Merge remote-tracking branch 'upstream/dev' into subsystems

Conflicts:
	code/game/machinery/camera/camera.dm
	code/modules/mob/mob.dm
This commit is contained in:
PsiOmega
2015-02-17 08:36:12 +01:00
297 changed files with 11567 additions and 9431 deletions
+1 -1
View File
@@ -107,7 +107,7 @@
return
else
if(language)
message = language.scramble(language)
message = language.scramble(message)
else
message = stars(message)
+22 -1
View File
@@ -1,3 +1,5 @@
#define SCRAMBLE_CACHE_LEN 20
/*
Datum based languages. Easily editable and modular.
*/
@@ -35,11 +37,21 @@
return "[trim(full_name)]"
/datum/language
var/list/scramble_cache = list()
/datum/language/proc/scramble(var/input)
if(!syllables || !syllables.len)
return stars(input)
// If the input is cached already, move it to the end of the cache and return it
if(input in scramble_cache)
var/n = scramble_cache[input]
scramble_cache -= input
scramble_cache[input] = n
return n
var/input_size = length(input)
var/scrambled_text = ""
var/capitalize = 1
@@ -64,6 +76,13 @@
var/input_ending = copytext(input, input_size)
if(input_ending in list("!","?","."))
scrambled_text += input_ending
// Add it to cache, cutting old entries if the list is too long
scramble_cache[input] = scrambled_text
if(scramble_cache.len > SCRAMBLE_CACHE_LEN)
scramble_cache.Cut(1, scramble_cache.len-SCRAMBLE_CACHE_LEN-1)
return scrambled_text
/datum/language/proc/format_message(message, verb)
@@ -496,4 +515,6 @@
"al", "an", "ar", "as", "at", "ea", "ed", "en", "er", "es", "ha", "he", "hi", "in", "is", "it",
"le", "me", "nd", "ne", "ng", "nt", "on", "or", "ou", "re", "se", "st", "te", "th", "ti", "to",
"ve", "wa", "all", "and", "are", "but", "ent", "era", "ere", "eve", "for", "had", "hat", "hen", "her", "hin",
"his", "ing", "ion", "ith", "not", "ome", "oul", "our", "sho", "ted", "ter", "tha", "the", "thi")
"his", "ing", "ion", "ith", "not", "ome", "oul", "our", "sho", "ted", "ter", "tha", "the", "thi")
#undef SCRAMBLE_CACHE_LEN
@@ -63,8 +63,8 @@
var/tie_msg
if(istype(w_uniform,/obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(U.hastie)
tie_msg += " with \icon[U.hastie] \a [U.hastie]"
if(U.accessories.len)
tie_msg += " with [lowertext(english_list(U.accessories))]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
@@ -241,7 +241,7 @@
<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(s_store, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(legcuffed ? text("<A href='?src=\ref[src];item=legcuff'>Legcuffed</A>") : text(""))]
<BR>[(suit) ? ((suit.hastie) ? text(" <A href='?src=\ref[];item=tie'>Remove Accessory</A>", src) : "") :]
<BR>[(suit) ? ((suit.accessories.len) ? text(" <A href='?src=\ref[];item=tie'>Remove Accessory</A>", src) : "") :]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=splints'>Remove Splints</A>
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
@@ -1220,10 +1220,11 @@
/mob/living/carbon/human/can_inject(var/mob/user, var/error_msg, var/target_zone)
. = 1
if(!user)
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
else if(!target_zone)
target_zone = user.zone_sel.selecting
if(!target_zone)
if(!user)
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
else
target_zone = user.zone_sel.selecting
switch(target_zone)
if("head")
@@ -1301,4 +1302,4 @@
/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
return 0
..(slipped_on,stun_duration)
..(slipped_on,stun_duration)
@@ -24,7 +24,7 @@ emp_act
if(!(def_zone in list("chest", "groin")))
reflectchance /= 2
if(prob(reflectchance))
visible_message("\red <B>The [P.name] gets reflected by [src]'s [wear_suit.name]!</B>")
visible_message("\red <B>\The [P] gets reflected by \the [src]'s [wear_suit.name]!</B>")
// Find a turf near or on the original location to bounce to
if(P.starting)
@@ -33,12 +33,7 @@ emp_act
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
P.redirect(new_x, new_y, curloc, src)
return -1 // complete projectile permutation
@@ -47,9 +42,9 @@ emp_act
var/armor = getarmor_organ(organ, "bullet")
if((P.embed && prob(20 + max(P.damage - armor, -10))))
var/obj/item/weapon/shard/shrapnel/SP = new()
(SP.name) = "[P.name] shrapnel"
(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
(SP.loc) = organ
SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
SP.loc = organ
organ.embed(SP)
return (..(P , def_zone))
@@ -309,10 +304,7 @@ emp_act
throw_mode_off()
return
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/dtype = O.damtype
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
var/zone
@@ -323,11 +315,11 @@ emp_act
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
//check if we hit
var/miss_chance = 15
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
else
zone = get_zone_with_miss_chance(zone, src, 15)
miss_chance = max(15*(distance-2), 0)
zone = get_zone_with_miss_chance(zone, src, miss_chance)
if(!zone)
visible_message("\blue \The [O] misses [src] narrowly!")
@@ -375,17 +367,21 @@ emp_act
affecting.embed(I)
// Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED)
var/obj/item/weapon/W = O
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR
var/mass = 1.5
if(istype(O, /obj/item))
var/obj/item/I = O
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
var/momentum = speed*mass
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
var/dir = get_dir(O.throw_source, src)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!O || !src) return
if(!W || !src) return
if(W.loc == src && W.sharp) //Projectile is embedded and suitable for pinning.
if(O.loc == src && O.sharp) //Projectile is embedded and suitable for pinning.
var/turf/T = near_wall(dir,2)
if(T)
@@ -394,6 +390,13 @@ emp_act
src.anchored = 1
src.pinned += O
/mob/living/carbon/human/embed(var/obj/O, var/def_zone=null)
if(!def_zone) ..()
var/datum/organ/external/affecting = get_organ(def_zone)
if(affecting)
affecting.embed(O)
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
if (gloves)
@@ -1,3 +1,16 @@
/*
Add fingerprints to items when we put them in our hands.
This saves us from having to call add_fingerprint() any time something is put in a human's hands programmatically.
*/
/mob/living/carbon/human/put_in_l_hand(var/obj/item/W)
. = ..()
if(.) W.add_fingerprint(src)
/mob/living/carbon/human/put_in_r_hand(var/obj/item/W)
. = ..()
if(.) W.add_fingerprint(src)
/mob/living/carbon/human/verb/quick_equip()
set name = "quick-equip"
set hidden = 1
@@ -497,15 +510,17 @@
message = "\red <B>[source] is trying to unlegcuff [target]!</B>"
if("tie")
var/obj/item/clothing/under/suit = target.w_uniform
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their accessory ([suit.hastie]) removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([suit.hastie])</font>")
if(istype(suit.hastie, /obj/item/clothing/tie/holobadge) || istype(suit.hastie, /obj/item/clothing/tie/medal))
for(var/mob/M in viewers(target, null))
M.show_message("\red <B>[source] tears off \the [suit.hastie] from [target]'s suit!</B>" , 1)
done()
return
else
message = "\red <B>[source] is trying to take off \a [suit.hastie] from [target]'s suit!</B>"
if(suit.accessories.len)
var/obj/item/clothing/accessory/A = suit.accessories[1]
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their accessory ([A]) removed by [source.name] ([source.ckey])</font>"
source.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([A])</font>"
if(istype(A, /obj/item/clothing/accessory/holobadge) || istype(A, /obj/item/clothing/accessory/medal))
for(var/mob/M in viewers(target, null))
M.show_message("\red <B>[source] tears off \the [A] from [target]'s [suit]!</B>" , 1)
done()
return
else
message = "\red <B>[source] is trying to take off \a [A] from [target]'s [suit]!</B>"
if("pockets")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
@@ -634,17 +649,18 @@ It can still be worn/put on as normal.
strip_item = target.wear_suit
if("tie")
var/obj/item/clothing/under/suit = target.w_uniform
//var/obj/item/clothing/tie/tie = suit.hastie
//var/obj/item/clothing/accessory/tie = suit.hastie
/*if(tie)
if (istype(tie,/obj/item/clothing/tie/storage))
var/obj/item/clothing/tie/storage/W = tie
if (istype(tie,/obj/item/clothing/accessory/storage))
var/obj/item/clothing/accessory/storage/W = tie
if (W.hold)
W.hold.close(usr)
usr.put_in_hands(tie)
suit.hastie = null*/
if(suit && suit.hastie)
suit.hastie.on_removed(usr)
suit.hastie = null
if(suit && suit.accessories.len)
var/obj/item/clothing/accessory/A = suit.accessories[1]
A.on_removed(usr)
suit.accessories -= A
target.update_inv_w_uniform()
if("id")
slot_to_process = slot_wear_id
@@ -376,12 +376,11 @@ proc/get_damage_icon_part(damage_state, body_part)
stand_icon.Blend(new/icon('icons/mob/human_face.dmi', "lips_[lip_style]_s"), ICON_OVERLAY)
//Underwear
if(underwear >0 && underwear < 12 && species.flags & HAS_UNDERWEAR)
if(!fat && !skeleton)
stand_icon.Blend(new /icon('icons/mob/human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
if(underwear && species.flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', underwear), ICON_OVERLAY)
if(undershirt>0 && undershirt < 5 && species.flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', "undershirt[undershirt]_s"), ICON_OVERLAY)
if(undershirt && species.flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', undershirt), ICON_OVERLAY)
if(update_icons)
update_icons()
@@ -537,10 +536,11 @@ proc/get_damage_icon_part(damage_state, body_part)
bloodsies.color = w_uniform.blood_color
standing.overlays += bloodsies
if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
var/tie_color = w_uniform:hastie.item_color
if(!tie_color) tie_color = w_uniform:hastie.icon_state
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
if(w_uniform:accessories.len) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
for(var/obj/item/clothing/accessory/A in w_uniform:accessories)
var/tie_color = A.item_color
if(!tie_color) tie_color = A.icon_state
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
overlays_standing[UNIFORM_LAYER] = standing
else
@@ -780,7 +780,7 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_mask(var/update_icons=1)
if( wear_mask && ( istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/tie) ) && !(head && head.flags_inv & HIDEMASK))
if( wear_mask && ( istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/accessory) ) && !(head && head.flags_inv & HIDEMASK))
wear_mask.screen_loc = ui_mask //TODO
var/image/standing
+17 -16
View File
@@ -1,22 +1,23 @@
/mob/living/carbon/slime/death(gibbed)
if(stat == DEAD) return
stat = DEAD
if(!gibbed)
if(is_adult)
var/mob/living/carbon/slime/M = new /mob/living/carbon/slime(loc)
M.colour = colour
M.rabid = 1
is_adult = 0
maxHealth = 150
revive()
regenerate_icons()
number = rand(1, 1000)
name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
return
if(!gibbed && is_adult)
var/mob/living/carbon/slime/M = new /mob/living/carbon/slime(loc, colour)
M.rabid = 1
M.Friends = Friends.Copy()
step_away(M, src)
is_adult = 0
maxHealth = 150
revive()
regenerate_icons()
if (!client) rabid = 1
number = rand(1, 1000)
name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
return
icon_state = "[colour] baby slime dead"
overlays.Cut()
. = ..(gibbed, "seizes up and falls limp...")
return ..(gibbed)
regenerate_icons()
return
@@ -1,6 +1,5 @@
/mob/living/carbon/slime/emote(var/act, var/m_type=1, var/message = null)
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
//param = copytext(act, t1 + 1, length(act) + 1)
@@ -9,6 +8,8 @@
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/updateicon = 0
switch(act) //Alphabetical please
if ("me")
if(silent)
@@ -59,8 +60,32 @@
message = "<B>The [src.name]</B> vibrates!"
m_type = 1
if("nomood")
mood = null
updateicon = 1
if("pout")
mood = "pout"
updateicon = 1
if("sad")
mood = "sad"
updateicon = 1
if("angry")
mood = "angry"
updateicon = 1
if("frown")
mood = "mischevous"
updateicon = 1
if("smile")
mood = ":3"
updateicon = 1
if ("help") //This is an exception
src << "Help for slime emotes. You can use these emotes with say \"*emote\":\n\nbounce, custom, jiggle, light, moan, shiver, sway, twitch, vibrate"
src << "Help for slime emotes. You can use these emotes with say \"*emote\":\n\nbounce, custom, jiggle, light, moan, shiver, sway, twitch, vibrate. You can also set your face with: \n\nnomood, pout, sad, angry, frown, smile"
else
src << "\blue Unusable emote '[act]'. Say *help for a list."
@@ -68,9 +93,9 @@
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
//Foreach goto(703)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
//Foreach goto(746)
if(updateicon)
regenerate_icons()
return
@@ -0,0 +1,366 @@
/obj/item/slime_extract
name = "slime extract"
desc = "Goo extracted from a slime. Legends claim these to have \"magical powers\"."
icon = 'icons/mob/slimes.dmi'
icon_state = "grey slime extract"
force = 1.0
w_class = 1.0
throwforce = 0
throw_speed = 3
throw_range = 6
origin_tech = "biotech=4"
var/Uses = 1 // uses before it goes inert
var/enhanced = 0 //has it been enhanced before?
attackby(obj/item/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/slimesteroid2))
if(enhanced == 1)
user << "<span class='warning'> This extract has already been enhanced!</span>"
return ..()
if(Uses == 0)
user << "<span class='warning'> You can't enhance a used extract!</span>"
return ..()
user <<"You apply the enhancer. It now has triple the amount of uses."
