/obj/structure/prop/blackbox/tyr_precursor_a catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_a) /datum/category_item/catalogue/information/blackbox/tyr_precursor_a /obj/structure/prop/blackbox/tyr_precursor_b catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_b) /datum/category_item/catalogue/information/blackbox/tyr_precursor_b /obj/structure/prop/blackbox/tyr_precursor_c catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_c) /datum/category_item/catalogue/information/blackbox/tyr_precursor_c //oooh, shiny /obj/structure/prop/tyr_elevator //This won't function for a while, if ever name = "odd elevator" desc = "A strange metal cylandir. Seems sealed shut." icon = 'modular_chomp/icons/obj/tribal_gear.dmi' icon_state = "elevator" anchored = TRUE /obj/machinery/door/blast/puzzle/tyrdoor name = "strange door" icon = 'modular_chomp/icons/obj/weather_ruins.dmi' /obj/machinery/door/blast/puzzle/tyrdoor name = "strange door" icon = 'modular_chomp/icons/obj/weather_ruins.dmi' icon_state_open = "open_door" icon_state_closed = "star_door" icon_state = "star_door" /obj/machinery/door/blast/puzzle/tyrdoor/finale name = "strange door" desc = "A strange door. With no way to open it, they will remain shut for quite some time.." icon_state_closed = "final_door" //Okay, actual special puzzle doors for reals /obj/machinery/door/blast/puzzle/tyrdoor/keypad icon_state_closed = "star_door" var/list/code = list() var/list/lastattempt = list() var/codelen = 6 /obj/machinery/door/blast/puzzle/tyrdoor/keypad/attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/multitool)) to_chat(user, span_notice("The door is locked.")) var/input = tgui_input_text(usr, "Enter [codelen] digits. All digits must be unique.", "Deca-Code Lock", "") if(!Adjacent(user)) return var/list/sanitised = list() var/sanitycheck = 1 for(var/i=1,i<=length(input),i++) //put the guess into a list sanitised += text2num(copytext(input,i,i+1)) for(var/i=1,i<=(length(input)-1),i++) //compare each digit in the guess to all those following it for(var/j=(i+1),j<=length(input),j++) if(sanitised[i] == sanitised[j]) sanitycheck = null //if a digit is repeated, reject the input if(input == null || sanitycheck == null || length(input) != codelen) to_chat(user, span_notice("You leave the lock alone.")) else if(check_input(input)) to_chat(user, span_notice("The door unlocks and open!")) playsound(src, 'sound/machines/lockreset.ogg', 50, 1) open() else visible_message(span_warning("A red light on \the [src]'s control panel flashes briefly.")) ..() /obj/machinery/door/blast/puzzle/tyrdoor/keypad/proc/check_input(var/input) if(length(input) != codelen) return 0 . = 1 lastattempt.Cut() for(var/i in 1 to codelen) var/guesschar = copytext(input, i, i+1) lastattempt += guesschar if(guesschar != code[i]) . = 0 /obj/machinery/door/blast/puzzle/tyrdoor/firedoor icon_state_closed = "fog_door" var/heatcheck = 300 /obj/machinery/door/blast/puzzle/tyrdoor/firedoor/proc/ignite(exposed_temperature) if(exposed_temperature > heatcheck) open() /* /obj/machinery/door/blast/puzzle/tyrdoor/ /obj/machinery/door/blast/puzzle/tyrdoor/ */ /obj/machinery/door/blast/tyremittercheck //Desire is for them to set up an emitter, and break the door that way. name = "strange door" desc = "A strange door, but seems weaker then others. May break under extreme firepower.." icon = 'modular_chomp/icons/obj/weather_ruins.dmi' icon_state_closed = "ultra_blast_door" health = 4500 /* //Funky Buildings /obj/machinery/restoration_cell name = "restoration cell" desc = "A precusor device that generators a healing fluid" icon = 'modular_chomp/icons/obj/weather_ruins.dmi' icon_state = "pod_preview" density = TRUE anchored = TRUE use_power = USE_POWER_IDLE idle_power_usage = 200 active_power_usage = 7500 buckle_lying = FALSE buckle_dir = SOUTH var/mob/living/carbon/occupant = null /obj/machinery/restoration_cell/attackby(var/obj/item/G as obj, var/mob/user as mob) if(istype(G, /obj/item/grab)) var/obj/item/grab/grab = G if(!ismob(grab.affecting)) return if(occupant) to_chat(user,span_warning("\The [src] is already occupied by [occupant].")) if(grab.affecting.has_buckled_mobs()) to_chat(user, span_warning("\The [grab.affecting] has other entities attached to it. Remove them first.")) return var/mob/M = grab.affecting qdel(grab) put_mob(M) return /obj/machinery/restoration_cell/proc/process_occupant() if(occupant) if(occupant.radiation || occupant.accumulated_rads) occupant.radiation -= 40 occupant.accumulated_rads -= 40 occupant.heal_organ_damage(8,8) /obj/machinery/restoration_cell/proc/go_out() if(!