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

Conflicts:
	code/modules/projectiles/projectile/change.dm
This commit is contained in:
PsiOmega
2015-03-30 20:17:05 +02:00
12 changed files with 2373 additions and 2338 deletions

View File

@@ -58,7 +58,7 @@ var/const/CAMERA_WIRE_NOTHING2 = 32
C.setViewRange(new_range)
if(CAMERA_WIRE_POWER)
C.deactivate(null) // Deactivate the camera
C.kick_viewers() // Kicks anyone watching the camera
if(CAMERA_WIRE_LIGHT)
C.light_disabled = !C.light_disabled

View File

@@ -1,7 +1,13 @@
proc/log_and_message_admins(var/message as text)
log_admin(usr ? "[usr]([usr.ckey]) [message]" : "EVENT [message]")
message_admins(usr ? "[usr]([usr.ckey]) [message]" : "EVENT [message]")
log_admin(usr ? "[key_name(usr)] [message]" : "EVENT [message]")
message_admins(usr ? "[key_name(usr)] [message]" : "EVENT [message]")
proc/admin_log_and_message_admins(var/message as text)
log_admin(usr ? "[key_name(usr)] [message]" : "EVENT [message]")
message_admins(usr ? "[key_name(usr)] [message]" : "EVENT [message]", 1)
log_admin(usr ? "[key_name_admin(usr)] [message]" : "EVENT [message]")
message_admins(usr ? "[key_name_admin(usr)] [message]" : "EVENT [message]", 1)
proc/admin_attack_log(var/mob/attacker, var/mob/victim, var/attacker_message, var/victim_message, var/admin_message)
victim.attack_log += text("\[[time_stamp()]\] <font color='orange'>[victim_message] [key_name(attacker)]</font>")
attacker.attack_log += text("\[[time_stamp()]\] <font color='red'>[attacker_message] [key_name(victim)]</font>")
msg_admin_attack("[key_name(attacker)] [admin_message] [key_name(victim)] (INTENT: [uppertext(attacker.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[attacker.x];Y=[attacker.y];Z=[attacker.z]'>JMP</a>)")

View File

@@ -37,6 +37,10 @@ var/const/HOLOPAD_MODE = RANGE_BASED
icon_state = "holopad0"
layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them.
var/power_per_hologram = 500 //per usage per hologram
idle_power_usage = 5
use_power = 1
var/list/mob/living/silicon/ai/masters = new() //List of AIs that use the holopad
var/last_request = 0 //to prevent request spam. ~Carn
@@ -122,7 +126,6 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
SetLuminosity(2) //pad lighting
icon_state = "holopad1"
A.holo = src
use_power += HOLOGRAM_POWER_USAGE
return 1
/obj/machinery/hologram/holopad/proc/clear_holo(mob/living/silicon/ai/user)
@@ -130,29 +133,31 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
user.holo = null
del(masters[user])//Get rid of user's hologram //qdel
masters -= user //Discard AI from the list of those who use holopad
use_power = max(HOLOPAD_PASSIVE_POWER_USAGE, use_power - HOLOGRAM_POWER_USAGE)//Reduce power usage
if (!masters.len)//If no users left
SetLuminosity(0) //pad lighting (hologram lighting will be handled automatically since its owner was deleted)
icon_state = "holopad0"
use_power = HOLOPAD_PASSIVE_POWER_USAGE
return 1
/obj/machinery/hologram/holopad/process()
for (var/mob/living/silicon/ai/master in masters)
if(master && !master.stat && master.client && master.eyeobj)//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
if(!(stat & NOPOWER))//If the machine has power.
if((HOLOPAD_MODE == RANGE_BASED && (get_dist(master.eyeobj, src) <= holo_range)))
return 1
var/active_ai = (master && !master.stat && master.client && master.eyeobj)//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
if((stat & NOPOWER) || !active_ai)
clear_holo(master)
continue
if((HOLOPAD_MODE == RANGE_BASED && (get_dist(master.eyeobj, src) > holo_range)))
clear_holo(master)
continue
if(HOLOPAD_MODE == AREA_BASED)
var/area/holo_area = get_area(src)
var/area/eye_area = get_area(master.eyeobj)
if(!(eye_area in holo_area.master.related))
clear_holo(master)
continue
else if (HOLOPAD_MODE == AREA_BASED)
var/area/holo_area = get_area(src)
var/area/eye_area = get_area(master.eyeobj)
if(eye_area in holo_area.master.related)
return 1
clear_holo(master)//If not, we want to get rid of the hologram.
use_power(power_per_hologram)
return 1
/obj/machinery/hologram/holopad/proc/move_hologram(mob/living/silicon/ai/user)

