Merge pull request #5565 from Zuhayr/newgear

Custom gear loadouts.
This commit is contained in:
DJSnapshot
2014-07-11 14:40:05 -07:00
19 changed files with 616 additions and 205 deletions
+11 -7
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@@ -79,13 +79,6 @@ datum/controller/game_controller/proc/setup()
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
//Create the mining ore distribution map.
var/datum/ore_distribution/O = new()
O.populate_distribution_map()
//Set up spawn points.
populate_spawn_points()
spawn(0)
if(ticker)
ticker.pregame()
@@ -114,6 +107,17 @@ datum/controller/game_controller/proc/setup_objects()
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
//Create the mining ore distribution map.
world << "<b><font color='red'>Generating resource distribution map.</b></font>"
var/datum/ore_distribution/O = new()
O.populate_distribution_map()
//Set up spawn points.
populate_spawn_points()
//Set up gear list.
populate_gear_list()
world << "\red \b Initializations complete."
sleep(-1)
+47 -3
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@@ -346,9 +346,42 @@ var/global/datum/controller/occupations/job_master
proc/EquipRank(var/mob/living/carbon/human/H, var/rank, var/joined_late = 0)
if(!H) return 0
var/datum/job/job = GetJob(rank)
var/list/spawn_in_storage = list()
if(job)
//Equip custom gear loadout.
if(H.client.prefs.gear && H.client.prefs.gear.len)
for(var/thing in H.client.prefs.gear)
var/datum/gear/G = gear_datums[thing]
if(G)
var/permitted
if(G.allowed_roles)
for(var/job_name in G.allowed_roles)
if(job.title == job_name)
permitted = 1
else
permitted = 1
if(G.whitelisted && !is_alien_whitelisted(H, G.whitelisted))
permitted = 0
if(!permitted)
H << "\red Your current job or whitelist status does not permit you to spawn with [thing]!"
continue
if(G.slot)
H.equip_to_slot_or_del(new G.path(H), G.slot)
else
spawn_in_storage += thing
//Equip job items.
job.equip(H)
else
H << "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."
@@ -428,17 +461,28 @@ var/global/datum/controller/occupations/job_master
new /obj/item/weapon/storage/box/survival(BPK)
H.equip_to_slot_or_del(BPK, slot_back,1)
//Deferred item spawning.
var/obj/item/weapon/storage/B = locate(/obj/item/weapon/storage/backpack) in H.contents
if(isnull(B) || istype(B))
B = locate(/obj/item/weapon/storage/box) in H.contents
if(!isnull(B))
for(var/thing in spawn_in_storage)
var/datum/gear/G = gear_datums[thing]
new G.path(B)
//TODO: Generalize this by-species
if(H.species)
if(H.species.name == "Tajaran" || H.species.name == "Unathi")
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H),slot_shoes,1)
else if(H.species.name == "Vox")
H.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(src), slot_wear_mask)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(H), slot_wear_mask)
if(!H.r_hand)
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(H), slot_r_hand)
H.internal = H.r_hand
else if (!H.l_hand)
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(H), slot_l_hand)
H.internal = H.l_hand
H.internals.icon_state = "internal1"
+69 -5
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@@ -73,8 +73,9 @@ datum/preferences
var/r_eyes = 0 //Eye color
var/g_eyes = 0 //Eye color
var/b_eyes = 0 //Eye color
var/species = "Human"
var/species = "Human" //Species datum to use.
var/language = "None" //Secondary language
var/list/gear //Custom/fluff item loadout.
//Mob preview
var/icon/preview_icon = null
@@ -104,7 +105,6 @@ datum/preferences
// maps each organ to either null(intact), "cyborg" or "amputated"
// will probably not be able to do this for head and torso ;)
var/list/organ_data = list()
var/list/player_alt_titles = new() // the default name of a job like "Medical Doctor"
var/flavor_text = ""
@@ -132,6 +132,8 @@ datum/preferences
gender = pick(MALE, FEMALE)
real_name = random_name(gender)
gear = list()
/datum/preferences
proc/ZeroSkills(var/forced = 0)
for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
@@ -264,7 +266,27 @@ datum/preferences
if(config.allow_Metadata)
dat += "<b>OOC Notes:</b> <a href='?_src_=prefs;preference=metadata;task=input'> Edit </a><br>"
dat += "<br><b>Occupation Choices</b><br>"
dat += "<br><b>Custom Loadout:</b> "
var/total_cost = 0
if(isnull(gear) || !islist(gear)) gear = list()
if(gear && gear.len)
dat += "<br>"
for(var/gear_name in gear)
if(gear_datums[gear_name])
var/datum/gear/G = gear_datums[gear_name]
total_cost += G.cost
dat += "[gear_name] <a href='byond://?src=\ref[user];preference=loadout;task=remove;gear=[gear_name]'>\[remove\]</a><br>"
dat += "<b>Used:</b> [total_cost] points."
