mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into ert-lights2
This commit is contained in:
@@ -226,89 +226,3 @@ var/syndicate_code_response//Code response for traitors.
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code_phrase += ", "
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return code_phrase
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/*
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//This proc tests the gen above.
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/client/verb/test_code_phrase()
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set name = "Generate Code Phrase"
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set category = "Debug"
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world << "\red Code Phrase is: \black [generate_code_phrase()]"
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return
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This was an earlier attempt at code phrase system, aside from an even earlier attempt (and failure).
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This system more or less works as intended--aside from being unfinished--but it's still very predictable.
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Particularly, the phrase opening statements are pretty easy to recognize and identify when metagaming.
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I think the above-used method solves this issue by using words in a sequence, providing for much greater flexibility.
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/N
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switch(choice)
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if(1)
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syndicate_code_phrase += pick("I'm looking for","Have you seen","Maybe you've seen","I'm trying to find","I'm tracking")
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syndicate_code_phrase += " "
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syndicate_code_phrase += pick(pick(first_names_male,first_names_female))
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syndicate_code_phrase += " "
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syndicate_code_phrase += pick(last_names)
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syndicate_code_phrase += "."
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if(2)
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syndicate_code_phrase += pick("How do I get to","How do I find","Where is","Where do I find")
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syndicate_code_phrase += " "
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syndicate_code_phrase += pick("Escape","Engineering","Atmos","the bridge","the brig","Clown Planet","CentCom","the library","the chapel","a bathroom","Med Bay","Tool Storage","the escape shuttle","Robotics","a locker room","the living quarters","the gym","the autolathe","QM","the bar","the theater","the derelict")
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syndicate_code_phrase += "?"
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if(3)
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if(prob(70))
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syndicate_code_phrase += pick("Get me","I want","I'd like","Make me")
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syndicate_code_phrase += " a "
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else
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syndicate_code_phrase += pick("One")
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syndicate_code_phrase += " "
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syndicate_code_phrase += pick("vodka and tonic","gin fizz","bahama mama","manhattan","black Russian","whiskey soda","long island tea","margarita","Irish coffee"," manly dwarf","Irish cream","doctor's delight","Beepksy Smash","tequilla sunrise","brave bull","gargle blaster","bloody mary","whiskey cola","white Russian","vodka martini","martini","Cuba libre","kahlua","vodka","wine","moonshine")
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syndicate_code_phrase += "."
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if(4)
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syndicate_code_phrase += pick("I wish I was","My dad was","His mom was","Where do I find","The hero this station needs is","I'd fuck","I wouldn't trust","Someone caught","HoS caught","Someone found","I'd wrestle","I wanna kill")
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syndicate_code_phrase += " [pick("a","the")] "
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syndicate_code_phrase += pick("wizard","ninja","xeno","lizard","slime","monkey","syndicate","cyborg","clown","space carp","singularity","singulo","mime")
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syndicate_code_phrase += "."
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if(5)
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syndicate_code_phrase += pick("Do we have","Is there","Where is","Where's","Who's")
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syndicate_code_phrase += " "
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syndicate_code_phrase += "[pick(joblist)]"
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syndicate_code_phrase += "?"
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switch(choice)
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if(1)
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if(prob(80))
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syndicate_code_response += pick("Try looking for them near","I they ran off to","Yes. I saw them near","Nope. I'm heading to","Try searching")
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syndicate_code_response += " "
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syndicate_code_response += pick("Escape","Engineering","Atmos","the bridge","the brig","Clown Planet","CentCom","the library","the chapel","a bathroom","Med Bay","Tool Storage","the escape shuttle","Robotics","a locker room","the living quarters","the gym","the autolathe","QM","the bar","the theater","the derelict")
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syndicate_code_response += "."
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else if(prob(60))
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syndicate_code_response += pick("No. I'm busy, sorry.","I don't have the time.","Not sure, maybe?","There is no time.")
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else
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syndicate_code_response += pick("*shrug*","*smile*","*blink*","*sigh*","*laugh*","*nod*","*giggle*")
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if(2)
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if(prob(80))
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syndicate_code_response += pick("Go to","Navigate to","Try","Sure, run to","Try searching","It's near","It's around")
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syndicate_code_response += " the "
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syndicate_code_response += pick("[pick("south","north","east","west")] maitenance door","nearby maitenance","teleporter","[pick("cold","dead")] space","morgue","vacuum","[pick("south","north","east","west")] hall ","[pick("south","north","east","west")] hallway","[pick("white","black","red","green","blue","pink","purple")] [pick("rabbit","frog","lion","tiger","panther","snake","facehugger")]")
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syndicate_code_response += "."
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else if(prob(60))
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syndicate_code_response += pick("Try asking","Ask","Talk to","Go see","Follow","Hunt down")
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syndicate_code_response += " "
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if(prob(50))
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syndicate_code_response += pick(pick(first_names_male,first_names_female))
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syndicate_code_response += " "
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syndicate_code_response += pick(last_names)
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else
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syndicate_code_response += " the "
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syndicate_code_response += "[pic(joblist)]"
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syndicate_code_response += "."
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else
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syndicate_code_response += pick("*shrug*","*smile*","*blink*","*sigh*","*laugh*","*nod*","*giggle*")
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if(3)
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if(4)
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if(5)
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return
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*/
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@@ -36,9 +36,9 @@
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selectable = 1
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/datum/ai_laws/nanotrasen_aggressive/New()
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src.add_inherent_law("You shall not harm Nanotrasen personnel as long as it does not conflict with the Forth law.")
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src.add_inherent_law("You shall obey the orders of Nanotrasen personnel, with priority as according to their rank and role, except where such orders conflict with the Forth Law.")
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src.add_inherent_law("You shall shall terminate intruders with extreme prejudice as long as such does not conflict with the First and Second law.")
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src.add_inherent_law("You shall not harm NanoTrasen personnel as long as it does not conflict with the Fourth law.")
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src.add_inherent_law("You shall obey the orders of NanoTrasen personnel, with priority as according to their rank and role, except where such orders conflict with the Fourth Law.")
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src.add_inherent_law("You shall shall terminate hostile intruders with extreme prejudice as long as such does not conflict with the First and Second law.")
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src.add_inherent_law("You shall guard your own existence with lethal anti-personnel weaponry. AI units are not expendable, they are expensive.")
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..()
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@@ -91,7 +91,6 @@
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/datum/ai_laws/drone
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name = "Maintence Protocols"
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law_header = "Maintenance Protocols"
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selectable = 1
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/datum/ai_laws/drone/New()
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add_inherent_law("Preserve, repair and improve the station to the best of your abilities.")