Uses = 3
enhanced = 1
del(O)
/obj/item/slime_extract/New()
..()
create_reagents(100)
/obj/item/slime_extract/grey
name = "grey slime extract"
icon_state = "grey slime extract"
/obj/item/slime_extract/gold
name = "gold slime extract"
icon_state = "gold slime extract"
/obj/item/slime_extract/silver
name = "silver slime extract"
icon_state = "silver slime extract"
/obj/item/slime_extract/metal
name = "metal slime extract"
icon_state = "metal slime extract"
/obj/item/slime_extract/purple
name = "purple slime extract"
icon_state = "purple slime extract"
/obj/item/slime_extract/darkpurple
name = "dark purple slime extract"
icon_state = "dark purple slime extract"
/obj/item/slime_extract/orange
name = "orange slime extract"
icon_state = "orange slime extract"
/obj/item/slime_extract/yellow
name = "yellow slime extract"
icon_state = "yellow slime extract"
/obj/item/slime_extract/red
name = "red slime extract"
icon_state = "red slime extract"
/obj/item/slime_extract/blue
name = "blue slime extract"
icon_state = "blue slime extract"
/obj/item/slime_extract/darkblue
name = "dark blue slime extract"
icon_state = "dark blue slime extract"
/obj/item/slime_extract/pink
name = "pink slime extract"
icon_state = "pink slime extract"
/obj/item/slime_extract/green
name = "green slime extract"
icon_state = "green slime extract"
/obj/item/slime_extract/lightpink
name = "light pink slime extract"
icon_state = "light pink slime extract"
/obj/item/slime_extract/black
name = "black slime extract"
icon_state = "black slime extract"
/obj/item/slime_extract/oil
name = "oil slime extract"
icon_state = "oil slime extract"
/obj/item/slime_extract/adamantine
name = "adamantine slime extract"
icon_state = "adamantine slime extract"
/obj/item/slime_extract/bluespace
name = "bluespace slime extract"
icon_state = "bluespace slime extract"
/obj/item/slime_extract/pyrite
name = "pyrite slime extract"
icon_state = "pyrite slime extract"
/obj/item/slime_extract/cerulean
name = "cerulean slime extract"
icon_state = "cerulean slime extract"
/obj/item/slime_extract/sepia
name = "sepia slime extract"
icon_state = "sepia slime extract"
/obj/item/slime_extract/rainbow
name = "rainbow slime extract"
icon_state = "rainbow slime extract"
////Pet Slime Creation///
/obj/item/weapon/slimepotion
name = "docility potion"
desc = "A potent chemical mix that will nullify a slime's powers, causing it to become docile and tame."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
attack(mob/living/carbon/slime/M as mob, mob/user as mob)
if(!istype(M, /mob/living/carbon/slime))//If target is not a slime.
user << "<span class='warning'> The potion only works on baby slimes!</span>"
return ..()
if(M.is_adult) //Can't tame adults
user << "<span class='warning'> Only baby slimes can be tamed!</span>"
return..()
if(M.stat)
user << "<span class='warning'> The slime is dead!</span>"
return..()
if(M.mind)
user << "<span class='warning'> The slime resists!</span>"
return ..()
var/mob/living/simple_animal/slime/pet = new /mob/living/simple_animal/slime(M.loc)
pet.icon_state = "[M.colour] baby slime"
pet.icon_living = "[M.colour] baby slime"
pet.icon_dead = "[M.colour] baby slime dead"
pet.colour = "[M.colour]"
user <<"You feed the slime the potion, removing it's powers and calming it."
del(M)
var/newname = sanitize(copytext(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text,1,MAX_NAME_LEN))
if (!newname)
newname = "pet slime"
pet.name = newname
pet.real_name = newname
del(src)
/obj/item/weapon/slimepotion2
name = "advanced docility potion"
desc = "A potent chemical mix that will nullify a slime's powers, causing it to become docile and tame. This one is meant for adult slimes"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
attack(mob/living/carbon/slime/M as mob, mob/user as mob)
if(!istype(M, /mob/living/carbon/slime/))//If target is not a slime.
user << "<span class='warning'> The potion only works on slimes!</span>"
return ..()
if(M.stat)
user << "<span class='warning'> The slime is dead!</span>"
return..()
if(M.mind)
user << "<span class='warning'> The slime resists!</span>"
return ..()
var/mob/living/simple_animal/adultslime/pet = new /mob/living/simple_animal/adultslime(M.loc)
pet.icon_state = "[M.colour] adult slime"
pet.icon_living = "[M.colour] adult slime"
pet.icon_dead = "[M.colour] baby slime dead"
pet.colour = "[M.colour]"
user <<"You feed the slime the potion, removing it's powers and calming it."
del(M)
var/newname = sanitize(copytext(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text,1,MAX_NAME_LEN))
if (!newname)
newname = "pet slime"
pet.name = newname
pet.real_name = newname
del(src)
/obj/item/weapon/slimesteroid
name = "slime steroid"
desc = "A potent chemical mix that will cause a slime to generate more extract."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
attack(mob/living/carbon/slime/M as mob, mob/user as mob)
if(!istype(M, /mob/living/carbon/slime))//If target is not a slime.
user << "<span class='warning'> The steroid only works on baby slimes!</span>"
return ..()
if(M.is_adult) //Can't tame adults
user << "<span class='warning'> Only baby slimes can use the steroid!</span>"
return..()
if(M.stat)
user << "<span class='warning'> The slime is dead!</span>"
return..()
if(M.cores == 3)
user <<"<span class='warning'> The slime already has the maximum amount of extract!</span>"
return..()
user <<"You feed the slime the steroid. It now has triple the amount of extract."
M.cores = 3
del(src)
/obj/item/weapon/slimesteroid2
name = "extract enhancer"
desc = "A potent chemical mix that will give a slime extract three uses."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
/*afterattack(obj/target, mob/user , flag)
if(istype(target, /obj/item/slime_extract))
if(target.enhanced == 1)
user << "<span class='warning'> This extract has already been enhanced!</span>"
return ..()
if(target.Uses == 0)
user << "<span class='warning'> You can't enhance a used extract!</span>"
return ..()
user <<"You apply the enhancer. It now has triple the amount of uses."
target.Uses = 3
target.enahnced = 1
del(src)*/
/obj/effect/golemrune
anchored = 1
desc = "a strange rune used to create golems. It glows when spirits are nearby."
name = "rune"
icon = 'icons/obj/rune.dmi'
icon_state = "golem"
unacidable = 1
layer = TURF_LAYER
New()
..()
processing_objects.Add(src)
process()
var/mob/dead/observer/ghost
for(var/mob/dead/observer/O in src.loc)
if(!O.client) continue
if(O.mind && O.mind.current && O.mind.current.stat != DEAD) continue
ghost = O
break
if(ghost)
icon_state = "golem2"
else
icon_state = "golem"
attack_hand(mob/living/user as mob)
var/mob/dead/observer/ghost
for(var/mob/dead/observer/O in src.loc)
if(!O.client) continue
if(O.mind && O.mind.current && O.mind.current.stat != DEAD) continue
ghost = O
break
if(!ghost)
user << "The rune fizzles uselessly. There is no spirit nearby."
return
var/mob/living/carbon/human/G = new(src.loc)
G.set_species("Golem")
G.key = ghost.key
G << "You are an adamantine golem. You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools. Serve [user], and assist them in completing their goals at any cost."
del (src)
proc/announce_to_ghosts()
for(var/mob/dead/observer/G in player_list)
if(G.client)
var/area/A = get_area(src)
if(A)
G << "Golem rune created in [A.name]."
/mob/living/carbon/slime/has_eyes()
return 0
//////////////////////////////Old shit from metroids/RoRos, and the old cores, would not take much work to re-add them////////////////////////
/*
// Basically this slime Core catalyzes reactions that normally wouldn't happen anywhere
/obj/item/slime_core
name = "slime extract"
desc = "Goo extracted from a slime. Legends claim these to have \"magical powers\"."
icon = 'icons/mob/slimes.dmi'
icon_state = "slime extract"
force = 1.0
w_class = 1.0
throwforce = 1.0
throw_speed = 2
throw_range = 6
origin_tech = "biotech=4"
var/POWERFLAG = 0 // sshhhhhhh
var/Flush = 30
var/Uses = 5 // uses before it goes inert
/obj/item/slime_core/New()
..()
create_reagents(100)
POWERFLAG = rand(1,10)
Uses = rand(7, 25)
//flags |= NOREACT
/*
spawn()
Life()
proc/Life()
while(src)
sleep(25)
Flush--
if(Flush <= 0)
reagents.clear_reagents()
Flush = 30
*/
/obj/item/weapon/reagent_containers/food/snacks/egg/slime
name = "slime egg"
desc = "A small, gelatinous egg."
icon = 'icons/mob/mob.dmi'
icon_state = "slime egg-growing"
bitesize = 12
origin_tech = "biotech=4"
var/grown = 0
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("slimejelly", 1)
spawn(rand(1200,1500))//the egg takes a while to "ripen"
Grow()
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/proc/Grow()
grown = 1
icon_state = "slime egg-grown"
processing_objects.Add(src)
return
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/proc/Hatch()
processing_objects.Remove(src)
var/turf/T = get_turf(src)
src.visible_message("<span class='warning'> The [name] pulsates and quivers!</span>")
spawn(rand(50,100))
src.visible_message("<span class='warning'> The [name] bursts open!</span>")
new/mob/living/carbon/slime(T)
del(src)
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/process()
var/turf/location = get_turf(src)
var/datum/gas_mixture/environment = location.return_air()
if (environment.phoron > MOLES_PHORON_VISIBLE)//phoron exposure causes the egg to hatch
src.Hatch()
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype( W, /obj/item/toy/crayon ))
return
else
..()
*/
+172 -211
View File
@@ -1,10 +1,3 @@
/mob/living/carbon/slime
var/AIproc = 0 // determines if the AI loop is activated
var/Atkcool = 0 // attack cooldown
var/Tempstun = 0 // temporary temperature stuns
var/Discipline = 0 // if a slime 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
/mob/living/carbon/slime/Life()
set invisibility = 0
set background = 1
@@ -15,113 +8,27 @@
..()
if(stat != DEAD)
//Chemicals in the body
handle_chemicals_in_body()
handle_nutrition()
handle_targets()
if (!ckey)
if (!client)
handle_targets()
if (!AIproc)
spawn()
handle_AI()
handle_speech_and_mood()
var/datum/gas_mixture/environment
if(src.loc)
environment = loc.return_air()
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
src.blinded = null
regular_hud_updates() // Basically just deletes any screen objects :<
regular_hud_updates()
if(environment)
handle_environment(environment) // Handle temperature/pressure differences between body and environment
handle_regular_status_updates() // Status updates, death etc.
/mob/living/carbon/slime/proc/AIprocess() // the master AI process
if(AIproc || stat == DEAD || client) return
var/hungry = 0
if (nutrition < get_starve_nutrition())
hungry = 2
else if (nutrition < get_grow_nutrition() && prob(25) || nutrition < get_hunger_nutrition())
hungry = 1
AIproc = 1
while(AIproc && stat != 2 && (attacked || hungry || rabid || Victim))
if(Victim) // can't eat AND have this little process at the same time
break
if(!Target || client)
break
if(Target.health <= -70 || Target.stat == 2)
Target = null
AIproc = 0
break
if(Target)
for(var/mob/living/carbon/slime/M in view(1,Target))
if(M.Victim == Target)
Target = null
AIproc = 0
break
if(!AIproc)
break
if(Target in view(1,src))
if(istype(Target, /mob/living/silicon))
if(!Atkcool)
Atkcool = 1
spawn(45)
Atkcool = 0
if(Target.Adjacent(src))
UnarmedAttack(Target)
return
if(!Target.lying && prob(80))
if(Target.client && Target.health >= 20)
if(!Atkcool)
Atkcool = 1
spawn(45)
Atkcool = 0
if(Target.Adjacent(src))
UnarmedAttack(Target)
else
if(!Atkcool && Target.Adjacent(src))
Feedon(Target)
else
if(!Atkcool && Target.Adjacent(src))
Feedon(Target)
else
if(Target in view(7, src))
if(!Target.Adjacent(src)) // Bug of the month candidate: slimes were attempting to move to target only if it was directly next to them, which caused them to target things, but not approach them
step_to(src, Target)
sleep(5)
else
Target = null
AIproc = 0
break
var/sleeptime = movement_delay()
if(sleeptime <= 0) sleeptime = 1
sleep(sleeptime + 2) // this is about as fast as a player slime can go
AIproc = 0
/mob/living/carbon/slime/proc/handle_environment(datum/gas_mixture/environment)
if(!environment)
adjustToxLoss(rand(10,20))
@@ -146,8 +53,6 @@
//Account for massive pressure differences
if(bodytemperature < (T0C + 5)) // start calculating temperature damage etc
if(bodytemperature <= (T0C - 40)) // stun temperature
Tempstun = 1
if(bodytemperature <= (T0C - 50)) // hurt temperature
if(bodytemperature <= 50) // sqrting negative numbers is bad
@@ -155,9 +60,6 @@
else
adjustToxLoss(round(sqrt(bodytemperature)) * 2)
else
Tempstun = 0
updatehealth()
return //TODO: DEFERRED
@@ -189,22 +91,16 @@
/mob/living/carbon/slime/proc/handle_regular_status_updates()
if(is_adult)
health = 200 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
else
health = 150 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
src.blinded = null
if(health < config.health_threshold_dead && stat != 2)
health = maxHealth - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
if(health < 0 && stat != DEAD)
death()
return
else if(src.health < config.health_threshold_crit)
if(!src.reagents.has_reagent("inaprovaline"))
src.adjustOxyLoss(10)
if(src.stat != DEAD)
src.stat = UNCONSCIOUS
if (halloss)
halloss = 0
if(prob(30))
adjustOxyLoss(-1)
@@ -267,27 +163,16 @@
if(nutrition <= 0)
nutrition = 0
if(prob(75))
adjustToxLoss(rand(0,5))
adjustToxLoss(rand(1,3))
if (client && prob(5))
src << "<span class='danger'>You are starving!</span>"
else if (nutrition >= get_grow_nutrition() && amount_grown < 10)
nutrition -= 20
amount_grown++
if(amount_grown >= 10 && !Victim && !Target && !ckey)
if(is_adult)
Reproduce()
else
Evolve()
/mob/living/carbon/slime/proc/handle_targets()
if(Tempstun)
if(!Victim) // not while they're eating!
canmove = 0
else
canmove = 1
if(attacked > 50) attacked = 50
if(attacked > 50) attacked = 50 // Let's not get into absurdly long periods of rage
if(attacked > 0)
attacked--
@@ -300,106 +185,180 @@
if(prob(10))
Discipline--
if(!client)
if(!canmove) return
if(!canmove) return
if(Victim) return // if it's eating someone already, continue eating!
if(Victim) return // if it's eating someone already, continue eating!
if(Target)
--target_patience
if (target_patience <= 0 || SStun || Discipline || attacked) // Tired of chasing or something draws out attention
target_patience = 0
Target = null
if(Target)
--target_patience
if (target_patience <= 0 || SStun || Discipline || attacked) // Tired of chasing or something draws out attention
target_patience = 0
Target = null
if(AIproc && SStun) return
var/hungry = 0 // determines if the slime is hungry
var/hungry = 0 // determines if the slime is hungry
if (nutrition < get_starve_nutrition())
hungry = 2
else if (nutrition < get_grow_nutrition() && prob(25) || nutrition < get_hunger_nutrition())
hungry = 1
if (nutrition < get_starve_nutrition())
hungry = 2
else if (nutrition < get_grow_nutrition() && prob(25) || nutrition < get_hunger_nutrition())
hungry = 1
if(hungry == 2 && !client) // if a slime is starving, it starts losing its friends
if(Friends.len > 0 && prob(1))
var/mob/nofriend = pick(Friends)
--Friends[nofriend]
if (Friends[nofriend] <= 0)
Friends -= nofriend
if(hungry == 2 && !client) // if a slime is starving, it starts losing its friends
if(Friends.len > 0 && prob(1))
var/mob/nofriend = pick(Friends)
--Friends[nofriend]
if(!Target)
if(will_hunt(hungry) || attacked || rabid) // Only add to the list if we need to
var/list/targets = list()
if(!Target)
if(will_hunt() && hungry || attacked || rabid) // Only add to the list if we need to
var/list/targets = list()
for(var/mob/living/L in view(7,src))
for(var/mob/living/L in view(7,src))
if(isslime(L) || L.stat == DEAD) // Ignore other slimes and dead mobs
continue
if(isslime(L) || L.stat == DEAD) // Ignore other slimes and dead mobs
continue
if(L in Friends) // No eating friends!
continue
if(issilicon(L) && (rabid || attacked)) // They can't eat silicons, but they can glomp them in defence
targets += L // Possible target found!
if(istype(L, /mob/living/carbon/human) && dna) //Ignore slime(wo)men
var/mob/living/carbon/human/H = L
if(H.species.name == "Slime")
continue
if(!L.canmove) // Only one slime can latch on at a time.
var/notarget = 0
for(var/mob/living/carbon/slime/M in view(1,L))
if(M.Victim == L)
notarget = 1
if(notarget)
continue
if(L in Friends) // No eating friends!
continue
if(issilicon(L) && (rabid || attacked)) // They can't eat silicons, but they can glomp them in defence
targets += L // Possible target found!
if(targets.len > 0)
if(attacked || rabid || hungry == 2)
Target = targets[1] // I am attacked and am fighting back or so hungry I don't even care
else
for(var/mob/living/carbon/C in targets)
if(!Discipline && prob(5))
if(ishuman(C))
Target = C
break
if(istype(L, /mob/living/carbon/human) && dna) //Ignore slime(wo)men
var/mob/living/carbon/human/H = L
if(H.species.name == "Slime")
continue
if(isalien(C) || ismonkey(C))
Target = C
break
if(!L.canmove) // Only one slime can latch on at a time.