else
dat += "none."
if(total_cost < MAX_GEAR_COST)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a>"
dat += "<br><br><b>Occupation Choices</b><br>"
dat += "\t<a href='?_src_=prefs;preference=job;task=menu'><b>Set Preferences</b></a><br>"
dat += "<br><table><tr><td><b>Body</b> "
@@ -835,6 +857,48 @@ datum/preferences
ShowChoices(user)
return 1
else if (href_list["preference"] == "loadout")
if(href_list["task"] == "input")
var/list/valid_gear_choices = list()
for(var/gear_name in gear_datums)
var/datum/gear/G = gear_datums[gear_name]
if(G.whitelisted && !is_alien_whitelisted(user, G.whitelisted))
continue
valid_gear_choices += gear_name
var/choice = input(user, "Select gear to add: ") as null|anything in valid_gear_choices
if(choice && gear_datums[choice])
var/total_cost = 0
if(isnull(gear) || !islist(gear)) gear = list()
if(gear && gear.len)
for(var/gear_name in gear)
if(gear_datums[gear_name])
var/datum/gear/G = gear_datums[gear_name]
total_cost += G.cost
var/datum/gear/C = gear_datums[choice]
total_cost += C.cost
if(C && total_cost <= MAX_GEAR_COST)
gear += choice
user << "\blue Added [choice] for [C.cost] points ([MAX_GEAR_COST - total_cost] points remaining)."
else
user << "\red That item will exceed the maximum loadout cost of [MAX_GEAR_COST] points."
else if(href_list["task"] == "remove")
var/to_remove = href_list["gear"]
if(!to_remove) return
for(var/gear_name in gear)
if(gear_name == to_remove)
gear -= gear_name
break
switch(href_list["task"])
if("random")
switch(href_list["preference"])
@@ -962,14 +1026,14 @@ datum/preferences
var/datum/language/lang = all_languages[L]
if((!(lang.flags & RESTRICTED)) && (is_alien_whitelisted(user, L)||(!( lang.flags & WHITELISTED ))||(S && (L in S.secondary_langs))))
new_languages += lang
//Apparently there's some PHP script that needs to be updated in order to give people whitelist languages.
//This workaround should be removed once that has been properly updated
if (lang.name == "Siik'maas")
new_languages |= all_languages["Siik'tajr"]
if (lang.name == "Siik'tajr")
new_languages |= all_languages["Siik'maas"]
languages_available = 1
if(!(languages_available))
+404
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@@ -0,0 +1,404 @@
var/global/list/gear_datums = list()
proc/populate_gear_list()
for(var/type in typesof(/datum/gear)-/datum/gear)
var/datum/gear/G = new type()
gear_datums[G.display_name] = G
/datum/gear
var/display_name //Name/index.
var/path //Path to item.
var/cost //Number of points used.
var/slot //Slot to equip to.
var/list/allowed_roles //Roles that can spawn with this item.
var/whitelisted //Term to check the whitelist for..
//Standard gear datums.