View File

@@ -6,6 +6,7 @@
slot = "utility"
var/slots = 3
var/obj/item/weapon/storage/internal/hold
w_class = 3.0
/obj/item/clothing/accessory/storage/New()
..()
@@ -48,7 +49,7 @@
/obj/item/clothing/accessory/storage/webbing
name = "webbing"
desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
desc = "Sturdy mess of synthcotton belts and buckles, ready to share your burden."
icon_state = "webbing"
item_color = "webbing"
@@ -83,4 +84,4 @@
/obj/item/weapon/kitchenknife/ritual)
new /obj/item/weapon/hatchet/unathiknife(hold)
new /obj/item/weapon/hatchet/unathiknife(hold)
new /obj/item/weapon/hatchet/unathiknife(hold)

View File

@@ -28,7 +28,7 @@ var/global/list/holodeck_programs = list(
var/area/linkedholodeck = null
var/area/target = null
var/active = 0
var/list/holographic_items = list()
var/list/holographic_objs = list()
var/list/holographic_mobs = list()
var/damaged = 0
var/safety_disabled = 0
@@ -208,7 +208,7 @@ var/global/list/holodeck_programs = list(
emergencyShutdown()
/obj/machinery/computer/HolodeckControl/process()
for(var/item in holographic_items) // do this first, to make sure people don't take items out when power is down.
for(var/item in holographic_objs) // do this first, to make sure people don't take items out when power is down.
if(!(get_turf(item) in linkedholodeck))
derez(item, 0)
@@ -221,7 +221,7 @@ var/global/list/holodeck_programs = list(
if(!..())
return
if(active)
use_power(item_power_usage * (holographic_items.len + holographic_mobs.len))
use_power(item_power_usage * (holographic_objs.len + holographic_mobs.len))
if(!checkInteg(linkedholodeck))
damaged = 1
@@ -243,7 +243,7 @@ var/global/list/holodeck_programs = list(
T.hotspot_expose(1000,500,1)
/obj/machinery/computer/HolodeckControl/proc/derez(var/obj/obj , var/silent = 1)
holographic_items.Remove(obj)
holographic_objs.Remove(obj)
if(obj == null)
return
@@ -271,7 +271,7 @@ var/global/list/holodeck_programs = list(
if(toggleOn)
var/area/targetsource = locate(/area/holodeck/source_emptycourt)
holographic_items = targetsource.copy_contents_to(linkedholodeck)
holographic_objs = targetsource.copy_contents_to(linkedholodeck)
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
@@ -288,7 +288,7 @@ var/global/list/holodeck_programs = list(
active = 1
use_power = 2
else
for(var/item in holographic_items)
for(var/item in holographic_objs)
derez(item)
if(!linkedholodeck.has_gravity)
linkedholodeck.gravitychange(1,linkedholodeck)
@@ -313,7 +313,7 @@ var/global/list/holodeck_programs = list(
active = 1
use_power = 2
for(var/item in holographic_items)
for(var/item in holographic_objs)
derez(item)
for(var/mob/living/simple_animal/hostile/carp/holodeck/C in holographic_mobs)
@@ -323,7 +323,9 @@ var/global/list/holodeck_programs = list(
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
del(B)
holographic_items = A.copy_contents_to(linkedholodeck , 1)
holographic_objs = A.copy_contents_to(linkedholodeck , 1)
for(var/obj/holo_obj in holographic_objs)
holo_obj.alpha *= 0.8 //give holodeck objs a slight transparency
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
@@ -366,7 +368,7 @@ var/global/list/holodeck_programs = list(
/obj/machinery/computer/HolodeckControl/proc/emergencyShutdown()
//Get rid of any items
for(var/item in holographic_items)
for(var/item in holographic_objs)
derez(item)
for(var/mob/living/simple_animal/hostile/carp/holodeck/C in holographic_mobs)
holographic_mobs -= C

