Merge remote-tracking branch 'polaris/master' into polaris-sync

# Conflicts:
#	html/changelogs/.all_changelog.yml
#	maps/RandomZLevels/zresearchlabs.dmm
This commit is contained in:
Leshana
2017-04-15 23:14:32 -05:00
108 changed files with 3048 additions and 809 deletions
+56 -45
View File
@@ -66,7 +66,19 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/examine(mob/user)
if(..(user, 1))
user << "The time [stationtime2text()] is displayed in the corner of the screen."
to_chat(user, "The time [stationtime2text()] is displayed in the corner of the screen.")
/obj/item/device/pda/AltClick()
if(issilicon(usr))
return
if ( can_use(usr) )
if(id)
remove_id()
else
to_chat(usr, "<span class='notice'>This PDA does not have an ID in it.</span>")
/obj/item/device/pda/medical
default_cartridge = /obj/item/weapon/cartridge/medical
@@ -247,7 +259,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
set name = "Send Message"
set src in usr
if(usr.stat == 2)
usr << "You can't send PDA messages because you are dead!"
to_chat(usr, "You can't send PDA messages because you are dead!")
return
var/list/plist = available_pdas()
if (plist)
@@ -262,28 +274,27 @@ var/global/list/obj/item/device/pda/PDAs = list()
set name = "Toggle Sender/Receiver"
set src in usr
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
to_chat(usr, "You can't send PDA messages because you are dead!")
return
toff = !toff
usr << "<span class='notice'>PDA sender/receiver toggled [(toff ? "Off" : "On")]!</span>"
to_chat(usr, "<span class='notice'>PDA sender/receiver toggled [(toff ? "Off" : "On")]!</span>")
/obj/item/device/pda/ai/verb/cmd_toggle_pda_silent()
set category = "AI IM"
set name = "Toggle Ringer"
set src in usr
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
to_chat(usr, "You can't send PDA messages because you are dead!")
return
message_silent=!message_silent
usr << "<span class='notice'>PDA ringer toggled [(message_silent ? "Off" : "On")]!</span>"
to_chat(usr, "<span class='notice'>PDA ringer toggled [(message_silent ? "Off" : "On")]!</span>")
/obj/item/device/pda/ai/verb/cmd_show_message_log()
set category = "AI IM"
set name = "Show Message Log"
set src in usr
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
to_chat(usr, "You can't send PDA messages because you are dead!")
return
var/HTML = "<html><head><title>AI PDA Message Log</title></head><body>"
for(var/index in tnote)
@@ -809,7 +820,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (in_range(src, U) && loc == U)
if (t)
if(src.hidden_uplink && hidden_uplink.check_trigger(U, lowertext(t), lowertext(lock_code)))
U << "The PDA softly beeps."
to_chat(U, "The PDA softly beeps.")
ui.close()
else
t = sanitize(t, 20)
@@ -856,7 +867,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
U.show_message("<span class='notice'>Virus sent!</span>", 1)
P.honkamt = (rand(15,20))
else
U << "PDA not found."
to_chat(U, "PDA not found.")
else
ui.close()
return 0
@@ -872,7 +883,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
P.ttone = "silence"
P.newstone = "silence"
else
U << "PDA not found."
to_chat(U, "PDA not found.")
else
ui.close()
return 0
@@ -928,9 +939,10 @@ var/global/list/obj/item/device/pda/PDAs = list()
message_admins("[key_name_admin(U)] just attempted to blow up [P] with the Detomatix cartridge and succeeded.", 1)
detonate_act(P)
else
U << "No charges left."
to_chat(U, "No charges left.")
else
U << "PDA not found."
to_chat(U, "PDA not found.")
else
U.unset_machine()
ui.close()
@@ -1048,7 +1060,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (ismob(loc))
var/mob/M = loc
M.put_in_hands(id)
usr << "<span class='notice'>You remove the ID from the [name].</span>"
to_chat(usr, "<span class='notice'>You remove the ID from the [name].</span>")
else
id.loc = get_turf(src)
id = null
@@ -1080,11 +1092,11 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(reception.message_server && (reception.telecomms_reception & TELECOMMS_RECEPTION_SENDER)) // only send the message if it's stable
if(reception.telecomms_reception & TELECOMMS_RECEPTION_RECEIVER == 0) // Does our recipient have a broadcaster on their level?