/datum/gear/cards
display_name = "deck of cards"
path = /obj/item/weapon/deck
cost = 2
/datum/gear/dice
display_name = "d20"
path = /obj/item/weapon/dice/d20
cost = 1
/datum/gear/comb
display_name = "purple comb"
path = /obj/item/weapon/fluff/cado_keppel_1
cost = 1
/datum/gear/tie_horrible
display_name = "horrible tie"
path = /obj/item/clothing/tie/horrible
cost = 2
/datum/gear/tie_blue
display_name = "blue tie"
path = /obj/item/clothing/tie/blue
cost = 2
/datum/gear/tie_red
display_name = "red tie"
path = /obj/item/clothing/tie/red
cost = 2
/datum/gear/hairflower
display_name = "hair flower pin"
path = /obj/item/clothing/head/hairflower
cost = 2
slot = slot_head
/datum/gear/bandana
display_name = "pirate bandana"
path = /obj/item/clothing/head/bandana
cost = 3
slot = slot_head
/datum/gear/overalls
display_name = "overalls"
path = /obj/item/clothing/suit/apron/overalls
cost = 2
slot = slot_wear_suit
/datum/gear/wcoat
display_name = "waistcoat"
path = /obj/item/clothing/suit/wcoat
cost = 2
slot = slot_wear_suit
/datum/gear/prescription
display_name = "prescription sunglasses"
path = /obj/item/clothing/glasses/sunglasses/prescription
cost = 3
slot = slot_glasses
/datum/gear/eyepatch
display_name = "eyepatch"
path = /obj/item/clothing/glasses/eyepatch
cost = 3
slot = slot_glasses
/datum/gear/flatcap
display_name = "flat cap"
path = /obj/item/clothing/head/flatcap
cost = 2
slot = slot_head
/datum/gear/labcoat
display_name = "labcoat"
path = /obj/item/clothing/suit/storage/labcoat
cost = 3
slot = slot_wear_suit
/datum/gear/sandal
display_name = "sandals"
path = /obj/item/clothing/shoes/sandal
cost = 1
slot = slot_shoes
/datum/gear/leather
display_name = "leather shoes"
path = /obj/item/clothing/shoes/leather
cost = 2
slot = slot_shoes
/datum/gear/dress_shoes
display_name = "dress shoes"
path = /obj/item/clothing/shoes/centcom
cost = 2
slot = slot_shoes
/datum/gear/black_gloves
display_name = "black gloves"
path = /obj/item/clothing/gloves/black
cost = 1
slot = slot_gloves
/datum/gear/red_gloves
display_name = "red gloves"
path = /obj/item/clothing/gloves/red
cost = 1
slot = slot_gloves
/datum/gear/blue_gloves
display_name = "blue gloves"
path = /obj/item/clothing/gloves/blue
cost = 1
slot = slot_gloves
/datum/gear/orange_gloves
display_name = "orange gloves"
path = /obj/item/clothing/gloves/orange
cost = 1
slot = slot_gloves
/datum/gear/purple_gloves
display_name = "purple gloves"
path = /obj/item/clothing/gloves/purple
cost = 1
slot = slot_gloves
/datum/gear/brown_gloves
display_name = "brown gloves"
path = /obj/item/clothing/gloves/brown
cost = 1
slot = slot_gloves
/datum/gear/green_gloves
display_name = "green gloves"
path = /obj/item/clothing/gloves/green
cost = 2
slot = slot_gloves
/datum/gear/white_gloves
display_name = "white gloves"
path = /obj/item/clothing/gloves/white
cost = 2
slot = slot_gloves
/datum/gear/black_shoes
display_name = "black shoes"
path = /obj/item/clothing/shoes/black
cost = 2
slot = slot_shoes
/datum/gear/blue_shoes
display_name = "blue shoes"
path = /obj/item/clothing/shoes/blue
cost = 2
slot = slot_shoes
/datum/gear/brown_shoes
display_name = "brown shoes"
path = /obj/item/clothing/shoes/brown
cost = 2
slot = slot_shoes
/datum/gear/green_shoes
display_name = "green shoes"
path = /obj/item/clothing/shoes/green
cost = 2
slot = slot_shoes
/datum/gear/orange_shoes
display_name = "orange shoes"
path = /obj/item/clothing/shoes/orange
cost = 2
slot = slot_shoes
/datum/gear/purple_shoes
display_name = "purple shoes"
path = /obj/item/clothing/shoes/purple
cost = 2
slot = slot_shoes
/datum/gear/red_shoes
display_name = "red shoes"
path = /obj/item/clothing/shoes/red
cost = 2
slot = slot_shoes
/datum/gear/white_shoes
display_name = "white shoes"
path = /obj/item/clothing/shoes/white
cost = 2
slot = slot_shoes
/datum/gear/yellow_shoes
display_name = "yellow shoes"
path = /obj/item/clothing/shoes/yellow
cost = 2
slot = slot_shoes
/datum/gear/jackboots
display_name = "jackboots"