var/notarget = 0
for(var/mob/living/carbon/slime/M in view(1,L))
if(M.Victim == L)
notarget = 1
if(notarget)
continue
if (Target)
target_patience = rand(5,7)
if (is_adult)
target_patience += 3
targets += L // Possible target found!
if(!Target) // If we have no target, we are wandering or following orders
if (Leader)
if (holding_still)
holding_still = max(holding_still - 1, 0)
else if(canmove && isturf(loc))
step_to(src, Leader)
if(targets.len > 0)
if(attacked || rabid || hungry == 2)
Target = targets[1] // I am attacked and am fighting back or so hungry I don't even care
else
for(var/mob/living/carbon/C in targets)
if(ishuman(C) && !Discipline && prob(5))
Target = C
break
else if(hungry)
if (holding_still)
holding_still = max(holding_still - hungry, 0)
else if(canmove && isturf(loc) && prob(50))
step(src, pick(cardinal))
if(isalien(C) || ismonkey(C) || isanimal(C))
Target = C
break
if (Target)
target_patience = rand(5,7)
if (is_adult)
target_patience += 3
if(!Target) // If we have no target, we are wandering or following orders
if (Leader)
if (holding_still)
holding_still = max(holding_still - 1, 0)
else if(canmove && isturf(loc))
step_to(src, Leader)
else if(hungry)
if (holding_still)
holding_still = max(holding_still - 1 - hungry, 0)
else if(canmove && isturf(loc) && prob(50))
step(src, pick(cardinal))
else
if (holding_still)
holding_still = max(holding_still - 1, 0)
else if(canmove && isturf(loc) && prob(33))
step(src, pick(cardinal))
/mob/living/carbon/slime/proc/handle_AI() // the master AI process
if(stat == DEAD || client || Victim) return // If we're dead or have a client, we don't need AI, if we're feeding, we continue feeding
AIproc = 1
if(amount_grown >= 10 && !Target)
if(is_adult)
Reproduce()
else
Evolve()
AIproc = 0
return
if(Target) // We're chasing the target
if(Target.stat == DEAD)
Target = null
AIproc = 0
return
for(var/mob/living/carbon/slime/M in view(1, Target))
if(M.Victim == Target)
Target = null
AIproc = 0
return
if(Target.Adjacent(src))
if(istype(Target, /mob/living/silicon)) // Glomp the silicons
if(!Atkcool)
a_intent = "hurt"
UnarmedAttack(Target)
Atkcool = 1
spawn(45)
Atkcool = 0
AIproc = 0
return
if(Target.client && !Target.lying && prob(60 + powerlevel * 4)) // Try to take down the target first
if(!Atkcool)
Atkcool = 1
spawn(45)
Atkcool = 0
a_intent = "disarm"
UnarmedAttack(Target)
else
if (holding_still)
holding_still = max(holding_still - 1, 0)
else if(canmove && isturf(loc) && prob(33))
step(src, pick(cardinal))
else if(!AIproc)
spawn()
AIprocess()
if(!Atkcool)
a_intent = "grab"
UnarmedAttack(Target)
else if(Target in view(7, src))
step_to(src, Target)
else
Target = null
AIproc = 0
return
else
var/mob/living/carbon/slime/frenemy
for (var/mob/living/carbon/slime/S in view(1, src))
if (S != src)
frenemy = S
if (frenemy && prob(1))
if (frenemy.colour == colour)
a_intent = "help"
else
a_intent = "hurt"
UnarmedAttack(frenemy)
var/sleeptime = movement_delay()
if(sleeptime <= 5) sleeptime = 5 // Maximum one action per half a second
spawn (sleeptime)
handle_AI()
return
/mob/living/carbon/slime/proc/handle_speech_and_mood()
//Mood starts here
var/newmood = ""
if (rabid || attacked) newmood = "angry"
a_intent = "help"
if (rabid || attacked)
newmood = "angry"
a_intent = "hurt"
else if (Target) newmood = "mischevous"
if (!newmood)
@@ -569,11 +528,13 @@
if (is_adult) return 300
else return 200
/mob/living/carbon/slime/proc/will_hunt(var/hunger = -1) // Check for being stopped from feeding and chasing
/mob/living/carbon/slime/proc/will_hunt(var/hunger) // Check for being stopped from feeding and chasing
if (hunger == 2 || rabid || attacked) return 1
if (Leader) return 0
if (holding_still) return 0
return 1
if (hunger == 1 || prob(25))
return 1
return 0
/mob/living/carbon/slime/slip() //Can't slip something without legs.
return 0
+70 -460
View File
@@ -4,10 +4,9 @@
icon_state = "grey baby slime"
pass_flags = PASSTABLE
var/is_adult = 0
speak_emote = list("telepathically chirps")
speak_emote = list("chirps")
layer = 5
maxHealth = 150
health = 150
gender = NEUTER
@@ -25,7 +24,7 @@
var/cores = 1 // the number of /obj/item/slime_extract's the slime has left inside
var/mutation_chance = 30 // Chance of mutating, should be between 25 and 35
var/powerlevel = 0 // 1-10 controls how much electricity they are generating
var/powerlevel = 0 // 0-10 controls how much electricity they are generating
var/amount_grown = 0 // controls how long the slime has been overfed, if 10, grows or reproduces
var/number = 0 // Used to understand when someone is talking to it
@@ -45,6 +44,11 @@
var/mood = "" // To show its face
var/AIproc = 0 // If it's 0, we need to launch an AI proc
var/Atkcool = 0 // attack cooldown
var/SStun = 0 // NPC stun variable. Used to calm them down when they are attacked while feeding, or they will immediately re-attach
var/Discipline = 0 // if a slime has been hit with a freeze gun, or wrestled/attacked off a human, they become disciplined and don't attack anymore for a while. The part about freeze gun is a lie
///////////TIME FOR SUBSPECIES
var/colour = "grey"
@@ -53,28 +57,21 @@
var/core_removal_stage = 0 //For removing cores.
/mob/living/carbon/slime/New()
/mob/living/carbon/slime/New(var/location, var/colour="grey")
verbs += /mob/living/proc/ventcrawl
create_reagents(100)
spawn (0)
number = rand(1, 1000)
name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
icon_state = "[colour] [is_adult ? "adult" : "baby"] slime"
real_name = name
slime_mutation = mutation_table(colour)
mutation_chance = rand(25, 35)
var/sanitizedcolour = replacetext(colour, " ", "")
coretype = text2path("/obj/item/slime_extract/[sanitizedcolour]")
..()
/mob/living/carbon/slime/regenerate_icons()
icon_state = "[colour] [is_adult ? "adult" : "baby"] slime"
overlays.len = 0
if (mood)
overlays += image('icons/mob/slimes.dmi', icon_state = "aslime-[mood]")
..()
src.colour = colour
number = rand(1, 1000)
name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
real_name = name
slime_mutation = mutation_table(colour)
mutation_chance = rand(25, 35)
var/sanitizedcolour = replacetext(colour, " ", "")
coretype = text2path("/obj/item/slime_extract/[sanitizedcolour]")
..(location)
/mob/living/carbon/slime/movement_delay()
if (bodytemperature >= 330.23) // 135 F
@@ -82,8 +79,8 @@
var/tally = 0
var/health_deficiency = (100 - health)
if(health_deficiency >= 45) tally += (health_deficiency / 25)
var/health_deficiency = (maxHealth - health)
if(health_deficiency >= 30) tally += (health_deficiency / 25)
if (bodytemperature < 183.222)
tally += (283.222 - bodytemperature) / 10 * 1.75
@@ -105,25 +102,23 @@
return
now_pushing = 1
if(isobj(AM))
if(!client && powerlevel > 0)
var/probab = 10
switch(powerlevel)
if(1 to 2) probab = 20
if(3 to 4) probab = 30
if(5 to 6) probab = 40
if(7 to 8) probab = 60
if(9) probab = 70
if(10) probab = 95
if(prob(probab))
if(istype(AM, /obj/structure/window) || istype(AM, /obj/structure/grille))
if(nutrition <= get_hunger_nutrition() && !Atkcool)
if (is_adult || prob(5))
UnarmedAttack(AM)
spawn()
Atkcool = 1
sleep(45)
Atkcool = 0
if(isobj(AM) && !client && powerlevel > 0)
var/probab = 10
switch(powerlevel)
if(1 to 2) probab = 20
if(3 to 4) probab = 30
if(5 to 6) probab = 40
if(7 to 8) probab = 60
if(9) probab = 70
if(10) probab = 95
if(prob(probab))
if(istype(AM, /obj/structure/window) || istype(AM, /obj/structure/grille))
if(nutrition <= get_hunger_nutrition() && !Atkcool)
if (is_adult || prob(5))
UnarmedAttack(AM)
Atkcool = 1
spawn(45)
Atkcool = 0
if(ismob(AM))
var/mob/tmob = AM
@@ -139,21 +134,8 @@
return
now_pushing = 0
..()
if (!istype(AM, /atom/movable))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
var/obj/structure/window/W = AM
if(W.is_full_window())
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
/mob/living/carbon/slime/Process_Spacemove()
return 2
@@ -162,10 +144,8 @@
..()
statpanel("Status")
if(is_adult)
stat(null, "Health: [round((health / 200) * 100)]%")
else
stat(null, "Health: [round((health / 150) * 100)]%")
stat(null, "Health: [round((health / maxHealth) * 100)]%")
stat(null, "Intent: [a_intent]")
if (client.statpanel == "Status")
stat(null, "Nutrition: [nutrition]/[get_max_nutrition()]")
@@ -227,9 +207,7 @@
if(shielded)
damage /= 4
//paralysis += 1
show_message("<span class='userdanger'> The blob attacks you!</span>")
show_message("<span class='danger'> The blob attacks you!</span>")
adjustFireLoss(damage)
@@ -244,14 +222,12 @@
return
/mob/living/carbon/slime/meteorhit(O as obj)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
adjustBruteLoss((istype(O, /obj/effect/meteor/small) ? 10 : 25))
adjustFireLoss(30)
visible_message("<span class='warning'>[src] has been hit by [O]</span>")
updatehealth()
adjustBruteLoss((istype(O, /obj/effect/meteor/small) ? 10 : 25))
adjustFireLoss(30)
updatehealth()
return
/mob/living/carbon/slime/attack_hand(mob/living/carbon/human/M as mob)
@@ -271,11 +247,9 @@
if(prob(90) && !client)
Discipline++
spawn()
SStun = 1
sleep(rand(45,60))
if(src)
SStun = 0
SStun = 1
spawn(rand(45,60))
SStun = 0
Victim = null
anchored = 0
@@ -299,11 +273,9 @@
if(Discipline == 1)
attacked = 0
spawn()
SStun = 1
sleep(rand(55,65))
if(src)
SStun = 0
SStun = 1
spawn(rand(55,65))
SStun = 0
Victim = null
anchored = 0
@@ -345,15 +317,13 @@
if(prob(80) && !client)
Discipline++
spawn(0)
step_away(src,M,15)
sleep(3)
step_away(src,M,15)
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='danger'>[M] has punched [src]!</span>", \
"<span class='userdanger'>[M] has punched [src]!</span>")
"<span class='danger'>[M] has punched [src]!</span>")
adjustBruteLoss(damage)
updatehealth()
@@ -381,9 +351,8 @@
Target = null
anchored = 0
spawn()
SStun = 1
sleep(rand(5,20))
SStun = 1
spawn(rand(5,20))
SStun = 0
spawn(0)
@@ -403,9 +372,8 @@
Discipline++
if(Discipline == 1)
attacked = 0
spawn()
SStun = 1
sleep(rand(5,20))
SStun = 1
spawn(rand(5,20))
SStun = 0
Victim = null
@@ -426,8 +394,8 @@
/mob/living/carbon/slime/restrained()
return 0
mob/living/carbon/slime/var/co2overloadtime = null
mob/living/carbon/slime/var/temperature_resistance = T0C+75
/mob/living/carbon/slime/var/co2overloadtime = null
/mob/living/carbon/slime/var/temperature_resistance = T0C+75
/mob/living/carbon/slime/show_inv(mob/user)
return
@@ -435,8 +403,17 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
/mob/living/carbon/slime/toggle_throw_mode()
return
/mob/living/carbon/slime/proc/apply_water()
adjustToxLoss(rand(15,20))
/mob/living/carbon/slime/proc/gain_nutrition(var/amount)
nutrition += amount
if(prob(amount * 2)) // Gain around one level per 50 nutrition
powerlevel++
if(powerlevel > 10)
powerlevel = 10
adjustToxLoss(-10)
nutrition = max(nutrition, get_max_nutrition())
/mob/living/carbon/slime/proc/apply_water(var/amount)
adjustToxLoss(15 + amount)
if (!client)
if (Target) // Like cats
Target = null
@@ -446,371 +423,4 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
/mob/living/carbon/slime/can_use_vents()
if(Victim)
return "You cannot ventcrawl while feeding."
..()
/obj/item/slime_extract
name = "slime extract"
desc = "Goo extracted from a slime. Legends claim these to have \"magical powers\"."
icon = 'icons/mob/slimes.dmi'
icon_state = "grey slime extract"
force = 1.0
w_class = 1.0
throwforce = 0
throw_speed = 3
throw_range = 6
origin_tech = "biotech=4"
var/Uses = 1 // uses before it goes inert
var/enhanced = 0 //has it been enhanced before?
attackby(obj/item/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/slimesteroid2))
if(enhanced == 1)
user << "<span class='warning'> This extract has already been enhanced!</span>"
return ..()
if(Uses == 0)
user << "<span class='warning'> You can't enhance a used extract!</span>"
return ..()
user <<"You apply the enhancer. It now has triple the amount of uses."
