mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
33
code/WorkInProgress/Mloc/Shortcuts.dm
Normal file
33
code/WorkInProgress/Mloc/Shortcuts.dm
Normal file
@@ -0,0 +1,33 @@
|
||||
/mob/verb/shortcut_changeintent(var/changeto as num)
|
||||
set name = "_changeintent"
|
||||
set hidden = 1
|
||||
if(istype(usr,/mob/living/carbon))
|
||||
if(changeto == 1)
|
||||
switch(usr.a_intent)
|
||||
if("help")
|
||||
usr.a_intent = "disarm"
|
||||
usr.hud_used.action_intent.icon_state = "disarm"
|
||||
if("disarm")
|
||||
usr.a_intent = "hurt"
|
||||
usr.hud_used.action_intent.icon_state = "harm"
|
||||
if("hurt")
|
||||
usr.a_intent = "grab"
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||||
usr.hud_used.action_intent.icon_state = "grab"
|
||||
if("grab")
|
||||
usr.a_intent = "help"
|
||||
usr.hud_used.action_intent.icon_state = "help"
|
||||
else if(changeto == -1)
|
||||
switch(usr.a_intent)
|
||||
if("help")
|
||||
usr.a_intent = "grab"
|
||||
usr.hud_used.action_intent.icon_state = "grab"
|
||||
if("disarm")
|
||||
usr.a_intent = "help"
|
||||
usr.hud_used.action_intent.icon_state = "help"
|
||||
if("hurt")
|
||||
usr.a_intent = "disarm"
|
||||
usr.hud_used.action_intent.icon_state = "disarm"
|
||||
if("grab")
|
||||
usr.a_intent = "hurt"
|
||||
usr.hud_used.action_intent.icon_state = "harm"
|
||||
return
|
||||
@@ -193,10 +193,20 @@ A list of items and costs is stored under the datum of every game mode, alongsid
|
||||
return
|
||||
|
||||
explode()
|
||||
var/turf/location = get_turf(src.loc)
|
||||
if(location)
|
||||
location.hotspot_expose(700,125)
|
||||
explosion(location, 0, 0, 2, 4, 1)
|
||||
|
||||
var/obj/item/weapon/implant/uplink/U = src.loc
|
||||
var/mob/living/A = U.imp_in
|
||||
A.gib()
|
||||
..()
|
||||
var/datum/organ/external/head = A:organs["head"]
|
||||
head.destroyed = 1
|
||||
spawn(2)
|
||||
head.droplimb()
|
||||
del(src.master)
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/device/uplink/radio
|
||||
|
||||
@@ -663,6 +663,25 @@
|
||||
anchored = 1.0
|
||||
var/list/buckled_mobs = list( )
|
||||
|
||||
/obj/stool/chair/comfy
|
||||
name = "comfy chair"
|
||||
desc = "It looks comfy."
|
||||
|
||||
/obj/stool/chair/comfy/brown
|
||||
icon_state = "comfychair_brown"
|
||||
|
||||
/obj/stool/chair/comfy/beige
|
||||
icon_state = "comfychair_beige"
|
||||
|
||||
/obj/stool/chair/comfy/teal
|
||||
icon_state = "comfychair_teal"
|
||||
|
||||
/obj/stool/chair/comfy/black
|
||||
icon_state = "comfychair_black"
|
||||
|
||||
/obj/stool/chair/comfy/lime
|
||||
icon_state = "comfychair_lime"
|
||||
|
||||
/obj/structure/stool/chair/e_chair
|
||||
name = "electrified chair"
|
||||
desc = "Looks absolutely terrifying!"