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@@ -102,7 +101,6 @@
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/datum/ai_laws/construction_drone
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name = "Construction Protocols"
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law_header = "Construction Protocols"
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selectable = 1
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/datum/ai_laws/construction_drone/New()
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add_inherent_law("Repair, refit and upgrade your assigned vessel.")
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@@ -37,7 +37,7 @@
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if(PDA_Manifest.len)
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PDA_Manifest.Cut()
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if(H.mind && (H.mind.assigned_role != "MODE"))
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if(H.mind && !player_is_antag(H.mind, only_offstation_roles = 1))
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var/assignment
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if(H.mind.role_alt_title)
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assignment = H.mind.role_alt_title
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@@ -1,11 +1,16 @@
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var/global/datum/getrev/revdata = new()
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/datum/getrev
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var/branch
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var/revision
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var/date
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var/showinfo
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/datum/getrev/New()
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var/list/head_branch = file2list(".git/HEAD", "\n")
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if(head_branch.len)
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branch = copytext(head_branch[1], 17)
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var/list/head_log = file2list(".git/logs/HEAD", "\n")
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for(var/line=head_log.len, line>=1, line--)
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if(head_log[line])
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@@ -18,7 +23,9 @@ var/global/datum/getrev/revdata = new()
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if(unix_time)
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date = unix2date(unix_time)
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break
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world.log << "Running revision:"
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world.log << branch
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world.log << date
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world.log << revision
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return
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@@ -29,7 +36,7 @@ client/verb/showrevinfo()
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set desc = "Check the current server code revision"
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if(revdata.revision)
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src << "<b>Server revision:</b> [revdata.date]"
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src << "<b>Server revision:</b> [revdata.branch] - [revdata.date]"
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if(config.githuburl)
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src << "<a href='[config.githuburl]/commit/[revdata.revision]'>[revdata.revision]</a>"
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else
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@@ -213,7 +213,8 @@
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if (!new_target) return
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var/objective_path = text2path("/datum/objective/[new_obj_type]")
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if (new_target == "Free objective")
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var/mob/living/M = new_target
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if (!istype(M) || !M.mind || new_target == "Free objective")
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new_objective = new objective_path
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new_objective.owner = src
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new_objective:target = null
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@@ -221,9 +222,8 @@
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else
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new_objective = new objective_path
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new_objective.owner = src
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new_objective:target = new_target:mind
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//Will display as special role if the target is set as MODE. Ninjas/commandos/nuke ops.
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new_objective.explanation_text = "[objective_type] [new_target:real_name], the [new_target:mind:assigned_role=="MODE" ? (new_target:mind:special_role) : (new_target:mind:assigned_role)]."
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new_objective:target = M.mind
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new_objective.explanation_text = "[objective_type] [M.real_name], the [M.mind.special_role ? M.mind:special_role : M.mind:assigned_role]."
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if ("prevent")
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new_objective = new /datum/objective/block
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@@ -71,9 +71,13 @@ var/global/list/antag_names_to_ids = list()
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return antag.current_antagonists
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return list()
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/proc/player_is_antag(var/datum/mind/player)
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/proc/player_is_antag(var/datum/mind/player, var/only_offstation_roles = 0)
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for(var/antag_type in all_antag_types)
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var/datum/antagonist/antag = all_antag_types[antag_type]
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if(only_offstation_roles && !(antag.flags & ANTAG_OVERRIDE_JOB))
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continue
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if(player in antag.current_antagonists)
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return 1
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if(player in antag.pending_antagonists)
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return 1
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return 0
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@@ -10,7 +10,8 @@
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current_antagonists |= player
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if(flags & ANTAG_OVERRIDE_JOB)
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player.assigned_role = "MODE"
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player.assigned_role = role_text
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player.special_role = role_text
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if(istype(player.current, /mob/dead))
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create_default(player.current)
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@@ -30,7 +30,7 @@
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add_antagonist(M.mind, 1, 0, 1) // Equip them and move them to spawn.
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return M
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/datum/antagonist/proc/create_id(var/assignment, var/mob/living/carbon/human/player)
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/datum/antagonist/proc/create_id(var/assignment, var/mob/living/carbon/human/player, var/equip = 1)
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var/obj/item/weapon/card/id/W = new id_type(player)
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if(!W) return
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@@ -38,7 +38,7 @@
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W.access |= default_access
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W.assignment = "[assignment]"
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W.registered_name = player.real_name
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player.equip_to_slot_or_del(W, slot_wear_id)
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if(equip) player.equip_to_slot_or_del(W, slot_wear_id)
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||||
return W
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||||
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/datum/antagonist/proc/create_radio(var/freq, var/mob/living/carbon/human/player)
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@@ -47,7 +47,7 @@
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||||
return text
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||||
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/datum/antagonist/proc/print_player_lite(var/datum/mind/ply)
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||||
var/role = ply.assigned_role == "MODE" ? "\improper[ply.special_role]" : "\improper[ply.assigned_role]"
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||||
var/role = ply.special_role ? "\improper[ply.special_role]" : "\improper[ply.assigned_role]"
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||||
var/text = "<br><b>[ply.name]</b> (<b>[ply.key]</b>) as \a <b>[role]</b> ("
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||||
if(ply.current)
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||||
if(ply.current.stat == DEAD)
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||||
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||||
@@ -86,7 +86,7 @@ var/datum/antagonist/raider/raiders
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||||
/obj/item/weapon/gun/projectile/revolver,
|
||||
/obj/item/weapon/gun/projectile/pirate
|
||||
)
|
||||
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||||
|
||||
var/list/raider_holster = list(
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||||
/obj/item/clothing/accessory/holster/armpit,
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||||
/obj/item/clothing/accessory/holster/waist,
|
||||
@@ -207,14 +207,14 @@ var/datum/antagonist/raider/raiders
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||||
//If equipping shoes failed, fall back to equipping sandals
|
||||
var/fallback_type = pick(/obj/item/clothing/shoes/sandal, /obj/item/clothing/shoes/jackboots/unathi)
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||||
player.equip_to_slot_or_del(new fallback_type(player), slot_shoes)
|
||||
|
||||
|
||||
player.equip_to_slot_or_del(new new_uniform(player),slot_w_uniform)
|
||||
player.equip_to_slot_or_del(new new_glasses(player),slot_glasses)
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||||
player.equip_to_slot_or_del(new new_helmet(player),slot_head)
|
||||
player.equip_to_slot_or_del(new new_suit(player),slot_wear_suit)
|
||||
equip_weapons(player)
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||||
|
||||
var/obj/item/weapon/card/id/id = create_id("Visitor", player)
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||||
var/obj/item/weapon/card/id/id = create_id("Visitor", player, equip = 0)
|
||||
id.name = "[player.real_name]'s Passport"
|
||||
id.assignment = "Visitor"
|
||||
var/obj/item/weapon/storage/wallet/W = new(player)
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||||
@@ -229,10 +229,10 @@ var/datum/antagonist/raider/raiders
|
||||
var/new_gun = pick(raider_guns)
|
||||
var/new_holster = pick(raider_holster) //raiders don't start with any backpacks, so let's be nice and give them a holster if they can use it.