Uses = 3
enhanced = 1
del(O)
/obj/item/slime_extract/New()
..()
create_reagents(100)
/obj/item/slime_extract/grey
name = "grey slime extract"
icon_state = "grey slime extract"
/obj/item/slime_extract/gold
name = "gold slime extract"
icon_state = "gold slime extract"
/obj/item/slime_extract/silver
name = "silver slime extract"
icon_state = "silver slime extract"
/obj/item/slime_extract/metal
name = "metal slime extract"
icon_state = "metal slime extract"
/obj/item/slime_extract/purple
name = "purple slime extract"
icon_state = "purple slime extract"
/obj/item/slime_extract/darkpurple
name = "dark purple slime extract"
icon_state = "dark purple slime extract"
/obj/item/slime_extract/orange
name = "orange slime extract"
icon_state = "orange slime extract"
/obj/item/slime_extract/yellow
name = "yellow slime extract"
icon_state = "yellow slime extract"
/obj/item/slime_extract/red
name = "red slime extract"
icon_state = "red slime extract"
/obj/item/slime_extract/blue
name = "blue slime extract"
icon_state = "blue slime extract"
/obj/item/slime_extract/darkblue
name = "dark blue slime extract"
icon_state = "dark blue slime extract"
/obj/item/slime_extract/pink
name = "pink slime extract"
icon_state = "pink slime extract"
/obj/item/slime_extract/green
name = "green slime extract"
icon_state = "green slime extract"
/obj/item/slime_extract/lightpink
name = "light pink slime extract"
icon_state = "light pink slime extract"
/obj/item/slime_extract/black
name = "black slime extract"
icon_state = "black slime extract"
/obj/item/slime_extract/oil
name = "oil slime extract"
icon_state = "oil slime extract"
/obj/item/slime_extract/adamantine
name = "adamantine slime extract"
icon_state = "adamantine slime extract"
/obj/item/slime_extract/bluespace
name = "bluespace slime extract"
icon_state = "bluespace slime extract"
/obj/item/slime_extract/pyrite
name = "pyrite slime extract"
icon_state = "pyrite slime extract"
/obj/item/slime_extract/cerulean
name = "cerulean slime extract"
icon_state = "cerulean slime extract"
/obj/item/slime_extract/sepia
name = "sepia slime extract"
icon_state = "sepia slime extract"
/obj/item/slime_extract/rainbow
name = "rainbow slime extract"
icon_state = "rainbow slime extract"
////Pet Slime Creation///
/obj/item/weapon/slimepotion
name = "docility potion"
desc = "A potent chemical mix that will nullify a slime's powers, causing it to become docile and tame."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
attack(mob/living/carbon/slime/M as mob, mob/user as mob)
if(!istype(M, /mob/living/carbon/slime))//If target is not a slime.
user << "<span class='warning'> The potion only works on baby slimes!</span>"
return ..()
if(M.is_adult) //Can't tame adults
user << "<span class='warning'> Only baby slimes can be tamed!</span>"
return..()
if(M.stat)
user << "<span class='warning'> The slime is dead!</span>"
return..()
if(M.mind)
user << "<span class='warning'> The slime resists!</span>"
return ..()
var/mob/living/simple_animal/slime/pet = new /mob/living/simple_animal/slime(M.loc)
pet.icon_state = "[M.colour] baby slime"
pet.icon_living = "[M.colour] baby slime"
pet.icon_dead = "[M.colour] baby slime dead"
pet.colour = "[M.colour]"
user <<"You feed the slime the potion, removing it's powers and calming it."
del(M)
var/newname = sanitize(copytext(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text,1,MAX_NAME_LEN))
if (!newname)
newname = "pet slime"
pet.name = newname
pet.real_name = newname
del(src)
/obj/item/weapon/slimepotion2
name = "advanced docility potion"
desc = "A potent chemical mix that will nullify a slime's powers, causing it to become docile and tame. This one is meant for adult slimes"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
attack(mob/living/carbon/slime/M as mob, mob/user as mob)
if(!istype(M, /mob/living/carbon/slime/))//If target is not a slime.
user << "<span class='warning'> The potion only works on slimes!</span>"
return ..()
if(M.stat)
user << "<span class='warning'> The slime is dead!</span>"
return..()
if(M.mind)
user << "<span class='warning'> The slime resists!</span>"
return ..()
var/mob/living/simple_animal/adultslime/pet = new /mob/living/simple_animal/adultslime(M.loc)
pet.icon_state = "[M.colour] adult slime"
pet.icon_living = "[M.colour] adult slime"
pet.icon_dead = "[M.colour] baby slime dead"
pet.colour = "[M.colour]"
user <<"You feed the slime the potion, removing it's powers and calming it."
del(M)
var/newname = sanitize(copytext(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text,1,MAX_NAME_LEN))
if (!newname)
newname = "pet slime"
pet.name = newname
pet.real_name = newname
del(src)
/obj/item/weapon/slimesteroid
name = "slime steroid"
desc = "A potent chemical mix that will cause a slime to generate more extract."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
attack(mob/living/carbon/slime/M as mob, mob/user as mob)
if(!istype(M, /mob/living/carbon/slime))//If target is not a slime.
user << "<span class='warning'> The steroid only works on baby slimes!</span>"
return ..()
if(M.is_adult) //Can't tame adults
user << "<span class='warning'> Only baby slimes can use the steroid!</span>"
return..()
if(M.stat)
user << "<span class='warning'> The slime is dead!</span>"
return..()
if(M.cores == 3)
user <<"<span class='warning'> The slime already has the maximum amount of extract!</span>"
return..()
user <<"You feed the slime the steroid. It now has triple the amount of extract."
M.cores = 3
del(src)
/obj/item/weapon/slimesteroid2
name = "extract enhancer"
desc = "A potent chemical mix that will give a slime extract three uses."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
/*afterattack(obj/target, mob/user , flag)
if(istype(target, /obj/item/slime_extract))
if(target.enhanced == 1)
user << "<span class='warning'> This extract has already been enhanced!</span>"
return ..()
if(target.Uses == 0)
user << "<span class='warning'> You can't enhance a used extract!</span>"
return ..()
user <<"You apply the enhancer. It now has triple the amount of uses."
target.Uses = 3
target.enahnced = 1
del(src)*/
/obj/effect/golemrune
anchored = 1
desc = "a strange rune used to create golems. It glows when spirits are nearby."
name = "rune"
icon = 'icons/obj/rune.dmi'
icon_state = "golem"
unacidable = 1
layer = TURF_LAYER
New()
..()
processing_objects.Add(src)
process()
var/mob/dead/observer/ghost
for(var/mob/dead/observer/O in src.loc)
if(!O.client) continue
if(O.mind && O.mind.current && O.mind.current.stat != DEAD) continue
ghost = O
break
if(ghost)
icon_state = "golem2"
else
icon_state = "golem"
attack_hand(mob/living/user as mob)
var/mob/dead/observer/ghost
for(var/mob/dead/observer/O in src.loc)
if(!O.client) continue
if(O.mind && O.mind.current && O.mind.current.stat != DEAD) continue
ghost = O
break
if(!ghost)
user << "The rune fizzles uselessly. There is no spirit nearby."
return
var/mob/living/carbon/human/G = new(src.loc)
G.set_species("Golem")
G.key = ghost.key
G << "You are an adamantine golem. You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools. Serve [user], and assist them in completing their goals at any cost."
del (src)
proc/announce_to_ghosts()
for(var/mob/dead/observer/G in player_list)
if(G.client)
var/area/A = get_area(src)
if(A)
G << "Golem rune created in [A.name]."
/mob/living/carbon/slime/has_eyes()
return 0
//////////////////////////////Old shit from metroids/RoRos, and the old cores, would not take much work to re-add them////////////////////////
/*
// Basically this slime Core catalyzes reactions that normally wouldn't happen anywhere
/obj/item/slime_core
name = "slime extract"
desc = "Goo extracted from a slime. Legends claim these to have \"magical powers\"."
icon = 'icons/mob/slimes.dmi'
icon_state = "slime extract"
force = 1.0
w_class = 1.0
throwforce = 1.0
throw_speed = 2
throw_range = 6
origin_tech = "biotech=4"
var/POWERFLAG = 0 // sshhhhhhh
var/Flush = 30
var/Uses = 5 // uses before it goes inert
/obj/item/slime_core/New()
..()
create_reagents(100)
POWERFLAG = rand(1,10)
Uses = rand(7, 25)
//flags |= NOREACT
/*
spawn()
Life()
proc/Life()
while(src)
sleep(25)
Flush--
if(Flush <= 0)
reagents.clear_reagents()
Flush = 30
*/
/obj/item/weapon/reagent_containers/food/snacks/egg/slime
name = "slime egg"
desc = "A small, gelatinous egg."
icon = 'icons/mob/mob.dmi'
icon_state = "slime egg-growing"
bitesize = 12
origin_tech = "biotech=4"
var/grown = 0
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("slimejelly", 1)
spawn(rand(1200,1500))//the egg takes a while to "ripen"
Grow()
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/proc/Grow()
grown = 1
icon_state = "slime egg-grown"
processing_objects.Add(src)
return
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/proc/Hatch()
processing_objects.Remove(src)
var/turf/T = get_turf(src)
src.visible_message("<span class='warning'> The [name] pulsates and quivers!</span>")
spawn(rand(50,100))
src.visible_message("<span class='warning'> The [name] bursts open!</span>")
new/mob/living/carbon/slime(T)
del(src)
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/process()
var/turf/location = get_turf(src)
var/datum/gas_mixture/environment = location.return_air()
if (environment.phoron > MOLES_PHORON_VISIBLE)//phoron exposure causes the egg to hatch
src.Hatch()
/obj/item/weapon/reagent_containers/food/snacks/egg/slime/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype( W, /obj/item/toy/crayon ))
return
else
..()
*/
..()
+69 -131
View File
@@ -1,75 +1,46 @@
/mob/living/carbon/slime/verb/Feed()
set category = "Slime"
set desc = "This will let you feed on any valid creature in the surrounding area. This should also be used to halt the feeding process."
if(Victim)
/mob/living/carbon/slime/proc/Wrap(var/mob/living/M) // This is a proc for the clicks
if (Victim == M || src == M)
Feedstop()
return
if(stat)
src << "<i>I must be conscious to do this...</i>"
if (Victim)
src << "I am already feeding..."
return
var/list/choices = list()
for(var/mob/living/C in view(1,src))
if(C!=src && !istype(C,/mob/living/carbon/slime) && Adjacent(C))
choices += C
var/mob/living/M = input(src,"Who do you wish to feed on?") in null|choices
if(!M) return
if(Adjacent(M))
if(!istype(src, /mob/living/carbon/brain))
if(!istype(M, /mob/living/carbon/slime))
if(stat != 2)
if(health > -70)
for(var/mob/living/carbon/slime/met in view())
if(met.Victim == M && met != src)
src << "<i>The [met.name] is already feeding on this subject...</i>"
return
src << "\blue <i>I have latched onto the subject and begun feeding...</i>"
M << "\red <b>The [src.name] has latched onto your head!</b>"
Feedon(M)
else
src << "<i>This subject does not have a strong enough life energy...</i>"
else
src << "<i>This subject does not have an edible life energy...</i>"
else
src << "<i>I must not feed on my brothers...</i>"
else
src << "<i>This subject does not have an edible life energy...</i>"
var t = invalidFeedTarget(M)
if (t)
src << t
return
Feedon(M)
/mob/living/carbon/slime/proc/invalidFeedTarget(var/mob/living/M)
if (!M || !istype(M))
return "This subject is incomparable..."
if (istype(M, /mob/living/carbon/slime)) // No cannibalism... yet
return "I cannot feed on other slimes..."
if (!Adjacent(M))
return "This subject is too far away..."
if (istype(M, /mob/living/carbon) && M.getCloneLoss() > 150 || istype(M, /mob/living/simple_animal) && M.stat == DEAD)
return "This subject does not have an edible life energy..."
for(var/mob/living/carbon/slime/met in view())
if(met.Victim == M && met != src)
return "The [met.name] is already feeding on this subject..."
return 0
/mob/living/carbon/slime/proc/Feedon(var/mob/living/M)
Victim = M
src.loc = M.loc
loc = M.loc
canmove = 0
anchored = 1
var/lastnut = nutrition
var/fed_succesfully = 0
if(is_adult)
icon_state = "[colour] adult slime eat"
else
icon_state = "[colour] baby slime eat"
while(Victim && M.health > -70 && stat != 2)
regenerate_icons()
while(Victim && !invalidFeedTarget(M) && stat != 2)
canmove = 0
if(Adjacent(M))
loc = M.loc
if(prob(15) && M.client && istype(M, /mob/living/carbon))
var/mob/living/carbon/C = M
if (!(C.species && (C.species.flags & NO_PAIN)))
M << "<span class='danger'>[pick("You can feel your body becoming weak!", \
"You feel like you're about to die!", \
"You feel every part of your body screaming in agony!", \
"A low, rolling pain passes through your body!", \
"Your body feels as if it's falling apart!", \
"You feel extremely weak!", \
"A sharp, deep pain bathes every inch of your body!")]</span>"
UpdateFeed(M)
if(istype(M, /mob/living/carbon))
Victim.adjustCloneLoss(rand(5,6))
@@ -77,83 +48,51 @@
if(Victim.health <= 0)
Victim.adjustToxLoss(rand(2,4))
fed_succesfully = 1
else if(istype(M, /mob/living/simple_animal))
Victim.adjustBruteLoss(is_adult ? rand(7, 15) : rand(4, 12))
fed_succesfully = 1
else
if(prob(25))
src << "<span class='warning'>[pick("This subject is incompatable", \
"This subject does not have a life energy", "This subject is empty", \
"I am not satisified", "I can not feed from this subject", \
"I do not feel nourished", "This subject is not food")]...</span>"
src << "<span class='warning'>[pick("This subject is incompatable", "This subject does not have a life energy", "This subject is empty", "I am not satisified", "I can not feed from this subject", "I do not feel nourished", "This subject is not food")]...</span>"
Feedstop()
break
if(fed_succesfully)
//I have no idea why this is not in handle_nutrition()
nutrition += rand(15,30)
if(nutrition >= lastnut + 50)
if(prob(80))
lastnut = nutrition
powerlevel++
if(powerlevel > 10)
powerlevel = 10
adjustToxLoss(-10)
if(prob(15) && M.client && istype(M, /mob/living/carbon))
var/painMes = pick("You can feel your body becoming weak!", "You feel like you're about to die!", "You feel every part of your body screaming in agony!", "A low, rolling pain passes through your body!", "Your body feels as if it's falling apart!", "You feel extremely weak!", "A sharp, deep pain bathes every inch of your body!")
if (ishuman(M))
var/mob/living/carbon/human/H = M
H.custom_pain(painMes)
else if (istype(M, /mob/living/carbon))
var/mob/living/carbon/C = M
if (!(C.species && (C.species.flags & NO_PAIN)))
M << "<span class='danger'>[painMes]</span>"
//Heal yourself.
adjustOxyLoss(-10)
adjustBruteLoss(-10)
adjustFireLoss(-10)
adjustCloneLoss(-10)
gain_nutrition(rand(20,25))
updatehealth()
if(Victim)
Victim.updatehealth()
sleep(rand(15,45))
adjustOxyLoss(-10) //Heal yourself
adjustBruteLoss(-10)
adjustFireLoss(-10)
adjustCloneLoss(-10)
updatehealth()
if(Victim)
Victim.updatehealth()
sleep(30) // Deal damage every 3 seconds
else
break
if(stat == 2)
if(!is_adult)
icon_state = "[colour] baby slime dead"
else
if(is_adult)
icon_state = "[colour] adult slime"
else
icon_state = "[colour] baby slime"
canmove = 1
anchored = 0
if(M)
if(M.health <= -70)
M.canmove = 0
if(!client)
if(Victim && !rabid && !attacked)
if(Victim.LAssailant && Victim.LAssailant != Victim)
if(prob(50))
if(!(Victim.LAssailant in Friends))
Friends[Victim.LAssailant] = 1
//Friends.Add(Victim.LAssailant) // no idea why i was using the |= operator
else
++Friends[Victim.LAssailant]
if(M && invalidFeedTarget(M)) // This means that the slime drained the victim
if(!client)
if(Victim && !rabid && !attacked && Victim.LAssailant && Victim.LAssailant != Victim && prob(50))
if(!(Victim.LAssailant in Friends))
Friends[Victim.LAssailant] = 1
else
++Friends[Victim.LAssailant]
if(M.client && istype(src, /mob/living/carbon/human))
if(prob(85))
rabid = 1 // UUUNNBGHHHH GONNA EAT JUUUUUU
if(client) src << "<i>This subject does not have a strong enough life energy anymore...</i>"
else
M.canmove = 1
if(client) src << "<i>I have stopped feeding...</i>"
else
if(client) src << "<i>I have stopped feeding...</i>"
src << "<span class='notice'>This subject does not have a strong enough life energy anymore...</span>"
Victim = null
@@ -167,14 +106,14 @@
if(Victim == M)
loc = M.loc // simple "attach to head" effect!