|
||||
|
||||
@@ -293,6 +293,9 @@
|
||||
/atom/Click(location,control,params)
|
||||
//world << "atom.Click() on [src] by [usr] : src.type is [src.type]"
|
||||
var/list/pram = params2list(params)
|
||||
if((pram["alt"] != null && pram["ctrl"] != null && pram["left"] != null) && istype(src,/atom/movable))
|
||||
src:pull()
|
||||
return
|
||||
if(pram["ctrl"] != null && pram["left"] != null)
|
||||
src.examine()
|
||||
return
|
||||
|
||||
@@ -482,6 +482,7 @@
|
||||
I.implanted = O
|
||||
O.flavor_text = M.flavor_text
|
||||
O.warn_flavor_changed()
|
||||
O.update_clothing()
|
||||
del(M)
|
||||
return
|
||||
//////////////////////////////////////////////////////////// Monkey Block
|
||||
|
||||
@@ -53,7 +53,7 @@
|
||||
flag = BOTANIST
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the head of personnel"
|
||||
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
flag = ATMOSTECH
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief engineer"
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
flag = ROBOTICIST
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the chief engineer and research director"
|
||||
|
||||
|
||||
@@ -52,8 +52,8 @@
|
||||
flag = GENETICIST
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the chief medical officer and research director"
|
||||
|
||||
|
||||
|
||||
@@ -49,8 +49,8 @@
|
||||
flag = CHEMIST
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the chief medical officer and the research director"
|
||||
|
||||
|
||||
|
||||
@@ -246,6 +246,7 @@ var/global/datum/controller/occupations/job_master
|
||||
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(H)
|
||||
H.equip_if_possible(BPK, H.slot_back,1)
|
||||
H.equip_if_possible(new /obj/item/weapon/storage/box(H.back), H.slot_in_backpack)
|
||||
H.update_clothing()
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -528,7 +528,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
|
||||
if (src.canAIHack())
|
||||
src.hack(user)
|
||||
return
|
||||
else if(user)
|
||||
else if(user && !isrobot(user))
|
||||
if(!C)
|
||||
return
|
||||
if(C.in_use)
|
||||
@@ -542,7 +542,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
|
||||
return
|
||||
if(istype(C, /obj/item/device/hacktool/engineer))
|
||||
return
|
||||
else
|
||||
else if(!isrobot(user))
|
||||
world << "ERROR: Mob was null when calling attack_ai on [src.name] at [src.x],[src.y],[src.z]"
|
||||
return
|
||||
|
||||
|
||||
@@ -369,6 +369,11 @@ mob/proc/flash_weak_pain()
|
||||
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
M:attacked_by(src, user, def_zone)
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H)
|
||||
H.UpdateDamageIcon()
|
||||
H.update_clothing()
|
||||
user.update_clothing()
|
||||
else
|
||||
switch(src.damtype)
|
||||
if("brute")
|
||||
|
||||
@@ -266,6 +266,7 @@ ZIPPO
|
||||
else
|
||||
user.r_hand = W
|
||||
W.layer = 20
|
||||
user.update_clothing()
|
||||
else
|
||||
return ..()
|
||||
src.update_icon()
|
||||
|
||||
@@ -87,6 +87,7 @@
|
||||
|
||||
spawn( 0 )
|
||||
O.process()
|
||||
user.update_clothing()
|
||||
return
|
||||
else
|
||||
for(var/mob/O in viewers(M, null))
|
||||
|
||||
@@ -29,6 +29,7 @@
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
source.update_clothing()