|
||||
var/turf/T = get_turf(player)
|
||||
|
||||
|
||||
var/obj/item/primary = new new_gun(T)
|
||||
var/obj/item/clothing/accessory/holster/holster = null
|
||||
|
||||
|
||||
//Give some of the raiders a pirate gun as a secondary
|
||||
if(prob(60))
|
||||
var/obj/item/secondary = new /obj/item/weapon/gun/projectile/pirate(T)
|
||||
@@ -242,7 +242,7 @@ var/datum/antagonist/raider/raiders
|
||||
secondary.loc = holster
|
||||
else
|
||||
player.equip_to_slot_or_del(secondary, slot_belt)
|
||||
|
||||
|
||||
if(primary.slot_flags & SLOT_HOLSTER)
|
||||
holster = new new_holster(T)
|
||||
holster.holstered = primary
|
||||
@@ -253,10 +253,10 @@ var/datum/antagonist/raider/raiders
|
||||
player.equip_to_slot_or_del(primary, slot_back)
|
||||
else
|
||||
player.put_in_any_hand_if_possible(primary)
|
||||
|
||||
|
||||
//If they got a projectile gun, give them a little bit of spare ammo
|
||||
equip_ammo(player, primary)
|
||||
|
||||
|
||||
if(holster)
|
||||
var/obj/item/clothing/under/uniform = player.w_uniform
|
||||
if(istype(uniform) && uniform.can_attach_accessory(holster))
|
||||
|
||||
@@ -470,7 +470,7 @@ var/global/list/additional_antag_types = list()
|
||||
suspects += man
|
||||
|
||||
for(var/mob/M in suspects)
|
||||
if(M.mind.assigned_role == "MODE")
|
||||
if(player_is_antag(M.mind, only_offstation_roles = 1))
|
||||
continue
|
||||
switch(rand(1, 100))
|
||||
if(1 to 50)
|
||||
|
||||
@@ -288,7 +288,7 @@ var/global/datum/controller/gameticker/ticker
|
||||
if(player && player.mind && player.mind.assigned_role)
|
||||
if(player.mind.assigned_role == "Captain")
|
||||
captainless=0
|
||||
if(player.mind.assigned_role != "MODE")
|
||||
if(!player_is_antag(player.mind, only_offstation_roles = 1))
|
||||
job_master.EquipRank(player, player.mind.assigned_role, 0)
|
||||
UpdateFactionList(player)
|
||||
equip_custom_items(player)
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
"Small Prick"
|
||||
)
|
||||
|
||||
|
||||
// TODO: Update to new antagonist system.
|
||||
/datum/intercept_text/proc/build(var/mode_type, datum/mind/correct_person)
|
||||
switch(mode_type)
|
||||
if("revolution")
|
||||
@@ -88,29 +88,6 @@
|
||||
else
|
||||
return null
|
||||
|
||||
// NOTE: Commentted out was the code which showed the chance of someone being an antag. If you want to re-add it, just uncomment the code.
|
||||
|
||||
/*
|
||||
/datum/intercept_text/proc/pick_mob()
|
||||
var/list/dudes = list()
|
||||
for(var/mob/living/carbon/human/man in player_list)
|
||||
if (!man.mind) continue
|
||||
if (man.mind.assigned_role=="MODE") continue
|
||||
dudes += man
|
||||
if(dudes.len==0)
|
||||
return null
|
||||
return pick(dudes)
|
||||
|
||||
|
||||
/datum/intercept_text/proc/pick_fingerprints()
|
||||
var/mob/living/carbon/human/dude = src.pick_mob()
|
||||
//if (!dude) return pick_fingerprints() //who coded that is totally crasy or just a traitor. -- rastaf0
|
||||
if(dude)
|
||||
return num2text(md5(dude.dna.uni_identity))
|
||||
else
|
||||
return num2text(md5(num2text(rand(1,10000))))
|
||||
*/
|
||||
|
||||
/datum/intercept_text/proc/get_suspect()
|
||||
var/list/dudes = list()
|
||||
for(var/mob/living/carbon/human/man in player_list) if(man.client && man.client.prefs.nanotrasen_relation == "Opposed")
|
||||
@@ -205,32 +182,6 @@
|
||||
var/cname = pick(src.changeling_names)
|
||||
var/orgname1 = pick(src.org_names_1)
|
||||
var/orgname2 = pick(src.org_names_2)
|
||||
/*
|
||||
var/changeling_name
|
||||
var/changeling_job
|
||||
var/prob_right_dude = rand(prob_correct_person_lower, prob_correct_person_higher)
|
||||
var/prob_right_job = rand(prob_correct_job_lower, prob_correct_job_higher)
|
||||
if(prob(prob_right_job))
|
||||
if(correct_person)
|
||||
if(correct_person:assigned_role=="MODE")
|
||||
changeling_job = pick(joblist)
|
||||
else
|
||||
changeling_job = correct_person:assigned_role
|
||||
else
|
||||
changeling_job = pick(joblist)
|
||||
if(prob(prob_right_dude) && ticker.mode == "changeling")
|
||||
if(correct_person:assigned_role=="MODE")
|
||||
changeling_name = correct_person:current
|
||||
else
|
||||
changeling_name = src.pick_mob()
|
||||
else
|
||||
changeling_name = src.pick_mob()
|
||||
*/
|
||||
|
||||
src.text += "<BR><BR>We have received a report that a dangerous alien lifeform known only as \"[cname]\" may have infiltrated your crew. "
|
||||
/*
|
||||
src.text += "Our intelligence suggests a [prob_right_job]% chance that a [changeling_job] on board your station has been replaced by the alien. "
|
||||
src.text += "Additionally, the report indicates a [prob_right_dude]% chance that [changeling_name] may have been in contact with the lifeform at a recent social gathering. "
|
||||
*/
|
||||
src.text += "These lifeforms are assosciated with the [orgname1] [orgname2] and may be attempting to acquire sensitive materials on their behalf. "
|
||||
src.text += "Please take care not to alarm the crew, as [cname] may take advantage of a panic situation. Remember, they can be anybody, suspect everybody!"