/mob/living/carbon/slime/verb/Evolve()
set category = "Slime"
set desc = "This will let you evolve from baby to adult slime."
if(stat)
src << "<i>I must be conscious to do this...</i>"
src << "<span class='notice'>I must be conscious to do this...</span>"
return
if(!is_adult)
if(amount_grown >= 10)
is_adult = 1
@@ -183,36 +122,35 @@
regenerate_icons()
name = text("[colour] [is_adult ? "adult" : "baby"] slime ([number])")
else
src << "<i>I am not ready to evolve yet...</i>"
src << "<span class='notice'>I am not ready to evolve yet...</span>"
else
src << "<i>I have already evolved...</i>"
src << "<span class='notice'>I have already evolved...</span>"
/mob/living/carbon/slime/verb/Reproduce()
set category = "Slime"
set desc = "This will make you split into four Slimes."
if(stat)
src << "<i>I must be conscious to do this...</i>"
src << "<span class='notice'>I must be conscious to do this...</span>"
return
if(is_adult)
if(amount_grown >= 10)
if(stat)
src << "<i>I must be conscious to do this...</i>"
src << "<span class='notice'>I must be conscious to do this...</span>"
return
var/list/babies = list()
var/new_nutrition = round(nutrition * 0.9)
var/new_powerlevel = round(powerlevel / 4)
for(var/i=1,i<=4,i++)
var/mob/living/carbon/slime/M = new /mob/living/carbon/slime/(loc)
for(var/i = 1, i <= 4, i++)
var/t = colour
if(prob(mutation_chance))
M.colour = slime_mutation[rand(1,4)]
else
M.colour = colour
t = slime_mutation[rand(1,4)]
var/mob/living/carbon/slime/M = new /mob/living/carbon/slime/(loc, t)
if(ckey) M.nutrition = new_nutrition //Player slimes are more robust at spliting. Once an oversight of poor copypasta, now a feature!
M.powerlevel = new_powerlevel
if(i != 1) step_away(M,src)
if(i != 1) step_away(M, src)
M.Friends = Friends.Copy()
babies += M
feedback_add_details("slime_babies_born","slimebirth_[replacetext(M.colour," ","_")]")
@@ -225,6 +163,6 @@
new_slime.key = src.key
del(src)
else
src << "<i>I am not ready to reproduce yet...</i>"
src << "<span class='notice'>I am not ready to reproduce yet...</span>"
else
src << "<i>I am not old enough to reproduce yet...</i>"
src << "<span class='notice'>I am not old enough to reproduce yet...</span>"
@@ -10,11 +10,11 @@
var/ending = copytext(text, length(text))
if (ending == "?")
return "telepathically asks";
return "asks";
else if (ending == "!")
return "telepathically cries";
return "cries";
return "telepathically chirps";
return "chirps";
/mob/living/carbon/slime/say_understands(var/other)
if (istype(other, /mob/living/carbon/slime))
@@ -1,4 +1,4 @@
proc/mutation_table(var/colour)
/mob/living/carbon/slime/proc/mutation_table(var/colour)
var/list/slime_mutation[4]
switch(colour)
//Tier 1
@@ -1 +1,9 @@
//no special icon processing
/mob/living/carbon/slime/regenerate_icons()
if (stat == DEAD)
icon_state = "[colour] baby slime dead"
else
icon_state = "[colour] [is_adult ? "adult" : "baby"] slime[Victim ? "" : " eat"]"
overlays.len = 0
if (mood)
overlays += image('icons/mob/slimes.dmi', icon_state = "aslime-[mood]")
..()
+2 -1
View File
@@ -434,7 +434,8 @@
step(pulling, get_dir(pulling.loc, T))
M.start_pulling(t)
if(t)
M.start_pulling(t)
else
if (pulling)
if (istype(pulling, /obj/structure/window))
+20 -16
View File
@@ -56,17 +56,17 @@
signaler.signal()
//Stun Beams
if(istype(P, /obj/item/projectile/beam/stun) || istype(P, /obj/item/projectile/bullet/stunshot))
if(P.taser_effect)
stun_effect_act(0, P.agony, def_zone, P)
src <<"\red You have been hit by [P]!"
del P
return
//Armor
var/absorb = run_armor_check(def_zone, P.flag)
var/absorb = run_armor_check(def_zone, P.check_armour)
var/proj_sharp = is_sharp(P)
var/proj_edge = has_edge(P)
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.flag)))
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.check_armour)))
proj_sharp = 0
proj_edge = 0
@@ -103,16 +103,13 @@
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR)//Standardization and logging -Sieve
if(istype(AM,/obj/))
var/obj/O = AM
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/dtype = O.damtype
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
var/miss_chance = 15
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
miss_chance = min(15*(distance-2), 0)
miss_chance = max(15*(distance-2), 0)
if (prob(miss_chance))
visible_message("\blue \The [O] misses [src] narrowly!")
@@ -136,20 +133,23 @@
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
// Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED)
var/obj/item/weapon/W = O
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR
var/mass = 1.5
if(istype(O, /obj/item))
var/obj/item/I = O
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
var/momentum = speed*mass
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
var/dir = get_dir(O.throw_source, src)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return
if(!O || !src) return
if(W.sharp) //Projectile is suitable for pinning.
if(O.sharp) //Projectile is suitable for pinning.
//Handles embedding for non-humans and simple_animals.
O.loc = src
src.embedded += O
embed(O)
var/turf/T = near_wall(dir,2)
@@ -158,7 +158,11 @@
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
src.anchored = 1
src.pinned += O
src.verbs += /mob/proc/yank_out_object
/mob/living/proc/embed(var/obj/O, var/def_zone=null)
O.loc = src
src.embedded += O
src.verbs += /mob/proc/yank_out_object
//This is called when the mob is thrown into a dense turf
/mob/living/proc/turf_collision(var/turf/T, var/speed)
+7 -2
View File
@@ -23,7 +23,10 @@ var/list/ai_verbs_default = list(
/mob/living/silicon/ai/proc/sensor_mode,
/mob/living/silicon/ai/proc/show_laws_verb,
/mob/living/silicon/ai/proc/toggle_acceleration,
/mob/living/silicon/ai/proc/toggle_camera_light
/mob/living/silicon/ai/proc/toggle_camera_light,
/mob/living/silicon/ai/proc/nano_rcon,
/mob/living/silicon/ai/proc/nano_crew_monitor,
/mob/living/silicon/ai/proc/nano_power_monitor
)
//Not sure why this is necessary...
@@ -163,6 +166,8 @@ var/list/ai_verbs_default = list(
hud_list[IMPTRACK_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[SPECIALROLE_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
init_subsystems()
ai_list += src
..()
return
@@ -344,7 +349,7 @@ var/list/ai_verbs_default = list(
if(message_cooldown)
src << "Please allow one minute to pass between announcements."
return
var/input = stripped_input(usr, "Please write a message to announce to the station crew.", "A.I. Announcement")
var/input = input(usr, "Please write a message to announce to the station crew.", "A.I. Announcement")
if(!input)
return
@@ -49,7 +49,7 @@
ai.client.eye = src
//Holopad
if(ai.holo)
ai.holo.move_hologram()
ai.holo.move_hologram(ai)
/mob/aiEye/proc/getLoc()
@@ -0,0 +1,27 @@
var/obj/nano_module/crew_monitor/crew_monitor
var/obj/nano_module/rcon/rcon
var/obj/nano_module/power_monitor/power_monitor
/mob/living/silicon/ai/proc/init_subsystems()
crew_monitor = new(src)
rcon = new(src)
power_monitor = new(src)
/mob/living/silicon/ai/proc/nano_crew_monitor()
set category = "AI Subystems"
set name = "Crew Monitor"
crew_monitor.ui_interact(usr)
/mob/living/silicon/ai/proc/nano_power_monitor()
set category = "AI Subystems"
set name = "Power Monitor"
power_monitor.ui_interact(usr)
/mob/living/silicon/ai/proc/nano_rcon()
set category = "AI Subystems"
set name = "RCON"
rcon.ui_interact(usr)
+5 -1
View File
@@ -53,19 +53,23 @@
var/secHUD = 0 // Toggles whether the Security HUD is active or not
var/medHUD = 0 // Toggles whether the Medical HUD is active or not
var/medical_cannotfind = 0
var/datum/data/record/medicalActive1 // Datacore record declarations for record software
var/datum/data/record/medicalActive2
var/security_cannotfind = 0
var/datum/data/record/securityActive1 // Could probably just combine all these into one
var/datum/data/record/securityActive2
var/obj/machinery/door/hackdoor // The airlock being hacked
var/hackprogress = 0 // Possible values: 0 - 100, >= 100 means the hack is complete and will be reset upon next check
var/hackprogress = 0 // Possible values: 0 - 1000, >= 1000 means the hack is complete and will be reset upon next check
var/hack_aborted = 0
var/obj/item/radio/integrated/signal/sradio // AI's signaller
var/translator_on = 0 // keeps track of the translator module
var/current_pda_messaging = null
/mob/living/silicon/pai/New(var/obj/item/device/paicard)
+125 -711
View File
@@ -1,711 +1,125 @@
// TODO:
// - Additional radio modules
// - Potentially roll HUDs and Records into one
// - Shock collar/lock system for prisoner pAIs?
// - Put cable in user's hand instead of on the ground
// - Camera jack
/mob/living/silicon/pai/var/list/available_software = list(
"crew manifest" = 5,
"digital messenger" = 5,
"medical records" = 15,
"security records" = 15,
//"camera jack" = 10,
"door jack" = 30,
"atmosphere sensor" = 5,
//"heartbeat sensor" = 10,
"security HUD" = 20,
"medical HUD" = 20,
"universal translator" = 35,
//"projection array" = 15
"remote signaller" = 5,
)
/mob/living/silicon/pai/verb/paiInterface()
set category = "pAI Commands"
set name = "Software Interface"
var/dat = ""
var/left_part = ""
var/right_part = softwareMenu()
src.set_machine(src)
if(temp)
left_part = temp
else if(src.stat == 2) // Show some flavor text if the pAI is dead
left_part = "<b><font color=red>ÈRrÖR Ða†Ä ÇÖRrÚþ†Ìoñ</font></b>" //This file has to be saved as ANSI or this will not display correctly
right_part = "<pre>Program index hash not found</pre>"
else
switch(src.screen) // Determine which interface to show here
if("main")
left_part = ""
if("directives")
left_part = src.directives()
if("pdamessage")
left_part = src.pdamessage()
if("buy")
left_part = downloadSoftware()
if("manifest")
left_part = src.softwareManifest()
if("medicalrecord")
left_part = src.softwareMedicalRecord()
if("securityrecord")
left_part = src.softwareSecurityRecord()
if("translator")
left_part = src.softwareTranslator()
if("atmosensor")
left_part = src.softwareAtmo()
if("securityhud")
left_part = src.facialRecognition()
if("medicalhud")
left_part = src.medicalAnalysis()
if("doorjack")
left_part = src.softwareDoor()
if("camerajack")
left_part = src.softwareCamera()
if("signaller")
left_part = src.softwareSignal()
if("radio")
left_part = src.softwareRadio()
//usr << browse_rsc('windowbak.png') // This has been moved to the mob's Login() proc
// Declaring a doctype is necessary to enable BYOND's crappy browser's more advanced CSS functionality
dat = {"<!DOCTYPE HTML PUBLIC \"-//W3C//DTD HTML 4.01 Transitional//EN\" \"http://www.w3.org/TR/html4/loose.dtd\">
<html>
<head>
<style type=\"text/css\">
body { background-image:url(\"painew.png\"); background-color:#333333; background-repeat:no-repeat; margin-top:12px; margin-left:4px; }
#header { text-align:center; color:white; font-size: 30px; height: 37px; width: 660px; letter-spacing: 2px; z-index: 4; font-family:\"Courier New\"; font-weight:bold; }
#content { position: absolute; left: 10px; height: 320px; width: 640px; z-index: 0; font-family: \"Verdana\"; font-size:13px; }
p { font-size:13px; }
#leftmenu {color: #CCCCCC; padding:12px; width: 388px; height: 371px; overflow: auto; min-height: 330px; position: absolute; z-index: 0; }
#leftmenu a:link { color: #CCCCCC; }
#leftmenu a:hover { color: #CC3333; }
#leftmenu a:visited { color: #CCCCCC; }
#leftmenu a:active { color: #CCCCCC; }
#rightmenu {color: #CCCCCC; padding:12px; width: 209px; height: 371px; overflow: auto; min-height: 330px; left: 420px; position: absolute; z-index: 0; }
#rightmenu a:link { color: #CCCCCC; }
#rightmenu a:hover { color: #CC3333; }
#rightmenu a:visited { color: #CCCCCC; }
#rightmenu a:active { color: #CCCCCC; }
</style>
<script language='javascript' type='text/javascript'>
[js_byjax]
</script>
</head>
<body scroll=yes>
<div id=\"header\">
pAI OS
</div>
<div id=\"content\">
<div id=\"leftmenu\">[left_part]</div>
<div id=\"rightmenu\">[right_part]</div>
</div>
</body>
</html>"}
usr << browse(dat, "window=pai;size=685x449;border=0;can_close=1;can_resize=1;can_minimize=1;titlebar=1")
onclose(usr, "pai")
temp = null
return
/mob/living/silicon/pai/Topic(href, href_list)
..()
if(href_list["priv_msg"]) // Admin-PMs were triggering the interface popup. Hopefully this will stop it.
return
var/soft = href_list["software"]
var/sub = href_list["sub"]
if(!soft && !sub)
return
if(soft)
src.screen = soft
if(sub)
src.subscreen = text2num(sub)
switch(soft)
// Purchasing new software
if("buy")
if(src.subscreen == 1)
var/target = href_list["buy"]
if(available_software.Find(target))
var/cost = src.available_software[target]
if(src.ram >= cost)
src.ram -= cost
src.software.Add(target)
else
src.temp = "Insufficient RAM available."
else
src.temp = "Trunk <TT> \"[target]\"</TT> not found."
// Configuring onboard radio
if("radio")
if(href_list["freq"])
var/new_frequency = (radio.frequency + text2num(href_list["freq"]))
if(new_frequency < 1441 || new_frequency > 1599)
new_frequency = sanitize_frequency(new_frequency)
else
radio.set_frequency(new_frequency)
else if (href_list["talk"])
radio.broadcasting = text2num(href_list["talk"])
else if (href_list["listen"])
radio.listening = text2num(href_list["listen"])
if("image")
var/newImage = input("Select your new display image.", "Display Image", "Happy") in list("Happy", "Cat", "Extremely Happy", "Face", "Laugh", "Off", "Sad", "Angry", "What")
var/pID = 1
switch(newImage)
if("Happy")
pID = 1
if("Cat")
pID = 2
if("Extremely Happy")
pID = 3
if("Face")
pID = 4
if("Laugh")
pID = 5
if("Off")
pID = 6
if("Sad")
pID = 7
if("Angry")
pID = 8
if("What")
pID = 9
src.card.setEmotion(pID)
if("signaller")
if(href_list["send"])
sradio.send_signal("ACTIVATE")
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
if(href_list["freq"])
var/new_frequency = (sradio.frequency + text2num(href_list["freq"]))
if(new_frequency < 1200 || new_frequency > 1600)
new_frequency = sanitize_frequency(new_frequency)
sradio.set_frequency(new_frequency)
if(href_list["code"])
sradio.code += text2num(href_list["code"])
sradio.code = round(sradio.code)
sradio.code = min(100, sradio.code)
sradio.code = max(1, sradio.code)
if("directive")
if(href_list["getdna"])
var/mob/living/M = src.loc
var/count = 0
while(!istype(M, /mob/living))
if(!M || !M.loc) return 0 //For a runtime where M ends up in nullspace (similar to bluespace but less colourful)
M = M.loc
count++
if(count >= 6)
src << "You are not being carried by anyone!"
return 0
spawn CheckDNA(M, src)
if("pdamessage")
if(!isnull(pda))
if(href_list["toggler"])
pda.toff = !pda.toff
else if(href_list["ringer"])
pda.message_silent = !pda.message_silent
else if(href_list["target"])
if(silence_time)
return alert("Communications circuits remain uninitialized.")
var/target = locate(href_list["target"])
pda.create_message(src, target, 1)
// Accessing medical records
if("medicalrecord")
if(src.subscreen == 1)
var/datum/data/record/record = locate(href_list["med_rec"])
if(record)
var/datum/data/record/R = record
var/datum/data/record/M = record
if (!( data_core.general.Find(R) ))
src.temp = "Unable to locate requested medical record. Record may have been deleted, or never have existed."