(occupant)) return //for(var/obj/O in src) // O.loc = src.loc if(occupant.client) occupant.client.eye = occupant.client.mob occupant.client.perspective = MOB_PERSPECTIVE vis_contents -= occupant occupant.pixel_x = occupant.default_pixel_x occupant.pixel_y = occupant.default_pixel_y occupant.loc = get_step(src.loc, SOUTH) unbuckle_mob(occupant, force = TRUE) occupant = null update_use_power(USE_POWER_IDLE) return /obj/machinery/restoration_cell/proc/put_mob(mob/living/carbon/M as mob) if(stat & (NOPOWER|BROKEN)) to_chat(usr, span_warning("The cryo cell is not functioning.")) return if(!istype(M)) to_chat(usr, span_danger("The cryo cell cannot handle such a lifeform!")) return if(occupant) to_chat(usr, span_danger("The cryo cell is already occupied!")) return if(M.abiotic()) to_chat(usr, span_warning("Subject may not have abiotic items on.")) return if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.stop_pulling() M.loc = src M.ExtinguishMob() if(M.health > -100 && (M.health < 0 || M.sleeping)) to_chat(M, span_notice("You feel a warm liquid surround you.")) occupant = M buckle_mob(occupant, forced = TRUE, check_loc = FALSE) vis_contents |= occupant occupant.pixel_y += 19 update_use_power(USE_POWER_ACTIVE) add_fingerprint(usr) update_icon() return 1 /obj/machinery/restoration_cell/verb/move_eject() set name = "Eject occupant" set category = "Object" set src in oview(1) if(usr == occupant)//If the user is inside the tube... if(usr.stat == 2)//and he's not dead.... return to_chat(usr, span_notice("Release sequence activated. This will take one minute.")) sleep(600) if(!src || !usr || !occupant || (occupant != usr)) //Check if someone's released/replaced/bombed him already return go_out()//and release him from the eternal prison. else if(usr.stat != 0) return go_out() add_fingerprint(usr) return /obj/machinery/restoration_cell/verb/move_inside() set name = "Move Inside" set category = "Object" set src in oview(1) if(isliving(usr)) var/mob/living/L = usr if(L.has_buckled_mobs()) to_chat(L, span_warning("You have other entities attached to yourself. Remove them first.")) return if(L.stat != CONSCIOUS) return put_mob(L) */ //Rocc and stone /obj/structure/outcrop/diamond/tyr mindrop = 4 upperdrop = 8 /obj/structure/outcrop/phoron/tyr mindrop = 8 upperdrop = 16 /obj/structure/outcrop/iron/tyr mindrop = 20 upperdrop = 40 /obj/structure/outcrop/coal/tyr mindrop = 20 upperdrop = 40 /obj/structure/outcrop/lead/tyr mindrop = 4 upperdrop = 10 /obj/structure/outcrop/gold/tyr mindrop = 8 upperdrop = 12 /obj/structure/outcrop/silver/tyr mindrop = 12 upperdrop = 16 /obj/structure/outcrop/platinum/tyr mindrop = 4 upperdrop = 10 /obj/structure/outcrop/uranium/tyr mindrop = 8 upperdrop = 16 /obj/structure/outcrop/hydrogen name = "spiky outcrop" desc = "A spiky rocky outcrop." icon = 'modular_chomp/icons/obj/tribal_gear.dmi' icon_state = "outcrop-hydrogen" mindrop = 4 upperdrop = 8 outcropdrop = /obj/item/ore/hydrogen /obj/structure/outcrop/verdantium name = "spiky outcrop" desc = "A spiky rocky outcrop." icon = 'modular_chomp/icons/obj/tribal_gear.dmi' icon_state = "outcrop-verdantium" mindrop = 4 upperdrop = 8 outcropdrop = /obj/item/ore/verdantium /obj/random/tyroutcrop //In case you want an outcrop without pre-determining the type of ore. name = "random rock outcrop" desc = "This is a random rock outcrop." icon = 'icons/obj/outcrop.dmi' icon_state = "outcrop-random" /obj/random/tyroutcrop/item_to_spawn() return pick(prob(3);/obj/structure/outcrop/verdantium, prob(1);/obj/structure/outcrop/iron/tyr, prob(1);/obj/structure/outcrop/coal/tyr, prob(1);/obj/structure/outcrop/silver/tyr, prob(1);/obj/structure/outcrop/gold/tyr, prob(1);/obj/structure/outcrop/uranium/tyr, prob(3);/obj/structure/outcrop/diamond/tyr, prob(1);/obj/structure/outcrop/platinum/tyr, prob(5);/obj/structure/outcrop/weathered_gate, prob(3);/obj/structure/outcrop/hydrogen, prob(1);/obj/structure/outcrop/lead/tyr)