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -69,6 +69,7 @@
|
||||
if (M.buckled == src)
|
||||
M.buckled = null
|
||||
M.anchored = 0
|
||||
M.update_clothing()
|
||||
|
||||
/obj/structure/stool/proc/manual_unbuckle_all(mob/user as mob)
|
||||
var/N = 0;
|
||||
@@ -87,6 +88,7 @@
|
||||
// world << "[M] is no longer buckled to [src]"
|
||||
M.anchored = 0
|
||||
M.buckled = null
|
||||
M.update_clothing()
|
||||
N++
|
||||
return N
|
||||
|
||||
@@ -109,6 +111,7 @@
|
||||
M.buckled = src
|
||||
M.loc = src.loc
|
||||
M.dir = src.dir
|
||||
M.update_clothing()
|
||||
src:buckled_mobs += M
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
@@ -339,6 +342,7 @@
|
||||
M.pixel_y = 0
|
||||
M.anchored = 0
|
||||
M.buckled = null
|
||||
M.update_clothing()
|
||||
N++
|
||||
if(N)
|
||||
density = 0
|
||||
|
||||
@@ -140,6 +140,7 @@
|
||||
|
||||
|
||||
process()
|
||||
processing_objects.Remove(src)
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -45,10 +45,6 @@
|
||||
if(scanning)
|
||||
src.overlays += text("infrared_old2")
|
||||
src.small_icon_state_overlays += text("infrared_on")
|
||||
if(master && istype(master, /obj/item/weapon/chem_grenade))
|
||||
var/obj/item/weapon/chem_grenade/M = master
|
||||
M.c_state(1)
|
||||
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
return
|
||||
|
||||
@@ -87,15 +87,9 @@
|
||||
if(timing)
|
||||
overlays += text("prox_timing")
|
||||
small_icon_state_overlays += text("prox_timing")
|
||||
if(master && istype(master, /obj/item/weapon/chem_grenade))
|
||||
var/obj/item/weapon/chem_grenade/M = master
|
||||
M.c_state(1)
|
||||
if(scanning)
|
||||
overlays += text("prox_scanning")
|
||||
small_icon_state_overlays += text("prox_scanning")
|
||||
if(master && istype(master, /obj/item/weapon/chem_grenade))
|
||||
var/obj/item/weapon/chem_grenade/M = master
|
||||
M.c_state(1)
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
|
||||
|
||||
@@ -64,9 +64,6 @@
|
||||
if(timing)
|
||||
overlays += text("timer_timing")
|
||||
small_icon_state_overlays += text("timer_timing")
|
||||
if(master && istype(master, /obj/item/weapon/chem_grenade))
|
||||
var/obj/item/weapon/chem_grenade/M = master
|
||||
M.c_state(1)
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
return
|
||||
|
||||
@@ -194,7 +194,7 @@ datum
|
||||
name = "Dexalin"
|
||||
id = "dexalin"
|
||||
result = "dexalin"
|
||||
required_reagents = list("oxygen" = 2)
|
||||
required_reagents = list("oxygen" = 2, "plasma" = 0.1)
|
||||
required_catalysts = list("plasma" = 5)
|
||||
result_amount = 1
|
||||
|
||||
@@ -244,7 +244,7 @@ datum
|
||||
name = "Clonexadone"
|
||||
id = "clonexadone"
|
||||
result = "clonexadone"
|
||||
required_reagents = list("cryoxadone" = 1, "sodium" = 1)
|
||||
required_reagents = list("cryoxadone" = 1, "sodium" = 1, "plasma" = 0.1)
|
||||
required_catalysts = list("plasma" = 5)
|
||||
result_amount = 2
|
||||
|
||||
|
||||
@@ -289,12 +289,6 @@
|
||||
if(beaker_two)
|
||||
beaker_two.loc = get_turf(src.loc)
|
||||
|
||||
c_state(var/i = 0)
|
||||
if(i)
|
||||
icon_state = initial(icon_state) + "_armed"
|
||||
return
|
||||
|
||||
|
||||
large
|
||||
name = "Large Chem Grenade"
|
||||
desc = "An oversized grenade that affects a larger area."
