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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
113 lines
3.3 KiB
Plaintext
113 lines
3.3 KiB
Plaintext
///////////////ANTIBODY SCANNER///////////////
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/obj/item/device/antibody_scanner
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name = "antibody scanner"
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desc = "Scans living beings for antibodies in their blood."
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icon_state = "health"
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w_class = ITEMSIZE_SMALL
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item_state = "electronic"
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flags = CONDUCT
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/obj/item/device/antibody_scanner/attack(mob/M as mob, mob/user as mob)
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if(!istype(M,/mob/living/carbon/))
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report("Scan aborted: Incompatible target.", user)
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return
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var/mob/living/carbon/C = M
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if (istype(C,/mob/living/carbon/human/))
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var/mob/living/carbon/human/H = C
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if(!H.should_have_organ(O_HEART))
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report("Scan aborted: The target does not have blood.", user)
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return
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if(!C.antibodies.len)
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report("Scan Complete: No antibodies detected.", user)
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return
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if (CLUMSY in user.mutations && prob(50))
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// I was tempted to be really evil and rot13 the output.
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report("Antibodies detected: [reverse_text(antigens2string(C.antibodies))]", user)
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else
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report("Antibodies detected: [antigens2string(C.antibodies)]", user)
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/obj/item/device/antibody_scanner/proc/report(var/text, mob/user as mob)
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user << "\blue \icon[src] \The [src] beeps, \"[text]\""
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///////////////VIRUS DISH///////////////
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/obj/item/weapon/virusdish
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name = "virus dish"
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-b"
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var/datum/disease2/disease/virus2 = null
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var/growth = 0
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var/basic_info = null
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var/info = 0
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var/analysed = 0
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/obj/item/weapon/virusdish/random
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name = "virus sample"
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/obj/item/weapon/virusdish/random/New()
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..()
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src.virus2 = new /datum/disease2/disease
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src.virus2.makerandom()
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growth = rand(5, 50)
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/obj/item/weapon/virusdish/attackby(var/obj/item/weapon/W as obj,var/mob/living/carbon/user as mob)
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if(istype(W,/obj/item/weapon/hand_labeler) || istype(W,/obj/item/weapon/reagent_containers/syringe))
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return
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..()
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if(prob(50))
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user << "<span class='danger'>\The [src] shatters!</span>"
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if(virus2.infectionchance > 0)
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for(var/mob/living/carbon/target in view(1, get_turf(src)))
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if(airborne_can_reach(get_turf(src), get_turf(target)))
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infect_virus2(target, src.virus2)
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qdel(src)
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/obj/item/weapon/virusdish/examine(mob/user)
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..()
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if(basic_info)
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user << "[basic_info] : <a href='?src=\ref[src];info=1'>More Information</a>"
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/obj/item/weapon/virusdish/Topic(href, href_list)
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. = ..()
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if(.) return 1
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if(href_list["info"])
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usr << browse(info, "window=info_\ref[src]")
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return 1
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/obj/item/weapon/ruinedvirusdish
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name = "ruined virus sample"
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-b"
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desc = "The bacteria in the dish are completely dead."
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/obj/item/weapon/ruinedvirusdish/attackby(var/obj/item/weapon/W as obj,var/mob/living/carbon/user as mob)
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if(istype(W,/obj/item/weapon/hand_labeler) || istype(W,/obj/item/weapon/reagent_containers/syringe))
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return ..()
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if(prob(50))
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user << "\The [src] shatters!"
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qdel(src)
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///////////////GNA DISK///////////////
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/obj/item/weapon/diseasedisk
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name = "blank GNA disk"
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icon = 'icons/obj/cloning.dmi'
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icon_state = "datadisk0"
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w_class = ITEMSIZE_TINY
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var/datum/disease2/effectholder/effect = null
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var/list/species = null
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var/stage = 1
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var/analysed = 1
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/obj/item/weapon/diseasedisk/premade/New()
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name = "blank GNA disk (stage: [stage])"
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effect = new /datum/disease2/effectholder
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effect.effect = new /datum/disease2/effect/invisible
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effect.stage = stage
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