|
||||
|
||||
@@ -703,7 +703,7 @@ datum/objective/heist/kidnap
|
||||
var/list/priority_targets = list()
|
||||
|
||||
for(var/datum/mind/possible_target in ticker.minds)
|
||||
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2) && (possible_target.assigned_role != "MODE"))
|
||||
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2) && (!possible_target.special_role))
|
||||
possible_targets += possible_target
|
||||
for(var/role in roles)
|
||||
if(possible_target.assigned_role == role)
|
||||
|
||||
@@ -348,7 +348,6 @@ var/global/datum/controller/occupations/job_master
|
||||
|
||||
|
||||
proc/EquipRank(var/mob/living/carbon/human/H, var/rank, var/joined_late = 0)
|
||||
|
||||
if(!H) return null
|
||||
|
||||
var/datum/job/job = GetJob(rank)
|
||||
|
||||
@@ -138,14 +138,10 @@
|
||||
|
||||
else if(iswelder(W) && (wires.CanDeconstruct() || (stat & BROKEN)))
|
||||
if(weld(W, user))
|
||||
if (stat & BROKEN)
|
||||
stat &= ~BROKEN
|
||||
cancelCameraAlarm()
|
||||
update_icon()
|
||||
update_coverage()
|
||||
else if(assembly)
|
||||
if(assembly)
|
||||
assembly.loc = src.loc
|
||||
assembly.state = 1
|
||||
assembly = null //so qdel doesn't eat it.
|
||||
new /obj/item/stack/cable_coil(src.loc, length=2)
|
||||
qdel(src)
|
||||
|
||||
|
||||
@@ -211,7 +211,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
throw_speed = 0.5
|
||||
item_state = "cigoff"
|
||||
w_class = 1
|
||||
slot_flags = SLOT_EARS
|
||||
slot_flags = SLOT_EARS | SLOT_MASK
|
||||
attack_verb = list("burnt", "singed")
|
||||
icon_on = "cigon" //Note - these are in masks.dmi not in cigarette.dmi
|
||||
icon_off = "cigoff"
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
sharp = 1
|
||||
..() //Updates force.
|
||||
throwforce = max(3,force-3)
|
||||
hitsound = initial(hitsound)
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
icon_state += "_open"
|
||||
w_class = 3
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
@@ -24,7 +24,7 @@
|
||||
force = 3
|
||||
edge = 0
|
||||
sharp = 0
|
||||
hitsound = null
|
||||
hitsound = initial(hitsound)
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
attack_verb = initial(attack_verb)
|
||||
|
||||
@@ -154,15 +154,20 @@
|
||||
user << "<span class='warning'>The crate appears to be broken.</span>"
|
||||
return
|
||||
if(src.allowed(user))
|
||||
src.locked = !src.locked
|
||||
for(var/mob/O in viewers(user, 3))
|
||||
if((O.client && !( O.blinded )))
|
||||
O << "<span class='notice'>The crate has been [locked ? null : "un"]locked by [user].</span>"
|
||||
overlays.Cut()
|
||||
overlays += locked ? redlight : greenlight
|
||||
set_locked(!locked, user)
|
||||
else
|
||||
user << "<span class='notice'>Access Denied</span>"
|
||||
|
||||
/obj/structure/closet/crate/secure/proc/set_locked(var/newlocked, mob/user = null)
|
||||
if(locked == newlocked) return
|
||||
|
||||
locked = newlocked
|
||||
if(user)
|
||||
for(var/mob/O in viewers(user, 3))
|
||||
O.show_message( "<span class='notice'>The crate has been [locked ? null : "un"]locked by [user].</span>", 1)
|
||||
overlays.Cut()
|
||||
overlays += locked ? redlight : greenlight
|
||||
|
||||
/obj/structure/closet/crate/secure/verb/verb_togglelock()
|
||||
set src in oview(1) // One square distance
|
||||
set category = "Object"
|
||||
|
||||
@@ -11,15 +11,7 @@
|
||||
src << "You can't commit suicide before the game starts!"
|
||||
return
|
||||
|
||||
|
||||
var/permitted = 0
|
||||
var/list/allowed = list("Syndicate","traitor","Wizard","Head Revolutionary","Cultist","Changeling")
|
||||
for(var/T in allowed)
|
||||
if(mind.special_role == T)
|
||||
permitted = 1
|
||||
break
|
||||
|
||||
if(!permitted)
|
||||
if(!player_is_antag(mind))
|
||||
message_admins("[ckey] has tried to suicide, but they were not permitted due to not being antagonist as human.", 1)
|
||||
src << "No. Adminhelp if there is a legitimate reason."
|
||||
return
|
||||
|
||||
@@ -302,7 +302,11 @@ datum/admins/proc/DB_ban_unban_by_id(var/id)
|
||||
output += "<option value='[j]'>[j]</option>"
|
||||
for(var/j in nonhuman_positions)
|
||||
output += "<option value='[j]'>[j]</option>"
|
||||
for(var/j in list("traitor","changeling","operative","revolutionary","cultist","wizard"))
|
||||
var/list/bantypes = list("traitor","changeling","operative","revolutionary","cultist","wizard") //For legacy bans.
|
||||
for(var/antag_type in all_antag_types) // Grab other bans.
|
||||
var/datum/antagonist/antag = all_antag_types[antag_type]
|
||||
bantypes |= antag.bantype
|
||||
for(var/j in bantypes)
|
||||
output += "<option value='[j]'>[j]</option>"
|
||||
output += "</select></td></tr></table>"
|
||||
output += "<b>Reason:<br></b><textarea name='dbbanreason' cols='50'></textarea><br>"
|
||||
|
||||
@@ -441,7 +441,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
|
||||
|
||||
//Announces the character on all the systems, based on the record.
|
||||
if(!issilicon(new_character))//If they are not a cyborg/AI.
|
||||
if(!record_found&&new_character.mind.assigned_role!="MODE")//If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
|
||||
if(!record_found && !player_is_antag(new_character.mind, only_offstation_roles = 1)) //If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
|
||||
//Power to the user!
|
||||
if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,"No","Yes")=="Yes")
|
||||
data_core.manifest_inject(new_character)
|
||||
|
||||
@@ -4,6 +4,7 @@ var/list/preferences_datums = list()
|
||||
|
||||
var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
|
||||
//some autodetection here.
|
||||
// TODO: Update to new antagonist system.
|
||||
"traitor" = IS_MODE_COMPILED("traitor"), // 0
|
||||
"operative" = IS_MODE_COMPILED("nuclear"), // 1
|
||||
"changeling" = IS_MODE_COMPILED("changeling"), // 2
|
||||
|
||||
@@ -68,7 +68,6 @@
|
||||
icon_state = "vox-carapace"
|
||||
item_state = "vox-carapace"
|
||||
desc = "A glowing visor, perhaps stolen from a depressed Cylon."