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
life_tick = 0
|
||||
isbreathing = 1
|
||||
holdbreath = 0
|
||||
lyingcheck = 0
|
||||
|
||||
/mob/living/carbon/human/Life()
|
||||
set invisibility = 0
|
||||
@@ -85,7 +86,10 @@
|
||||
handle_health_updates()
|
||||
|
||||
// Update clothing
|
||||
update_clothing()
|
||||
// update_clothing()
|
||||
if(lyingcheck != lying) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
|
||||
update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
|
||||
lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
|
||||
|
||||
if(client)
|
||||
handle_regular_hud_updates()
|
||||
|
||||
@@ -211,6 +211,7 @@
|
||||
var/Tempstun = 0 // temporary temperature stuns
|
||||
var/Discipline = 0 // if a metroid has been hit with a freeze gun, or wrestled/attacked off a human, they become disciplined and don't attack anymore for a while
|
||||
var/SStun = 0 // stun variable
|
||||
var/Obstacle = 1 // determines whether the turf the metroid will head to has an obstacle
|
||||
proc
|
||||
|
||||
AIprocess() // the master AI process
|
||||
@@ -228,7 +229,9 @@
|
||||
switch(nutrition)
|
||||
if(150 to 800) hungry = 1
|
||||
if(0 to 149) starving = 1
|
||||
|
||||
AIproc = 1
|
||||
|
||||
while(AIproc && stat != 2 && (attacked > 0 || starving || hungry || rabid || Victim))
|
||||
if(Victim) // can't eat AND have this little process at the same time
|
||||
break
|
||||
@@ -242,63 +245,63 @@
|
||||
AIproc = 0
|
||||
break
|
||||
|
||||
if(Target)
|
||||
for(var/mob/living/carbon/metroid/M in view(1,Target))
|
||||
if(M.Victim == Target)
|
||||
Target = null
|
||||
AIproc = 0
|
||||
break
|
||||
if(!AIproc)
|
||||
for(var/mob/living/carbon/metroid/M in view(1,Target))
|
||||
if(M.Victim == Target)
|
||||
Target = null
|
||||
AIproc = 0
|
||||
break
|
||||
|
||||
if(Target in view(1,src))
|
||||
if(!AIproc)
|
||||
break
|
||||
|
||||
if(istype(Target, /mob/living/silicon))
|
||||
if(!Atkcool)
|
||||
spawn()
|
||||
Atkcool = 1
|
||||
sleep(15)
|
||||
Atkcool = 0
|
||||
if(get_obstacle_ok(Target))
|
||||
Obstacle = 0
|
||||
else Obstacle = 1
|
||||
|
||||
if(get_obstacle_ok(Target))
|
||||
Target.attack_metroid(src)
|
||||
return
|
||||
if(prob(80) && !Target.lying)
|
||||
if(Target in view(1,src))
|
||||
|
||||
if(Target.client && Target.health >= rand(10,30))
|
||||
if(!Atkcool)
|
||||
spawn()
|
||||
Atkcool = 1
|
||||
sleep(25)
|
||||
Atkcool = 0
|
||||
if(istype(Target, /mob/living/silicon))
|
||||
if(!Atkcool)
|
||||
spawn()
|
||||
Atkcool = 1
|
||||
sleep(15)
|
||||
Atkcool = 0
|
||||
|
||||
if(get_obstacle_ok(Target))
|
||||
Target.attack_metroid(src)
|
||||
if(!Obstacle)
|
||||
Target.attack_metroid(src)
|
||||
return
|
||||
|
||||
if(prob(80) && !Target.lying && Target.client && Target.health >= rand(10,30))
|
||||
|
||||
if(!Atkcool)
|
||||
spawn()
|
||||
Atkcool = 1
|
||||
sleep(25)
|
||||
Atkcool = 0
|
||||
|
||||
if(!Obstacle)
|
||||
Target.attack_metroid(src)
|
||||
|
||||
|
||||
if(prob(30))
|
||||
step_to(src, Target)
|
||||
|
||||
else
|
||||
if(!Atkcool && get_obstacle_ok(Target))
|
||||
Feedon(Target)
|
||||
|
||||
else
|
||||
if(!Atkcool && get_obstacle_ok(Target))
|
||||
Feedon(Target)
|
||||
if(prob(30))
|
||||
step_to(src, Target)
|
||||
|
||||
else
|
||||
if(Target in view(30, src))
|
||||
if(get_obstacle_ok(Target))
|
||||
step_to(src, Target)
|
||||
if(!Atkcool && !Obstacle)
|
||||
Feedon(Target)
|
||||
|
||||
else
|
||||
Target = null
|
||||
AIproc = 0
|
||||
break
|
||||
else
|
||||
if(Target in view(30, src))
|
||||
if(!Obstacle)
|
||||
step_to(src, Target)
|
||||
|
||||
else
|
||||
Target = null
|
||||
AIproc = 0
|
||||
break
|
||||
|
||||
var/sleeptime = movement_delay()
|
||||
if(sleeptime <= 0) sleeptime = 1
|
||||
if(sleeptime < 1) sleeptime = 1
|
||||
|
||||
sleep(sleeptime + 2) // this is about as fast as a player Metroid can go
|
||||
|
||||
|
||||
@@ -474,6 +474,7 @@
|
||||
usr << "\blue You successfully remove your handcuffs."
