Merge branch 'master' into robot

This commit is contained in:
Arokha Sieyes
2017-03-22 18:02:46 -04:00
236 changed files with 8813 additions and 4835 deletions
+6 -2
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@@ -180,7 +180,8 @@ Class Procs:
air_master.mark_zone_update(B)
/connection_edge/zone/recheck()
if(!A.air.compare(B.air))
// Edges with only one side being vacuum need processing no matter how close.
if(!A.air.compare(B.air, vacuum_exception = 1))
air_master.mark_edge_active(src)
//Helper proc to get connections for a zone.
@@ -235,7 +236,10 @@ Class Procs:
air_master.mark_zone_update(A)
/connection_edge/unsimulated/recheck()
if(!A.air.compare(air))
// Edges with only one side being vacuum need processing no matter how close.
// Note: This handles the glaring flaw of a room holding pressure while exposed to space, but
// does not specially handle the less common case of a simulated room exposed to an unsimulated pressurized turf.
if(!A.air.compare(air, vacuum_exception = 1))
air_master.mark_edge_active(src)
proc/ShareHeat(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
+3 -13
View File
@@ -95,14 +95,14 @@ obj/var/phoronproof = 0
return
//Burn skin if exposed.
if(vsc.plc.SKIN_BURNS)
if(vsc.plc.SKIN_BURNS && (species.breath_type != "phoron"))
if(!pl_head_protected() || !pl_suit_protected())
burn_skin(0.75)
if(prob(20)) src << "<span class='danger'>Your skin burns!</span>"
updatehealth()
//Burn eyes if exposed.
if(vsc.plc.EYE_BURNS)
if(vsc.plc.EYE_BURNS && (species.breath_type != "phoron"))
if(!head)
if(!wear_mask)
burn_eyes()
@@ -118,22 +118,12 @@ obj/var/phoronproof = 0
burn_eyes()
//Genetic Corruption
if(vsc.plc.GENETIC_CORRUPTION)
if(vsc.plc.GENETIC_CORRUPTION && (species.breath_type != "phoron"))
if(rand(1,10000) < vsc.plc.GENETIC_CORRUPTION)
randmutb(src)
src << "<span class='danger'>High levels of toxins cause you to spontaneously mutate!</span>"
domutcheck(src,null)
/mob/living/carbon/human/vox/pl_effects()
//Handles all the bad things phoron can do to Vox.
//Contamination
if(vsc.plc.CLOTH_CONTAMINATION) contaminate()
//Anything else requires them to not be dead.
if(stat >= 2)
return
/mob/living/carbon/human/proc/burn_eyes()
var/obj/item/organ/internal/eyes/E = internal_organs_by_name[O_EYES]
if(E)
+8 -6
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@@ -26,11 +26,13 @@
#define BORGXRAY 0x4
#define BORGMATERIAL 8
#define STANCE_IDLE 1
#define STANCE_ALERT 2
#define STANCE_ATTACK 3
#define STANCE_ATTACKING 4
#define STANCE_TIRED 5
#define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering.
#define STANCE_ALERT 2 // Bears
#define STANCE_ATTACK 3 // Attempting to get into attack position
#define STANCE_ATTACKING 4 // Doing attacks
#define STANCE_TIRED 5 // Bears
#define STANCE_FOLLOW 6 // Following somone
#define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running)
#define LEFT 1
#define RIGHT 2
@@ -139,7 +141,7 @@
#define INCAPACITATION_STUNNED 8
#define INCAPACITATION_FORCELYING 16 //needs a better name - represents being knocked down BUT still conscious.
#define INCAPACITATION_KNOCKOUT 32
#define INCAPACITATION_NONE 0
#define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY)
#define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING)
+12
View File
@@ -43,6 +43,18 @@
if (isarea(A))
return A
/** Checks if any living humans are in a given area. */
/proc/area_is_occupied(var/area/myarea)
// Testing suggests looping over human_mob_list is quicker than looping over area contents
for(var/mob/living/carbon/human/H in human_mob_list)
if(H.stat >= DEAD) //Conditions for exclusion here, like if disconnected people start blocking it.
continue
var/area/A = get_area(H)
if(A == myarea) //The loc of a turf is the area it is in.
return 1
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
+20
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@@ -793,6 +793,26 @@ proc // Creates a single icon from a given /atom or /image. Only the first argu
alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
return alpha_mask//And now return the mask.
//getFlatIcon but generates an icon that can face ALL four directions. The only four.
/proc/getCompoundIcon(atom/A)
var/icon/north = getFlatIcon(A,defdir=NORTH,always_use_defdir=1)
var/icon/south = getFlatIcon(A,defdir=SOUTH,always_use_defdir=1)
var/icon/east = getFlatIcon(A,defdir=EAST,always_use_defdir=1)
var/icon/west = getFlatIcon(A,defdir=WEST,always_use_defdir=1)
//Starts with a blank icon because of byond bugs.
var/icon/full = icon('icons/effects/effects.dmi', "icon_state"="nothing")
full.Insert(north,dir=NORTH)
full.Insert(south,dir=SOUTH)
full.Insert(east,dir=EAST)
full.Insert(west,dir=WEST)
qdel(north)
qdel(south)
qdel(east)
qdel(west)
return full
/mob/proc/AddCamoOverlay(atom/A)//A is the atom which we are using as the overlay.
var/icon/opacity_icon = new(A.icon, A.icon_state)//Don't really care for overlays/underlays.
//Now we need to culculate overlays+underlays and add them together to form an image for a mask.
+4 -2
View File
@@ -158,7 +158,8 @@
using.alpha = ui_alpha
src.adding += using
inv_box = new /obj/screen/inventory()
inv_box = new /obj/screen/inventory/hand()
inv_box.hud = src
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
@@ -173,7 +174,8 @@
src.r_hand_hud_object = inv_box
src.adding += inv_box
inv_box = new /obj/screen/inventory()
inv_box = new /obj/screen/inventory/hand()
inv_box.hud = src
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
+18
View File
@@ -12,6 +12,7 @@
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
var/datum/hud/hud = null // A reference to the owner HUD, if any.
/obj/screen/Destroy()
master = null
@@ -507,3 +508,20 @@
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
return 1
// Hand slots are special to handle the handcuffs overlay
/obj/screen/inventory/hand
var/image/handcuff_overlay
/obj/screen/inventory/hand/update_icon()
..()
if(!hud)
return
if(!handcuff_overlay)
var/state = (hud.l_hand_hud_object == src) ? "l_hand_hud_handcuffs" : "r_hand_hud_handcuffs"
handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"=state)
overlays.Cut()
if(hud.mymob && iscarbon(hud.mymob))
var/mob/living/carbon/C = hud.mymob
if(C.handcuffed)
overlays |= handcuff_overlay
+1 -1
View File
@@ -14,7 +14,7 @@
/datum/controller/process/mob/doWork()
for(last_object in mob_list)
var/mob/M = last_object
if(isnull(M.gcDestroyed))
if(M && isnull(M.gcDestroyed))
try
M.Life()
catch(var/exception/e)
+1 -1
View File
@@ -11,7 +11,7 @@
/datum/controller/process/obj/doWork()
for(last_object in processing_objects)
var/datum/O = last_object
if(isnull(O.gcDestroyed))
if(O && isnull(O.gcDestroyed))
try
O:process()
catch(var/exception/e)
@@ -84,6 +84,8 @@ var/global/datum/emergency_shuttle_controller/emergency_shuttle
if(istype(A, /area/hallway))
A.readyalert()
atc.reroute_traffic(yes = 1)
//calls the shuttle for a routine crew transfer
/datum/emergency_shuttle_controller/proc/call_transfer()
if(!can_call()) return
@@ -98,6 +100,7 @@ var/global/datum/emergency_shuttle_controller/emergency_shuttle
shuttle.move_time = SHUTTLE_TRANSIT_DURATION
priority_announcement.Announce(replacetext(replacetext(using_map.shuttle_called_message, "%dock_name%", "[using_map.dock_name]"), "%ETA%", "[estimated_time] minute\s"))
atc.shift_ending()
//recalls the shuttle
/datum/emergency_shuttle_controller/proc/recall()
+1 -1
View File
@@ -11,7 +11,7 @@
name = "Inflatable barriers"
contains = list(/obj/item/weapon/storage/briefcase/inflatable = 3)
cost = 20
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/engineering
containername = "Inflatable Barrier Crate"
/datum/supply_packs/atmos/canister_empty
+14 -13
View File
@@ -18,7 +18,7 @@
name = "Superconducting Magnetic Coil"
contains = list(/obj/item/weapon/smes_coil)
cost = 75
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/engineering
containername = "Superconducting Magnetic Coil crate"
/datum/supply_packs/eng/electrical
@@ -30,7 +30,7 @@
/obj/item/weapon/cell/high = 2
)
cost = 10
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/engineering/electrical
containername = "Electrical maintenance crate"
/datum/supply_packs/eng/mechanical
@@ -42,7 +42,7 @@
/obj/item/clothing/head/hardhat
)
cost = 10
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/engineering
containername = "Mechanical maintenance crate"
/datum/supply_packs/eng/fueltank
@@ -61,34 +61,35 @@
/obj/item/weapon/paper/solar
)
cost = 20
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/engineering
containername = "Solar pack crate"
/datum/supply_packs/eng/engine
name = "Emitter crate"
contains = list(/obj/machinery/power/emitter = 2)
cost = 10
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "Emitter crate"
access = access_ce
/datum/supply_packs/eng/engine/field_gen
name = "Field Generator crate"
contains = list(/obj/machinery/field_generator = 2)
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "Field Generator crate"
access = access_ce
/datum/supply_packs/eng/engine/sing_gen
name = "Singularity Generator crate"
contains = list(/obj/machinery/the_singularitygen)
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "Singularity Generator crate"
access = access_ce
/datum/supply_packs/eng/engine/collector
name = "Collector crate"
contains = list(/obj/machinery/power/rad_collector = 3)
containertype = /obj/structure/closet/crate/secure/engineering
containername = "Collector crate"
/datum/supply_packs/eng/engine/PA
@@ -103,7 +104,7 @@
/obj/structure/particle_accelerator/power_box,
/obj/structure/particle_accelerator/end_cap
)
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "Particle Accelerator crate"
access = access_ce
@@ -111,7 +112,7 @@
contains = list(/obj/item/weapon/circuitboard/shield_gen)
name = "Bubble shield generator circuitry"
cost = 30
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "bubble shield generator circuitry crate"
access = access_ce
@@ -119,7 +120,7 @@
contains = list(/obj/item/weapon/circuitboard/shield_gen_ex)
name = "Hull shield generator circuitry"
cost = 30
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "hull shield generator circuitry crate"
access = access_ce
@@ -127,7 +128,7 @@
contains = list(/obj/item/weapon/circuitboard/shield_cap)
name = "Bubble shield capacitor circuitry"
cost = 30
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
containername = "shield capacitor circuitry crate"
access = access_ce
@@ -169,7 +170,7 @@
name = "P.A.C.M.A.N. portable generator parts"
cost = 25
containername = "P.A.C.M.A.N. Portable Generator Construction Kit"
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
access = access_tech_storage
contains = list(
/obj/item/weapon/stock_parts/micro_laser,
@@ -182,7 +183,7 @@
name = "Super P.A.C.M.A.N. portable generator parts"
cost = 35
containername = "Super P.A.C.M.A.N. portable generator construction kit"
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/engineering
access = access_tech_storage
contains = list(
/obj/item/weapon/stock_parts/micro_laser,
+18 -11
View File
@@ -20,7 +20,7 @@
/obj/item/weapon/cell/high = 2
)
cost = 10
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robotics assembly"
access = access_robotics
@@ -39,7 +39,7 @@
name = "All robolimb blueprints"
contains = list(
/obj/item/weapon/disk/limb/bishop,
/obj/item/weapon/disk/limb/hesphiastos,
/obj/item/weapon/disk/limb/hephaestus,
/obj/item/weapon/disk/limb/morpheus,
/obj/item/weapon/disk/limb/veymed,
/obj/item/weapon/disk/limb/wardtakahashi,
@@ -56,7 +56,7 @@
name = "Morpheus robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/morpheus)
cost = 20
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robolimb blueprints (Morpheus)"
access = access_robotics
@@ -64,15 +64,22 @@
name = "Xion robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/xion)
cost = 20
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robolimb blueprints (Xion)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/hephaestus
name = "Hephaistos robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/hephaestus)
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Hephaestus)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/wardtakahashi
name = "Ward-Takahashi robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/wardtakahashi)
cost = 35
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robolimb blueprints (Ward-Takahashi)"
access = access_robotics
@@ -80,7 +87,7 @@
name = "Zeng Hu robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/zenghu)
cost = 35
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robolimb blueprints (Zeng Hu)"
access = access_robotics
@@ -88,7 +95,7 @@
name = "Bishop robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/bishop)
cost = 70
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robolimb blueprints (Bishop)"
access = access_robotics
@@ -96,7 +103,7 @@
name = "Vey-Med robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/veymed)
cost = 70
containertype = /obj/structure/closet/crate/secure/gear
containertype = /obj/structure/closet/crate/secure/science
containername = "Robolimb blueprints (Vey-Med)"
access = access_robotics
@@ -108,7 +115,7 @@
/obj/item/weapon/circuitboard/mecha/ripley/peripherals
)
cost = 25
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/science
containername = "APLU \"Ripley\" Circuit Crate"
access = access_robotics
@@ -119,7 +126,7 @@
/obj/item/weapon/circuitboard/mecha/odysseus/main
)
cost = 25
containertype = /obj/structure/closet/crate/secure
containertype = /obj/structure/closet/crate/secure/science
containername = "\"Odysseus\" Circuit Crate"
access = access_robotics
@@ -133,7 +140,7 @@
)
name = "Random APLU modkit"
cost = 200
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/science
containername = "heavy crate"
/datum/supply_packs/randomised/robotics/exosuit_mod/durand
+13 -1
View File
@@ -1,7 +1,7 @@
/datum/wires/jukebox
random = 1
holder_type = /obj/machinery/media/jukebox
wire_count = 7
wire_count = 11
var/const/WIRE_POWER = 1
var/const/WIRE_HACK = 2
@@ -10,6 +10,10 @@ var/const/WIRE_SPEEDDOWN = 8
var/const/WIRE_REVERSE = 16
var/const/WIRE_NOTHING1 = 32
var/const/WIRE_NOTHING2 = 64
var/const/WIRE_START = 128
var/const/WIRE_STOP = 256
var/const/WIRE_PREV = 512
var/const/WIRE_NEXT = 1024
/datum/wires/jukebox/CanUse(var/mob/living/L)
var/obj/machinery/media/jukebox/A = holder
@@ -40,6 +44,14 @@ var/const/WIRE_NOTHING2 = 64
holder.visible_message("<span class='notice'>\icon[holder] The speakers squeaks.</span>")
if(WIRE_SPEEDDOWN)
holder.visible_message("<span class='notice'>\icon[holder] The speakers rumble.</span>")
if(WIRE_START)
A.StartPlaying()
if(WIRE_STOP)
A.StopPlaying()
if(WIRE_PREV)
A.PrevTrack()
if(WIRE_NEXT)
A.NextTrack()
else
A.shock(usr, 10) // The nothing wires give a chance to shock just for fun
+11 -2
View File
@@ -125,8 +125,17 @@
if(A:lying) continue
src.throw_impact(A,speed)
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A,speed)
if(!A.density || A.throwpass)
continue
// Special handling of windows, which are dense but block only from some directions
if(istype(A, /obj/structure/window))
var/obj/structure/window/W = A
if (!W.is_full_window() && !(turn(src.last_move, 180) & A.dir))
continue
// Same thing for (closed) windoors, which have the same problem
else if(istype(A, /obj/machinery/door/window) && !(turn(src.last_move, 180) & A.dir))
continue
src.throw_impact(A,speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
if(!target || !src) return 0
@@ -95,11 +95,15 @@
changeling.chem_charges -= 20
var/range_heavy = 2
var/range_light = 5
var/range_heavy = 1
var/range_med = 2
var/range_light = 4
var/range_long = 6
if(src.mind.changeling.recursive_enhancement)
range_heavy = range_heavy * 2
range_med = range_med * 2
range_light = range_light * 2
range_long = range_long * 2
src << "<span class='notice'>We are extra loud.</span>"
src.mind.changeling.recursive_enhancement = 0
+1 -1
View File
@@ -231,7 +231,7 @@ var/list/sacrificed = list()
if(T)
T.hotspot_expose(700,125)
var/rune = src // detaching the proc - in theory
empulse(U, (range_red - 2), range_red)
empulse(U, (range_red - 3), (range_red - 2), (range_red - 1), range_red)
qdel(rune)
return
+5
View File
@@ -350,6 +350,11 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
M << "<br>"
M.add_ion_law("THE STATION IS [who2pref] [who2]")
if(botEmagChance)
for(var/mob/living/bot/bot in machines)
if(prob(botEmagChance))
bot.emag_act(1)
/*
var/apcnum = 0
+1 -1
View File
@@ -254,7 +254,7 @@
..()
// Best case scenario: Comparable to a low-yield EMP grenade.