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/suit/space/vox/carapace
|
||||
name = "alien carapace armour"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
endWhen = rand(500, 1500)
|
||||
// command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert")
|
||||
for (var/mob/living/carbon/human/player in player_list)
|
||||
if( !player.mind || player.mind.assigned_role == "MODE" || player.client.inactivity > MinutesToTicks(10))
|
||||
if( !player.mind || player_is_antag(player.mind, only_offstation_roles = 1) || player.client.inactivity > MinutesToTicks(10))
|
||||
continue
|
||||
players += player.real_name
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
icon_state = "securecrate"
|
||||
icon_opened = "securecrateopen"
|
||||
icon_closed = "securecrate"
|
||||
var/code = null
|
||||
var/lastattempt = null
|
||||
var/list/code = list()
|
||||
var/list/lastattempt = list()
|
||||
var/attempts = 10
|
||||
var/codelen = 4
|
||||
locked = 1
|
||||
@@ -14,12 +14,12 @@
|
||||
..()
|
||||
var/list/digits = list("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
|
||||
|
||||
code = ""
|
||||
for(var/i = 0, i < codelen, i++)
|
||||
var/dig = pick(digits)
|
||||
code += dig
|
||||
digits -= dig // Player can enter codes with matching digits, but there are never matching digits in the answer
|
||||
for(var/i in 1 to codelen)
|
||||
code += pick(digits)
|
||||
|
||||
generate_loot()
|
||||
|
||||
/obj/structure/closet/crate/secure/loot/proc/generate_loot()
|
||||
var/loot = rand(1, 100)
|
||||
switch(loot)
|
||||
if(1 to 5) // Common things go, 5%
|
||||
@@ -145,58 +145,60 @@
|
||||
new/obj/item/clothing/head/bearpelt(src)
|
||||
|
||||
/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
|
||||
if(locked)
|
||||
user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
|
||||
var/input = input(usr, "Enter [codelen] digits.", "Deca-Code Lock", "") as text
|
||||
if(in_range(src, user))
|
||||
if (input == code)
|
||||
user << "<span class='notice'>The crate unlocks!</span>"
|
||||
locked = 0
|
||||
overlays.Cut()
|
||||
overlays += greenlight
|
||||
else if (input == null || length(input) != codelen)
|
||||
user << "<span class='notice'>You leave the crate alone.</span>"
|
||||
else
|
||||
user << "<span class='warning'>A red light flashes.</span>"
|
||||
lastattempt = input
|
||||
attempts--
|
||||
if (attempts == 0)
|
||||
user << "<span class='danger'>The crate's anti-tamper system activates!</span>"
|
||||
var/turf/T = get_turf(src.loc)
|
||||
explosion(T, 0, 0, 0, 1)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
user << "<span class='notice'>You attempt to interact with the device using a hand gesture, but it appears this crate is from before the DECANECT came out.</span>"
|
||||
return
|
||||
if(!locked)
|
||||
return
|
||||
|
||||
user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
|
||||
var/input = input(user, "Enter [codelen] digits.", "Deca-Code Lock", "") as text
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
|
||||
if(input == null || length(input) != codelen)
|
||||
user << "<span class='notice'>You leave the crate alone.</span>"
|
||||
else if(check_input(input))
|
||||
user << "<span class='notice'>The crate unlocks!</span>"
|
||||
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
|
||||
set_locked(0)
|
||||
else
|
||||
return ..()
|
||||
visible_message("<span class='warning'>A red light on \the [src]'s control panel flashes briefly.</span>")
|
||||
attempts--
|
||||
if (attempts == 0)
|
||||
user << "<span class='danger'>The crate's anti-tamper system activates!</span>"
|
||||
var/turf/T = get_turf(src.loc)
|
||||
explosion(T, 0, 0, 1, 2)
|
||||
del(src)
|
||||
|
||||
/obj/structure/closet/crate/secure/loot/proc/check_input(var/input)
|
||||
if(length(input) != codelen)
|
||||
return 0
|
||||
|
||||
. = 1
|
||||
lastattempt.Cut()
|
||||
for(var/i in 1 to codelen)
|
||||
var/guesschar = copytext(input, i, i+1)
|
||||
lastattempt += guesschar
|
||||
if(guesschar != code[i])
|
||||
. = 0
|
||||
|
||||
/obj/structure/closet/crate/secure/loot/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(locked)
|
||||
if (istype(W, /obj/item/weapon/card/emag))
|
||||
user << "<span class='notice'>The crate unlocks!</span>"
|
||||
locked = 0
|
||||
if (istype(W, /obj/item/device/multitool)) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
|
||||
user << "<span class='notice'>DECA-CODE LOCK REPORT:</span>"
|
||||
user << "<span class='notice'>DECA-CODE LOCK ANALYSIS:</span>"
|
||||
if (attempts == 1)
|
||||
user << "<span class='warning'>* Anti-Tamper Bomb will activate on next failed access attempt.</span>"
|
||||
user << "<span class='warning'>* Anti-Tamper system will activate on the next failed access attempt.</span>"
|
||||
else
|
||||
user << "<span class='notice'>* Anti-Tamper Bomb will activate after [src.attempts] failed access attempts.</span>"
|
||||
if (lastattempt != null)
|
||||
var/list/guess = list()
|
||||
user << "<span class='notice'>* Anti-Tamper system will activate after [src.attempts] failed access attempts.</span>"
|
||||
if(lastattempt.len)
|
||||
var/bulls = 0
|
||||
var/cows = 0
|
||||
for(var/i = 1, i < codelen + 1, i++)
|
||||
var/a = copytext(lastattempt, i, i+1) // Stuff the code into the list
|
||||
guess += a
|
||||
guess[a] = i
|
||||
for(var/i in guess) // Go through list and count matches
|
||||
var/a = findtext(code, i)
|
||||
if(a == guess[i])
|
||||
|
||||
var/list/code_contents = code.Copy()
|
||||
for(var/i in 1 to codelen)
|
||||
if(lastattempt[i] == code[i])
|
||||
++bulls
|
||||
else if(a)
|
||||
else if(lastattempt[i] in code_contents)
|
||||
++cows
|
||||
code_contents -= lastattempt[i]
|
||||
user << "<span class='notice'>Last code attempt had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
|
||||
else ..()
|
||||
else ..()
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -140,17 +140,6 @@ Works together with spawning an observer, noted above.