path = /obj/item/clothing/shoes/jackboots
cost = 3
slot = slot_shoes
/datum/gear/webbing
display_name = "webbing"
path = /obj/item/clothing/tie/storage/webbing
cost = 1
/datum/gear/armband
display_name = "red armband"
path = /obj/item/clothing/tie/armband
cost = 1
/datum/gear/armband_cargo
display_name = "cargo armband"
path = /obj/item/clothing/tie/armband/cargo
cost = 1
/datum/gear/armband_engineering
display_name = "engineering armband"
path = /obj/item/clothing/tie/armband/engine
cost = 1
/datum/gear/armband_science
display_name = "science armband"
path = /obj/item/clothing/tie/armband/science
cost = 1
/datum/gear/armband_hydroponics
display_name = "hydroponics armband"
path = /obj/item/clothing/tie/armband/hydro
cost = 1
/datum/gear/armband_medical
display_name = "medical armband"
path = /obj/item/clothing/tie/armband/med
cost = 1
/datum/gear/armband_emt
display_name = "EMT armband"
path = /obj/item/clothing/tie/armband/medgreen
cost = 1
/datum/gear/skirt_blue
display_name = "blue plaid skirt"
path = /obj/item/clothing/under/dress/plaid_blue
slot = slot_w_uniform
cost = 3
/datum/gear/skirt_red
display_name = "red plaid skirt"
path = /obj/item/clothing/under/dress/plaid_red
slot = slot_w_uniform
cost = 3
/datum/gear/skirt_purple
display_name = "purple plaid skirt"
path = /obj/item/clothing/under/dress/plaid_purple
slot = slot_w_uniform
cost = 3
/datum/gear/skirt_black
display_name = "black skirt"
path = /obj/item/clothing/under/blackskirt
slot = slot_w_uniform
cost = 3
/datum/gear/sundress
display_name = "sundress"
path = /obj/item/clothing/under/sundress
slot = slot_w_uniform
cost = 3
/datum/gear/uniform_captain
display_name = "captain's dress uniform"
path = /obj/item/clothing/under/dress/dress_cap
slot = slot_w_uniform
cost = 3
allowed_roles = list("Captain")
/datum/gear/uniform_hop
display_name = "HoP dress uniform"
path = /obj/item/clothing/under/dress/dress_hop
slot = slot_w_uniform
cost = 3
allowed_roles = list("Head of Personnel")
/datum/gear/uniform_hr
display_name = "HR director uniform"
path = /obj/item/clothing/under/dress/dress_hr
slot = slot_w_uniform
cost = 3
allowed_roles = list("Head of Personnel")
/datum/gear/kilt
display_name = "kilt"
path = /obj/item/clothing/under/kilt
slot = slot_w_uniform
cost = 3
/datum/gear/exec_suit
display_name = "executive suit"
path = /obj/item/clothing/under/suit_jacket/really_black
slot = slot_w_uniform
cost = 3
//Security
/datum/gear/security
display_name = "Security HUD"
path = /obj/item/clothing/glasses/hud/security
cost = 3
slot = slot_glasses
allowed_roles = list("Security Officer","Head of Security","Warden")
/datum/gear/black_vest
display_name = "black webbing vest"
path = /obj/item/clothing/tie/storage/black_vest
cost = 3
allowed_roles = list("Security Officer","Head of Security","Warden")
/datum/gear/armpit
display_name = "shoulder holster"
path = /obj/item/clothing/tie/holster/armpit
cost = 3
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Head of Security")
/datum/gear/sec_beret
display_name = "security beret"
path = /obj/item/clothing/head/beret/sec
cost = 1
slot = slot_head
allowed_roles = list("Security Officer","Head of Security","Warden")
//Engineering
/datum/gear/eng_beret
display_name = "engineering beret"
path = /obj/item/clothing/head/beret/eng
cost = 1
slot = slot_head
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer")
/datum/gear/brown_vest
display_name = "brown webbing vest"
path = /obj/item/clothing/tie/storage/brown_vest
cost = 3
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer")
/datum/gear/engineer_bandana
display_name = "engineering bandana"
path = /obj/item/clothing/head/helmet/greenbandana/fluff/taryn_kifer_1
cost = 2
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer")
//Science
/datum/gear/scanning_goggles
display_name = "scanning goggles"
path = /obj/item/clothing/glasses/fluff/uzenwa_sissra_1
cost = 2
allowed_roles = list("Roboticist", "Scientist", "Research Director")
//Species-specific gear datums.