// Worst case scenario: Comparable to a standard yield EMP grenade.
empulse(src, rand(2, 4), rand(4, 10))
empulse(src, rand(1, 3), rand(2, 4), rand(3, 7), rand(5, 10))
//Station buster Tunguska
/obj/effect/meteor/tunguska
@@ -126,7 +126,7 @@
safe_blink(src, range = 6)
src << "<span class='warning'>You're teleported against your will!</span>"
if(4)
emp_act(2)
emp_act(3)
if(51 to 100) //Severe
rng = rand(0,3)
@@ -39,7 +39,7 @@
/mob/living/simple_animal/hostile/carp,
/mob/living/simple_animal/hostile/scarybat,
/mob/living/simple_animal/hostile/viscerator,
/mob/living/simple_animal/hostile/retaliate/malf_drone,
/mob/living/simple_animal/hostile/malf_drone,
/mob/living/simple_animal/hostile/giant_spider,
/mob/living/simple_animal/hostile/hivebot,
/mob/living/simple_animal/hostile/diyaab, //Doubt these will get used but might as well,
@@ -23,7 +23,7 @@
..()
/obj/item/weapon/spell/spawner/pulsar/on_throw_cast(atom/hit_atom, mob/user)
empulse(hit_atom, 1, 1, log=1)
empulse(hit_atom, 1, 1, 1, 1, log=1)
/obj/effect/temporary_effect/pulsar
name = "pulsar"
@@ -44,7 +44,7 @@
/obj/effect/temporary_effect/pulsar/proc/pulse_loop()
while(pulses_remaining)
sleep(2 SECONDS)
empulse(src, heavy_range = 1, light_range = 2, log = 1)
empulse(src, 1, 1, 2, 2, log = 1)
pulses_remaining--
qdel(src)
@@ -22,7 +22,7 @@
"Chick" = /mob/living/simple_animal/chick,
"Crab" = /mob/living/simple_animal/crab,
"Parrot" = /mob/living/simple_animal/parrot,
"Goat" = /mob/living/simple_animal/hostile/retaliate/goat,
"Goat" = /mob/living/simple_animal/retaliate/goat,
"Cat" = /mob/living/simple_animal/cat,
"Kitten" = /mob/living/simple_animal/cat/kitten,
"Corgi" = /mob/living/simple_animal/corgi,
+4 -5
View File
@@ -335,17 +335,16 @@
organStatus["bleeding"] = 1
if(E.status & ORGAN_DEAD)
organStatus["dead"] = 1
for(var/datum/wound/W in E.wounds)
if(W.internal)
organStatus["internalBleeding"] = 1
break
organData["status"] = organStatus
if(istype(E, /obj/item/organ/external/chest) && H.is_lung_ruptured())
organData["lungRuptured"] = 1
for(var/datum/wound/W in E.wounds)
if(W.internal)
organData["internalBleeding"] = 1
break
extOrganData.Add(list(organData))
occupantData["extOrgan"] = extOrganData
+1 -1
View File
@@ -348,7 +348,7 @@ update_flag
"\[N2O\]" = "redws", \
"\[N2\]" = "red", \
"\[O2\]" = "blue", \
"\[Phoron\]" = "purple", \
"\[Phoron\]" = "orangeps", \
"\[CO2\]" = "black", \
"\[Air\]" = "grey", \
"\[CAUTION\]" = "yellow", \
+4
View File
@@ -66,7 +66,11 @@
if(1)
num_of_prizes = rand(1,4)
if(2)
num_of_prizes = rand(1,3)
if(3)
num_of_prizes = rand(0,2)
if(4)
num_of_prizes = rand(0,1)
for(num_of_prizes; num_of_prizes > 0; num_of_prizes--)
empprize = pickweight(prizes)
new empprize(src.loc)
@@ -35,10 +35,12 @@
var/stat_msg1
var/stat_msg2
var/datum/lore/atc_controller/ATC
var/datum/announcement/priority/crew_announcement = new
/obj/machinery/computer/communications/New()
..()
ATC = atc
crew_announcement.newscast = 1
/obj/machinery/computer/communications/process()
@@ -130,6 +132,8 @@
if("messagelist")
src.currmsg = 0
src.state = STATE_MESSAGELIST
if("toggleatc")
src.ATC.squelched = !src.ATC.squelched
if("viewmessage")
src.state = STATE_VIEWMESSAGE
if (!src.currmsg)
@@ -311,6 +315,7 @@
else
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=login'>Log In</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=messagelist'>Message List</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=toggleatc'>[ATC.squelched ? "Enable" : "Disable"] ATC Relay</A> \]"
if(STATE_CALLSHUTTLE)
dat += "Are you sure you want to call the shuttle? \[ <A HREF='?src=\ref[src];operation=callshuttle2'>OK</A> | <A HREF='?src=\ref[src];operation=main'>Cancel</A> \]"
if(STATE_CANCELSHUTTLE)
@@ -374,6 +379,7 @@
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=ai-callshuttle'>Call Emergency Shuttle</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=ai-messagelist'>Message List</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=ai-status'>Set Status Display</A> \]"
dat += "<BR>\[ <A HREF='?src=\ref[src];operation=toggleatc'>[ATC.squelched ? "Enable" : "Disable"] ATC Relay</A> \]"
if(STATE_CALLSHUTTLE)
dat += "Are you sure you want to call the shuttle? \[ <A HREF='?src=\ref[src];operation=ai-callshuttle2'>OK</A> | <A HREF='?src=\ref[src];operation=ai-main'>Cancel</A> \]"
if(STATE_MESSAGELIST)
+22 -1
View File
@@ -37,7 +37,16 @@
/obj/machinery/door/airlock/attack_generic(var/mob/user, var/damage)
if(stat & (BROKEN|NOPOWER))
if(damage >= 10)
if(src.density)
if(src.locked || src.welded)
visible_message("<span class='danger'>\The [user] begins breaking into \the [src] internals!</span>")
if(do_after(user,10 SECONDS,src))
src.locked = 0
src.welded = 0
update_icon()
open(1)
if(prob(25))
src.shock(user, 100)
else if(src.density)
visible_message("<span class='danger'>\The [user] forces \the [src] open!</span>")
open(1)
else
@@ -329,6 +338,18 @@
secured_wires = 1
assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity
/obj/machinery/door/airlock/voidcraft
name = "voidcraft hatch"
desc = "It's an extra resilient airlock intended for spacefaring vessels."
icon = 'icons/obj/doors/shuttledoors.dmi'
explosion_resistance = 20
assembly_type = /obj/structure/door_assembly/door_assembly_voidcraft
// Airlock opens from top-bottom instead of left-right.
/obj/machinery/door/airlock/voidcraft/vertical
icon = 'icons/obj/doors/shuttledoors_vertical.dmi'
assembly_type = /obj/structure/door_assembly/door_assembly_voidcraft/vertical
/*
About the new airlock wires panel:
* An airlock wire dialog can be accessed by the normal way or by using wirecutters or a multitool on the door while the wire-panel is open. This would show the following wires, which you can either wirecut/mend or send a multitool pulse through. There are 9 wires.
+21 -1
View File
@@ -269,4 +269,24 @@ datum/track/New(var/title_name, var/audio)
playing = 1
update_use_power(2)
update_icon()
update_icon()
// Advance to the next track - Don't start playing it unless we were already playing
/obj/machinery/media/jukebox/proc/NextTrack()
if(!tracks.len) return
var/curTrackIndex = max(1, tracks.Find(current_track))
var/newTrackIndex = (curTrackIndex % tracks.len) + 1 // Loop back around if past end
current_track = tracks[newTrackIndex]
if(playing)
StartPlaying()
updateDialog()
// Advance to the next track - Don't start playing it unless we were already playing
/obj/machinery/media/jukebox/proc/PrevTrack()
if(!tracks.len) return
var/curTrackIndex = max(1, tracks.Find(current_track))
var/newTrackIndex = curTrackIndex == 1 ? tracks.len : curTrackIndex - 1
current_track = tracks[newTrackIndex]
if(playing)
StartPlaying()
updateDialog()
+58 -72
View File
@@ -1,52 +1,45 @@
// Navigation beacon for AI robots
// Functions as a transponder: looks for incoming signal matching
var/global/list/navbeacons // no I don't like putting this in, but it will do for now
var/global/list/navbeacons = list() // no I don't like putting this in, but it will do for now
/obj/machinery/navbeacon
icon = 'icons/obj/objects.dmi'
icon_state = "navbeacon0-f"
name = "navigation beacon"
desc = "A radio beacon used for bot navigation."
desc = "A beacon used for bot navigation."
level = 1 // underfloor
layer = 2.5
anchored = 1
var/open = 0 // true if cover is open
var/locked = 1 // true if controls are locked
var/freq = 1445 // radio frequency
var/freq = null // DEPRECATED we don't use radios anymore!
var/location = "" // location response text
var/list/codes // assoc. list of transponder codes
var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
var/codes_txt // DEPRECATED codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
var/list/codes = list() // assoc. list of transponder codes
req_access = list(access_engine)
/obj/machinery/navbeacon/New()
..()
set_codes()
set_codes_from_txt(codes_txt)
if(freq)
warning("[src] at [x],[y],[z] has deprecated var freq=[freq]. Replace it with proper type.")
var/turf/T = loc
hide(!T.is_plating())
// add beacon to MULE bot beacon list
if(freq == 1400)
if(!navbeacons)
navbeacons = new()
navbeacons += src
spawn(5) // must wait for map loading to finish
if(radio_controller)
radio_controller.add_object(src, freq, RADIO_NAVBEACONS)
navbeacons += src
// set the transponder codes assoc list from codes_txt
/obj/machinery/navbeacon/proc/set_codes()
// DEPRECATED - This is kept only for compatibilty with old map files! Do not use this!
// Instead, you should replace the map instance with one of the appropriate navbeacon subtypes.