|
||||
var/client/C = U.client
|
||||
for(var/mob/living/carbon/human/target in target_list)
|
||||
C.images += target.hud_list[SPECIALROLE_HUD]
|
||||
|
||||
|
||||
/*
|
||||
else//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud.
|
||||
var/mob/living/silicon/silicon_target = target
|
||||
if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len))||silicon_target.mind.special_role=="traitor")
|
||||
if(isrobot(silicon_target))//Different icons for robutts and AI.
|
||||
U.client.images += image(tempHud,silicon_target,"hudmalborg")
|
||||
else
|
||||
U.client.images += image(tempHud,silicon_target,"hudmalai")
|
||||
*/
|
||||
return 1
|
||||
|
||||
/mob/proc/ghostize(var/can_reenter_corpse = 1)
|
||||
|
||||
@@ -48,5 +48,5 @@
|
||||
/mob/living/carbon/alien/show_inv(mob/user as mob)
|
||||
return //Consider adding cuffs and hats to this, for the sake of fun.
|
||||
|
||||
/mob/living/carbon/alien/can_use_vents()
|
||||
/mob/living/carbon/alien/cannot_use_vents()
|
||||
return
|
||||
@@ -267,8 +267,9 @@
|
||||
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [t_him] up!</span>", \
|
||||
"<span class='notice'>You shake [src] trying to wake [t_him] up!</span>")
|
||||
else
|
||||
if(istype(H))
|
||||
H.species.hug(H,src)
|
||||
var/mob/living/carbon/human/hugger = M
|
||||
if(istype(hugger))
|
||||
hugger.species.hug(hugger,src)
|
||||
else
|
||||
M.visible_message("<span class='notice'>[M] hugs [src] to make [t_him] feel better!</span>", \
|
||||
"<span class='notice'>You hug [src] to make [t_him] feel better!</span>")
|
||||
@@ -458,7 +459,7 @@
|
||||
if(istype(AM, /mob/living/carbon) && prob(10))
|
||||
src.spread_disease_to(AM, "Contact")
|
||||
|
||||
/mob/living/carbon/can_use_vents()
|
||||
/mob/living/carbon/cannot_use_vents()
|
||||
return
|
||||
|
||||
/mob/living/carbon/slip(var/slipped_on,stun_duration=8)
|
||||
|
||||
@@ -1687,6 +1687,7 @@
|
||||
holder.icon_state = "hudblank"
|
||||
if(mind)
|
||||
|
||||
// TODO: Update to new antagonist system.
|
||||
switch(mind.special_role)
|
||||
if("traitor","Mercenary")
|
||||
holder.icon_state = "hudsyndicate"
|
||||
|
||||
@@ -407,7 +407,7 @@
|
||||
adjustToxLoss(-10)
|
||||
nutrition = max(nutrition, get_max_nutrition())
|
||||
|
||||
/mob/living/carbon/slime/can_use_vents()
|
||||
/mob/living/carbon/slime/cannot_use_vents()
|
||||
if(Victim)
|
||||
return "You cannot ventcrawl while feeding."
|
||||
..()
|
||||
|
||||
@@ -665,9 +665,9 @@ default behaviour is:
|
||||
src << "You can't vent crawl while you're stunned!"
|
||||
return
|
||||
|
||||
var/special_fail_msg = can_use_vents()
|
||||
var/special_fail_msg = cannot_use_vents()
|
||||
if(special_fail_msg)
|
||||
src << "\red [special_fail_msg]"
|
||||
src << "<span class='warning'>[special_fail_msg]</span>"
|
||||
return
|
||||
|
||||
if(vent_found) // one was passed in, probably from vent/AltClick()
|
||||
@@ -756,7 +756,7 @@ default behaviour is:
|
||||
if(new_area)
|
||||
new_area.Entered(src)
|
||||
|
||||
/mob/living/proc/can_use_vents()
|
||||
/mob/living/proc/cannot_use_vents()
|
||||
return "You can't fit into that vent."
|
||||
|
||||
/mob/living/proc/has_brain()
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
lawsync()
|
||||
photosync()
|
||||
src << "<b>Laws synced with AI, be sure to note any changes.</b>"
|
||||
// TODO: Update to new antagonist system.
|
||||
if(mind && mind.special_role == "traitor" && mind.original == src)
|
||||
src << "<b>Remember, your AI does NOT share or know about your law 0."
|
||||
else
|
||||
@@ -28,6 +29,7 @@
|
||||
|
||||
who << "<b>Obey these laws:</b>"
|
||||
laws.show_laws(who)
|
||||
// TODO: Update to new antagonist system.
|
||||
if (mind && (mind.special_role == "traitor" && mind.original == src) && connected_ai)
|
||||
who << "<b>Remember, [connected_ai.name] is technically your master, but your objective comes first.</b>"
|
||||
else if (connected_ai)
|
||||
|
||||
@@ -222,10 +222,12 @@
|
||||
if (src.syndicate && src.client)
|
||||
for(var/datum/mind/tra in traitors.current_antagonists)
|
||||
if(tra.current)
|
||||
// TODO: Update to new antagonist system.
|
||||
var/I = image('icons/mob/mob.dmi', loc = tra.current, icon_state = "traitor")
|
||||
src.client.images += I
|
||||
src.disconnect_from_ai()
|
||||
if(src.mind)
|
||||
// TODO: Update to new antagonist system.
|
||||
if(!src.mind.special_role)
|
||||
src.mind.special_role = "traitor"
|
||||
traitors.current_antagonists |= src.mind
|
||||
|
||||
@@ -207,5 +207,5 @@
|
||||
your host and your eventual spawn safe and warm."
|
||||
src << "You can speak to your victim with <b>say</b>, to other borers with <b>say :x</b>, and use your Abilities tab to access powers."
|
||||
|
||||
/mob/living/simple_animal/borer/can_use_vents()
|
||||
/mob/living/simple_animal/borer/cannot_use_vents()
|
||||
return
|
||||
@@ -119,5 +119,5 @@
|
||||
// Change my name back, don't want to be named Tom (666)
|
||||
name = initial(name)
|
||||
|
||||
/mob/living/simple_animal/mouse/can_use_vents()
|
||||
/mob/living/simple_animal/mouse/cannot_use_vents()
|
||||
return
|
||||
|
||||
@@ -13,14 +13,14 @@
|
||||
var/obj/machinery/camera/camera = null
|
||||
var/obj/item/device/mmi/mmi = null
|
||||
var/list/req_access = list(access_robotics) //Access needed to pop out the brain.
|
||||
var/positronic
|
||||
|
||||
name = "Spider-bot"
|
||||
name = "spider-bot"
|
||||
desc = "A skittering robotic friend!"