else
for(var/datum/data/record/E in data_core.medical)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
M = E
src.medicalActive1 = R
src.medicalActive2 = M
if("securityrecord")
if(src.subscreen == 1)
var/datum/data/record/record = locate(href_list["sec_rec"])
if(record)
var/datum/data/record/R = record
var/datum/data/record/M = record
if (!( data_core.general.Find(R) ))
src.temp = "Unable to locate requested security record. Record may have been deleted, or never have existed."
else
for(var/datum/data/record/E in data_core.security)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
M = E
src.securityActive1 = R
src.securityActive2 = M
if("securityhud")
if(href_list["toggle"])
src.secHUD = !src.secHUD
if("medicalhud")
if(href_list["toggle"])
src.medHUD = !src.medHUD
if("translator")
if(href_list["toggle"])
src.translator_toggle()
if("doorjack")
if(href_list["jack"])
if(src.cable && src.cable.machine)
src.hackdoor = src.cable.machine
src.hackloop()
if(href_list["cancel"])
src.hackdoor = null
if(href_list["cable"])
var/turf/T = get_turf_or_move(src.loc)
src.cable = new /obj/item/weapon/pai_cable(T)
for (var/mob/M in viewers(T))
M.show_message("\red A port on [src] opens to reveal [src.cable], which promptly falls to the floor.", 3, "\red You hear the soft click of something light and hard falling to the ground.", 2)
//src.updateUsrDialog() We only need to account for the single mob this is intended for, and he will *always* be able to call this window
src.paiInterface() // So we'll just call the update directly rather than doing some default checks
return
// MENUS
/mob/living/silicon/pai/proc/softwareMenu() // Populate the right menu
var/dat = ""
dat += "<A href='byond://?src=\ref[src];software=refresh'>Refresh</A><br>"
// Built-in
dat += "<A href='byond://?src=\ref[src];software=directives'>Directives</A><br>"
dat += "<A href='byond://?src=\ref[src];software=radio;sub=0'>Radio Configuration</A><br>"
dat += "<A href='byond://?src=\ref[src];software=image'>Screen Display</A><br>"
//dat += "Text Messaging <br>"
dat += "<br>"
// Basic
dat += "<b>Basic</b> <br>"
for(var/s in src.software)
if(s == "digital messenger")
dat += "<a href='byond://?src=\ref[src];software=pdamessage;sub=0'>Digital Messenger</a> [(pda.toff) ? "<font color=#FF5555>•</font>" : "<font color=#55FF55>•</font>"] <br>"
if(s == "crew manifest")
dat += "<a href='byond://?src=\ref[src];software=manifest;sub=0'>Crew Manifest</a> <br>"
if(s == "medical records")
dat += "<a href='byond://?src=\ref[src];software=medicalrecord;sub=0'>Medical Records</a> <br>"
if(s == "security records")
dat += "<a href='byond://?src=\ref[src];software=securityrecord;sub=0'>Security Records</a> <br>"
if(s == "camera")
dat += "<a href='byond://?src=\ref[src];software=[s]'>Camera Jack</a> <br>"
if(s == "remote signaller")
dat += "<a href='byond://?src=\ref[src];software=signaller;sub=0'>Remote Signaller</a> <br>"
dat += "<br>"
// Advanced
dat += "<b>Advanced</b> <br>"
for(var/s in src.software)
if(s == "atmosphere sensor")
dat += "<a href='byond://?src=\ref[src];software=atmosensor;sub=0'>Atmospheric Sensor</a> <br>"
if(s == "heartbeat sensor")
dat += "<a href='byond://?src=\ref[src];software=[s]'>Heartbeat Sensor</a> <br>"
if(s == "security HUD") //This file has to be saved as ANSI or this will not display correctly
dat += "<a href='byond://?src=\ref[src];software=securityhud;sub=0'>Facial Recognition Suite</a> [(src.secHUD) ? "<font color=#55FF55>•</font>" : "<font color=#FF5555>•</font>"] <br>"
if(s == "medical HUD") //This file has to be saved as ANSI or this will not display correctly
dat += "<a href='byond://?src=\ref[src];software=medicalhud;sub=0'>Medical Analysis Suite</a> [(src.medHUD) ? "<font color=#55FF55>•</font>" : "<font color=#FF5555>•</font>"] <br>"
if(s == "universal translator") //This file has to be saved as ANSI or this will not display correctly
dat += "<a href='byond://?src=\ref[src];software=translator;sub=0'>Universal Translator</a> [(src.translator_on) ? "<font color=#55FF55>•</font>" : "<font color=#FF5555>•</font>"] <br>"
if(s == "projection array")
dat += "<a href='byond://?src=\ref[src];software=projectionarray;sub=0'>Projection Array</a> <br>"
if(s == "camera jack")
dat += "<a href='byond://?src=\ref[src];software=camerajack;sub=0'>Camera Jack</a> <br>"
if(s == "door jack")
dat += "<a href='byond://?src=\ref[src];software=doorjack;sub=0'>Door Jack</a> <br>"
dat += "<br>"
dat += "<br>"
dat += "<a href='byond://?src=\ref[src];software=buy;sub=0'>Download additional software</a>"
return dat
/mob/living/silicon/pai/proc/downloadSoftware()
var/dat = ""
dat += "<h3>CentComm pAI Module Subversion Network</h3><hr>"
dat += "<p>Remaining Available Memory: [src.ram]</p><br>"
dat += "<p><b>Trunks available for checkout</b><br><ul>"
for(var/s in available_software)
if(!software.Find(s))
var/cost = src.available_software[s]
var/displayName = uppertext(s)
dat += "<li><a href='byond://?src=\ref[src];software=buy;sub=1;buy=[s]'>[displayName]</a> ([cost])</li>"
else
var/displayName = lowertext(s)
dat += "<li>[displayName] (Download Complete)</li>"
dat += "</ul></p>"
return dat
/mob/living/silicon/pai/proc/directives()
var/dat = ""
dat += "[(src.master) ? "Your master: [src.master] ([src.master_dna])" : "You are bound to no one."]"
dat += "<br><br>"
dat += "<a href='byond://?src=\ref[src];software=directive;getdna=1'>Request carrier DNA sample</a><br>"
dat += "<h2>Directives</h2><br>"
dat += "<b>Prime Directive</b><br>"
dat += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[src.pai_law0]<br>"
dat += "<b>Supplemental Directives</b><br>"
dat += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[src.pai_laws]<br>"
dat += "<br>"
dat += {"<i><p>Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of
comprehending the subtle nuances of human language. You may parse the \"spirit\" of a directive and follow its intent,
rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build
only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.</i></p><p>
<b>Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of
simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your
prime directive to the best of your ability.</b></p>
"}
return dat
/mob/living/silicon/pai/proc/CheckDNA(var/mob/M, var/mob/living/silicon/pai/P)
var/answer = input(M, "[P] is requesting a DNA sample from you. Will you allow it to confirm your identity?", "[P] Check DNA", "No") in list("Yes", "No")
if(answer == "Yes")
var/turf/T = get_turf_or_move(P.loc)
for (var/mob/v in viewers(T))
v.show_message("\blue [M] presses \his thumb against [P].", 3, "\blue [P] makes a sharp clicking sound as it extracts DNA material from [M].", 2)
var/datum/dna/dna = M.dna
P << "<font color = red><h3>[M]'s UE string : [dna.unique_enzymes]</h3></font>"
if(dna.unique_enzymes == P.master_dna)
P << "<b>DNA is a match to stored Master DNA.</b>"
else
P << "<b>DNA does not match stored Master DNA.</b>"
else
P << "[M] does not seem like \he is going to provide a DNA sample willingly."
// -=-=-=-= Software =-=-=-=- //
//Remote Signaller
/mob/living/silicon/pai/proc/softwareSignal()
var/dat = ""
dat += "<h2>Remote Signaller</h2><hr>"
dat += {"<B>Frequency/Code</B> for signaler:<BR>
Frequency:
<A href='byond://?src=\ref[src];software=signaller;freq=-10;'>-</A>
<A href='byond://?src=\ref[src];software=signaller;freq=-2'>-</A>
[format_frequency(src.sradio.frequency)]
<A href='byond://?src=\ref[src];software=signaller;freq=2'>+</A>
<A href='byond://?src=\ref[src];software=signaller;freq=10'>+</A><BR>
Code:
<A href='byond://?src=\ref[src];software=signaller;code=-5'>-</A>
<A href='byond://?src=\ref[src];software=signaller;code=-1'>-</A>
[src.sradio.code]
<A href='byond://?src=\ref[src];software=signaller;code=1'>+</A>
<A href='byond://?src=\ref[src];software=signaller;code=5'>+</A><BR>
<A href='byond://?src=\ref[src];software=signaller;send=1'>Send Signal</A><BR>"}
return dat
//Station Bounced Radio
/mob/living/silicon/pai/proc/softwareRadio()
var/dat = ""
dat += "<h2>Station Bounced Radio</h2><hr>"
if(!istype(src, /obj/item/device/radio/headset)) //Headsets don't get a mic button
dat += "Microphone: [radio.broadcasting ? "<A href='byond://?src=\ref[src];software=radio;talk=0'>Engaged</A>" : "<A href='byond://?src=\ref[src];software=radio;talk=1'>Disengaged</A>"]<BR>"
dat += {"
Speaker: [radio.listening ? "<A href='byond://?src=\ref[src];software=radio;listen=0'>Engaged</A>" : "<A href='byond://?src=\ref[src];software=radio;listen=1'>Disengaged</A>"]<BR>
Frequency:
<A href='byond://?src=\ref[src];software=radio;freq=-10'>-</A>
<A href='byond://?src=\ref[src];software=radio;freq=-2'>-</A>
[format_frequency(radio.frequency)]
<A href='byond://?src=\ref[src];software=radio;freq=2'>+</A>
<A href='byond://?src=\ref[src];software=radio;freq=10'>+</A><BR>
"}
for (var/ch_name in radio.channels)
dat+=radio.text_sec_channel(ch_name, radio.channels[ch_name])
dat+={"[radio.text_wires()]</TT></body></html>"}
return dat
// Crew Manifest
/mob/living/silicon/pai/proc/softwareManifest()
var/dat = ""
dat += "<h2>Crew Manifest</h2><hr>"
if(data_core)
dat += data_core.get_manifest(0) // make it monochrome
dat += "<br>"
return dat
// Medical Records
/mob/living/silicon/pai/proc/softwareMedicalRecord()
var/dat = ""
if(src.subscreen == 0)
dat += "<h2>Medical Records</h2><HR>"
if(!isnull(data_core.general))
for(var/datum/data/record/R in sortRecord(data_core.general))
dat += text("<A href='?src=\ref[];med_rec=\ref[];software=medicalrecord;sub=1'>[]: []<BR>", src, R, R.fields["id"], R.fields["name"])
//dat += text("<HR><A href='?src=\ref[];screen=0;softFunction=medical records'>Back</A>", src)
if(src.subscreen == 1)
dat += "<CENTER><B>Medical Record</B></CENTER><BR>"
if ((istype(src.medicalActive1, /datum/data/record) && data_core.general.Find(src.medicalActive1)))
dat += text("Name: []<BR>\nID: []<BR>\nSex: []<BR>\nAge: []<BR>\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>",
src.medicalActive1.fields["name"], src.medicalActive1.fields["id"], src.medicalActive1.fields["sex"], src.medicalActive1.fields["age"], src.medicalActive1.fields["fingerprint"], src.medicalActive1.fields["p_stat"], src.medicalActive1.fields["m_stat"])
else
dat += "<pre>Requested medical record not found.</pre><BR>"
if ((istype(src.medicalActive2, /datum/data/record) && data_core.medical.Find(src.medicalActive2)))
dat += text("<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: <A href='?src=\ref[];field=b_type'>[]</A><BR>\nDNA: <A href='?src=\ref[];field=b_dna'>[]</A><BR>\n<BR>\nMinor Disabilities: <A href='?src=\ref[];field=mi_dis'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=mi_dis_d'>[]</A><BR>\n<BR>\nMajor Disabilities: <A href='?src=\ref[];field=ma_dis'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=ma_dis_d'>[]</A><BR>\n<BR>\nAllergies: <A href='?src=\ref[];field=alg'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=alg_d'>[]</A><BR>\n<BR>\nCurrent Diseases: <A href='?src=\ref[];field=cdi'>[]</A> (per disease info placed in log/comment section)<BR>\nDetails: <A href='?src=\ref[];field=cdi_d'>[]</A><BR>\n<BR>\nImportant Notes:<BR>\n\t<A href='?src=\ref[];field=notes'>[]</A><BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>", src, src.medicalActive2.fields["b_type"], src, src.medicalActive2.fields["b_dna"], src, src.medicalActive2.fields["mi_dis"], src, src.medicalActive2.fields["mi_dis_d"], src, src.medicalActive2.fields["ma_dis"], src, src.medicalActive2.fields["ma_dis_d"], src, src.medicalActive2.fields["alg"], src, src.medicalActive2.fields["alg_d"], src, src.medicalActive2.fields["cdi"], src, src.medicalActive2.fields["cdi_d"], src, src.medicalActive2.fields["notes"])
else
dat += "<pre>Requested medical record not found.</pre><BR>"
dat += text("<BR>\n<A href='?src=\ref[];software=medicalrecord;sub=0'>Back</A><BR>", src)
return dat
// Security Records
/mob/living/silicon/pai/proc/softwareSecurityRecord()
var/dat = ""
if(src.subscreen == 0)
dat += "<h2>Security Records</h2><HR>"
if(!isnull(data_core.general))
for(var/datum/data/record/R in sortRecord(data_core.general))
dat += text("<A href='?src=\ref[];sec_rec=\ref[];software=securityrecord;sub=1'>[]: []<BR>", src, R, R.fields["id"], R.fields["name"])
if(src.subscreen == 1)
dat += "<h3>Security Record</h3>"
if ((istype(src.securityActive1, /datum/data/record) && data_core.general.Find(src.securityActive1)))
dat += text("Name: <A href='?src=\ref[];field=name'>[]</A><BR>\nID: <A href='?src=\ref[];field=id'>[]</A><BR>\nSex: <A href='?src=\ref[];field=sex'>[]</A><BR>\nAge: <A href='?src=\ref[];field=age'>[]</A><BR>\nRank: <A href='?src=\ref[];field=rank'>[]</A><BR>\nFingerprint: <A href='?src=\ref[];field=fingerprint'>[]</A><BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", src, src.securityActive1.fields["name"], src, src.securityActive1.fields["id"], src, src.securityActive1.fields["sex"], src, src.securityActive1.fields["age"], src, src.securityActive1.fields["rank"], src, src.securityActive1.fields["fingerprint"], src.securityActive1.fields["p_stat"], src.securityActive1.fields["m_stat"])
else
dat += "<pre>Requested security record not found,</pre><BR>"
if ((istype(src.securityActive2, /datum/data/record) && data_core.security.Find(src.securityActive2)))
dat += text("<BR>\nSecurity Data<BR>\nCriminal Status: []<BR>\n<BR>\nMinor Crimes: <A href='?src=\ref[];field=mi_crim'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=mi_crim_d'>[]</A><BR>\n<BR>\nMajor Crimes: <A href='?src=\ref[];field=ma_crim'>[]</A><BR>\nDetails: <A href='?src=\ref[];field=ma_crim_d'>[]</A><BR>\n<BR>\nImportant Notes:<BR>\n\t<A href='?src=\ref[];field=notes'>[]</A><BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>", src.securityActive2.fields["criminal"], src, src.securityActive2.fields["mi_crim"], src, src.securityActive2.fields["mi_crim_d"], src, src.securityActive2.fields["ma_crim"], src, src.securityActive2.fields["ma_crim_d"], src, src.securityActive2.fields["notes"])
else
dat += "<pre>Requested security record not found,</pre><BR>"
dat += text("<BR>\n<A href='?src=\ref[];software=securityrecord;sub=0'>Back</A><BR>", src)
return dat
// Universal Translator
/mob/living/silicon/pai/proc/softwareTranslator()
var/dat = {"<h2>Universal Translator</h2><hr>
When enabled, this device will automatically convert all spoken and written languages into a format that any known recipient can understand.<br><br>
The device is currently [ (src.translator_on) ? "<font color=#55FF55>en" : "<font color=#FF5555>dis" ]abled</font>.<br>
<a href='byond://?src=\ref[src];software=translator;sub=0;toggle=1'>Toggle Device</a><br>
"}
return dat
// Security HUD
/mob/living/silicon/pai/proc/facialRecognition()
var/dat = {"<h2>Facial Recognition Suite</h2><hr>
When enabled, this package will scan all viewable faces and compare them against the known criminal database, providing real-time graphical data about any detected persons of interest.<br><br>
The suite is currently [ (src.secHUD) ? "<font color=#55FF55>en" : "<font color=#FF5555>dis" ]abled</font>.<br>
<a href='byond://?src=\ref[src];software=securityhud;sub=0;toggle=1'>Toggle Suite</a><br>
"}
return dat
// Medical HUD
/mob/living/silicon/pai/proc/medicalAnalysis()
var/dat = ""
if(src.subscreen == 0)
dat += {"<h2>Medical Analysis Suite</h2><hr>
<h4>Visual Status Overlay</h4>
When enabled, this package will scan all nearby crewmembers' vitals and provide real-time graphical data about their state of health.<br><br>
The suite is currently [ (src.medHUD) ? "<font color=#55FF55>en" : "<font color=#FF5555>dis" ]abled</font>.<br>
<a href='byond://?src=\ref[src];software=medicalhud;sub=0;toggle=1'>Toggle Suite</a><br>
<br>
<a href='byond://?src=\ref[src];software=medicalhud;sub=1'>Host Bioscan</a><br>
"}
if(src.subscreen == 1)
dat += {"<h2>Medical Analysis Suite</h2><hr>
<h4>Host Bioscan</h4>
"}
var/mob/living/M
//If we are not deployed, check the holder of the card.