// See the bottom of this file for a list of subtypes, make your own examples if your map needs more
/obj/machinery/navbeacon/proc/set_codes_from_txt()
if(!codes_txt)
return
warning("[src] at [x],[y],[z] in [get_area(src)] is using the deprecated 'codes_txt' mapping method. Replace it with proper type.")
codes = new()
codes = list()
var/list/entries = splittext(codes_txt, ";") // entries are separated by semicolons
for(var/e in entries)
var/index = findtext(e, "=") // format is "key=value"
if(index)
@@ -56,6 +49,8 @@ var/global/list/navbeacons // no I don't like putting this in, but it will do
else
codes[e] = "1"
/obj/machinery/navbeacon/hides_under_flooring()
return 1
// called when turf state changes
// hide the object if turf is intact
@@ -73,38 +68,6 @@ var/global/list/navbeacons // no I don't like putting this in, but it will do
else
icon_state = "[state]"
// look for a signal of the form "findbeacon=X"
// where X is any
// or the location
// or one of the set transponder keys
// if found, return a signal
/obj/machinery/navbeacon/receive_signal(datum/signal/signal)
var/request = signal.data["findbeacon"]
if(request && ((request in codes) || request == "any" || request == location))
spawn(1)
post_signal()
// return a signal giving location and transponder codes
/obj/machinery/navbeacon/proc/post_signal()
var/datum/radio_frequency/frequency = radio_controller.return_frequency(freq)
if(!frequency) return
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
signal.data["beacon"] = location
for(var/key in codes)
signal.data[key] = codes[key]
frequency.post_signal(src, signal, filter = RADIO_NAVBEACONS)
/obj/machinery/navbeacon/attackby(var/obj/item/I, var/mob/user)
var/turf/T = loc
if(!T.is_plating())
@@ -117,7 +80,7 @@ var/global/list/navbeacons // no I don't like putting this in, but it will do
updateicon()
else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
else if(I.GetID())
if(open)
if(allowed(user))
locked = !locked
@@ -153,8 +116,7 @@ var/global/list/navbeacons // no I don't like putting this in, but it will do
if(locked && !ai)
t = {"<TT><B>Navigation Beacon</B><HR><BR>
<i>(swipe card to unlock controls)</i><BR>
Frequency: [format_frequency(freq)]<BR><HR>
<i>(swipe card to unlock controls)</i><BR><HR>
Location: [location ? location : "(none)"]</A><BR>
Transponder Codes:<UL>"}
@@ -165,14 +127,7 @@ Transponder Codes:<UL>"}
else
t = {"<TT><B>Navigation Beacon</B><HR><BR>
<i>(swipe card to lock controls)</i><BR>
Frequency:
<A href='byond://?src=\ref[src];freq=-10'>-</A>
<A href='byond://?src=\ref[src];freq=-2'>-</A>
[format_frequency(freq)]
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
<HR>
<i>(swipe card to lock controls)</i><BR><HR>
Location: <A href='byond://?src=\ref[src];locedit=1'>[location ? location : "(none)"]</A><BR>
Transponder Codes:<UL>"}
@@ -195,11 +150,7 @@ Transponder Codes:<UL>"}
if(open && !locked)
usr.set_machine(src)
if(href_list["freq"])
freq = sanitize_frequency(freq + text2num(href_list["freq"]))
updateDialog()
else if(href_list["locedit"])
if(href_list["locedit"])
var/newloc = sanitize(input("Enter New Location", "Navigation Beacon", location) as text|null)
if(newloc)
location = newloc
@@ -248,6 +199,41 @@ Transponder Codes:<UL>"}
/obj/machinery/navbeacon/Destroy()
navbeacons.Remove(src)
if(radio_controller)
radio_controller.remove_object(src, freq)
..()
//
// Nav Beacon Mapping
// These subtypes are what you should actually put into maps! they will make your life much easier.
//
// Developer Note: navbeacons do not HAVE to use these subtypes. They are purely for mapping convenience.
// You can feel free to construct them in-game as just /obj/machinery/navbeacon and they will work just
// fine, and you can define your own specific types for every instance on map if you want (BayStation does)
// This design is a compromise that means you can do mapping without every single one being its own type
// but with it still being easy to map ~ Leshana
//
// Mulebot delivery destinations
/obj/machinery/navbeacon/delivery/north
codes = list("delivery" = 1, "dir" = NORTH)
/obj/machinery/navbeacon/delivery/south
codes = list("delivery" = 1, "dir" = SOUTH)
/obj/machinery/navbeacon/delivery/east
codes = list("delivery" = 1, "dir" = EAST)
/obj/machinery/navbeacon/delivery/west
codes = list("delivery" = 1, "dir" = WEST)
// For part of the patrol route
// You MUST set "location"
// You MUST set "next_patrol"
/obj/machinery/navbeacon/patrol
var/next_patrol
/obj/machinery/navbeacon/patrol/New()
codes = list("patrol" = 1, "next_patrol" = next_patrol)
..()
+1 -1
View File
@@ -441,7 +441,7 @@ var/list/turret_icons
else
take_damage(initial(health) * 8) //should instakill most turrets
if(3)
take_damage(initial(health) * 8 / 3)
take_damage(initial(health) * 8 / 3) //Level 4 is too weak to bother turrets
/obj/machinery/porta_turret/proc/die() //called when the turret dies, ie, health <= 0
health = 0
+1 -1
View File
@@ -105,7 +105,7 @@
proc/shock()
var/obj/mecha/M = in_mecha()
if(M)
M.emp_act(2)
M.emp_act(4)
qdel(src)
proc/get_mecha_log()
+1 -1
View File
@@ -333,7 +333,7 @@ steam.start() -- spawns the effect
spawn(0)
var/turf/T = get_turf(src.holder)
if(T != src.oldposition)
if(istype(T, /turf/simulated))
if(isturf(T))
var/obj/effect/effect/ion_trails/I = PoolOrNew(/obj/effect/effect/ion_trails, src.oldposition)
src.oldposition = T
I.set_dir(src.holder.dir)
+20
View File
@@ -0,0 +1,20 @@
// This artificially splits a ZAS zone, useful if you wish to prevent massive super-zones which can cause lag.
/obj/effect/zone_divider
name = "zone divider"
icon = 'icons/mob/screen1.dmi'
icon_state = "x3"
invisibility = 101 //nope, can't see this
anchored = 1
density = 0
opacity = 0
/obj/effect/zone_divider/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
// Special case to prevent us from being part of a zone during the first air master tick.
// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
// startup, but it can't really be helped you know?
if(air_master && air_master.current_cycle == 0)
spawn(1)
air_master.mark_for_update(get_turf(src))
return 0
return !air_group // Anything except zones can pass
+33 -11
View File
@@ -4,17 +4,17 @@
// #define EMPDEBUG 10
proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
proc/empulse(turf/epicenter, first_range, second_range, third_range, fourth_range, log=0)
if(!epicenter) return
if(!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
if(log)
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
message_admins("EMP with size ([first_range], [second_range], [third_range], [fourth_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([first_range], [second_range], [third_range], [fourth_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
if(first_range > 1)
var/obj/effect/overlay/pulse = PoolOrNew(/obj/effect/overlay, epicenter)
pulse.icon = 'icons/effects/effects.dmi'
pulse.icon_state = "emppulse"
@@ -23,28 +23,50 @@ proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
spawn(20)
qdel(pulse)
if(heavy_range > light_range)
light_range = heavy_range
if(first_range > second_range)
second_range = first_range
if(second_range > third_range)
third_range = second_range
if(third_range > fourth_range)
fourth_range = third_range
for(var/mob/M in range(heavy_range, epicenter))
for(var/mob/M in range(first_range, epicenter))
M << 'sound/effects/EMPulse.ogg'
for(var/atom/T in range(light_range, epicenter))
for(var/atom/T in range(fourth_range, epicenter))
#ifdef EMPDEBUG
var/time = world.timeofday
#endif
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
//Worst effects, really hurts
if(distance < first_range)
T.emp_act(1)
else if(distance == heavy_range)
else if(distance == first_range)
if(prob(50))
T.emp_act(1)
else
T.emp_act(2)
else if(distance <= light_range)
//Slightly less painful
else if(distance <= second_range)
T.emp_act(2)
else if(distance == second_range)
if(prob(50))
T.emp_act(2)
else
T.emp_act(3)
//Even less slightly less painful
else if(distance <= third_range)
T.emp_act(3)
else if(distance == third_range)
if(prob(50))
T.emp_act(2)
else
T.emp_act(3)
//This should be more or less harmless
else if(distance <= fourth_range)
T.emp_act(4)
#ifdef EMPDEBUG
if((world.timeofday - time) >= EMPDEBUG)
log_and_message_admins("EMPDEBUG: [T.name] - [T.type] - took [world.timeofday - time]ds to process emp_act()!")
+1 -1
View File
@@ -998,7 +998,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
M.apply_damage( rand(30,60) , BURN)
message += "You feel a searing heat! Your [P] is burning!"
if(i>=20 && i<=25) //EMP
empulse(P.loc, 3, 6, 1)
empulse(P.loc, 1, 2, 4, 6, 1)
message += "Your [P] emits a wave of electromagnetic energy!"
if(i>=25 && i<=40) //Smoke
var/datum/effect/effect/system/smoke_spread/chem/S = new /datum/effect/effect/system/smoke_spread/chem
@@ -213,6 +213,17 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
update_icon()
ui_interact(user)
// Proc: MouseDrop()
//Same thing PDAs do
/obj/item/device/communicator/MouseDrop(obj/over_object as obj)
var/mob/M = usr
if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
return
if(!istype(over_object, /obj/screen))
return attack_self(M)
return
// Proc: attack_ghost()
// Parameters: 1 (user - the ghost clicking on the device)
// Description: Recreates the known_devices list, so that the ghost looking at the device can see themselves, then calls ..() so that NanoUI appears.
@@ -0,0 +1,79 @@
//Universal translator
/obj/item/device/universal_translator
name = "handheld translator"
desc = "This handy device appears to translate the languages it hears into onscreen text for a user."
icon = 'icons/obj/device.dmi'
icon_state = "translator"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
var/mult_icons = 1 //Changes sprite when it translates
var/visual = 1 //If you need to see to get the message
var/audio = 0 //If you need to hear to get the message
var/listening = 0
var/datum/language/langset
/obj/item/device/universal_translator/attack_self(mob/user)
if(!listening) //Turning ON
langset = input(user,"Translate to which of your languages?","Language Selection") as null|anything in user.languages
if(langset)
if(langset && ((langset.flags & NONVERBAL) || (langset.flags & HIVEMIND)))
to_chat(user, "<span class='warning'>\The [src] cannot output that language.</span>")
return
else
listening = 1
listening_objects |= src
if(mult_icons)
icon_state = "[initial(icon_state)]1"
to_chat(user, "<span class='notice'>You enable \the [src], translating into [langset.name].</span>")
else //Turning OFF
listening = 0
listening_objects -= src
langset = null
icon_state = "[initial(icon_state)]"
to_chat(user, "<span class='notice'>You disable \the [src].</span>")
/obj/item/device/universal_translator/hear_talk(var/mob/speaker, var/message, var/vrb, var/datum/language/language)
if(!listening || !istype(speaker))
return
//Show the "I heard something" animation.
if(mult_icons)
flick("[initial(icon_state)]2",src)
//Handheld or pocket only.
if(!isliving(loc))
return
var/mob/living/L = loc
if (language && (language.flags & NONVERBAL))
return //Not gonna translate sign language
if (visual && ((L.sdisabilities & BLIND) || L.eye_blind))
return //Can't see the screen, don't get the message
if (audio && ((L.sdisabilities & DEAF) || L.ear_deaf))
return //Can't hear the translation, don't get the message
//Only translate if they can't understand, otherwise pointlessly spammy
//I'll just assume they don't look at the screen in that case
//They don't understand the spoken language we're translating FROM
if(!L.say_understands(speaker,language))
//They understand the output language
if(L.say_understands(null,langset))
to_chat(L, "<i><b>[src]</b> translates, </i>\"<span class='[langset.colour]'>[message]</span>\"")
//They don't understand the output language
else
to_chat(L, "<i><b>[src]</b> translates, </i>\"<span class='[langset.colour]'>[langset.scramble(message)]</span>\"")
//Let's try an ear-worn version
/obj/item/device/universal_translator/ear
name = "translator earpiece"
desc = "This handy device appears to translate the languages it hears into another language for a user."
icon_state = "earpiece"
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
visual = 0
audio = 1
@@ -3,12 +3,14 @@
icon_state = "emp"
item_state = "empgrenade"
origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 3)
var/emp_heavy = 4
var/emp_light = 10
var/emp_heavy = 2
var/emp_med = 4
var/emp_light = 7
var/emp_long = 10
prime()
..()
if(empulse(src, emp_heavy, emp_light))
if(empulse(src, emp_heavy, emp_med, emp_light, emp_long))
qdel(src)
return
@@ -18,4 +20,6 @@
icon_state = "lyemp"
origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 3)
emp_heavy = 1
emp_light = 4
emp_med = 2
emp_light = 3
emp_long = 4
@@ -101,6 +101,10 @@ Implant Specifics:<BR>"}
meltdown()
if(2)
delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
if(3)
delay = rand(2*60*10,5*60*10) //from 2 to 5 minutes of free time
if(4)
delay = rand(0.5*60*10,1*60*10) //from .5 to 1 minutes of free time
spawn(delay)
malfunction--
@@ -227,10 +231,22 @@ Implant Specifics:<BR>"}
return
malfunction = MALFUNCTION_TEMPORARY
switch (severity)
if (2.0) //Weak EMP will make implant tear limbs off.
if (4) //Weak EMP will make implant tear limbs off.
if (prob(25))
small_boom()
if (3) //Weak EMP will make implant tear limbs off.
if (prob(50))
small_boom()
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
if (2) //strong EMP will melt implant either making it go off, or disarming it
if (prob(70))
if (prob(75))
small_boom()
else
if (prob(13))
activate() //chance of bye bye
else
meltdown() //chance of implant disarming
if (1) //strong EMP will melt implant either making it go off, or disarming it
if (prob(70))
if (prob(50))
small_boom()
@@ -320,7 +336,13 @@ the implant may become unstable and either pre-maturely inject the subject or si
if(prob(60))
activate(20)
if(2)
if(prob(30))
if(prob(40))
activate(20)
if(3)
if(prob(40))
activate(5)
if(4)
if(prob(20))
activate(5)
spawn(20)
@@ -103,7 +103,7 @@
/obj/item/weapon/tank/vox //Can't be a child of phoron or the gas amount gets screwey.
name = "phoron tank"
desc = "Contains dangerous phoron. Do not inhale. Warning: extremely flammable."
icon_state = "oxygen_fr"
icon_state = "phoron_vox"
gauge_icon = null
flags = CONDUCT
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
@@ -209,4 +209,4 @@
/obj/item/weapon/tank/nitrogen/examine(mob/user)
if(..(user, 0) && air_contents.gas["nitrogen"] < 10)
user << text("<span class='danger'>The meter on \the [src] indicates you are almost out of nitrogen!</span>")
//playsound(user, 'sound/effects/alert.ogg', 50, 1)
//playsound(user, 'sound/effects/alert.ogg', 50, 1)
@@ -142,6 +142,7 @@
new /obj/item/clothing/suit/storage/toggle/labcoat/emt(src)
new /obj/item/device/radio/headset/headset_med/alt(src)
new /obj/item/weapon/cartridge/medical(src)
new /obj/item/weapon/storage/briefcase/inflatable(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/tank/emergency/oxygen/engi(src)
new /obj/item/clothing/glasses/hud/health(src)
@@ -283,9 +283,9 @@
/obj/structure/closet/crate/rcd
name = "\improper RCD crate"
desc = "A crate with rapid construction device."
