.pulling, get_dir(user.pulling.loc, src))
|
||||
user.pulling = null
|
||||
return
|
||||
|
||||
|
||||
// make the conveyor broken
|
||||
// also propagate inoperability to any connected conveyor with the same ID
|
||||
/obj/machinery/conveyor/proc/broken()
|
||||
stat |= BROKEN
|
||||
update()
|
||||
|
||||
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
|
||||
if(C)
|
||||
C.set_operable(dir, id, 0)
|
||||
|
||||
C = locate() in get_step(src, turn(dir,180))
|
||||
if(C)
|
||||
C.set_operable(turn(dir,180), id, 0)
|
||||
|
||||
|
||||
//set the operable var if ID matches, propagating in the given direction
|
||||
|
||||
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
|
||||
|
||||
if(id != match_id)
|
||||
return
|
||||
operable = op
|
||||
|
||||
update()
|
||||
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
|
||||
if(C)
|
||||
C.set_operable(stepdir, id, op)
|
||||
|
||||
/*
|
||||
/obj/machinery/conveyor/verb/destroy()
|
||||
set src in view()
|
||||
src.broken()
|
||||
*/
|
||||
|
||||
/obj/machinery/conveyor/power_change()
|
||||
..()
|
||||
update()
|
||||
|
||||
// the conveyor control switch
|
||||
//
|
||||
//
|
||||
|
||||
/obj/machinery/conveyor_switch
|
||||
|
||||
name = "conveyor switch"
|
||||
desc = "A conveyor control switch."
|
||||
icon = 'recycling.dmi'
|
||||
icon_state = "switch-off"
|
||||
var/position = 0 // 0 off, -1 reverse, 1 forward
|
||||
var/last_pos = -1 // last direction setting
|
||||
var/operated = 1 // true if just operated
|
||||
|
||||
var/id = "" // must match conveyor IDs to control them
|
||||
|
||||
var/list/conveyors // the list of converyors that are controlled by this switch
|
||||
anchored = 1
|
||||
|
||||
|
||||
|
||||
/obj/machinery/conveyor_switch/New()
|
||||
..()
|
||||
update()
|
||||
|
||||
spawn(5) // allow map load
|
||||
conveyors = list()
|
||||
for(var/obj/machinery/conveyor/C in world)
|
||||
if(C.id == id)
|
||||
conveyors += C
|
||||
|
||||
// update the icon depending on the position
|
||||
|
||||
/obj/machinery/conveyor_switch/proc/update()
|
||||
if(position<0)
|
||||
icon_state = "switch-rev"
|
||||
else if(position>0)
|
||||
icon_state = "switch-fwd"
|
||||
else
|
||||
icon_state = "switch-off"
|
||||
|
||||
|
||||
// timed process
|
||||
// if the switch changed, update the linked conveyors
|
||||
|
||||
/obj/machinery/conveyor_switch/process()
|
||||
if(!operated)
|
||||
return
|
||||
operated = 0
|
||||
|
||||
for(var/obj/machinery/conveyor/C in conveyors)
|
||||
C.operating = position
|
||||
C.setmove()
|
||||
|
||||
// attack with hand, switch position
|
||||
/obj/machinery/conveyor_switch/attack_hand(mob/user)
|
||||
if(position == 0)
|
||||
if(last_pos < 0)
|
||||
position = 1
|
||||
last_pos = 0
|
||||
else
|
||||
position = -1
|
||||
last_pos = 0
|
||||
else
|
||||
last_pos = position
|
||||
position = 0
|
||||
|
||||
operated = 1
|
||||
update()
|
||||
|
||||
// find any switches with same id as this one, and set their positions to match us
|
||||
for(var/obj/machinery/conveyor_switch/S in world)
|
||||
if(S.id == src.id)
|
||||
S.position = position
|
||||
S.update()
|
||||
@@ -102,6 +102,11 @@ h1, h2, h3, h4, h5, h6
|
||||
color: #6D3F40;
|
||||
}
|
||||
|
||||
.nukeradio
|
||||
{
|
||||
color: #FF3300;
|
||||
}
|
||||
|
||||
.alert
|
||||
{
|
||||
color: #ff0000;
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.1 KiB |
16599
maps/tgstation.2.0.8.dmm
16599
maps/tgstation.2.0.8.dmm
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user