/datum/gear/zhan_furs
display_name = "Zhan-Khazan furs"
path = /obj/item/clothing/suit/tajaran/furs
cost = 3
whitelisted = "Tajaran"
/datum/gear/zhan_scarf
display_name = "Zhan-Khazan headscarf"
path = /obj/item/clothing/head/tajaran/scarf
cost = 2
whitelisted = "Tajaran"
/datum/gear/unathi_robe
display_name = "roughspun robe"
path = /obj/item/clothing/suit/unathi/robe
cost = 3
slot = slot_wear_suit
whitelisted = "Unathi"
/datum/gear/unathi_mantle
display_name = "hide mantle"
path = /obj/item/clothing/suit/unathi/mantle
cost = 2
slot = slot_wear_suit
whitelisted = "Unathi"
@@ -155,6 +155,7 @@
S["skills"] >> skills
S["skill_specialization"] >> skill_specialization
S["organ_data"] >> organ_data
S["gear"] >> gear
S["nanotrasen_relation"] >> nanotrasen_relation
//S["skin_style"] >> skin_style
@@ -211,6 +212,7 @@
if(isnull(disabilities)) disabilities = 0
if(!player_alt_titles) player_alt_titles = new()
if(!organ_data) src.organ_data = list()
if(!gear) src.gear = list()
//if(!skin_style) skin_style = "Default"
return 1
@@ -248,6 +250,7 @@
S["undershirt"] << undershirt
S["backbag"] << backbag
S["b_type"] << b_type
S["spawnpoint"] << spawnpoint
//Jobs
S["alternate_option"] << alternate_option
@@ -273,6 +276,7 @@
S["skills"] << skills
S["skill_specialization"] << skill_specialization
S["organ_data"] << organ_data
S["gear"] << gear
S["nanotrasen_relation"] << nanotrasen_relation
//S["skin_style"] << skin_style
+15 -1
View File
@@ -12,4 +12,18 @@
desc = "A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle."
icon_state = "mantle-unathi"
item_state = "mantle-unathi"
body_parts_covered = UPPER_TORSO
body_parts_covered = UPPER_TORSO
//Taj clothing.
/obj/item/clothing/suit/tajaran/furs
name = "heavy furs"
desc = "A traditional Zhan-Khazan garment."
icon_state = "zhan_furs"
item_state = "zhan_furs"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
/obj/item/clothing/head/tajaran/scarf
name = "headscarf"
desc = "A scarf of coarse fabric. Seems to have ear-holes."
icon_state = "zhan_scarf"
+2 -2
View File
@@ -294,13 +294,13 @@
/obj/item/clothing/under/dress/dress_cap
name = "captain dress uniform"
name = "captain's dress uniform"
desc = "Feminine fashion for the style concious captain."
icon_state = "dress_cap"
item_color = "dress_cap"
/obj/item/clothing/under/dress/dress_hop
name = "head of personal dress uniform"
name = "head of personnel dress uniform"
desc = "Feminine fashion for the style concious HoP."
icon_state = "dress_hop"
item_color = "dress_hop"
+23 -23
View File
@@ -22,7 +22,7 @@
has_suit = S
loc = has_suit
has_suit.overlays += inv_overlay
user << "<span class='notice'>You attach [src] to [has_suit].</span>"
src.add_fingerprint(user)
@@ -157,38 +157,38 @@
item_color = "red"
/obj/item/clothing/tie/armband/cargo
name = "cargo bay guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
name = "cargo armband"
desc = "An armband, worn by the crew to display which department they're assigned to. This one is brown."
icon_state = "cargo"
item_color = "cargo"
/obj/item/clothing/tie/armband/engine
name = "engineering guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
name = "engineering armband"
desc = "An armband, worn by the crew to display which department they're assigned to. This one is orange with a reflective strip!"
icon_state = "engie"
item_color = "engie"
/obj/item/clothing/tie/armband/science
name = "science guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
name = "science armband"
desc = "An armband, worn by the crew to display which department they're assigned to. This one is purple."
icon_state = "rnd"
item_color = "rnd"
/obj/item/clothing/tie/armband/hydro
name = "hydroponics guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
name = "hydroponics armband"
desc = "An armband, worn by the crew to display which department they're assigned to. This one is green and blue."