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
icon_state = "engi_crate"
icon_opened = "engi_crateopen"
icon_closed = "engi_crate"
/obj/structure/closet/crate/rcd/New()
..()
@@ -427,6 +427,20 @@
icon_opened = "hydrosecurecrateopen"
icon_closed = "hydrosecurecrate"
/obj/structure/closet/crate/secure/engineering
desc = "A crate with a lock on it, painted in the scheme of the station's engineers."
name = "secure engineering crate"
icon_state = "engi_secure_crate"
icon_opened = "engi_secure_crateopen"
icon_closed = "engi_secure_crate"
/obj/structure/closet/crate/secure/science
name = "secure science crate"
desc = "A crate with a lock on it, painted in the scheme of the station's scientists."
icon_state = "scisecurecrate"
icon_opened = "scisecurecrateopen"
icon_closed = "scisecurecrate"
/obj/structure/closet/crate/secure/bin
name = "secure bin"
desc = "A secure bin."
@@ -499,6 +513,23 @@
icon_opened = "largermetalopen"
icon_closed = "largermetal"
/obj/structure/closet/crate/engineering
name = "engineering crate"
icon_state = "engi_crate"
icon_opened = "engi_crateopen"
icon_closed = "engi_crate"
/obj/structure/closet/crate/engineering/electrical
icon_state = "engi_e_crate"
icon_opened = "engi_crateopen"
icon_closed = "engi_e_crate"
/obj/structure/closet/crate/science
name = "science crate"
icon_state = "scicrate"
icon_opened = "scicrateopen"
icon_closed = "scicrate"
/obj/structure/closet/crate/hydroponics
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
@@ -72,7 +72,7 @@
/obj/structure/largecrate/animal/goat
name = "goat crate"
held_type = /mob/living/simple_animal/hostile/retaliate/goat
held_type = /mob/living/simple_animal/retaliate/goat
/obj/structure/largecrate/animal/cat
name = "cat carrier"
@@ -107,6 +107,16 @@
airlock_type = "/highsecurity"
glass = -1
/obj/structure/door_assembly/door_assembly_voidcraft
base_icon_state = "voidcraft"
base_name = "voidcraft hatch"
airlock_type = "/voidcraft"
glass = -1
/obj/structure/door_assembly/door_assembly_voidcraft/vertical
base_icon_state = "voidcraft_vertical"
airlock_type = "/voidcraft/vertical"
/obj/structure/door_assembly/multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
+1 -1
View File
@@ -17,7 +17,7 @@ var/list/floor_decals = list()
/obj/effect/floor_decal/initialize()
if(supplied_dir) set_dir(supplied_dir)
var/turf/T = get_turf(src)
if(istype(T, /turf/simulated/floor) || istype(T, /turf/unsimulated/floor))
if(istype(T, /turf/simulated/floor) || istype(T, /turf/unsimulated/floor) || istype(T, /turf/simulated/shuttle/floor))
var/cache_key = "[alpha]-[color]-[dir]-[icon_state]-[layer]"
if(!floor_decals[cache_key])
var/image/I = image(icon = src.icon, icon_state = src.icon_state, dir = src.dir)
+39
View File
@@ -19,6 +19,34 @@
density = 1
blocks_air = 1
/turf/simulated/shuttle/wall/voidcraft
name = "voidcraft wall"
icon = 'icons/turf/voidcraft_walls.dmi'
icon_state = "voidcraft_wall_alone"
var/stripe_color = null // If set, generates a colored stripe overlay. Accepts #XXXXXX as input.
/turf/simulated/shuttle/wall/voidcraft/red
stripe_color = "#FF0000"
/turf/simulated/shuttle/wall/voidcraft/blue
stripe_color = "#0000FF"
/turf/simulated/shuttle/wall/voidcraft/green
stripe_color = "#00FF00"
/turf/simulated/shuttle/wall/voidcraft/New()
..()
update_icon()
/turf/simulated/shuttle/wall/voidcraft/update_icon()
var/list/icon_states = icon_states(src.icon)
if(("[icon_state]_stripe" in icon_states) && stripe_color)
overlays.Cut()
var/image/I = image(icon = src.icon, dir = src.dir, icon_state = "[icon_state]_stripe")
if(stripe_color)
I.color = stripe_color
overlays.Add(I)
/turf/simulated/shuttle/floor
name = "floor"
icon_state = "floor"
@@ -41,4 +69,15 @@
oxygen = 0
nitrogen = MOLES_N2STANDARD + MOLES_O2STANDARD
/turf/simulated/shuttle/floor/voidcraft
name = "voidcraft tiles"
icon_state = "voidcraft_floor"
/turf/simulated/shuttle/floor/voidcraft/dark
name = "voidcraft tiles"
icon_state = "voidcraft_floor_dark"
/turf/simulated/shuttle/floor/voidcraft/light
name = "voidcraft tiles"
icon_state = "voidcraft_floor_light"
+1 -1
View File
@@ -2,5 +2,5 @@
name = "dirt"
desc = "Quite dirty!"
icon_state = "dirt-dark"
edge_blending_priority = 1
edge_blending_priority = 2
turf_layers = list(/turf/simulated/floor/outdoors/rocks)
+12 -5
View File
@@ -6,7 +6,7 @@ var/list/grass_types = list(
/turf/simulated/floor/outdoors/grass
name = "grass"
icon_state = "grass"
edge_blending_priority = 3
edge_blending_priority = 4
turf_layers = list(
/turf/simulated/floor/outdoors/rocks,
/turf/simulated/floor/outdoors/dirt
@@ -16,8 +16,14 @@ var/list/grass_types = list(
/turf/simulated/floor/outdoors/grass/sif
name = "growth"
icon_state = "grass_sif"
edge_blending_priority = 3
edge_blending_priority = 4
grass_chance = 0
var/tree_chance = 2
/turf/simulated/floor/outdoors/grass/sif/New()
if(tree_chance && prob(tree_chance))
new /obj/structure/flora/tree/sif(src)
..()
/turf/simulated/floor/outdoors/grass/New()
if(prob(50))
@@ -33,10 +39,11 @@ var/list/grass_types = list(
name = "thick grass"
icon_state = "grass-dark"
grass_chance = 80
//tree_prob = 20
edge_blending_priority = 4
//tree_chance = 20
edge_blending_priority = 5
/turf/simulated/floor/outdoors/grass/sif/forest
name = "thick growth"
icon_state = "grass_sif_dark"
edge_blending_priority = 4
edge_blending_priority = 5
tree_chance = 10
@@ -55,7 +55,7 @@ var/list/outdoor_turfs = list()
/turf/simulated/floor/outdoors/mud
name = "grass"
icon_state = "mud_dark"
edge_blending_priority = 2
edge_blending_priority = 3
/turf/simulated/floor/outdoors/rocks
name = "rocks"
+1 -1
View File
@@ -1,7 +1,7 @@
/turf/simulated/floor/outdoors/snow
name = "snow"
icon_state = "snow"
edge_blending_priority = 5
edge_blending_priority = 6
movement_cost = 2
turf_layers = list(
/turf/simulated/floor/outdoors/rocks,
+7 -1
View File
@@ -45,4 +45,10 @@
..(newloc,"titanium")
/turf/simulated/wall/durasteel/New(var/newloc)
..(newloc,"durasteel", "durasteel")
..(newloc,"durasteel", "durasteel")
/turf/simulated/wall/wood/New(var/newloc)
..(newloc,"wood")
/turf/simulated/wall/sifwood/New(var/newloc)
..(newloc,"alien wood")
+38 -6
View File
@@ -3,12 +3,12 @@
name = "shallow water"
desc = "A body of water. It seems shallow enough to walk through, if needed."
icon = 'icons/turf/outdoors.dmi'
icon_state = "water_shallow"
icon_state = "seashallow" // So it shows up in the map editor as water.
var/water_state = "water_shallow"
var/under_state = "rock"
edge_blending_priority = -1
movement_cost = 4
outdoors = TRUE
var/movement_message = "You are slowed considerably from the water as you move across it." // Displayed to mobs crossing from one water tile to another.
var/depth = 1 // Higher numbers indicates deeper water.
/turf/simulated/floor/water/New()
@@ -17,6 +17,7 @@
/turf/simulated/floor/water/update_icon()
..() // To get the edges. This also gets rid of other overlays so it needs to go first.
icon_state = water_state
var/image/floorbed_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = under_state)
underlays.Add(floorbed_sprite)
update_icon_edge()
@@ -43,8 +44,6 @@
L.update_water()
if(!istype(oldloc, /turf/simulated/floor/water))
to_chat(L, "<span class='warning'>You get drenched in water from entering \the [src]!</span>")
else
to_chat(L, "<span class='warning'>[movement_message]</span>")
AM.water_act(5)
..()
@@ -63,7 +62,6 @@
under_state = "abyss"
edge_blending_priority = -2
movement_cost = 8
movement_message = "You swim forwards."
depth = 2
/turf/simulated/floor/water/pool
@@ -72,6 +70,11 @@
under_state = "pool"
outdoors = FALSE
/turf/simulated/floor/water/deep/pool
name = "deep pool"
desc = "Don't worry, it's not closed."
outdoors = FALSE
/mob/living/proc/can_breathe_water()
return FALSE
@@ -93,4 +96,33 @@
/mob/living/water_act(amount)
adjust_fire_stacks(amount * 5)
for(var/atom/movable/AM in contents)
AM.water_act(amount)
AM.water_act(amount)
var/list/shoreline_icon_cache = list()
/turf/simulated/floor/water/shoreline
name = "shoreline"
desc = "The waves look calm and inviting."
icon_state = "shoreline"
water_state = "rock" // Water gets generated as an overlay in update_icon()
depth = 0
/turf/simulated/floor/water/shoreline/corner
icon_state = "shorelinecorner"
// Water sprites are really annoying, so let BYOND sort it out.
/turf/simulated/floor/water/shoreline/update_icon()
underlays.Cut()
overlays.Cut()
..() // Get the underlay first.
var/cache_string = "[initial(icon_state)]_[water_state]_[dir]"
if(cache_string in shoreline_icon_cache) // Check to see if an icon already exists.
overlays += shoreline_icon_cache[cache_string]
else // If not, make one, but only once.
var/icon/shoreline_water = icon(src.icon, "shoreline_water", src.dir)
var/icon/shoreline_subtract = icon(src.icon, "[initial(icon_state)]_subtract", src.dir)
shoreline_water.Blend(shoreline_subtract,ICON_SUBTRACT)
shoreline_icon_cache[cache_string] = shoreline_water
overlays += shoreline_icon_cache[cache_string]
+2 -1
View File
@@ -161,7 +161,8 @@ var/list/admin_verbs_server = list(
/client/proc/toggle_random_events,
/client/proc/check_customitem_activity,
/client/proc/nanomapgen_DumpImage,
/client/proc/modify_server_news
/client/proc/modify_server_news,
/client/proc/recipe_dump
)
var/list/admin_verbs_debug = list(
/client/proc/getruntimelog, //allows us to access runtime logs to somebody,
+12 -6
View File
@@ -471,8 +471,10 @@ Traitors and the like can also be revived with the previous role mostly intact.
antag_data.place_mob(new_character)
//If desired, apply equipment.
if(equipment && charjob)
job_master.EquipRank(new_character, charjob, 1)
if(equipment)
if(charjob)
job_master.EquipRank(new_character, charjob, 1)
equip_custom_items(new_character)
//If desired, add records.
if(records)
@@ -637,14 +639,18 @@ Traitors and the like can also be revived with the previous role mostly intact.
var/heavy = input("Range of heavy pulse.", text("Input")) as num|null
if(heavy == null) return
var/med = input("Range of medium pulse.", text("Input")) as num|null
if(med == null) return
var/light = input("Range of light pulse.", text("Input")) as num|null
if(light == null) return
var/long = input("Range of long pulse.", text("Input")) as num|null
if(long == null) return
if (heavy || light)
if (heavy || med || light || long)
empulse(O, heavy, light)
log_admin("[key_name(usr)] created an EM Pulse ([heavy],[light]) at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[light]) at ([O.x],[O.y],[O.z])", 1)
empulse(O, heavy, med, light, long)
log_admin("[key_name(usr)] created an EM Pulse ([heavy],[med],[light],[long]) at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[med],[light],[long]) at ([O.x],[O.y],[O.z])", 1)
feedback_add_details("admin_verb","EMP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
+129
View File
@@ -0,0 +1,129 @@
//Cactus, Speedbird, Dynasty, oh my
var/datum/lore/atc_controller/atc = new/datum/lore/atc_controller
/datum/lore/atc_controller
var/delay_max = 25 MINUTES //How long between ATC traffic, max. Default is 25 mins.
var/delay_min = 40 MINUTES //How long between ATC traffic, min. Default is 40 mins.
var/backoff_delay = 5 MINUTES //How long to back off if we can't talk and want to. Default is 5 mins.
var/next_message //When the next message should happen in world.time
var/force_chatter_type //Force a specific type of messages
var/squelched = 0 //If ATC is squelched currently
/datum/lore/atc_controller/New()
spawn(10 SECONDS) //Lots of lag at the start of a shift.
msg("New shift beginning, resuming traffic control.")
next_message = world.time + rand(delay_min,delay_max)
process()
/datum/lore/atc_controller/proc/process()
if(world.time >= next_message)
if(squelched)
next_message = world.time + backoff_delay
else
next_message = world.time + rand(delay_min,delay_max)
random_convo()
spawn(1 MINUTE) //We don't really need high-accuracy here.
process()
/datum/lore/atc_controller/proc/msg(var/message,var/sender)
ASSERT(message)
global_announcer.autosay("[message]", sender ? sender : "[using_map.station_short] Space Control")
/datum/lore/atc_controller/proc/reroute_traffic(var/yes = 1)
if(yes)
if(!squelched)
msg("Rerouting traffic away from [using_map.station_name].")
squelched = 1
else
if(squelched)
msg("Resuming normal traffic routing around [using_map.station_name].")
squelched = 0
/datum/lore/atc_controller/proc/shift_ending(var/evac = 0)
msg("Automated Shuttle departing [using_map.station_name] for [using_map.dock_name] on routine transfer route.","NT Automated Shuttle")
sleep(5 SECONDS)
msg("Automated Shuttle, cleared to complete routine transfer from [using_map.station_name] to [using_map.dock_name].")