View File

@@ -392,10 +392,15 @@
icon_state = "holo4"
icon_living = "holo4"
icon_dead = "holo4"
alpha = 127
icon_gib = null
meat_amount = 0
meat_type = null
/mob/living/simple_animal/hostile/carp/holodeck/New()
..()
SetLuminosity(2) //hologram lighting
/mob/living/simple_animal/hostile/carp/holodeck/proc/set_safety(var/safe)
if (safe)
faction = "neutral"

View File

@@ -39,4 +39,5 @@ var/global/list/empty_playable_ai_cores = list()
clear_antag_roles(mind)
del(src)
ghostize(0)
del(src)

View File

@@ -6,36 +6,44 @@
nodamage = 1
check_armour = "energy"
on_hit(var/atom/change)
wabbajack(change)
/obj/item/projectile/change/on_hit(var/atom/change)
wabbajack(change)
/obj/item/projectile/change/proc/wabbajack (mob/M as mob in living_mob_list)
/obj/item/projectile/change/proc/wabbajack(var/mob/M)
if(istype(M, /mob/living) && M.stat != DEAD)
if(M.monkeyizing) return
if(M.has_brain_worms()) return //Borer stuff - RR
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.overlays.Cut()
M.invisibility = 101
if(M.monkeyizing)
return
if(M.has_brain_worms())
return //Borer stuff - RR
if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/Robot = M
if(Robot.mmi) del(Robot.mmi)
if(Robot.mmi)
del(Robot.mmi)
else
for(var/obj/item/W in M)
if(istype(W, /obj/item/weapon/implant)) //TODO: Carn. give implants a dropped() or something
del(W)
continue
W.layer = initial(W.layer)
W.loc = M.loc
W.dropped(M)
M.drop_from_inventory(W)
var/mob/living/new_mob
var/randomize = pick("robot","slime","xeno","human")
var/options = list("robot", "slime")
for(var/t in all_species)
options += t
options -= "Xenomorph Queen"
options -= "Xenomorph"
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species)
options -= H.species.name
else if(isrobot(M))
options -= "robot"
else if(isslime(M))
options -= "slime"
var/randomize = pick(options)
switch(randomize)
if("robot")
new_mob = new /mob/living/silicon/robot(M.loc)
@@ -48,36 +56,42 @@
if("slime")
new_mob = new /mob/living/carbon/slime(M.loc)
new_mob.universal_speak = 1
if("xeno")
var/alien_caste = pick("Hunter","Sentinel","Drone","Larva")
new_mob = create_new_xenomorph(alien_caste,M.loc)
new_mob.universal_speak = 1
if("human")
new_mob = new /mob/living/carbon/human(M.loc, pick(all_species))
if(M.gender == MALE)
new_mob.gender = MALE
new_mob.name = pick(first_names_male)
else
new_mob.gender = FEMALE
new_mob.name = pick(first_names_female)
new_mob.name += " [pick(last_names)]"
new_mob.real_name = new_mob.name
var/datum/preferences/A = new() //Randomize appearance for the human
A.randomize_appearance_for(new_mob)
else
return
var/mob/living/carbon/human/H
if(ishuman(M))
H = M
else
new_mob = new /mob/living/carbon/human(M.loc)
H = new_mob
for (var/obj/effect/proc_holder/spell/S in M.spell_list)
new_mob.spell_list += new S.type
if(M.gender == MALE)
H.gender = MALE
H.name = pick(first_names_male)
else
H.gender = FEMALE
H.name = pick(first_names_female)
H.name += " [pick(last_names)]"
H.real_name = H.name
new_mob.a_intent = I_HURT
if(M.mind)
M.mind.transfer_to(new_mob)
H.set_species(randomize)
H.universal_speak = 1
var/datum/preferences/A = new() //Randomize appearance for the human
A.randomize_appearance_for(H)
if(new_mob)
for (var/obj/effect/proc_holder/spell/S in M.spell_list)
new_mob.spell_list += new S.type
new_mob.a_intent = "hurt"
if(M.mind)
M.mind.transfer_to(new_mob)
else
new_mob.key = M.key
new_mob << "<span class='warning'>Your form morphs into that of \a [lowertext(randomize)].</span>"
del(M)
return
else
new_mob.key = M.key
new_mob << "<B>Your form morphs into that of a [randomize].</B>"
del(M)
return new_mob
M << "<span class='warning'>Your form morphs into that of \a [lowertext(randomize)].</span>"
return