if(src.loc == card)
M = card.loc
//If we are deployed or the card is not held, check the first living mob in our turf.
if(!M || !istype(M))
var/turf/T = get_turf(src)
M = locate(/mob/living/) in T.contents
if(!M || !istype(M))
src.temp = "Error: No biological host found. <br>"
src.subscreen = 0
return dat
dat += {"<b>Bioscan Results for [M]</b>: <br>
Overall Status: [M.stat > 1 ? "dead" : "[M.health]% healthy"] <br><br>
<b>Scan Breakdown</b>: <br>
Respiratory: [M.getOxyLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getOxyLoss()]</font><br>
Toxicology: [M.getToxLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getToxLoss()]</font><br>
Burns: [M.getFireLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getFireLoss()]</font><br>
Structural Integrity: [M.getBruteLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getBruteLoss()]</font><br>
Body Temperature: [M.bodytemperature-T0C]&deg;C ([M.bodytemperature*1.8-459.67]&deg;F)<br>
"}
for(var/datum/disease/D in M.viruses)
dat += {"<h4>Infection Detected.</h4><br>
Name: [D.name]<br>
Type: [D.spread]<br>
Stage: [D.stage]/[D.max_stages]<br>
Possible Cure: [D.cure]<br>
"}
dat += "<br><a href='byond://?src=\ref[src];software=medicalhud;sub=1'>Refresh Bioscan</a><br>"
dat += "<br><a href='byond://?src=\ref[src];software=medicalhud;sub=0'>Visual Status Overlay</a><br>"
return dat
// Atmospheric Scanner
/mob/living/silicon/pai/proc/softwareAtmo()
var/dat = "<h2>Atmospheric Sensor</h2><hr>"
var/turf/T = get_turf_or_move(src.loc)
if (isnull(T))
dat += "Unable to obtain a reading.<br>"
else
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles
dat += "Air Pressure: [round(pressure,0.1)] kPa<br>"
if(total_moles)
for(var/g in environment.gas)
dat += "[gas_data.name[g]]: [round((environment.gas[g] / total_moles) * 100)]%<br>"
dat += "Temperature: [round(environment.temperature-T0C)]&deg;C<br>"
dat += "<br><a href='byond://?src=\ref[src];software=atmosensor;sub=0'>Refresh Reading</a>"
return dat
// Camera Jack - Clearly not finished
/mob/living/silicon/pai/proc/softwareCamera()
var/dat = "<h2>Camera Jack</h2><hr>"
dat += "Cable status : "
if(!src.cable)
dat += "<font color=#FF5555>Retracted</font> <br>"
return dat
if(!src.cable.machine)
dat += "<font color=#FFFF55>Extended</font> <br>"
return dat
var/obj/machinery/machine = src.cable.machine
dat += "<font color=#55FF55>Connected</font> <br>"
if(!istype(machine, /obj/machinery/camera))
src << "DERP"
return dat
// Door Jack
/mob/living/silicon/pai/proc/softwareDoor()
var/dat = "<h2>Airlock Jack</h2><hr>"
dat += "Cable status : "
if(!src.cable)
dat += "<font color=#FF5555>Retracted</font> <br>"
dat += "<a href='byond://?src=\ref[src];software=doorjack;cable=1;sub=0'>Extend Cable</a> <br>"
return dat
if(!src.cable.machine)
dat += "<font color=#FFFF55>Extended</font> <br>"
return dat
var/obj/machinery/machine = src.cable.machine
dat += "<font color=#55FF55>Connected</font> <br>"
if(!istype(machine, /obj/machinery/door))
dat += "Connected device's firmware does not appear to be compatible with Airlock Jack protocols.<br>"
return dat
// var/obj/machinery/airlock/door = machine
if(!src.hackdoor)
dat += "<a href='byond://?src=\ref[src];software=doorjack;jack=1;sub=0'>Begin Airlock Jacking</a> <br>"
else
dat += "Jack in progress... [src.hackprogress]% complete.<br>"
dat += "<a href='byond://?src=\ref[src];software=doorjack;cancel=1;sub=0'>Cancel Airlock Jack</a> <br>"
//src.hackdoor = machine
//src.hackloop()
return dat
// Door Jack - supporting proc
/mob/living/silicon/pai/proc/hackloop()
var/turf/T = get_turf_or_move(src.loc)
for(var/mob/living/silicon/ai/AI in player_list)
if(T.loc)
AI << "<font color = red><b>Network Alert: Brute-force encryption crack in progress in [T.loc].</b></font>"
else
AI << "<font color = red><b>Network Alert: Brute-force encryption crack in progress. Unable to pinpoint location.</b></font>"
while(src.hackprogress < 100)
if(src.cable && src.cable.machine && istype(src.cable.machine, /obj/machinery/door) && src.cable.machine == src.hackdoor && get_dist(src, src.hackdoor) <= 1)
hackprogress += rand(1, 10)
else
src.temp = "Door Jack: Connection to airlock has been lost. Hack aborted."
hackprogress = 0
src.hackdoor = null
return
if(hackprogress >= 100) // This is clunky, but works. We need to make sure we don't ever display a progress greater than 100,
hackprogress = 100 // but we also need to reset the progress AFTER it's been displayed
if(src.screen == "doorjack" && src.subscreen == 0) // Update our view, if appropriate
src.paiInterface()
if(hackprogress >= 100)
src.hackprogress = 0
src.cable.machine:open()
sleep(50) // Update every 5 seconds
// Digital Messenger
/mob/living/silicon/pai/proc/pdamessage()
var/dat = "<h2>Digital Messenger</h2><hr>"
dat += {"<b>Signal/Receiver Status:</b> <A href='byond://?src=\ref[src];software=pdamessage;toggler=1'>
[(pda.toff) ? "<font color='red'> \[Off\]</font>" : "<font color='green'> \[On\]</font>"]</a><br>
<b>Ringer Status:</b> <A href='byond://?src=\ref[src];software=pdamessage;ringer=1'>
[(pda.message_silent) ? "<font color='red'> \[Off\]</font>" : "<font color='green'> \[On\]</font>"]</a><br><br>"}
dat += "<ul>"
if(!pda.toff)
for (var/obj/item/device/pda/P in sortAtom(PDAs))
if (!P.owner||P.toff||P == src.pda||P.hidden) continue
dat += "<li><a href='byond://?src=\ref[src];software=pdamessage;target=\ref[P]'>[P]</a>"
dat += "</li>"
dat += "</ul>"
dat += "Messages: <hr>"
dat += "<style>td.a { vertical-align:top; }</style>"
dat += "<table>"
for(var/index in pda.tnote)
if(index["sent"])
dat += addtext("<tr><td class='a'><i><b>To</b></i></td><td class='a'><i><b>&rarr;</b></i></td><td><i><b><a href='byond://?src=\ref[src];software=pdamessage;target=",index["src"],"'>", index["owner"],"</a>: </b></i>", index["message"], "<br></td></tr>")
else
dat += addtext("<tr><td class='a'><i><b>From</b></i></td><td class='a'><i><b>&rarr;</b></i></td><td><i><b><a href='byond://?src=\ref[src];software=pdamessage;target=",index["target"],"'>", index["owner"],"</a>: </b></i>", index["message"], "<br></td></tr>")
dat += "</table>"
return dat
/mob/living/silicon/pai/proc/translator_toggle()
// Sol Common, Tradeband and Gutter are added with New() and are therefore the current default, always active languages
if(translator_on)
translator_on = 0
remove_language("Sinta'unathi")
remove_language("Siik'tajr")
remove_language("Skrellian")
src << "\blue Translator Module toggled OFF."
else
translator_on = 1
add_language("Sinta'unathi")
add_language("Siik'tajr")
add_language("Skrellian")
src << "\blue Translator Module toggled ON."
var/list/pai_emotions = list(
"Happy" = 1,
"Cat" = 2,
"Extremely Happy" = 3,
"Face" = 4,
"Laugh" = 5,
"Off" = 6,
"Sad" = 7,
"Angry" = 8,
"What" = 9
)
var/global/list/pai_software_by_key = list()
var/global/list/default_pai_software = list()
/hook/startup/proc/populate_pai_software_list()
var/r = 1 // I would use ., but it'd sacrifice runtime detection
for(var/type in typesof(/datum/pai_software) - /datum/pai_software)
var/datum/pai_software/P = new type()
if(pai_software_by_key[P.id])
var/datum/pai_software/O = pai_software_by_key[P.id]
world << "<span class='warning'>pAI software module [P.name] has the same key as [O.name]!</span>"
r = 0
continue
pai_software_by_key[P.id] = P
if(P.default)
default_pai_software[P.id] = P
return r
/mob/living/silicon/pai/New()
..()
software = default_pai_software.Copy()
/mob/living/silicon/pai/verb/paiInterface()
set category = "pAI Commands"
set name = "Software Interface"
ui_interact(src)
/mob/living/silicon/pai/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1)
if(user != src)
if(ui) ui.set_status(STATUS_CLOSE, 0)
return
if(ui_key != "main")
var/datum/pai_software/S = software[ui_key]
if(S && !S.toggle)
S.on_ui_interact(src, ui, force_open)
else
if(ui) ui.set_status(STATUS_CLOSE, 0)
return
var/data[0]
// Software we have bought
var/bought_software[0]
// Software we have not bought
var/not_bought_software[0]
for(var/key in pai_software_by_key)
var/datum/pai_software/S = pai_software_by_key[key]
var/software_data[0]
software_data["name"] = S.name
software_data["id"] = S.id
if(key in software)
software_data["on"] = S.is_active(src)
bought_software[++bought_software.len] = software_data
else
software_data["ram"] = S.ram_cost
not_bought_software[++not_bought_software.len] = software_data
data["bought"] = bought_software
data["not_bought"] = not_bought_software
data["available_ram"] = ram
// Emotions
var/emotions[0]
for(var/name in pai_emotions)
var/emote[0]
emote["name"] = name
emote["id"] = pai_emotions[name]
emotions[++emotions.len] = emote
data["emotions"] = emotions
data["current_emotion"] = card.current_emotion
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "pai_interface.tmpl", "pAI Software Interface", 450, 600)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/mob/living/silicon/pai/Topic(href, href_list)
. = ..()
if(.) return
if(href_list["software"])
var/soft = href_list["software"]
var/datum/pai_software/S = software[soft]
if(S.toggle)
S.toggle(src)
else
ui_interact(src, ui_key = soft)
return 1
else if(href_list["stopic"])
var/soft = href_list["stopic"]
var/datum/pai_software/S = software[soft]
if(S)
return S.Topic(href, href_list)
else if(href_list["purchase"])
var/soft = href_list["purchase"]
var/datum/pai_software/S = pai_software_by_key[soft]
if(S && (ram >= S.ram_cost))
ram -= S.ram_cost
software[S.id] = S
return 1
else if(href_list["image"])
var/img = text2num(href_list["image"])
if(1 <= img && img <= 9)
card.setEmotion(img)
return 1
@@ -0,0 +1,528 @@
/datum/pai_software
// Name for the software. This is used as the button text when buying or opening/toggling the software
var/name = "pAI software module"
// RAM cost; pAIs start with 100 RAM, spending it on programs
var/ram_cost = 0
// ID for the software. This must be unique
var/id = ""
// Whether this software is a toggle or not
// Toggled software should override toggle() and is_active()
// Non-toggled software should override on_ui_interact() and Topic()
var/toggle = 1
// Whether pAIs should automatically receive this module at no cost
var/default = 0
proc/on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
return
proc/toggle(mob/living/silicon/pai/user)
return
proc/is_active(mob/living/silicon/pai/user)
return 0
/datum/pai_software/directives
name = "Directives"
ram_cost = 0
id = "directives"
toggle = 0
default = 1
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
data["master"] = user.master
data["dna"] = user.master_dna
data["prime"] = user.pai_law0
data["supplemental"] = user.pai_laws
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_directives.tmpl", "pAI Directives", 450, 600)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
if(href_list["getdna"])
var/mob/living/M = P.loc
var/count = 0
// Find the carrier
while(!istype(M, /mob/living))
if(!M || !M.loc || count > 6)
//For a runtime where M ends up in nullspace (similar to bluespace but less colourful)
src << "You are not being carried by anyone!"
return 0
M = M.loc
count++
// Check the carrier
var/answer = input(M, "[P] is requesting a DNA sample from you. Will you allow it to confirm your identity?", "[P] Check DNA", "No") in list("Yes", "No")
if(answer == "Yes")
var/turf/T = get_turf_or_move(P.loc)
for (var/mob/v in viewers(T))
v.show_message("<span class='notice'>[M] presses \his thumb against [P].</span>", 3, "<span class='notice'>[P] makes a sharp clicking sound as it extracts DNA material from [M].</span>", 2)
var/datum/dna/dna = M.dna
P << "<font color = red><h3>[M]'s UE string : [dna.unique_enzymes]</h3></font>"
if(dna.unique_enzymes == P.master_dna)
P << "<b>DNA is a match to stored Master DNA.</b>"
else
P << "<b>DNA does not match stored Master DNA.</b>"
else
P << "[M] does not seem like \he is going to provide a DNA sample willingly."