/datum/lore/atc_controller/proc/random_convo()
var/one = pick(loremaster.organizations) //These will pick an index, not an instance
var/two = pick(loremaster.organizations)
var/datum/lore/organization/source = loremaster.organizations[one] //Resolve to the instances
var/datum/lore/organization/dest = loremaster.organizations[two]
//Let's get some mission parameters
var/owner = source.short_name //Use the short name
var/prefix = pick(source.ship_prefixes) //Pick a random prefix
var/mission = source.ship_prefixes[prefix] //The value of the prefix is the mission type that prefix does
var/shipname = pick(source.ship_names) //Pick a random ship name to go with it
var/destname = pick(dest.destination_names) //Pick a random holding from the destination
var/combined_name = "[owner] [prefix] [shipname]"
var/alt_atc_names = list("[using_map.station_short] TraCon","[using_map.station_short] Control","[using_map.station_short] STC","[using_map.station_short] Airspace")
var/wrong_atc_names = list("Sol Command","Orion Control", "[using_map.dock_name]")
var/mission_noun = list("flight","mission","route")
var/request_verb = list("requesting","calling for","asking for")
//First response is 'yes', second is 'no'
var/requests = list("[using_map.station_short] transit clearance" = list("permission for transit granted", "permission for transit denied, contact regional on 953.5"),
"planetary flight rules" = list("authorizing planetary flight rules", "denying planetary flight rules right now due to traffic"),
"special flight rules" = list("authorizing special flight rules", "denying special flight rules, not allowed for your traffic class"),
"current solar weather info" = list("sending you the relevant information via tightbeam", "cannot fulfill your request at the moment"),
"nearby traffic info" = list("sending you current traffic info", "no available info in your area"),
"remote telemetry data" = list("sending telemetry now", "no uplink from your ship, recheck your uplink and ask again"),
"refueling information" = list("sending refueling information now", "no fuel for your ship class in this sector"),
"a current system time sync" = list("sending time sync ping to you now", "your ship isn't compatible with our time sync, set time manually"),
"current system starcharts" = list("transmitting current starcharts", "your request is queued, overloaded right now"),
"permission to engage FTL" = list("permission to engage FTL granted, good day", "permission denied, wait for current traffic to pass"),
"permission to transit system" = list("permission to transit granted, good day", "permission denied, wait for current traffic to pass"),
"permission to depart system" = list("permission to depart granted, good day", "permission denied, wait for current traffic to pass"),
"permission to enter system" = list("good day, permission to enter granted", "permission denied, wait for current traffic to pass"),
)
//Random chance things for variety
var/chatter_type = "normal"
if(force_chatter_type)
chatter_type = force_chatter_type
else
chatter_type = pick(2;"emerg",5;"wrong_freq","normal") //Be nice to have wrong_lang...
var/yes = prob(90) //Chance for them to say yes vs no
var/request = pick(requests)
var/callname = pick(alt_atc_names)
var/response = requests[request][yes ? 1 : 2] //1 is yes, 2 is no
var/full_request
var/full_response
var/full_closure
switch(chatter_type)
if("wrong_freq")
callname = pick(wrong_atc_names)
full_request = "[callname], this is [combined_name] on a [mission] [pick(mission_noun)] to [destname], [pick(request_verb)] [request]."
full_response = "[combined_name], this is [using_map.station_short] TraCon, wrong frequency. Switch to [rand(700,999)].[rand(1,9)]."
full_closure = "[using_map.station_short] TraCon, understood, apologies."
if("wrong_lang")
//Can't implement this until autosay has language support
if("emerg")
var/problem = pick("hull breaches on multiple decks","unknown life forms on board","a drive about to go critical","asteroids impacting the hull","a total loss of engine power","people trying to board the ship")
full_request = "This is [combined_name] declaring an emergency! We have [problem]!"
full_response = "[combined_name], this is [using_map.station_short] TraCon, copy. Switch to emergency responder channel [rand(700,999)].[rand(1,9)]."
full_closure = "[using_map.station_short] TraCon, okay, switching now."
else
full_request = "[callname], this is [combined_name] on a [mission] [pick(mission_noun)] to [destname], [pick(request_verb)] [request]."
full_response = "[combined_name], this is [using_map.station_short] TraCon, [response]." //Station TraCon always calls themselves TraCon
full_closure = "[using_map.station_short] TraCon, [yes ? "thank you" : "understood"], good day." //They always copy what TraCon called themselves in the end when they realize they said it wrong
//Ship sends request to ATC
msg(full_request,"[prefix] [shipname]")
sleep(5 SECONDS)
//ATC sends response to ship
msg(full_response)
sleep(5 SECONDS)
//Ship sends response to ATC
msg(full_closure,"[prefix] [shipname]")
return
+13
View File
@@ -0,0 +1,13 @@
//I AM THE LOREMASTER, ARE YOU THE GATEKEEPER?
var/datum/lore/loremaster/loremaster = new/datum/lore/loremaster
/datum/lore/loremaster
var/list/organizations = list()
/datum/lore/loremaster/New()
var/list/paths = typesof(/datum/lore/organization) - /datum/lore/organization
for(var/path in paths)
var/datum/lore/organization/instance = new path()
organizations[path] = instance
+326
View File
@@ -0,0 +1,326 @@
//Datums for different companies that can be used by busy_space
/datum/lore/organization
var/name = "" // Organization's name
var/short_name = "" // Organization's shortname (NanoTrasen for "NanoTrasen Incorporated")
var/desc = "" // One or two paragraph description of the organization, but only current stuff. Currently unused.
var/history = "" // Historical discription of the organization's origins Currently unused.
var/work = "" // Short description of their work, eg "an arms manufacturer"
var/headquarters = "" // Location of the organization's HQ. Currently unused.
var/motto = "" // A motto/jingle/whatever, if they have one. Currently unused.
var/list/ship_prefixes = list() //Some might have more than one! Like NanoTrasen. Value is the mission they perform, e.g. ("ABC" = "mission desc")
var/list/ship_names = list( //Names of spaceships. This is a mostly generic list that all the other organizations inherit from if they don't have anything better.
"Kestrel",
"Beacon",
"Signal",
"Freedom",
"Glory",
"Axiom",
"Eternal",
"Icarus",
"Harmony",
"Light",
"Discovery",
"Endeavour",
"Explorer",
"Swift",
"Dragonfly",
"Ascendant",
"Tenacious",
"Pioneer",
"Hawk",
"Haste",
"Radiant",
"Luminous"
)
var/list/destination_names = list() //Names of static holdings that the organization's ships visit regularly.
var/autogenerate_destination_names = TRUE
/datum/lore/organization/New()
..()
if(autogenerate_destination_names) // Lets pad out the destination names.
var/i = rand(6, 10)
var/list/star_names = list(
"Sol", "Alpha Centauri", "Sirius", "Vega", "Regulus", "Vir", "Algol", "Aldebaran",
"Delta Doradus", "Menkar", "Geminga", "Elnath", "Gienah", "Mu Leporis", "Nyx", "Tau Ceti",
"Wazn", "Alphard", "Phact", "Altair")
var/list/destination_types = list("dockyard", "station", "vessel", "waystation", "telecommunications satellite", "spaceport", "distress beacon", "anomaly", "colony", "outpost")
while(i)
destination_names.Add("a [pick(destination_types)] in [pick(star_names)]")
i--
//////////////////////////////////////////////////////////////////////////////////
// TSCs
/datum/lore/organization/nanotrasen
name = "NanoTrasen Incorporated"
short_name = "NanoTrasen"
desc = "" // Todo: Write this.
history = "" // This too.
work = "research giant"
headquarters = "Luna"
motto = ""
ship_prefixes = list("NSV" = "exploration", "NTV" = "hauling", "NDV" = "patrol", "NRV" = "emergency response")
// Note that the current station being used will be pruned from this list upon being instantiated
destination_names = list(
"NSS Exodus in Nyx",
"NCS Northern Star in Vir",
"NCS Southern Cross in Vir",
"NDV Icarus in Nyx",
"NAS Vir Central Command",
"a dockyard orbiting Sif",
"an asteroid orbiting Kara",
"an asteroid orbiting Rota",
"Vir Interstellar Spaceport"
)
/datum/lore/organization/nanotrasen/New()
..()
// Get rid of the current map from the list, so ships flying in don't say they're coming to the current map.
var/string_to_test = "[using_map.station_name] in [using_map.starsys_name]"
if(string_to_test in destination_names)
destination_names.Remove(string_to_test)
/datum/lore/organization/hephaestus
name = "Hephaestus Industries"
short_name = "Hephaestus"
desc = "Hephaestus Industries is the largest supplier of arms, ammunition, and small millitary vehicles in Sol space. \
Hephaestus products have a reputation for reliability, and the corporation itself has a noted tendency to stay removed \
from corporate politics. They enforce their neutrality with the help of a fairly large asset-protection contingent which \
prevents any contracting polities from using their own materiel against them. SolGov itself is one of Hephastus largest \
bulk contractors owing to the above factors."
history = ""
work = "arms manufacturer"
headquarters = ""
motto = ""
ship_prefixes = list("HTV" = "freight", "HTV" = "munitions resupply")
destination_names = list(
"a SolGov dockyard on Luna"
)
/datum/lore/organization/vey_med
name = "Vey Medical"
short_name = "Vey Med"
desc = "Vey-Med is one of the newer TSCs on the block and is notable for being largely owned and opperated by Skrell. \
Despite the suspicion and prejudice leveled at them for their alien origin, Vey-Med has obtained market dominance in \
the sale of medical equipment-- from surgical tools to large medical devices to the Oddyseus trauma response mecha \
and everything in between. Their equipment tends to be top-of-the-line, most obviously shown by their incredibly \
human-like FBP designs. Veys rise to stardom came from their introduction of ressurective cloning, although in \
recent years theyve been forced to diversify as their patents expired and NanoTrasen-made medications became \
essential to modern cloning."
history = ""
work = "medical equipment supplier"
headquarters = ""
motto = ""
ship_prefixes = list("VTV" = "transportation", "VMV" = "medical resupply")
destination_names = list()
/datum/lore/organization/zeng_hu
name = "Zeng-Hu pharmaceuticals"
short_name = "Zeng-Hu"
desc = "Zeng-Hu is an old TSC, based in the Sol system. Until the discovery of Phoron, Zeng-Hu maintained a stranglehold \
on the market for medications, and many household names are patentted by Zeng-Hu-- Bicaridyne, Dylovene, Tricordrizine, \
and Dexalin all came from a Zeng-Hu medical laboratory. Zeng-Hus fortunes have been in decline as Nanotrasens near monopoly \
on phoron research cuts into their R&D and Vey-Meds superior medical equipment effectively decimated their own equipment \
interests. The three-way rivalry between these companies for dominance in the medical field is well-known and a matter of \
constant economic speculation."
history = ""
work = "pharmaceuticals company"
headquarters = ""
motto = ""
ship_prefixes = list("ZTV" = "transportation", "ZMV" = "medical resupply")
destination_names = list()
/datum/lore/organization/ward_takahashi
name = "Ward-Takahashi General Manufacturing Conglomerate"
short_name = "Ward-Takahashi"
desc = "Ward-Takahashi focuses on the sale of small consumer electronics, with its computers, communicators, \
and even mid-class automobiles a fixture of many households. Less famously, Ward-Takahashi also supplies most \
of the AI cores on which vital control systems are mounted, and it is this branch of their industry that has \
led to their tertiary interest in the development and sale of high-grade AI systems. Ward-Takahashis economies \
of scale frequently steal market share from Nanotrasens high-price products, leading to a bitter rivalry in the \
consumer electronics market."
history = ""
work = "electronics manufacturer"
headquarters = ""
motto = ""
ship_prefixes = list("WTV" = "freight")
destination_names = list()
/datum/lore/organization/bishop
name = "Bishop Cybernetics"
short_name = "Bishop"
desc = "Bishops focus is on high-class, stylish cybernetics. A favorite among transhumanists (and a bête noire for \
bioconservatives), Bishop manufactures not only prostheses but also brain augmentation, synthetic organ replacements, \
and odds and ends like implanted wrist-watches. Their business model tends towards smaller, boutique operations, giving \
it a reputation for high price and luxury, with Bishop cyberware often rivalling Vey-Meds for cost. Bishops reputation \
for catering towards the interests of human augmentation enthusiasts instead of positronics have earned it ire from the \
Positronic Rights Group and puts it in ideological (but not economic) comptetition with Morpheus Cyberkinetics."
history = ""
work = "cybernetics and augmentation manufacturer"
headquarters = ""
motto = ""
ship_prefixes = list("BTV" = "transportation")
destination_names = list()
/datum/lore/organization/morpheus
name = "Morpheus Cyberkinetics"
short_name = "Morpheus"
desc = "The only large corporation run by positronic intelligences, Morpheus caters almost exclusively to their sensibilities \
and needs. A product of the synthetic colony of Shelf, Morpheus eschews traditional advertising to keep their prices low and \
relied on word of mouth among positronics to reach their current economic dominance. Morpheus in exchange lobbies heavily for \
positronic rights, sponsors positronics through their Jans-Fhriede test, and tends to other positronic concerns to earn them \
the good-will of the positronics, and the ire of those who wish to exploit them."
history = ""
work = "cybernetics manufacturer"
headquarters = ""
motto = ""
ship_prefixes = list("MTV" = "freight")
// Culture names, because Anewbe told me so.
ship_names = list(
"Nervous Energy",
"Prosthetic Conscience",
"Revisionist",
"Trade Surplus",
"Flexible Demeanour",
"Just Read The Instructions",
"Limiting Factor",
"Cargo Cult",
"Gunboat Diplomat",
"A Ship With A View",
"Cantankerous",
"I Thought He Was With You",
"Never Talk To Strangers",
"Sacrificial Victim",
"Unwitting Accomplice",
"Bad For Business",
"Just Testing",
"Size Isn't Everything",
"Yawning Angel",
"Liveware Problem",
"Very Little Gravitas Indeed",
"Zero Gravitas",
"Gravitas Free Zone",
"Absolutely No You-Know-What",
"Existence Is Pain",
"I'm Walking Here",
"Screw Loose",
"Of Course I Still Love You",
"Limiting Factor",
"So Much For Subtley",
"Unfortunate Conflict Of Evidence",
"Prime Mover",
"It's One Of Ours",
"Thank You And Goodnight",
"Boo!",
"Reasonable Excuse",
"Honest Mistake",
"Appeal To Reason",
"My First Ship II",
"Hidden Income",
"Anything Legal Considered",
"New Toy",
"Me, I'm Always Counting",
"Just Five More Minutes"
)
destination_names = list()
/datum/lore/organization/xion
name = "Xion Manufacturing Group"
short_name = "Xion"
desc = "Xion, quietly, controls most of the market for industrial equipment. Their portfolio includes mining exosuits, \
factory equipment, rugged positronic chassis, and other pieces of equipment vital to the function of the economy. Xion \
keeps its control of the market by leasing, not selling, their equipment, and through infamous and bloody patent protection \
lawsuits. Xion are noted to be a favorite contractor for SolGov engineers, owing to their low cost and rugged design."
history = ""
work = "industrial equipment manufacturer"
headquarters = ""
motto = ""
ship_prefixes = list("XTV" = "hauling")
destination_names = list()
// Governments
/datum/lore/organization/sifgov
name = "Sif Governmental Authority"
short_name = "SifGov"
desc = "SifGov is the sole governing administration for the Vir system, based in New Reykjavik, Sif. It is a representative \
democratic government, and a fully recognized member of the Solar Confederate Government. Anyone operating inside of Vir must \
comply with SifGov's legislation and regulations."
history = "" // Todo like the rest of them
work = "governing body of Sif"
headquarters = "New Reykjavik, Sif"
motto = ""
autogenerate_destination_names = FALSE
ship_prefixes = list("SGA" = "hauling", "SGA" = "energy relay")
destination_names = list(
"New Reykjavik on Sif",
"Radiance Energy Chain",
"a dockyard orbiting Sif",
"a telecommunications satellite",
"Vir Interstellar Spaceport"
)
/datum/lore/organization/solgov
name = "Solar Confederate Government"
short_name = "SolGov"
desc = "SolGov is a decentralized confederation of human governmental entities based on Luna, Sol, which defines top-level law for their member states. \
Member states receive various benefits such as defensive pacts, trade agreements, social support and funding, and being able to participate \
in the Colonial Assembly. The majority, but not all human territories are members of SolGov. As such, SolGov is a major power and \
defacto represents humanity on the galatic stage."
history = "" // Todo
work = "governing polity of humanity's Confederation"
headquarters = "Luna"
motto = "Nil Mortalibus Ardui Est" // Latin, because latin. Says 'Nothing is too steep for mortals'.
autogenerate_destination_names = TRUE
ship_prefixes = list("SCG-T" = "transportation", "SCG-D" = "diplomatic", "SCG-F" = "freight")
destination_names = list(
"Venus",
"Earth",
"Luna",
"Mars",
"Titan"
)// autogen will add a lot of other places as well.