U << "ERROR: Cannot reach recipient."
to_chat(U, "ERROR: Cannot reach recipient.")
return
var/send_result = reception.message_server.send_pda_message("[P.owner]","[owner]","[t]")
if (send_result)
U << "ERROR: Messaging server rejected your message. Reason: contains '[send_result]'."
to_chat(U, "ERROR: Messaging server rejected your message. Reason: contains '[send_result]'.")
return
tnote.Add(list(list("sent" = 1, "owner" = "[P.owner]", "job" = "[P.ownjob]", "message" = "[t]", "target" = "\ref[P]")))
@@ -1113,7 +1125,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
P.new_message_from_pda(src, t)
nanomanager.update_user_uis(U, src) // Update the sending user's PDA UI so that they can see the new message
else
U << "<span class='notice'>ERROR: Messaging server is not responding.</span>"
to_chat(U, "<span class='notice'>ERROR: Messaging server is not responding.</span>")
/obj/item/device/pda/proc/new_info(var/beep_silent, var/message_tone, var/reception_message)
if (!beep_silent)
@@ -1176,9 +1188,9 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(can_use(usr))
mode = 0
nanomanager.update_uis(src)
usr << "<span class='notice'>You press the reset button on \the [src].</span>"
to_chat(usr, "<span class='notice'>You press the reset button on \the [src].</span>")
else
usr << "<span class='notice'>You cannot do this while restrained.</span>"
to_chat(usr, "<span class='notice'>You cannot do this while restrained.</span>")
/obj/item/device/pda/verb/verb_remove_id()
set category = "Object"
@@ -1192,9 +1204,9 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(id)
remove_id()
else
usr << "<span class='notice'>This PDA does not have an ID in it.</span>"
to_chat(usr, "<span class='notice'>This PDA does not have an ID in it.</span>")
else
usr << "<span class='notice'>You cannot do this while restrained.</span>"
to_chat(usr, "<span class='notice'>You cannot do this while restrained.</span>")
/obj/item/device/pda/verb/verb_remove_pen()
@@ -1212,13 +1224,13 @@ var/global/list/obj/item/device/pda/PDAs = list()
var/mob/M = loc
if(M.get_active_hand() == null)
M.put_in_hands(O)
usr << "<span class='notice'>You remove \the [O] from \the [src].</span>"
to_chat(usr, "<span class='notice'>You remove \the [O] from \the [src].</span>")
return
O.loc = get_turf(src)
else
usr << "<span class='notice'>This PDA does not have a pen in it.</span>"
to_chat(usr, "<span class='notice'>This PDA does not have a pen in it.</span>")
else
usr << "<span class='notice'>You cannot do this while restrained.</span>"
to_chat(usr, "<span class='notice'>You cannot do this while restrained.</span>")
/obj/item/device/pda/verb/verb_remove_cartridge()
set category = "Object"
@@ -1241,9 +1253,9 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (cartridge.radio)
cartridge.radio.hostpda = null
cartridge = null
usr << "<span class='notice'>You remove \the [cartridge] from the [name].</span>"
to_chat(usr, "<span class='notice'>You remove \the [cartridge] from the [name].</span>")
else
usr << "<span class='notice'>You cannot do this while restrained.</span>"
to_chat(usr, "<span class='notice'>You cannot do this while restrained.</span>")
/obj/item/device/pda/proc/id_check(mob/user as mob, choice as num)//To check for IDs; 1 for in-pda use, 2 for out of pda use.
if(choice == 1)
@@ -1273,7 +1285,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
cartridge = C
user.drop_item()
cartridge.loc = src
user << "<span class='notice'>You insert [cartridge] into [src].</span>"
to_chat(usr, "<span class='notice'>You insert [cartridge] into [src].</span>")
nanomanager.update_uis(src) // update all UIs attached to src
if(cartridge.radio)
cartridge.radio.hostpda = src
@@ -1281,19 +1293,19 @@ var/global/list/obj/item/device/pda/PDAs = list()
else if(istype(C, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/idcard = C
if(!idcard.registered_name)
user << "<span class='notice'>\The [src] rejects the ID.</span>"
to_chat(user, "<span class='notice'>\The [src] rejects the ID.</span>")
return
if(!owner)
owner = idcard.registered_name
ownjob = idcard.assignment
ownrank = idcard.rank
name = "PDA-[owner] ([ownjob])"
user << "<span class='notice'>Card scanned.</span>"
to_chat(user, "<span class='notice'>Card scanned.</span>")
else
//Basic safety check. If either both objects are held by user or PDA is on ground and card is in hand.
if(((src in user.contents) && (C in user.contents)) || (istype(loc, /turf) && in_range(src, user) && (C in user.contents)) )
if(id_check(user, 2))
user << "<span class='notice'>You put the ID into \the [src]'s slot.</span>"
to_chat(user, "<span class='notice'>You put the ID into \the [src]'s slot.</span>")
updateSelfDialog()//Update self dialog on success.
return //Return in case of failed check or when successful.
updateSelfDialog()//For the non-input related code.