icon_state = "hydro"
item_color = "hydro"
/obj/item/clothing/tie/armband/med
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
name = "medical armband"
desc = "An armband, worn by the crew to display which department they're assigned to. This one is white."
icon_state = "med"
item_color = "med"
/obj/item/clothing/tie/armband/medgreen
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and green."
name = "EMT armband"
desc = "An armband, worn by the crew to display which department they're assigned to. This one is white and green."
icon_state = "medgreen"
item_color = "medgreen"
@@ -208,16 +208,16 @@
if(holstered)
user << "\red There is already a [holstered] holstered here!"
return
if (!istype(I, /obj/item/weapon/gun))
user << "\red Only guns can be holstered!"
return
var/obj/item/weapon/gun/W = I
if (!can_holster(W))
user << "\red This [W] won't fit in the [src]!"
return
holstered = W
user.drop_from_inventory(holstered)
holstered.loc = src
@@ -227,7 +227,7 @@
/obj/item/clothing/tie/holster/proc/unholster(mob/user as mob)
if(!holstered)
return
if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
user << "\red You need an empty hand to draw the [holstered]!"
else
@@ -246,7 +246,7 @@
if (holstered)
unholster(user)
return
..(user)
/obj/item/clothing/tie/holster/attackby(obj/item/W as obj, mob/user as mob)
@@ -280,7 +280,7 @@
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
var/obj/item/clothing/tie/holster/H = null
if (istype(src, /obj/item/clothing/tie/holster))
H = src
@@ -288,7 +288,7 @@
var/obj/item/clothing/under/S = src
if (S.hastie)
H = S.hastie
if (!H)
usr << "/red Something is very wrong."
@@ -330,14 +330,14 @@
if (has_suit) //if we are part of a suit
hold.open(user)
return
if (hold.handle_attack_hand(user)) //otherwise interact as a regular storage item
..(user)
/obj/item/clothing/tie/storage/MouseDrop(obj/over_object as obj)
if (has_suit)
return
if (hold.handle_mousedrop(usr, over_object))
..(over_object)
@@ -471,6 +471,6 @@
"/obj/item/weapon/kitchen/utensil/pknife",\
"/obj/item/weapon/kitchenknife",\
"/obj/item/weapon/kitchenknife/ritual")
new /obj/item/weapon/hatchet/unathiknife(hold)
new /obj/item/weapon/hatchet/unathiknife(hold)
@@ -75,9 +75,6 @@ Deep minerals:
//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
/datum/ore_distribution/proc/populate_distribution_map()
//Announce it!
world << "<b><font color='red'>Generating resource distribution map.</b></font>"
//Seed beginning values.
var/x = 1
var/y = 1
@@ -1458,3 +1458,39 @@
M.apply_damage(50,BRUTE)
if(M.stat == 2)
M.gib()
/mob/living/carbon/human/proc/commune()
set category = "IC"
set name = "Commune with creature"
set desc = "Send a telepathic message to an unlucky recipient."
var/list/targets = list()
var/target = null
var/text = null
targets += getmobs() //Fill list, prompt user with list
target = input("Select a creature!", "Speak to creature", null, null) as null|anything in targets
if(!target) return
text = input("What would you like to say?", "Speak to creature", null, null)
text = trim(copytext(sanitize(text), 1, MAX_MESSAGE_LEN))
if(!text) return
var/mob/M = targets[target]
if(istype(M, /mob/dead/observer) || M.stat == DEAD)
src << "Not even a [src.species.name] can speak to the dead."
return
log_say("[key_name(src)] communed to [key_name(M)]: [text]")
M << "\blue Like lead slabs crashing into the ocean, alien thoughts drop into your mind: [text]"
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.name == src.species.name)
return
H << "\red Your nose begins to bleed..."