|
||||
usr:handcuffed:loc = usr:loc
|
||||
usr:handcuffed = null
|
||||
usr.update_clothing()
|
||||
|
||||
if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
|
||||
usr.next_move = world.time + 200
|
||||
|
||||
@@ -464,6 +464,7 @@
|
||||
m_amt = 60
|
||||
var/rigged = 0 // true if rigged to explode
|
||||
var/brightness = 2 //how much light it gives off
|
||||
var/repair_state = 0
|
||||
|
||||
/obj/item/weapon/light/tube
|
||||
name = "light tube"
|
||||
@@ -497,9 +498,15 @@
|
||||
if(LIGHT_BURNED)
|
||||
icon_state = "[base_state]-burned"
|
||||
desc = "A burnt-out [name]."
|
||||
if(repair_state == 1)
|
||||
desc += " It has some wires hanging out."
|
||||
if(LIGHT_BROKEN)
|
||||
icon_state = "[base_state]-broken"
|
||||
desc = "A broken [name]."
|
||||
if(repair_state == 1)
|
||||
desc += " It has some wires hanging out."
|
||||
else if(repair_state == 2)
|
||||
desc += " It has had new wires put in."
|
||||
|
||||
|
||||
/obj/item/weapon/light/New()
|
||||
@@ -514,8 +521,9 @@
|
||||
|
||||
// attack bulb/tube with object
|
||||
// if a syringe, can inject plasma to make it explode
|
||||
// also repairing them with wire and screwdriver
|
||||
// and glass if it's broken
|
||||
/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
|
||||
..()
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = I
|
||||
|
||||
@@ -526,8 +534,36 @@
|
||||
rigged = 1
|
||||
|
||||
S.reagents.clear_reagents()
|
||||
else
|
||||
..()
|
||||
return
|
||||
if(status != 0)
|
||||
if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
|
||||
user << "You put some new wiring into the [src]."
|
||||
I:use(1)
|
||||
repair_state = 1
|
||||
update()
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
|
||||
user << "You attach the new wiring."
|
||||
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
|
||||
if(status == LIGHT_BURNED)
|
||||
repair_state = 0
|
||||
status = LIGHT_OK
|
||||
else
|
||||
repair_state = 2
|
||||
update()
|
||||
return
|
||||
if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
|
||||
user << "You repair the glass of the [src]." //this is worded terribly
|
||||
I:use(1)
|
||||
force = 2 //because breaking it changes the force, this changes it back
|
||||
if(repair_state == 2)
|
||||
repair_state = 0
|
||||
status = LIGHT_OK
|
||||
else
|
||||
status = LIGHT_BURNED
|
||||
update()
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
// called after an attack with a light item
|
||||
|
||||
Reference in New Issue
Block a user