@@ -1301,16 +1313,16 @@ var/global/list/obj/item/device/pda/PDAs = list()
user.drop_item()
C.loc = src
pai = C
user << "<span class='notice'>You slot \the [C] into [src].</span>"
to_chat(user, "<span class='notice'>You slot \the [C] into \the [src].</span>")
nanomanager.update_uis(src) // update all UIs attached to src
else if(istype(C, /obj/item/weapon/pen))
var/obj/item/weapon/pen/O = locate() in src
if(O)
user << "<span class='notice'>There is already a pen in \the [src].</span>"
to_chat(user, "<span class='notice'>There is already a pen in \the [src].</span>")
else
user.drop_item()
C.loc = src
user << "<span class='notice'>You slide \the [C] into \the [src].</span>"
to_chat(user, "<span class='notice'>You slot \the [C] into \the [src].</span>")
return
/obj/item/device/pda/attack(mob/living/C as mob, mob/living/user as mob)
@@ -1346,18 +1358,18 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(2)
if (!istype(C:dna, /datum/dna))
user << "<span class='notice'>No fingerprints found on [C]</span>"
to_chat(user, "<span class='notice'>No fingerprints found on [C]</span>")
else
user << text("<span class='notice'>\The [C]'s Fingerprints: [md5(C:dna.uni_identity)]</span>")
to_chat(user, text("<span class='notice'>\The [C]'s Fingerprints: [md5(C:dna.uni_identity)]</span>"))
if ( !(C:blood_DNA) )
user << "<span class='notice'>No blood found on [C]</span>"
to_chat(user, "<span class='notice'>No blood found on [C]</span>")
if(C:blood_DNA)
qdel(C:blood_DNA)
else
user << "<span class='notice'>Blood found on [C]. Analysing...</span>"
to_chat(user, "<span class='notice'>Blood found on [C]. Analysing...</span>")
spawn(15)
for(var/blood in C:blood_DNA)
user << "<span class='notice'>Blood type: [C:blood_DNA[blood]]\nDNA: [blood]</span>"
to_chat(user, "<span class='notice'>Blood type: [C:blood_DNA[blood]]\nDNA: [blood]</span>")
if(4)
for (var/mob/O in viewers(C, null))
@@ -1379,13 +1391,13 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(!isnull(A.reagents))
if(A.reagents.reagent_list.len > 0)
var/reagents_length = A.reagents.reagent_list.len
user << "<span class='notice'>[reagents_length] chemical agent[reagents_length > 1 ? "s" : ""] found.</span>"
to_chat(user, "<span class='notice'>[reagents_length] chemical agent[reagents_length > 1 ? "s" : ""] found.</span>")
for (var/re in A.reagents.reagent_list)
user << "<span class='notice'> [re]</span>"
to_chat(user,"<span class='notice'> [re]</span>")
else
user << "<span class='notice'>No active chemical agents found in [A].</span>"
to_chat(user,"<span class='notice'>No active chemical agents found in [A].</span>")
else
user << "<span class='notice'>No significant chemical agents found in [A].</span>"
to_chat(user,"<span class='notice'>No significantchemical agents found in [A].</span>")
if(5)
analyze_gases(A, user)
@@ -1437,8 +1449,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
// feature to the PDA, which would better convey the availability of the feature, but this will work for now.
// Inform the user
user << "<span class='notice'>Paper scanned and OCRed to notekeeper.</span>" //concept of scanning paper copyright brainoblivion 2009
to_chat(user,"<span class='notice'>Paper scanned and OCRed to notekeeper.</span>") //concept of scanning paper copyright brainoblivion 2009
/obj/item/device/pda/proc/explode() //This needs tuning. //Sure did.
@@ -1471,7 +1482,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
var/list/namecounts = list()
if (toff)
usr << "Turn on your receiver in order to send messages."
to_chat(usr, "Turn on your receiver in order to send messages.")
return
for (var/obj/item/device/pda/P in PDAs)
+2 -1
View File
@@ -42,7 +42,8 @@
/obj/item/weapon/handcuffs/proc/can_place(var/mob/target, var/mob/user)
if(istype(user, /mob/living/silicon/robot))
return 1
if(user.Adjacent(target))
return 1
else
for(var/obj/item/weapon/grab/G in target.grabbed_by)
if(G.loc == user && G.state >= GRAB_AGGRESSIVE)
@@ -9,6 +9,7 @@
default_material = "wood"
force_divisor = 1.1 // 22 when wielded with weight 20 (steel)
unwielded_force_divisor = 0.7 // 15 when unwielded based on above.
dulled_divisor = 0.75 // A "dull" bat is still gonna hurt
slot_flags = SLOT_BACK
//Predefined materials go here.