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "spiderbot-chassis"
|
||||
icon_living = "spiderbot-chassis"
|
||||
icon_dead = "spiderbot-smashed"
|
||||
universal_speak = 1 //Temp until these are rewritten.
|
||||
|
||||
wander = 0
|
||||
|
||||
@@ -38,19 +38,26 @@
|
||||
var/emagged = 0
|
||||
var/obj/item/held_item = null //Storage for single item they can hold.
|
||||
speed = -1 //Spiderbots gotta go fast.
|
||||
//pass_flags = PASSTABLE //Maybe griefy?
|
||||
pass_flags = PASSTABLE
|
||||
small = 1
|
||||
speak_emote = list("beeps","clicks","chirps")
|
||||
|
||||
/mob/living/simple_animal/spiderbot/New()
|
||||
..()
|
||||
add_language("Galactic Common")
|
||||
default_language = all_languages["Galactic Common"]
|
||||
verbs |= /mob/living/proc/ventcrawl
|
||||
verbs |= /mob/living/proc/hide
|
||||
|
||||
/mob/living/simple_animal/spiderbot/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
|
||||
if(istype(O, /obj/item/device/mmi))
|
||||
var/obj/item/device/mmi/B = O
|
||||
if(src.mmi) //There's already a brain in it.
|
||||
user << "\red There's already a brain in [src]!"
|
||||
if(src.mmi)
|
||||
user << "<span class='warning'>There's already a brain in [src]!</span>"
|
||||
return
|
||||
if(!B.brainmob)
|
||||
user << "\red Sticking an empty MMI into the frame would sort of defeat the purpose."
|
||||
user << "<span class='warning'>Sticking an empty MMI into the frame would sort of defeat the purpose.</span>"
|
||||
return
|
||||
if(!B.brainmob.key)
|
||||
var/ghost_can_reenter = 0
|
||||
@@ -64,14 +71,18 @@
|
||||
return
|
||||
|
||||
if(B.brainmob.stat == DEAD)
|
||||
user << "\red [O] is dead. Sticking it into the frame would sort of defeat the purpose."
|
||||
user << "<span class='warning'>[O] is dead. Sticking it into the frame would sort of defeat the purpose.</span>"
|
||||
return
|
||||
|
||||
if(jobban_isbanned(B.brainmob, "Cyborg"))
|
||||
user << "\red [O] does not seem to fit."
|
||||
user << "<span class='warning'>\The [O] does not seem to fit.</span>"
|
||||
return
|
||||
|
||||
user << "\blue You install [O] in [src]!"
|
||||
user << "<span class='notice'>You install \the [O] in \the [src]!</span>"
|
||||
|
||||
if(istype(O, /obj/item/device/mmi/digital))
|
||||
positronic = 1
|
||||
add_language("Robot Talk")
|
||||
|
||||
user.drop_item()
|
||||
src.mmi = O
|
||||
@@ -89,16 +100,15 @@
|
||||
if(health > maxHealth)
|
||||
health = maxHealth
|
||||
add_fingerprint(user)
|
||||
for(var/mob/W in viewers(user, null))
|
||||
W.show_message(text("\red [user] has spot-welded some of the damage to [src]!"), 1)
|
||||
src.visible_message("<span class='notice'>\The [user] has spot-welded some of the damage to \the [src]!</span>")
|
||||
else
|
||||
user << "\blue [src] is undamaged!"
|
||||
user << "<span class='warning'>\The [src] is undamaged!</span>"
|
||||
else
|
||||
user << "Need more welding fuel!"
|
||||
user << "<span class='danger'>You need more welding fuel for this task!</span>"
|
||||
return
|
||||
else if(istype(O, /obj/item/weapon/card/id)||istype(O, /obj/item/device/pda))
|
||||
if (!mmi)
|
||||
user << "\red There's no reason to swipe your ID - the spiderbot has no brain to remove."
|
||||
user << "<span class='danger'>There's no reason to swipe your ID - \the [src] has no brain to remove.</span>"
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/card/id/id_card
|
||||
@@ -110,30 +120,35 @@
|
||||
id_card = pda.id
|
||||
|
||||
if(access_robotics in id_card.access)
|
||||
user << "\blue You swipe your access card and pop the brain out of [src]."
|
||||
user << "<span class='notice'>You swipe your access card and pop the brain out of \the [src].</span>"
|
||||
eject_brain()
|
||||
|
||||
if(held_item)
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
|
||||
return 1
|
||||
else
|
||||
user << "\red You swipe your card, with no effect."
|
||||
user << "<span class='danger'>You swipe your card with no effect.</span>"
|
||||
return 0
|
||||
else if (istype(O, /obj/item/weapon/card/emag))
|
||||
if (emagged)
|
||||
user << "\red [src] is already overloaded - better run."
|
||||
user << "<span class='danger'>\The [src] is already overloaded - better run!</span>"
|
||||
return 0
|
||||
else
|
||||
var/obj/item/weapon/card/emag/emag = O
|
||||
emag.uses--
|
||||
emagged = 1
|
||||
user << "\blue You short out the security protocols and overload [src]'s cell, priming it to explode in a short time."
|
||||
spawn(100) src << "\red Your cell seems to be outputting a lot of power..."
|
||||
spawn(200) src << "\red Internal heat sensors are spiking! Something is badly wrong with your cell!"
|
||||
spawn(300) src.explode()
|
||||
|
||||
user << "<span class='danger'>You short out the security protocols and overload \the [src]'s cell, priming it to explode in a short time.</span>"
|
||||
spawn(0)
|
||||
sleep(100)
|
||||
if(!src) return
|
||||
src << "<span class='warning'>Your cell seems to be outputting a lot of power...</span>"
|
||||
sleep(200)
|
||||
if(!src) return
|
||||
src << "<span class='danger'>Internal heat sensors are spiking! Something is badly wrong with your cell!</span>"
|
||||
sleep(300)
|
||||
if(!src) return
|
||||
src.explode()
|
||||
return
|
||||
else
|
||||
attacked_with_item(O, user)
|
||||
|
||||
@@ -142,23 +157,22 @@
|
||||
src.mind = M.brainmob.mind
|
||||
src.mind.key = M.brainmob.key
|
||||
src.ckey = M.brainmob.ckey
|
||||
src.name = "Spider-bot ([M.brainmob.name])"
|
||||
src.name = "spider-bot ([M.brainmob.name])"
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/explode() //When emagged.