H.drip(1)
@@ -215,6 +215,7 @@
/datum/species/vox/armalis/handle_post_spawn(var/mob/living/carbon/human/H)
H.verbs += /mob/living/carbon/human/proc/gut
H.verbs += /mob/living/carbon/human/proc/commune
..()
/datum/species/vox/armalis
@@ -1,160 +0,0 @@
/mob/living/simple_animal/vox/armalis/
name = "serpentine alien"
real_name = "serpentine alien"
desc = "A one-eyed, serpentine creature, half-machine, easily nine feet from tail to beak!"
icon = 'icons/mob/vox.dmi'
icon_state = "armalis"
icon_living = "armalis"
maxHealth = 500
health = 500
response_harm = "slashes at the"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 40
attacktext = "slammed its enormous claws into"
speed = -1
wall_smash = 1
attack_sound = 'sound/weapons/bladeslice.ogg'
status_flags = 0
universal_speak = 1
var/armour = null
var/amp = null
var/quills = 3
/mob/living/simple_animal/vox/armalis/Die()
living_mob_list -= src
dead_mob_list += src
stat = DEAD
visible_message("\red <B>[src] shudders violently and explodes!</B>","\red <B>You feel your body rupture!</B>")
explosion(get_turf(loc), -1, -1, 3, 5)
src.gib()
return
/mob/living/simple_animal/vox/armalis/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 25)
var/damage = O.force
if (O.damtype == HALLOSS)
damage = 0
health -= damage
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/vox/armalis/verb/fire_quill(mob/target as mob in oview())
set name = "Fire quill"
set desc = "Fires a viciously pointed quill at a high speed."
set category = "Alien"
if(quills<=0)
return
src << "\red You launch a razor-sharp quill at [target]!"
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [src] launches a razor-sharp quill at [target]!"
var/obj/item/weapon/arrow/quill/Q = new(loc)
Q.fingerprintslast = src.ckey
Q.throw_at(target,10,30)
quills--
spawn(100)
src << "\red You feel a fresh quill slide into place."
quills++
/mob/living/simple_animal/vox/armalis/verb/message_mob()
set category = "Alien"
set name = "Commune with creature"
set desc = "Send a telepathic message to an unlucky recipient."
var/list/targets = list()
var/target = null
var/text = null
targets += getmobs() //Fill list, prompt user with list
target = input("Select a creature!", "Speak to creature", null, null) as null|anything in targets
text = input("What would you like to say?", "Speak to creature", null, null)
if (!target || !text)
return
var/mob/M = targets[target]
if(istype(M, /mob/dead/observer) || M.stat == DEAD)
src << "Not even the armalis can speak to the dead."
return
M << "\blue Like lead slabs crashing into the ocean, alien thoughts drop into your mind: [text]"
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.name == "Vox")
return
H << "\red Your nose begins to bleed..."
H.drip(1)
/mob/living/simple_animal/vox/armalis/verb/shriek()
set category = "Alien"
set name = "Shriek"
set desc = "Give voice to a psychic shriek."
/mob/living/simple_animal/vox/armalis/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O,/obj/item/vox/armalis_armour))
user.drop_item()
armour = O
speed = 1
maxHealth += 200
health += 200
O.loc = src
visible_message("\blue [src] is quickly outfitted in [O] by [user].","\blue You quickly outfit [src] in [O].")
regenerate_icons()
return
if(istype(O,/obj/item/vox/armalis_amp))
user.drop_item()
amp = O
O.loc = src
visible_message("\blue [src] is quickly outfitted in [O] by [user].","\blue You quickly outfit [src] in [O].")
regenerate_icons()
return
return ..()
/mob/living/simple_animal/vox/armalis/regenerate_icons()
overlays = list()
if(armour)
var/icon/armour = image('icons/mob/vox.dmi',"armour")
speed = 1
overlays += armour
if(amp)
var/icon/amp = image('icons/mob/vox.dmi',"amplifier")
overlays += amp
return
/obj/item/vox/armalis_armour
name = "strange armour"
desc = "Hulking reinforced armour for something huge."
icon = 'icons/obj/clothing/suits.dmi'
icon_state = "armalis_armour"
item_state = "armalis_armour"
/obj/item/vox/armalis_amp
name = "strange lenses"
desc = "A series of metallic lenses and chains."
icon = 'icons/obj/clothing/hats.dmi'
icon_state = "amp"
item_state = "amp"
+3 -1
View File
@@ -811,4 +811,6 @@ var/list/RESTRICTED_CAMERA_NETWORKS = list( //Those networks can only be accesse
#define IS_DIONA 1
#define IS_VOX 2
#define IS_SKRELL 3
#define IS_UNATHI 4
#define IS_UNATHI 4
#define MAX_GEAR_COST 5 //Used in chargen for loadout limit.