/*
// To be expanded upon later, once the military lore gets sorted out.
// Military
/datum/lore/organization/sif_guard
name = "Sif Homeguard Forces" // Todo: Get better name from lorepeople.
short_name = "SifGuard"
desc = ""
history = ""
work = "Sif Governmental Authority's military"
headquarters = "Sif" // Make this more specific later.
motto = ""
autogenerate_destination_names = FALSE // Kinda weird if SifGuard goes to Nyx.
ship_prefixes = list("SGSC" = "military", "SGSC" = "patrol", "SGSC" = "rescue", "SGSC" = "emergency response") // Todo: Replace prefix with better one.
destination_names = list(
"a classified location in SolGov territory",
"Sif orbit",
"the rings of Kara",
"the rings of Rota",
"Firnir orbit",
"Tyr orbit",
"Magni orbit",
"a wreck in SifGov territory",
"a military outpost",
)
*/
@@ -126,6 +126,12 @@ var/list/_client_preferences_by_type
enabled_description = "Show"
disabled_description = "Hide"
/datum/client_preference/check_mention
description ="Emphasize Name Mention"
key = "CHAT_MENTION"
enabled_description = "Emphasize"
disabled_description = "Normal"
/datum/client_preference/show_progress_bar
description ="Progress Bar"
key = "SHOW_PROGRESS"
@@ -8,3 +8,8 @@
/datum/gear/ears/headphones
display_name = "headphones"
path = /obj/item/clothing/ears/earmuffs/headphones
/datum/gear/ears/translator
display_name = "universal translator, ear"
path = /obj/item/device/universal_translator/ear
cost = 5
@@ -61,3 +61,8 @@
cost = 2
slot = "implant"
var/implant_type = "EAL"
/datum/gear/utility/translator
display_name = "universal translator"
path = /obj/item/device/universal_translator
cost = 5
+1 -4
View File
@@ -199,10 +199,7 @@
/obj/item/clothing/gloves/emp_act(severity)
if(cell)
//why is this not part of the powercell code?
cell.charge -= 1000 / severity
if (cell.charge < 0)
cell.charge = 0
cell.emp_act(severity)
..()
// Called just before an attack_hand(), in mob/UnarmedAttack()
+21 -21
View File
@@ -705,16 +705,16 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/margheritaslice
/obj/item/weapon/reagent_containers/food/snacks/slice/margherita
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/meatpizzaslice
/obj/item/weapon/reagent_containers/food/snacks/slice/meatpizza
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/mushroompizzaslice
/obj/item/weapon/reagent_containers/food/snacks/slice/mushroompizza
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/vegetablepizzaslice
/obj/item/weapon/reagent_containers/food/snacks/slice/vegetablepizza
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/
@@ -737,37 +737,37 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meatbread
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/meatbreadslice
/obj/item/weapon/reagent_containers/food/snacks/slice/meatbread
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/xenomeatbread
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/xenomeatbreadslice
/obj/item/weapon/reagent_containers/food/snacks/slice/xenomeatbread
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/bananabread
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/bananabreadslice
/obj/item/weapon/reagent_containers/food/snacks/slice/bananabread
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/tofubread
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/tofubreadslice
/obj/item/weapon/reagent_containers/food/snacks/slice/tofubread
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/bread
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/breadslice
/obj/item/weapon/reagent_containers/food/snacks/slice/bread
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/creamcheesebread
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/creamcheesebreadslice
/obj/item/weapon/reagent_containers/food/snacks/slice/creamcheesebread
price_tag = 1
@@ -845,67 +845,67 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/carrotcake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/carrotcakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/carrotcake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/braincake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/braincakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/braincake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/cheesecake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/cheesecakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/cheesecake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/plaincake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/plaincakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/plaincake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/orangecake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/orangecakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/orangecake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/limecake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/limecakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/limecake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/lemoncake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/lemoncakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/lemoncake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/chocolatecake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/chocolatecakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/chocolatecake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/birthdaycake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/birthdaycakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/birthdaycake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/applecake
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/applecakeslice
/obj/item/weapon/reagent_containers/food/snacks/slice/applecake
price_tag = 1
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pumpkinpie
price_tag = 5
/obj/item/weapon/reagent_containers/food/snacks/pumpkinpieslice
/obj/item/weapon/reagent_containers/food/snacks/slice/pumpkinpie
price_tag = 1
+90
View File
@@ -0,0 +1,90 @@
//
// This event causes a gas leak of phoron, sleeping_agent, or carbon_dioxide in a random unoccupied area.
// One wonders, where did the gas come from? Who knows! Its SPACE! But if you want something a touch
// more "explainable" then check out the canister_leak event instead.
//
/datum/event/atmos_leak
startWhen = 5 // Nobody will actually be in the room, but still give a bit of warning.
var/area/target_area // Chosen target area
var/area/target_turf // Chosen target turf in target_area
var/gas_type // Chosen gas to release
// Exclude these types and sub-types from targeting eligibilty
var/list/area/excluded = list(
/area/shuttle,
/area/crew_quarters,
/area/holodeck,
/area/engineering/engine_room
)
// Decide which area will be targeted!
/datum/event/atmos_leak/setup()
var/gas_choices = list("carbon_dioxide", "sleeping_agent") // Annoying
if(severity >= EVENT_LEVEL_MODERATE)
gas_choices += "phoron" // Dangerous
if(severity >= EVENT_LEVEL_MAJOR)
gas_choices += "volatile_fuel" // Dangerous and no default atmos setup!
gas_type = pick(gas_choices)
// Assemble areas that all exists (See DM reference if you are confused about loop labels)
var/list/area/grand_list_of_areas = list()
looping_station_areas:
for(var/parentpath in global.the_station_areas)
// Check its not excluded
for(var/excluded_path in excluded)
if(ispath(parentpath, excluded_path))
continue looping_station_areas
// Otherwise add it and all subtypes that exist on the map to our grand list
for(var/areapath in typesof(parentpath))
var/area/A = locate(areapath) // Check if it actually exists
if(istype(A) && A.z in using_map.player_levels)
grand_list_of_areas += A
// Okay, now lets try and pick a target! Lets try 10 times, otherwise give up
for(var/i in 1 to 10)
var/area/A = pick(grand_list_of_areas)
if(is_area_occupied(A))
log_debug("atmos_leak event: Rejected [A] because it is occupied.")
continue
// A good area, great! Lets try and pick a turf
var/list/turfs = list()
for(var/turf/simulated/floor/F in A)
if(turf_clear(F))
turfs += F
if(turfs.len == 0)
log_debug("atmos_leak event: Rejected [A] because it has no clear turfs.")
continue
target_area = A
target_turf = pick(turfs)
// If we can't find a good target, give up
if(!target_area)
log_debug("atmos_leak event: Giving up after too many failures to pick target area")
kill()
return
/** Checks if any living humans are in a given area! */
/datum/event/atmos_leak/proc/is_area_occupied(var/area/myarea)
// Testing suggests looping over human_mob_list is quicker than looping over area contents
for(var/mob/living/carbon/human/H in human_mob_list)
if(H.stat >= DEAD) //Conditions for exclusion here, like if disconnected people start blocking it.
continue
var/area/A = get_area(H)
if(A == myarea) //The loc of a turf is the area it is in.
return 1
return 0
/datum/event/atmos_leak/announce()
command_announcement.Announce("Warning, hazardous [gas_data.name[gas_type]] gas leak detected in \the [target_area], evacuate the area and contain the damage!", "Hazard Alert")
/datum/event/atmos_leak/start()
// Okay, time to actually put the gas in the room!
// TODO - Would be nice to break a waste pipe perhaps?
// TODO - Maybe having it released from a single point and thus causing airflow to blow stuff around
// Fow now just add a bunch of it to the air
var/datum/gas_mixture/air_contents = new
air_contents.temperature = T20C + ((severity - 1) * rand(-50, 50))
air_contents.gas[gas_type] = 10 * MOLES_CELLSTANDARD
target_turf.assume_air(air_contents)
playsound(target_turf, 'sound/effects/smoke.ogg', 50, 1)
+30
View File
@@ -0,0 +1,30 @@
//
// This event chooses a random canister on player levels and breaks it, releasing its contents!
// On severity EVENT_LEVEL_MUNDANE or below it checks to make sure nobody is in the area, otherwise... good luck.
//
/datum/event/canister_leak/start()
// List of all non-destroyed canisters on station levels
var/list/all_canisters = list()
for(var/obj/machinery/portable_atmospherics/canister/C in machines)
if(!C.destroyed && (C.z in using_map.station_levels) && C.air_contents.total_moles >= MOLES_CELLSTANDARD)
all_canisters += C
for(var/i in 1 to 10)
var/obj/machinery/portable_atmospherics/canister/C = pick(all_canisters)
if(severity <= EVENT_LEVEL_MUNDANE && area_is_occupied(get_area(C)))
log_debug("canister_leak event: Rejecting canister [C] ([C.x],[C.y],[C.z]) because area is occupied")
continue
// Okay lets break it
break_canister(C)
return
// If we got to here we failed to find it
log_debug("canister_leak event: Giving up after too many failures to pick target canister")
kill()
return
/datum/event/canister_leak/proc/break_canister(var/obj/machinery/portable_atmospherics/canister/C)
log_debug("canister_leak event: Canister [C] ([C.x],[C.y],[C.z]) destroyed.")
C.health = 0
C.healthcheck()
+6
View File
@@ -86,6 +86,12 @@
"admin","ponies","heresy","meow","Pun Pun","monkey","Ian","moron","pizza","message","spam",\
"director", "Hello", "Hi!"," ","nuke","crate","dwarf","xeno")
/datum/event/ionstorm/tick()
if(botEmagChance)
for(var/mob/living/bot/bot in world)
if(prob(botEmagChance))
bot.emag_act(1)
/datum/event/ionstorm/end()
spawn(rand(5000,8000))
if(prob(50))
+2 -2
View File
@@ -16,7 +16,7 @@
else
num = rand(2,6)
for(var/i=0, i<num, i++)
var/mob/living/simple_animal/hostile/retaliate/malf_drone/D = new(get_turf(pick(possible_spawns)))
var/mob/living/simple_animal/hostile/malf_drone/D = new(get_turf(pick(possible_spawns)))
drones_list.Add(D)
if(prob(25))
D.disabled = rand(15, 60)
@@ -42,7 +42,7 @@
/datum/event/rogue_drone/end()
var/num_recovered = 0
for(var/mob/living/simple_animal/hostile/retaliate/malf_drone/D in drones_list)
for(var/mob/living/simple_animal/hostile/malf_drone/D in drones_list)
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(3, 0, D.loc)
sparks.start()
+217
View File
@@ -0,0 +1,217 @@
/client/proc/recipe_dump()
set name = "Generate Recipe Dump"
set category = "Server"
set desc = "Dumps food and drink recipe info and images for wiki or other use."
if(!holder)
return
//////////////////////// DRINK
var/list/drink_recipes = list()
for(var/path in typesof(/datum/chemical_reaction/drinks) - /datum/chemical_reaction/drinks)
var/datum/chemical_reaction/drinks/CR = new path()
drink_recipes[path] = list("Result" = CR.name,
"ResAmt" = CR.result_amount,
"Reagents" = CR.required_reagents)
qdel(CR)
//////////////////////// FOOD
var/list/food_recipes = typesof(/datum/recipe) - /datum/recipe
//Build a useful list
for(var/Rp in food_recipes)
//Lists don't work with datum-stealing no-instance initial() so we have to.
var/datum/recipe/R = new Rp()
var/obj/res = new R.result()
var/icon/result_icon = icon(res.icon,res.icon_state)
result_icon.Scale(64,64)
food_recipes[Rp] = list(
"Result" = "[res.name]",
"ResAmt" = "1",
"Reagents" = R.reagents,
"Fruit" = R.fruit,
"Ingredients" = R.items,
"Image" = result_icon
)
qdel(res)
qdel(R)
//////////////////////// FOOD+ (basically condiments, tofu, cheese, soysauce, etc)
for(var/path in typesof(/datum/chemical_reaction/food) - /datum/chemical_reaction/food)
var/datum/chemical_reaction/food/CR = new path()
food_recipes[path] = list("Result" = CR.name,
"ResAmt" = CR.result_amount,
"Reagents" = CR.required_reagents,
"Fruit" = list(),
"Ingredients" = list(),
"Image" = null)
qdel(CR)
//////////////////////// PROCESSING
//Items needs further processing into human-readability.