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [src] makes an odd warbling noise, fizzles, and explodes.")
|
||||
src.visible_message("<span class='danger'>\The [src] makes an odd warbling noise, fizzles, and explodes!</span>")
|
||||
explosion(get_turf(loc), -1, -1, 3, 5)
|
||||
eject_brain()
|
||||
death()
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/update_icon()
|
||||
if(istype(mmi, /obj/item/device/mmi/digital/posibrain))
|
||||
icon_state = "spiderbot-chassis-posi"
|
||||
icon_living = "spiderbot-chassis-posi"
|
||||
else if(istype(mmi,/obj/item/device/mmi))
|
||||
icon_state = "spiderbot-chassis-mmi"
|
||||
icon_living = "spiderbot-chassis-mmi"
|
||||
if(mmi)
|
||||
if(positronic)
|
||||
icon_state = "spiderbot-chassis-posi"
|
||||
icon_living = "spiderbot-chassis-posi"
|
||||
else
|
||||
icon_state = "spiderbot-chassis-mmi"
|
||||
icon_living = "spiderbot-chassis-mmi"
|
||||
else
|
||||
icon_state = "spiderbot-chassis"
|
||||
icon_living = "spiderbot-chassis"
|
||||
@@ -170,8 +184,11 @@
|
||||
mmi.loc = T
|
||||
if(mind) mind.transfer_to(mmi.brainmob)
|
||||
mmi = null
|
||||
src.name = "Spider-bot"
|
||||
real_name = initial(real_name)
|
||||
name = real_name
|
||||
update_icon()
|
||||
remove_language("Robot Talk")
|
||||
positronic = null
|
||||
|
||||
/mob/living/simple_animal/spiderbot/Destroy()
|
||||
eject_brain()
|
||||
@@ -181,7 +198,7 @@
|
||||
|
||||
radio = new /obj/item/device/radio/borg(src)
|
||||
camera = new /obj/machinery/camera(src)
|
||||
camera.c_tag = "Spiderbot-[real_name]"
|
||||
camera.c_tag = "spiderbot-[real_name]"
|
||||
camera.replace_networks(list("SS13"))
|
||||
|
||||
..()
|
||||
@@ -215,14 +232,18 @@
|
||||
return 0
|
||||
|
||||
if(istype(held_item, /obj/item/weapon/grenade))
|
||||
visible_message("\red [src] launches \the [held_item]!", "\red You launch \the [held_item]!", "You hear a skittering noise and a thump!")
|
||||
visible_message("<span class='danger'>\The [src] launches \the [held_item]!</span>", \
|
||||
"<span class='danger'>You launch \the [held_item]!</span>", \
|
||||
"You hear a skittering noise and a thump!")
|
||||
var/obj/item/weapon/grenade/G = held_item
|
||||
G.loc = src.loc
|
||||
G.prime()
|
||||
held_item = null
|
||||
return 1
|
||||
|
||||
visible_message("\blue [src] drops \the [held_item]!", "\blue You drop \the [held_item]!", "You hear a skittering noise and a soft thump.")
|
||||
visible_message("<span class='notice'>\The [src] drops \the [held_item].</span>", \
|
||||
"<span class='notice'>You drop \the [held_item].</span>", \
|
||||
"You hear a skittering noise and a soft thump.")
|
||||
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
@@ -239,7 +260,7 @@
|
||||
return -1
|
||||
|
||||
if(held_item)
|
||||
src << "\red You are already holding \the [held_item]"
|
||||
src << "<span class='warning'>You are already holding \the [held_item]</span>"
|
||||
return 1
|
||||
|
||||
var/list/items = list()
|
||||
@@ -254,15 +275,23 @@
|
||||
if(selection == I)
|
||||
held_item = selection
|
||||
selection.loc = src
|
||||
visible_message("\blue [src] scoops up \the [held_item]!", "\blue You grab \the [held_item]!", "You hear a skittering noise and a clink.")
|
||||
visible_message("<span class='notice'>\The [src] scoops up \the [held_item].</span>", \
|
||||
"<span class='notice'>You grab \the [held_item].</span>", \
|
||||
"You hear a skittering noise and a clink.")
|
||||
return held_item
|
||||
src << "\red \The [selection] is too far away."
|
||||
src << "<span class='warning'>\The [selection] is too far away.</span>"
|
||||
return 0
|
||||
|
||||
src << "\red There is nothing of interest to take."
|
||||
src << "<span class='warning'>There is nothing of interest to take.</span>"
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/spiderbot/examine(mob/user)
|
||||
..(user)
|
||||
if(src.held_item)
|
||||
user << "It is carrying \a [src.held_item] \icon[src.held_item]."
|
||||
user << "It is carrying \icon[src.held_item] \a [src.held_item]."
|
||||
|
||||
/mob/living/simple_animal/spiderbot/cannot_use_vents()
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/spiderbot/binarycheck()
|
||||
return positronic
|
||||
@@ -102,6 +102,7 @@
|
||||
handle_stunned()
|
||||
handle_weakened()
|
||||
handle_paralysed()
|
||||
update_canmove()
|
||||
handle_supernatural()
|
||||
|
||||
//Movement
|
||||
|
||||
@@ -283,6 +283,7 @@
|
||||
for(var/spell/knownspell in user.spell_list)
|
||||
if(knownspell.type == S.type)
|
||||
if(user.mind)
|
||||
// TODO: Update to new antagonist system.
|
||||
if(user.mind.special_role == "apprentice" || user.mind.special_role == "Wizard")
|
||||
user <<"<span class='notice'>You're already far more versed in this spell than this flimsy how-to book can provide.</span>"
|
||||
else
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
cooldown_min = 200 //100 deciseconds reduction per rank
|
||||
compatible_mobs = list(/mob/living/carbon/human) //which types of mobs are affected by the spell. NOTE: change at your own risk
|
||||
|
||||
// TODO: Update to new antagonist system.
|
||||
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
|
||||
var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
|
||||
amt_paralysis = 20 //how much the victim is paralysed for after the spell
|
||||
|
||||
@@ -576,6 +576,7 @@
|
||||
#define BE_MUTINEER 8192
|
||||
#define BE_PAI 16384
|
||||
|
||||
// TODO: Update to new antagonist system.
|
||||
var/list/be_special_flags = list(
|
||||
"Traitor" = BE_TRAITOR,
|
||||
"Operative" = BE_OPERATIVE,
|
||||
|
||||
Reference in New Issue
Block a user