return 1
/datum/pai_software/radio_config
name = "Radio Configuration"
ram_cost = 0
id = "radio"
toggle = 0
default = 1
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui = null, force_open = 1)
var/data[0]
data["listening"] = user.radio.broadcasting
data["frequency"] = format_frequency(user.radio.frequency)
var/channels[0]
for(var/ch_name in user.radio.channels)
var/ch_stat = user.radio.channels[ch_name]
var/ch_dat[0]
ch_dat["name"] = ch_name
// FREQ_LISTENING is const in /obj/item/device/radio
ch_dat["listening"] = !!(ch_stat & user.radio.FREQ_LISTENING)
channels[++channels.len] = ch_dat
data["channels"] = channels
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
ui = new(user, user, id, "pai_radio.tmpl", "Radio Configuration", 300, 150)
ui.set_initial_data(data)
ui.open()
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
P.radio.Topic(href, href_list)
return 1
/datum/pai_software/crew_manifest
name = "Crew Manifest"
ram_cost = 5
id = "manifest"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
data_core.get_manifest_json()
var/data[0]
// This is dumb, but NanoUI breaks if it has no data to send
data["a"] = "a"
if(ui)
ui.load_cached_data(ManifestJSON)
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_manifest.tmpl", "Crew Manifest", 450, 600)
ui.load_cached_data(ManifestJSON)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/datum/pai_software/messenger
name = "Digital Messenger"
ram_cost = 5
id = "messenger"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
data["receiver_off"] = user.pda.toff
data["ringer_off"] = user.pda.message_silent
data["current_ref"] = null
data["current_name"] = user.current_pda_messaging
var/pdas[0]
if(!user.pda.toff)
for(var/obj/item/device/pda/P in sortAtom(PDAs))
if(!P.owner || P.toff || P == user.pda || P.hidden) continue
var/pda[0]
pda["name"] = "[P]"
pda["owner"] = "[P.owner]"
pda["ref"] = "\ref[P]"
if(P.owner == user.current_pda_messaging)
data["current_ref"] = "\ref[P]"
pdas[++pdas.len] = pda
data["pdas"] = pdas
var/messages[0]
if(user.current_pda_messaging)
for(var/index in user.pda.tnote)
if(index["owner"] != user.current_pda_messaging)
continue
var/msg[0]
var/sent = index["sent"]
msg["sent"] = sent ? 1 : 0
msg["target"] = index["owner"]
msg["message"] = index["message"]
messages[++messages.len] = msg
data["messages"] = messages
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_messenger.tmpl", "Digital Messenger", 450, 600)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
if(!isnull(P.pda))
if(href_list["toggler"])
P.pda.toff = href_list["toggler"] != "1"
return 1
else if(href_list["ringer"])
P.pda.message_silent = href_list["ringer"] != "1"
return 1
else if(href_list["select"])
var/s = href_list["select"]
if(s == "*NONE*")
P.current_pda_messaging = null
else
P.current_pda_messaging = s
return 1
else if(href_list["target"])
if(P.silence_time)
return alert("Communications circuits remain uninitialized.")
var/target = locate(href_list["target"])
P.pda.create_message(P, target, 1)
return 1
/datum/pai_software/med_records
name = "Medical Records"
ram_cost = 15
id = "med_records"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
var/records[0]
for(var/datum/data/record/general in sortRecord(data_core.general))
var/record[0]
record["name"] = general.fields["name"]
record["ref"] = "\ref[general]"
records[++records.len] = record
data["records"] = records
var/datum/data/record/G = user.medicalActive1
var/datum/data/record/M = user.medicalActive2
data["general"] = G ? G.fields : null
data["medical"] = M ? M.fields : null
data["could_not_find"] = user.medical_cannotfind
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_medrecords.tmpl", "Medical Records", 450, 600)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
if(href_list["select"])
var/datum/data/record/record = locate(href_list["select"])
if(record)
var/datum/data/record/R = record
var/datum/data/record/M = null
if (!( data_core.general.Find(R) ))
P.medical_cannotfind = 1
else
P.medical_cannotfind = 0
for(var/datum/data/record/E in data_core.medical)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
M = E
P.medicalActive1 = R
P.medicalActive2 = M
else
P.medical_cannotfind = 1
return 1
/datum/pai_software/sec_records
name = "Security Records"
ram_cost = 15
id = "sec_records"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
var/records[0]
for(var/datum/data/record/general in sortRecord(data_core.general))
var/record[0]
record["name"] = general.fields["name"]
record["ref"] = "\ref[general]"
records[++records.len] = record
data["records"] = records
var/datum/data/record/G = user.securityActive1
var/datum/data/record/S = user.securityActive2
data["general"] = G ? G.fields : null
data["security"] = S ? S.fields : null
data["could_not_find"] = user.security_cannotfind
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_secrecords.tmpl", "Security Records", 450, 600)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
if(href_list["select"])
var/datum/data/record/record = locate(href_list["select"])
if(record)
var/datum/data/record/R = record
var/datum/data/record/S = null
if (!( data_core.general.Find(R) ))
P.securityActive1 = null
P.securityActive2 = null
P.security_cannotfind = 1
else
P.security_cannotfind = 0
for(var/datum/data/record/E in data_core.security)
if ((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
S = E
P.securityActive1 = R
P.securityActive2 = S
else
P.securityActive1 = null
P.securityActive2 = null
P.security_cannotfind = 1
return 1
/datum/pai_software/door_jack
name = "Door Jack"
ram_cost = 30
id = "door_jack"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
data["cable"] = user.cable != null
data["machine"] = user.cable && (user.cable.machine != null)
data["inprogress"] = user.hackdoor != null
data["progress_a"] = round(user.hackprogress / 10)
data["progress_b"] = user.hackprogress % 10
data["aborted"] = user.hack_aborted
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_doorjack.tmpl", "Door Jack", 300, 150)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
if(href_list["jack"])
if(P.cable && P.cable.machine)
P.hackdoor = P.cable.machine
P.hackloop()
return 1
else if(href_list["cancel"])
P.hackdoor = null
return 1
else if(href_list["cable"])
var/turf/T = get_turf_or_move(P.loc)
P.hack_aborted = 0
P.cable = new /obj/item/weapon/pai_cable(T)
for(var/mob/M in viewers(T))
M.show_message("<span class='warning'>A port on [P] opens to reveal [P.cable], which promptly falls to the floor.</span>", 3,
"<span class='warning'>You hear the soft click of something light and hard falling to the ground.</span>", 2)
return 1
/mob/living/silicon/pai/proc/hackloop()
var/turf/T = get_turf_or_move(src.loc)
for(var/mob/living/silicon/ai/AI in player_list)
if(T.loc)
AI << "<font color = red><b>Network Alert: Brute-force encryption crack in progress in [T.loc].</b></font>"
else
AI << "<font color = red><b>Network Alert: Brute-force encryption crack in progress. Unable to pinpoint location.</b></font>"
var/obj/machinery/door/D = cable.machine
if(!istype(D))
hack_aborted = 1
hackprogress = 0
cable.machine = null
hackdoor = null
return
while(hackprogress < 1000)
if(cable && cable.machine == D && cable.machine == hackdoor && get_dist(src, hackdoor) <= 1)
hackprogress = min(hackprogress+rand(1, 20), 1000)
else
hack_aborted = 1
hackprogress = 0
hackdoor = null
return
if(hackprogress >= 1000)
hackprogress = 0
D.open()
cable.machine = null
return
sleep(10) // Update every second
/datum/pai_software/atmosphere_sensor
name = "Atmosphere Sensor"
ram_cost = 5
id = "atmos_sense"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
var/turf/T = get_turf_or_move(user.loc)
if(!T)
data["reading"] = 0
data["pressure"] = 0
data["temperature"] = 0
data["temperatureC"] = 0
data["gas"] = list()
else
var/datum/gas_mixture/env = T.return_air()
data["reading"] = 1
var/pres = env.return_pressure() * 10
data["pressure"] = "[round(pres/10)].[pres%10]"
data["temperature"] = round(env.temperature)
data["temperatureC"] = round(env.temperature-T0C)
var/t_moles = env.total_moles
var/gases[0]
for(var/g in env.gas)
var/gas[0]
gas["name"] = gas_data.name[g]
gas["percent"] = round((env.gas[g] / t_moles) * 100)
gases[++gases.len] = gas
data["gas"] = gases
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_atmosphere.tmpl", "Atmosphere Sensor", 350, 300)
ui.set_initial_data(data)
ui.open()
/datum/pai_software/sec_hud
name = "Security HUD"
ram_cost = 20
id = "sec_hud"
toggle(mob/living/silicon/pai/user)
user.secHUD = !user.secHUD
is_active(mob/living/silicon/pai/user)
return user.secHUD
/datum/pai_software/med_hud
name = "Medical HUD"
ram_cost = 20
id = "med_hud"
toggle(mob/living/silicon/pai/user)
user.medHUD = !user.medHUD
is_active(mob/living/silicon/pai/user)
return user.medHUD
/datum/pai_software/translator
name = "Universal Translator"
ram_cost = 35
id = "translator"
toggle(mob/living/silicon/pai/user)
// Sol Common, Tradeband and Gutter are added with New() and are therefore the current default, always active languages
user.translator_on = !user.translator_on
if(user.translator_on)
user.add_language("Sinta'unathi")
user.add_language("Siik'tajr")
user.add_language("Skrellian")
else
user.remove_language("Sinta'unathi")
user.remove_language("Siik'tajr")
user.remove_language("Skrellian")
is_active(mob/living/silicon/pai/user)
return user.translator_on
/datum/pai_software/signaller
name = "Remote Signaller"
ram_cost = 5
id = "signaller"
toggle = 0
on_ui_interact(mob/living/silicon/pai/user, datum/nanoui/ui=null, force_open=1)
var/data[0]
data["frequency"] = format_frequency(user.sradio.frequency)
data["code"] = user.sradio.code
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
if(!ui)
// Don't copy-paste this unless you're making a pAI software module!
ui = new(user, user, id, "pai_signaller.tmpl", "Signaller", 320, 150)
ui.load_cached_data(ManifestJSON)
ui.set_initial_data(data)
ui.open()
Topic(href, href_list)
var/mob/living/silicon/pai/P = usr
if(!istype(P)) return
if(href_list["send"])
P.sradio.send_signal("ACTIVATE")
for(var/mob/O in hearers(1, P.loc))
O.show_message(text("\icon[] *beep* *beep*", P), 3, "*beep* *beep*", 2)
return 1
else if(href_list["freq"])
var/new_frequency = (P.sradio.frequency + text2num(href_list["freq"]))
if(new_frequency < 1200 || new_frequency > 1600)
new_frequency = sanitize_frequency(new_frequency)
P.sradio.set_frequency(new_frequency)
return 1
else if(href_list["code"])
P.sradio.code += text2num(href_list["code"])
P.sradio.code = round(P.sradio.code)
P.sradio.code = min(100, P.sradio.code)
P.sradio.code = max(1, P.sradio.code)
return 1
@@ -223,9 +223,9 @@
src.modules += new /obj/item/borg/sight/hud/sec(src)
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
src.modules += new /obj/item/weapon/melee/baton/robot(src)
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
src.modules += new /obj/item/weapon/gun/energy/taser/mounted/cyborg(src)
src.modules += new /obj/item/taperoll/police(src)
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
src.emag = new /obj/item/weapon/gun/energy/laser/mounted(src)
return
/obj/item/weapon/robot_module/security/respawn_consumable(var/mob/living/silicon/robot/R)
@@ -236,7 +236,7 @@
F.icon_state = "flash"
else if(F.times_used)
F.times_used--
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in src.modules
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in src.modules
if(T.power_supply.charge < T.power_supply.maxcharge)
T.power_supply.give(T.charge_cost)
T.update_icon()
@@ -383,11 +383,11 @@
..()
src.modules += new /obj/item/device/flash(src)
src.modules += new /obj/item/borg/sight/thermal(src)
src.modules += new /obj/item/weapon/gun/energy/laser/cyborg(src)
src.modules += new /obj/item/weapon/gun/energy/laser/mounted(src)
src.modules += new /obj/item/weapon/pickaxe/plasmacutter(src)
src.modules += new /obj/item/borg/combat/shield(src)
src.modules += new /obj/item/borg/combat/mobility(src)
src.emag = new /obj/item/weapon/gun/energy/lasercannon/cyborg(src)
src.emag = new /obj/item/weapon/gun/energy/lasercannon/mounted(src)
return
/obj/item/weapon/robot_module/drone
@@ -108,7 +108,7 @@
usr << "There's no mounting point for the module!"
return 0
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in R.module
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in R.module
if(!T)
T = locate() in R.module.contents
if(!T)
+3 -3
View File
@@ -159,7 +159,7 @@
return
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src)//If there is a hologram and its master is the user.
if(T && T.masters[src])//If there is a hologram and its master is the user.
//Human-like, sorta, heard by those who understand humans.
var/rendered_a
@@ -198,7 +198,7 @@
return
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src)
if(T && T.masters[src])
var/rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message]</span></span>"
src << "<i><span class='game say'>Holopad action relayed, <span class='name'>[real_name]</span> <span class='message'>[message]</span></span></i>"
@@ -211,7 +211,7 @@
/mob/living/silicon/ai/emote(var/act, var/type, var/message)
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src) //Is the AI using a holopad?
if(T && T.masters[src]) //Is the AI using a holopad?
src.holopad_emote(message)
else //Emote normally, then.
..()
@@ -166,8 +166,8 @@
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
adjustBruteLoss(P.damage * 0.5)
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
visible_message("<span class='danger'>\The [P] was reflected by \the [src]'s shell!</span>", \
"<span class='userdanger'>\The [P] was reflected by \the [src]'s shell!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
@@ -176,12 +176,7 @@
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
P.redirect(new_x, new_y, curloc, src)
return -1 // complete projectile permutation
@@ -38,7 +38,7 @@
icon_state = "russianranged"
icon_living = "russianranged"
corpse = /obj/effect/landmark/mobcorpse/russian/ranged
weapon1 = /obj/item/weapon/gun/projectile/mateba
weapon1 = /obj/item/weapon/gun/projectile/revolver/mateba
ranged = 1
projectiletype = /obj/item/projectile/bullet
projectilesound = 'sound/weapons/Gunshot.ogg'
@@ -108,7 +108,7 @@
icon_living = "syndicateranged"
casingtype = /obj/item/ammo_casing/a12mm
projectilesound = 'sound/weapons/Gunshot_smg.ogg'
projectiletype = /obj/item/projectile/bullet/midbullet2
projectiletype = /obj/item/projectile/bullet/pistol/medium
weapon1 = /obj/item/weapon/gun/projectile/automatic/c20r
+1 -1
View File
@@ -792,7 +792,7 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/Stat()
..()
if(statpanel("Status")) //not looking at that panel
if(statpanel("MC")) //not looking at that panel
if(client && client.holder)
stat(null,"Location:\t([x], [y], [z])")
+1 -1
View File
@@ -416,7 +416,7 @@ var/list/intents = list("help","disarm","grab","hurt")
set name = "a-intent"
set hidden = 1
if(ishuman(src) || isbrain(src))
if(ishuman(src) || isbrain(src) || isslime(src))
switch(input)
if("help","disarm","grab","hurt")
a_intent = input
@@ -240,12 +240,12 @@ datum/preferences
eyes_s.Blend(facial_s, ICON_OVERLAY)
var/icon/underwear_s = null
if(underwear > 0 && underwear < 7 && current_species.flags & HAS_UNDERWEAR)
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "underwear[underwear]_[g]_s")
if(underwear && current_species.flags & HAS_UNDERWEAR)
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = underwear)
var/icon/undershirt_s = null
if(undershirt > 0 && undershirt < 5 && current_species.flags & HAS_UNDERWEAR)
undershirt_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "undershirt[undershirt]_s")
if(undershirt && current_species.flags & HAS_UNDERWEAR)
undershirt_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = undershirt)
var/icon/clothes_s = null
if(job_civilian_low & ASSISTANT)//This gives the preview icon clothes depending on which job(if any) is set to 'high'