for(var/Rp in food_recipes)
var/working_ing_list = list()
for(var/I in food_recipes[Rp]["Ingredients"])
var/atom/ing = new I()
//So now we add something like "Bread" = 3
if(ing.name in working_ing_list)
var/sofar = working_ing_list[ing.name]
working_ing_list[ing.name] = sofar+1
else
working_ing_list[ing.name] = 1
food_recipes[Rp]["Ingredients"] = working_ing_list
//Reagents can be resolved to nicer names as well
for(var/Rp in food_recipes)
for(var/rid in food_recipes[Rp]["Reagents"])
var/datum/reagent/Rd = chemical_reagents_list[rid]
var/R_name = Rd.name
var/amt = food_recipes[Rp]["Reagents"][rid]
food_recipes[Rp]["Reagents"] -= rid
food_recipes[Rp]["Reagents"][R_name] = amt
for(var/Rp in drink_recipes)
for(var/rid in drink_recipes[Rp]["Reagents"])
var/datum/reagent/Rd = chemical_reagents_list[rid]
var/R_name = Rd.name
var/amt = drink_recipes[Rp]["Reagents"][rid]
drink_recipes[Rp]["Reagents"] -= rid
drink_recipes[Rp]["Reagents"][R_name] = amt
//////////////////////// SORTING
var/list/foods_to_paths = list()
var/list/drinks_to_paths = list()
for(var/Rp in food_recipes)
foods_to_paths["[food_recipes[Rp]["Result"]] [Rp]"] = Rp //Append recipe datum path to keep uniqueness
for(var/Rp in drink_recipes)
drinks_to_paths["[drink_recipes[Rp]["Result"]] [Rp]"] = Rp
foods_to_paths = sortAssoc(foods_to_paths)
drinks_to_paths = sortAssoc(drinks_to_paths)
var/list/foods_newly_sorted = list()
var/list/drinks_newly_sorted = list()
for(var/Rr in foods_to_paths)
var/Rp = foods_to_paths[Rr]
foods_newly_sorted[Rp] = food_recipes[Rp]
for(var/Rr in drinks_to_paths)
var/Rp = drinks_to_paths[Rr]
drinks_newly_sorted[Rp] = drink_recipes[Rp]
food_recipes = foods_newly_sorted
drink_recipes = drinks_newly_sorted
//////////////////////// OUTPUT
//Food Output
var/html = "<head>\
<meta charset='utf-8'>\
<meta http-equiv='X-UA-Compatible' content='IE=edge'>\
<meta http-equiv='content-language' content='en-us' />\
<meta name='viewport' content='width=device-width, initial-scale=1'>\
<title>Food Recipes</title>\
<link rel='stylesheet' href='food.css' />\
</head>"
html += "<html><body><h3>Food Recipes (as of [time2text(world.realtime,"MMM DD, YYYY")])</h3><br>"
html += "<table class='recipes'>"
html += "<tr><th>Icon</th><th>Name</th><th>Ingredients</th></tr>"
for(var/Rp in food_recipes)
//Open this row
html += "<tr>"
//Image
var/icon/icon_to_give = food_recipes[Rp]["Image"]
if(icon_to_give)
var/image_path = "recipe-[ckey(food_recipes[Rp]["Result"])].png"
html += "<td><img src='imgrecipes/[image_path]' /></td>"
src << browse(icon_to_give, "window=picture;file=[image_path];display=0")
else
html += "<td>No<br>Image</td>"
//Name
html += "<td><b>[food_recipes[Rp]["Result"]]</b></td>"
//Ingredients
html += "<td><ul>"
var/count //For those commas. Not sure of a great other way to do it.
//For each large ingredient
var/pretty_ing = ""
count = 0
for(var/ing in food_recipes[Rp]["Ingredients"])
pretty_ing += "[count == 0 ? "" : ", "][food_recipes[Rp]["Ingredients"][ing]]x [ing]"
count++
if(pretty_ing != "")
html += "<li><b>Ingredients:</b> [pretty_ing]</li>"
//For each fruit
var/pretty_fru = ""
count = 0
for(var/fru in food_recipes[Rp]["Fruit"])
pretty_fru += "[count == 0 ? "" : ", "][food_recipes[Rp]["Fruit"][fru]]x [fru]"
count++
if(pretty_fru != "")
html += "<li><b>Fruit:</b> [pretty_fru]</li>"
//For each reagent
var/pretty_rea = ""
count = 0
for(var/rea in food_recipes[Rp]["Reagents"])
pretty_rea += "[count == 0 ? "" : ", "][food_recipes[Rp]["Reagents"][rea]]u [rea]"
count++
if(pretty_rea != "")
html += "<li><b>Mix in:</b> [pretty_rea]</li>"
//Close ingredients
html += "</ul></td>"
//Close this row
html += "</tr>"
html += "</table></body></html>"
src << browse(html, "window=recipes;file=recipes_food.html;display=0")
//Drink Output
html = "<head>\
<meta charset='utf-8'>\
<meta http-equiv='X-UA-Compatible' content='IE=edge'>\
<meta http-equiv='content-language' content='en-us' />\
<meta name='viewport' content='width=device-width, initial-scale=1'>\
<title>Drink Recipes</title>\
<link rel='stylesheet' href='drinks.css' />\
</head>"
html += "<html><body><h3>Drink Recipes (as of [time2text(world.realtime,"MMM DD, YYYY")])</h3><br>"
html += "<table class='recipes'>"
html += "<tr><th>Name</th><th>Ingredients</th></tr>"
for(var/Rp in drink_recipes)
//Open this row
html += "<tr>"
//Name
html += "<td><b>[drink_recipes[Rp]["Result"]]</b></td>"
html += "<td>"
//For each reagent
var/pretty_rea = ""
var/count = 0
for(var/rea in drink_recipes[Rp]["Reagents"])
pretty_rea += "[count == 0 ? "" : ", "][drink_recipes[Rp]["Reagents"][rea]]u [rea]"
count++
if(pretty_rea != "")
html += "<li><b>Mix together:</b> [pretty_rea]</li>"
html += "<li>Makes [drink_recipes[Rp]["ResAmt"]]u</li>"
//Close reagents
html += "</ul></td>"
//Close this row
html += "</tr>"
html += "</table></body></html>"
src << browse(html, "window=recipes;file=recipes_drinks.html;display=0")
src << "<span class='notice'>In your byond cache, recipe-xxx.png files and recipes_drinks.html and recipes_food.html now exist. Place recipe-xxx.png files in a subfolder named 'imgrecipes' wherever you put them. The file will take a food.css or drinks.css file if in the same path.</span>"
+12 -12
View File
@@ -621,8 +621,8 @@ I said no!
/datum/recipe/sandwich
items = list(
/obj/item/weapon/reagent_containers/food/snacks/meatsteak,
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
)
result = /obj/item/weapon/reagent_containers/food/snacks/sandwich
@@ -635,8 +635,8 @@ I said no!
/datum/recipe/grilledcheese
items = list(
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
)
result = /obj/item/weapon/reagent_containers/food/snacks/grilledcheese
@@ -663,14 +663,14 @@ I said no!
/datum/recipe/slimetoast
reagents = list("slimejelly" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
)
result = /obj/item/weapon/reagent_containers/food/snacks/jelliedtoast/slime
/datum/recipe/jelliedtoast
reagents = list("cherryjelly" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
)
result = /obj/item/weapon/reagent_containers/food/snacks/jelliedtoast/cherry
@@ -783,24 +783,24 @@ I said no!
/datum/recipe/twobread
reagents = list("wine" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
)
result = /obj/item/weapon/reagent_containers/food/snacks/twobread
/datum/recipe/slimesandwich
reagents = list("slimejelly" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
)
result = /obj/item/weapon/reagent_containers/food/snacks/jellysandwich/slime
/datum/recipe/cherrysandwich
reagents = list("cherryjelly" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/breadslice,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread,
)
result = /obj/item/weapon/reagent_containers/food/snacks/jellysandwich/cherry
@@ -0,0 +1,24 @@
//
// This event chooses a random canister on player levels and breaks it, releasing its contents!
//
/datum/gm_action/canister_leak
name = "Canister Leak"
departments = list(ROLE_ENGINEERING)
chaotic = 20
/datum/gm_action/canister_leak/get_weight()
return metric.count_people_in_department(ROLE_ENGINEERING) * 30
/datum/gm_action/canister_leak/start()
..()
// List of all non-destroyed canisters on station levels
var/list/all_canisters = list()
for(var/obj/machinery/portable_atmospherics/canister/C in machines)
if(!C.destroyed && (C.z in using_map.station_levels) && C.air_contents.total_moles >= MOLES_CELLSTANDARD)
all_canisters += C
var/obj/machinery/portable_atmospherics/canister/C = pick(all_canisters)
log_debug("canister_leak event: Canister [C] ([C.x],[C.y],[C.z]) destroyed.")
C.health = 0
C.healthcheck()
return
+1 -1
View File
@@ -184,7 +184,7 @@
display_name = "killer tomato plant"
mutants = null
can_self_harvest = 1
has_mob_product = /mob/living/simple_animal/tomato
has_mob_product = /mob/living/simple_animal/hostile/tomato
/datum/seed/tomato/killer/New()
..()
@@ -71,6 +71,8 @@
new/datum/stack_recipe("airtight hatch assembly", /obj/structure/door_assembly/door_assembly_hatch, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("maintenance hatch assembly", /obj/structure/door_assembly/door_assembly_mhatch, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("voidcraft airlock assembly horizontal", /obj/structure/door_assembly/door_assembly_voidcraft, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("voidcraft airlock assembly vertical", /obj/structure/door_assembly/door_assembly_voidcraft/vertical, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("emergency shutter", /obj/structure/firedoor_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("multi-tile airlock assembly", /obj/structure/door_assembly/multi_tile, 4, time = 50, one_per_turf = 1, on_floor = 1), \
))
+7 -1
View File
@@ -597,7 +597,7 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/wood
icon_colour = "#824B28"
integrity = 50
icon_base = "solid"
icon_base = "wood"
explosion_resistance = 2
shard_type = SHARD_SPLINTER
shard_can_repair = 0 // you can't weld splinters back into planks
@@ -618,6 +618,12 @@ var/list/name_to_material
stack_type = null
shard_type = SHARD_NONE
/material/wood/sif
name = "alien wood"
// stack_type = /obj/item/stack/material/wood/sif
icon_colour = "#0099cc" // Cyan-ish
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2) // Alien wood would presumably be more interesting to the analyzer.
/material/cardboard
name = "cardboard"
stack_type = /obj/item/stack/material/cardboard
+4
View File
@@ -23,6 +23,8 @@
if (message)
log_emote("[name]/[key] : [message]")
message = say_emphasis(message)
// Hearing gasp and such every five seconds is not good emotes were not global for a reason.
// Maybe some people are okay with that.
@@ -63,6 +65,8 @@
else
input = message
input = say_emphasis(input)
if(input)
log_emote("Ghost/[src.key] : [input]")
if(!invisibility) //If the ghost is made visible by admins or cult. And to see if the ghost has toggled its own visibility, as well. -Mech
+82 -15
View File
@@ -32,14 +32,10 @@
if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
if(language)
message = language.scramble(message)
else
if(language)
message = language.scramble(message)
else
message = stars(message)
message = stars(message)
var/speaker_name = speaker.name
if(istype(speaker, /mob/living/carbon/human))
@@ -49,6 +45,8 @@
if(italics)
message = "<i>[message]</i>"
message = say_emphasis(message)
var/track = null
if(istype(src, /mob/observer/dead))
if(italics && is_preference_enabled(/datum/client_preference/ghost_radio))
@@ -66,20 +64,73 @@
else
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear."
else
var/message_to_send = null
if(language)
on_hear_say("<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>")
message_to_send = "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>"
else
on_hear_say("<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
message_to_send = "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>"
if(check_mentioned(message) && is_preference_enabled(/datum/client_preference/check_mention))
message_to_send = "<font size='3'><b>[message_to_send]</b></font>"
on_hear_say(message_to_send)
if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
/mob/proc/on_hear_say(var/message)
src << message
to_chat(src, message)
/mob/living/silicon/on_hear_say(var/message)
var/time = say_timestamp()
src << "[time] [message]"
to_chat(src, "[time] [message]")
// Checks if the mob's own name is included inside message. Handles both first and last names.
/mob/proc/check_mentioned(var/message)
var/list/valid_names = splittext(real_name, " ") // Should output list("John", "Doe") as an example.
valid_names += special_mentions()
for(var/name in valid_names)
if(findtext(message, regex("\\b[name]\\b", "i"))) // This is to stop 'ai' from triggering if someone says 'wait'.
return TRUE
return FALSE
// Override this if you want something besides the mob's name to count for being mentioned in check_mentioned().
/mob/proc/special_mentions()
return list()
/mob/living/silicon/ai/special_mentions()
return list("AI") // AI door!
// Converts specific characters, like *, /, and _ to formatted output.
/mob/proc/say_emphasis(var/message)
message = encode_html_emphasis(message, "/", "i")
message = encode_html_emphasis(message, "+", "b")
message = encode_html_emphasis(message, "_", "u")
return message
// Replaces a character inside message with html tags. Note that html var must not include brackets.
// Will not create an open html tag if it would not have a closing one.