View File

@@ -196,7 +196,7 @@
icon_state = "pill8"
New()
..()
reagents.add_reagent("dexalin", 15)
reagents.add_reagent("dexalinp", 15)
/obj/item/weapon/reagent_containers/pill/dermaline
name = "Dermaline pill"

View File

@@ -1,114 +1,116 @@
/obj/effect/proc_holder/spell/targeted/mind_transfer
name = "Mind Transfer"
desc = "This spell allows the user to switch bodies with a target."
school = "transmutation"
charge_max = 600
clothes_req = 0
invocation = "GIN'YU CAPAN"
invocation_type = "whisper"
range = 1
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
var/list/compatible_mobs = list(/mob/living/carbon/human) //which types of mobs are affected by the spell. NOTE: change at your own risk
var/base_spell_loss_chance = 20 //base probability of the wizard losing a spell in the process
var/spell_loss_chance_modifier = 7 //amount of probability of losing a spell added per spell (mind_transfer included)
var/spell_loss_amount = 1 //the maximum amount of spells possible to lose during a single transfer
var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell
var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell
/*
Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets,mob/user = usr)
if(!targets.len)
user << "No mind found."
return
if(targets.len > 1)
user << "Too many minds! You're not a hive damnit!"//Whaa...aat?
return
var/mob/living/target = targets[1]
if(!(target in oview(range)))//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
user << "They are too far away!"
return
if(!(target.type in compatible_mobs))
user << "Their mind isn't compatible with yours."
return
if(target.stat == DEAD)
user << "You didn't study necromancy back at the Space Wizard Federation academy."
return
if(!target.key || !target.mind)
user << "They appear to be catatonic. Not even magic can affect their vacant mind."
return
if(target.mind.special_role in protected_roles)
user << "Their mind is resisting your spell."
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
//SPELL LOSS BEGIN
//NOTE: The caster must ALWAYS keep mind transfer, even when other spells are lost.
var/obj/effect/proc_holder/spell/targeted/mind_transfer/m_transfer = locate() in user.spell_list//Find mind transfer directly.
var/list/checked_spells = user.spell_list
checked_spells -= m_transfer //Remove Mind Transfer from the list.
if(caster.spell_list.len)//If they have any spells left over after mind transfer is taken out. If they don't, we don't need this.
for(var/i=spell_loss_amount,(i>0&&checked_spells.len),i--)//While spell loss amount is greater than zero and checked_spells has spells in it, run this proc.
for(var/j=checked_spells.len,(j>0&&checked_spells.len),j--)//While the spell list to check is greater than zero and has spells in it, run this proc.
if(prob(base_spell_loss_chance))
checked_spells -= pick(checked_spells)//Pick a random spell to remove.
spawn(msg_wait)
victim << "The mind transfer has robbed you of a spell."
break//Spell lost. Break loop, going back to the previous for() statement.
else//Or keep checking, adding spell chance modifier to increase chance of losing a spell.
base_spell_loss_chance += spell_loss_chance_modifier
checked_spells += m_transfer//Add back Mind Transfer.
user.spell_list = checked_spells//Set user spell list to whatever the new list is.
//SPELL LOSS END
//MIND TRANSFER BEGIN
if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list.
for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot.
caster.verbs -= V//But a safety nontheless.
if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs.
for(var/V in victim.mind.special_verbs)
victim.verbs -= V
var/mob/dead/observer/ghost = victim.ghostize(0)
ghost.spell_list = victim.spell_list//If they have spells, transfer them. Now we basically have a backup mob.
caster.mind.transfer_to(victim)
victim.spell_list = caster.spell_list//Now they are inside the victim's body.
if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster.
for(var/V in caster.mind.special_verbs)//Not too important but could come into play.
caster.verbs += V
ghost.mind.transfer_to(caster)
caster.key = ghost.key //have to transfer the key since the mind was not active
caster.spell_list = ghost.spell_list
if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here.
for(var/V in caster.mind.special_verbs)
caster.verbs += V
//MIND TRANSFER END
//Here we paralyze both mobs and knock them out for a time.
caster.Paralyse(paralysis_amount_caster)
victim.Paralyse(paralysis_amount_victim)
//After a certain amount of time the victim gets a message about being in a different body.
spawn(msg_wait)