@@ -94,7 +94,6 @@
icon_state = "tacknife"
item_state = "knife"
applies_material_colour = 0
unbreakable = 1
/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
@@ -117,6 +116,7 @@
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
default_material = "wood"
force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
dulled_divisor = 0.75 // Still a club
thrown_force_divisor = 1 // as above
/obj/item/weapon/material/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
@@ -33,7 +33,6 @@
name = "switchblade"
desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster."
icon_state = "switchblade"
unbreakable = 1
/obj/item/weapon/material/butterfly/boxcutter
name = "box cutter"
@@ -67,7 +66,6 @@
matter = list(DEFAULT_WALL_MATERIAL = 12000)
origin_tech = "materials=1"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
unbreakable = 1
/obj/item/weapon/material/knife/suicide_act(mob/user)
viewers(user) << pick("<span class='danger'>\The [user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</span>", \
@@ -16,9 +16,12 @@
)
var/applies_material_colour = 1
var/unbreakable
var/unbreakable = 0 //Doesn't lose health
var/fragile = 0 //Shatters when it dies
var/dulled = 0 //Has gone dull
var/force_divisor = 0.5
var/thrown_force_divisor = 0.5
var/dulled_divisor = 0.5 //Just drops the damage by half
var/default_material = DEFAULT_WALL_MATERIAL
var/material/material
var/drops_debris = 1
@@ -47,6 +50,8 @@
else
force = material.get_blunt_damage()
force = round(force*force_divisor)
if(dulled)
force = round(force*dulled_divisor)
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
//spawn(1)
// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
@@ -77,9 +82,18 @@
health--
check_health()
/obj/item/weapon/material/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/whetstone))
var/obj/item/weapon/whetstone/whet = W
repair(whet.repair_amount, whet.repair_time, user)
..()
/obj/item/weapon/material/proc/check_health(var/consumed)
if(health<=0)
shatter(consumed)
if(fragile)
shatter(consumed)
else if(!dulled)
dull()
/obj/item/weapon/material/proc/shatter(var/consumed)
var/turf/T = get_turf(src)
@@ -90,6 +104,34 @@
playsound(src, "shatter", 70, 1)
if(!consumed && drops_debris) material.place_shard(T)
qdel(src)
/obj/item/weapon/material/proc/dull()
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] goes dull!</span>")
playsound(src, "shatter", 70, 1)
dulled = 1
if(is_sharp() || has_edge())
sharp = 0
edge = 0
/obj/item/weapon/material/proc/repair(var/repair_amount, var/repair_time, mob/living/user)
if(!fragile)
if(health < initial(health))
user.visible_message("[user] begins repairing \the [src].", "You begin repairing \the [src].")
if(do_after(user, repair_time))
user.visible_message("[user] has finished repairing \the [src]", "You finish repairing \the [src].")
health = min(health + repair_amount, initial(health))
dulled = 0
sharp = initial(sharp)
edge = initial(edge)
else
to_chat(user, "<span class='notice'>[src] doesn't need repairs.</span>")
else
to_chat(user, "<span class='warning'>You can't repair \the [src].</span>")
return
/*
Commenting this out pending rebalancing of radiation based on small objects.
/obj/item/weapon/material/process()
@@ -15,6 +15,7 @@
gender = PLURAL
w_class = ITEMSIZE_SMALL
force_divisor = 0.63
dulled_divisor = 0.75 //It's a heavy bit of metal
attack_verb = list("punched", "beaten", "struck")
applies_material_colour = 0
@@ -82,6 +83,7 @@
icon_state = "hoe"
force_divisor = 0.25 // 5 with weight 20 (steel)
thrown_force_divisor = 0.25 // as above
dulled_divisor = 0.75 //Still metal on a long pole
w_class = ITEMSIZE_SMALL
attack_verb = list("slashed", "sliced", "cut", "clawed")
@@ -85,6 +85,7 @@
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
unwielded_force_divisor = 0.25
force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
dulled_divisor = 0.75 //Still metal on a stick
sharp = 1
edge = 1
w_class = ITEMSIZE_LARGE
@@ -140,4 +141,5 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
default_material = "glass"
applies_material_colour = 0
applies_material_colour = 0
fragile = 1 //It's a haphazard thing of glass, wire, and steel
@@ -0,0 +1,11 @@
//This is in the material folder because it's used by them...
//Actual name may need to change
//All of the important code is in material_weapons.dm
/obj/item/weapon/whetstone
name = "whetstone"
desc = "A simple, fine grit stone, useful for sharpening dull edges and polishing out dents."
icon_state = "whetstone"
force = 3
w_class = ITEMSIZE_SMALL
var/repair_amount = 5
var/repair_time = 40
@@ -12,6 +12,7 @@
if(isliving(user))
if(!owner)
set_name(user.name)
to_chat(user, "[src] registers your name.")
else
to_chat(user, "[src] already has an owner!")
@@ -23,7 +23,9 @@
/obj/item/weapon/photo,
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/screwdriver,
/obj/item/weapon/stamp)
/obj/item/weapon/stamp,
/obj/item/weapon/permit
)
slot_flags = SLOT_ID
var/obj/item/weapon/card/id/front_id = null