caster << "\red You feel woozy and lightheaded. <b>Your body doesn't seem like your own.</b>"
/obj/effect/proc_holder/spell/targeted/mind_transfer
name = "Mind Transfer"
desc = "This spell allows the user to switch bodies with a target."
school = "transmutation"
charge_max = 600
clothes_req = 0
invocation = "GIN'YU CAPAN"
invocation_type = "whisper"
range = 1
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
var/list/compatible_mobs = list(/mob/living/carbon/human) //which types of mobs are affected by the spell. NOTE: change at your own risk
var/base_spell_loss_chance = 20 //base probability of the wizard losing a spell in the process
var/spell_loss_chance_modifier = 7 //amount of probability of losing a spell added per spell (mind_transfer included)
var/spell_loss_amount = 1 //the maximum amount of spells possible to lose during a single transfer
var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell
var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell
/*
Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets,mob/user = usr)
if(!targets.len)
user << "No mind found."
return
if(targets.len > 1)
user << "Too many minds! You're not a hive damnit!"//Whaa...aat?
return
var/mob/living/target = targets[1]
if(!(target in oview(range)))//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
user << "They are too far away!"
return
if(!(target.type in compatible_mobs))
user << "Their mind isn't compatible with yours."
return
if(target.stat == DEAD)
user << "You didn't study necromancy back at the Space Wizard Federation academy."
return
if(!target.key || !target.mind)
user << "They appear to be catatonic. Not even magic can affect their vacant mind."
return
if(target.mind.special_role in protected_roles)
user << "Their mind is resisting your spell."
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
//SPELL LOSS BEGIN
admin_attack_log(caster, victim, "Used mind transfer on", "Had mind transfer used on him by", "used mind transfer on")
//NOTE: The caster must ALWAYS keep mind transfer, even when other spells are lost.
var/obj/effect/proc_holder/spell/targeted/mind_transfer/m_transfer = locate() in user.spell_list//Find mind transfer directly.
var/list/checked_spells = user.spell_list
checked_spells -= m_transfer //Remove Mind Transfer from the list.
if(caster.spell_list.len)//If they have any spells left over after mind transfer is taken out. If they don't, we don't need this.
for(var/i=spell_loss_amount,(i>0&&checked_spells.len),i--)//While spell loss amount is greater than zero and checked_spells has spells in it, run this proc.
for(var/j=checked_spells.len,(j>0&&checked_spells.len),j--)//While the spell list to check is greater than zero and has spells in it, run this proc.
if(prob(base_spell_loss_chance))
checked_spells -= pick(checked_spells)//Pick a random spell to remove.
spawn(msg_wait)
victim << "The mind transfer has robbed you of a spell."
break//Spell lost. Break loop, going back to the previous for() statement.
else//Or keep checking, adding spell chance modifier to increase chance of losing a spell.
base_spell_loss_chance += spell_loss_chance_modifier
checked_spells += m_transfer//Add back Mind Transfer.
user.spell_list = checked_spells//Set user spell list to whatever the new list is.
//SPELL LOSS END
//MIND TRANSFER BEGIN
if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list.
for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot.
caster.verbs -= V//But a safety nontheless.
if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs.
for(var/V in victim.mind.special_verbs)
victim.verbs -= V
var/mob/dead/observer/ghost = victim.ghostize(0)
ghost.spell_list = victim.spell_list//If they have spells, transfer them. Now we basically have a backup mob.
caster.mind.transfer_to(victim)
victim.spell_list = caster.spell_list//Now they are inside the victim's body.
if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster.
for(var/V in caster.mind.special_verbs)//Not too important but could come into play.
caster.verbs += V
ghost.mind.transfer_to(caster)
caster.key = ghost.key //have to transfer the key since the mind was not active
caster.spell_list = ghost.spell_list
if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here.
for(var/V in caster.mind.special_verbs)
caster.verbs += V
//MIND TRANSFER END
//Here we paralyze both mobs and knock them out for a time.
caster.Paralyse(paralysis_amount_caster)
victim.Paralyse(paralysis_amount_victim)
//After a certain amount of time the victim gets a message about being in a different body.
spawn(msg_wait)
caster << "\red You feel woozy and lightheaded. <b>Your body doesn't seem like your own.</b>"