/proc/encode_html_emphasis(var/message, var/char, var/html)
var/i = 20 // Infinite loop safety.
var/pattern = "(?<!<)\\" + char
var/regex/re = regex(pattern,"i") // This matches results which do not have a < next to them, to avoid stripping slashes from closing html tags.
var/first = re.Find(message) // Find first occurance.
var/second = re.Find(message, first + 1) // Then the second.
while(first && second && i)
// Calculate how far foward the second char is, as the first replacetext() will displace it.
var/length_increase = length("<[html]>") - 1
// Now replace both.
message = replacetext(message, char, "<[html]>", first, first + 1)
message = replacetext(message, char, "</[html]>", second + length_increase, second + length_increase + 1)
// Check again to see if we need to keep going.
first = re.Find(message)
second = re.Find(message, first + 1)
i--
if(!i)
CRASH("Possible infinite loop occured in encode_html_emphasis().")
return message
/mob/proc/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/part_c, var/mob/speaker = null, var/hard_to_hear = 0, var/vname ="")
@@ -182,11 +233,15 @@
speaker_name = "[speaker.real_name] ([speaker_name])"
track = "[speaker_name] ([ghost_follow_link(speaker, src)])"
message = say_emphasis(message)
var/formatted
if(language)
formatted = "[language.format_message_radio(message, verb)][part_c]"
else
formatted = "[verb], <span class=\"body\">\"[message]\"</span>[part_c]"
if((sdisabilities & DEAF) || ear_deaf)
if(prob(20))
src << "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>"
@@ -197,18 +252,30 @@
return "<span class='say_quote'>\[[stationtime2text()]\]</span>"
/mob/proc/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
src << "[part_a][speaker_name][part_b][formatted]"
var/final_message = "[part_a][speaker_name][part_b][formatted]"
if(check_mentioned(formatted) && is_preference_enabled(/datum/client_preference/check_mention))
final_message = "<font size='3'><b>[final_message]</b></font>"
to_chat(src, final_message)
/mob/observer/dead/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
src << "[part_a][track][part_b][formatted]"
var/final_message = "[part_a][track][part_b][formatted]"
if(check_mentioned(formatted) && is_preference_enabled(/datum/client_preference/check_mention))
final_message = "<font size='3'><b>[final_message]</b></font>"
to_chat(src, final_message)
/mob/living/silicon/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
var/time = say_timestamp()
src << "[time][part_a][speaker_name][part_b][formatted]"
var/final_message = "[part_a][speaker_name][part_b][formatted]"
if(check_mentioned(formatted) && is_preference_enabled(/datum/client_preference/check_mention))
final_message = "[time]<font size='3'><b>[final_message]</b></font>"
to_chat(src, final_message)
/mob/living/silicon/ai/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
var/time = say_timestamp()
src << "[time][part_a][track][part_b][formatted]"
var/final_message = "[part_a][track][part_b][formatted]"
if(check_mentioned(formatted) && is_preference_enabled(/datum/client_preference/check_mention))
final_message = "[time]<font size='3'><b>[final_message]</b></font>"
to_chat(src, final_message)
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
if(!client)
+10 -3
View File
@@ -17,15 +17,19 @@
if (!message)
return
message = speaker.say_emphasis(message)
var/message_start = "<i><span class='game say'>[name], <span class='name'>[speaker.name]</span>"
var/message_body = "<span class='message'>[speaker.say_quote(message)], \"[message]\"</span></span></i>"
for (var/mob/M in dead_mob_list)
if(!istype(M,/mob/new_player) && !istype(M,/mob/living/carbon/brain)) //No meta-evesdropping
M.show_message("[message_start] ([ghost_follow_link(speaker, M)]) [message_body]", 2)
var/message_to_send = "[message_start] ([ghost_follow_link(speaker, M)]) [message_body]"
if(M.check_mentioned(message) && M.is_preference_enabled(/datum/client_preference/check_mention))
message_to_send = "<font size='3'><b>[message_to_send]</b></font>"
M.show_message(message_to_send, 2)
for (var/mob/living/S in living_mob_list)
if(drone_only && !istype(S,/mob/living/silicon/robot/drone))
continue
else if(istype(S , /mob/living/silicon/ai))
@@ -33,7 +37,10 @@
else if (!S.binarycheck())
continue
S.show_message("[message_start] [message_body]", 2)
var/message_to_send = "[message_start] [message_body]"
if(S.check_mentioned(message) && S.is_preference_enabled(/datum/client_preference/check_mention))
message_to_send = "<font size='3'><b>[message_to_send]</b></font>"
S.show_message(message_to_send, 2)
var/list/listening = hearers(1, src)
listening -= src
+2
View File
@@ -59,6 +59,8 @@
/datum/species/proc/handle_autohiss(message, datum/language/lang, mode)
if(!autohiss_basic_map)
return message
if(lang.flags & NO_STUTTER) // Currently prevents EAL, Sign language, and emotes from autohissing
return message
if(autohiss_exempt && (lang.name in autohiss_exempt))
return message
+39 -11
View File
@@ -27,7 +27,7 @@
var/turf/obstacle = null
var/wait_if_pulled = 0 // Only applies to moving to the target
var/will_patrol = 0 // Not a setting - whether or no this type of bots patrols at all
var/will_patrol = 0 // If set to 1, will patrol, duh
var/patrol_speed = 1 // How many times per tick we move when patrolling
var/target_speed = 2 // Ditto for chasing the target
var/min_target_dist = 1 // How close we try to get to the target
@@ -49,7 +49,11 @@
access_scanner.req_access = req_access.Copy()
access_scanner.req_one_access = req_one_access.Copy()
turn_on()
// Make sure mapped in units start turned on.
/mob/living/bot/initialize()
..()
if(on)
turn_on() // Update lights and other stuff
/mob/living/bot/Life()
..()
@@ -61,7 +65,8 @@
paralysis = 0
if(on && !client && !busy)
handleAI()
spawn(0)
handleAI()
/mob/living/bot/updatehealth()
if(status_flags & GODMODE)
@@ -145,20 +150,18 @@
handleRangedTarget()
if(!wait_if_pulled || !pulledby)
for(var/i = 1 to target_speed)
sleep(20 / (target_speed + 1))
stepToTarget()
if(i < target_speed)
sleep(20 / target_speed)
if(max_frustration && frustration > max_frustration * target_speed)
handleFrustrated(1)
else
resetTarget()
lookForTargets()
if(will_patrol && !pulledby && !target)
if(patrol_path.len)
if(patrol_path && patrol_path.len)
for(var/i = 1 to patrol_speed)
sleep(20 / (patrol_speed + 1))
handlePatrol()
if(i < patrol_speed)
sleep(20 / patrol_speed)
if(max_frustration && frustration > max_frustration * patrol_speed)
handleFrustrated(0)
else
@@ -219,6 +222,25 @@
return
/mob/living/bot/proc/getPatrolTurf()
var/minDist = INFINITY
var/obj/machinery/navbeacon/targ = locate() in get_turf(src)
if(!targ)
for(var/obj/machinery/navbeacon/N in navbeacons)
if(!N.codes["patrol"])
continue
if(get_dist(src, N) < minDist)
minDist = get_dist(src, N)
targ = N
if(targ && targ.codes["next_patrol"])
for(var/obj/machinery/navbeacon/N in navbeacons)
if(N.location == targ.codes["next_patrol"])
targ = N
break
if(targ)
return get_turf(targ)
return null
/mob/living/bot/proc/handleIdle()
@@ -255,15 +277,16 @@
on = 1
set_light(light_strength)
update_icons()
resetTarget()
patrol_path = list()
ignore_list = list()
return 1
/mob/living/bot/proc/turn_off()
on = 0
busy = 0 // If ever stuck... reboot!
set_light(0)
update_icons()
resetTarget()
patrol_path = list()
ignore_list = list()
/mob/living/bot/proc/explode()
qdel(src)
@@ -327,6 +350,11 @@
for(var/obj/machinery/door/D in loc)
if(!D.density) continue
if(istype(D, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
if(!A.can_open()) return 1
if(istype(D, /obj/machinery/door/window))
if( dir & D.dir ) return !D.check_access(ID)
+6 -5
View File
@@ -12,7 +12,6 @@
var/cleaning = 0
var/screwloose = 0
var/oddbutton = 0
var/should_patrol = 0
var/blood = 1
var/list/target_types = list()
@@ -32,9 +31,11 @@
if(oddbutton && prob(5)) // Make a big mess
visible_message("Something flies out of [src]. He seems to be acting oddly.")
var/obj/effect/decal/cleanable/blood/gibs/gib = new /obj/effect/decal/cleanable/blood/gibs(loc)
ignore_list += gib
// TODO - I have a feeling weakrefs will not work in ignore_list, verify this ~Leshana
var/weakref/g = weakref(gib)
ignore_list += g
spawn(600)
ignore_list -= gib
ignore_list -= g
/mob/living/bot/cleanbot/lookForTargets()
for(var/obj/effect/decal/cleanable/D in view(world.view, src)) // There was some odd code to make it start with nearest decals, it's unnecessary, this works
@@ -110,7 +111,7 @@
dat += "Maintenance panel is [open ? "opened" : "closed"]"
if(!locked || issilicon(user))
dat += "<BR>Cleans Blood: <A href='?src=\ref[src];operation=blood'>[blood ? "Yes" : "No"]</A><BR>"
dat += "<BR>Patrol station: <A href='?src=\ref[src];operation=patrol'>[should_patrol ? "Yes" : "No"]</A><BR>"
dat += "<BR>Patrol station: <A href='?src=\ref[src];operation=patrol'>[will_patrol ? "Yes" : "No"]</A><BR>"
if(open && !locked)
dat += "Odd looking screw twiddled: <A href='?src=\ref[src];operation=screw'>[screwloose ? "Yes" : "No"]</A><BR>"
dat += "Weird button pressed: <A href='?src=\ref[src];operation=oddbutton'>[oddbutton ? "Yes" : "No"]</A>"
@@ -134,7 +135,7 @@
blood = !blood
get_targets()
if("patrol")
should_patrol = !should_patrol
will_patrol = !will_patrol
patrol_path = null
if("screw")
screwloose = !screwloose
+3 -3
View File
@@ -170,7 +170,7 @@
visible_message("<span class='notice'>[src] starts [T.dead? "removing the plant from" : "harvesting"] \the [A].</span>")
busy = 1
if(do_after(src, 30))
if(do_after(src, 30, A))
visible_message("<span class='notice'>[src] [T.dead? "removes the plant from" : "harvests"] \the [A].</span>")
T.attack_hand(src)
if(FARMBOT_WATER)
@@ -179,7 +179,7 @@
visible_message("<span class='notice'>[src] starts watering \the [A].</span>")
busy = 1
if(do_after(src, 30))
if(do_after(src, 30, A))
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
visible_message("<span class='notice'>[src] waters \the [A].</span>")
tank.reagents.trans_to(T, 100 - T.waterlevel)
@@ -198,7 +198,7 @@
visible_message("<span class='notice'>[src] starts fertilizing \the [A].</span>")
busy = 1
if(do_after(src, 30))
if(do_after(src, 30, A))
visible_message("<span class='notice'>[src] fertilizes \the [A].</span>")
T.reagents.add_reagent("ammonia", 10)
+53 -30
View File
@@ -1,3 +1,9 @@
// Configure whether or not floorbot will fix hull breaches.
// This can be a problem if it tries to pave over space or shuttles. That should be fixed but...
// If it can see space outside windows, it can be laggy since it keeps wondering if it should fix them.
// Therefore that functionality is disabled for now. But it can be turned on by uncommenting this.
// #define FLOORBOT_PATCHES_HOLES 1
/mob/living/bot/floorbot
name = "Floorbot"
desc = "A little floor repairing robot, he looks so excited!"
@@ -25,7 +31,7 @@
/mob/living/bot/floorbot/attack_hand(var/mob/user)
user.set_machine(src)
var/dat
var/list/dat = list()
dat += "<TT><B>Automatic Station Floor Repairer v1.0</B></TT><BR><BR>"
dat += "Status: <A href='?src=\ref[src];operation=start'>[src.on ? "On" : "Off"]</A><BR>"
dat += "Maintenance panel is [open ? "opened" : "closed"]<BR>"
@@ -41,9 +47,9 @@
else
bmode = "Disabled"
dat += "<BR><BR>Bridge Mode : <A href='?src=\ref[src];operation=bridgemode'>[bmode]</A><BR>"
user << browse("<HEAD><TITLE>Repairbot v1.0 controls</TITLE></HEAD>[dat]", "window=autorepair")
onclose(user, "autorepair")
var/datum/browser/popup = new(user, "autorepair", "Repairbot v1.1 controls")
popup.set_content(jointext(dat,null))
popup.open()
return
/mob/living/bot/floorbot/emag_act(var/remaining_charges, var/mob/user)
@@ -115,23 +121,24 @@
target = T
return
T = get_step(T, targetdirection)
return // In bridge mode we don't want to step off that line even to eat plates!
else // Fixing floors
for(var/turf/space/T in view(src)) // Breaches are of higher priority
if(confirmTarget(T))
target = T
return
#ifdef FLOORBOT_PATCHES_HOLES
for(var/turf/space/T in view(src)) // Breaches are of higher priority
if(confirmTarget(T))
target = T
return
for(var/turf/simulated/mineral/floor/T in view(src)) // Asteroids are of smaller priority
if(confirmTarget(T))
target = T
return
if(improvefloors)
for(var/turf/simulated/floor/T in view(src))
if(confirmTarget(T))
target = T
return
for(var/turf/simulated/mineral/floor/T in view(src)) // Asteroids are of smaller priority
if(confirmTarget(T))
target = T
return
#endif
// Look for broken floors even if we aren't improvefloors
for(var/turf/simulated/floor/T in view(src))
if(confirmTarget(T))
target = T
return
if(amount < maxAmount && (eattiles || maketiles))
for(var/obj/item/stack/S in view(src))
@@ -148,7 +155,11 @@
if(istype(A, /obj/item/stack/material/steel))
return (amount < maxAmount && maketiles)
if(A.loc.name == "Space")
// Don't pave over all of space, build there only if in bridge mode
if(!targetdirection && istype(A.loc, /area/space)) // Note name == "Space" does not work!
return 0
if(istype(A.loc, /area/shuttle)) // Do NOT mess with shuttle drop zones
return 0
if(emagged)
@@ -157,14 +168,16 @@
if(!amount)
return 0
#ifdef FLOORBOT_PATCHES_HOLES
if(istype(A, /turf/space))
return 1
if(istype(A, /turf/simulated/mineral/floor))
return 1
#endif
var/turf/simulated/floor/T = A
return (istype(T) && improvefloors && !T.flooring && (get_turf(T) == loc || prob(40)))
return (istype(T) && (T.broken || T.burnt || (improvefloors && !T.flooring)) && (get_turf(T) == loc || prob(40)))
/mob/living/bot/floorbot/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
@@ -181,12 +194,12 @@
busy = 1
update_icons()
if(F.flooring)
visible_message("<span class='warning'>[src] begins to tear the floor tile from the floor!</span>")
visible_message("<span class='warning'>\The [src] begins to tear the floor tile from the floor!</span>")
if(do_after(src, 50))
F.break_tile_to_plating()
addTiles(1)
else
visible_message("<span class='danger'>[src] begins to tear through the floor!</span>")
visible_message("<span class='danger'>\The [src] begins to tear through the floor!</span>")
if(do_after(src, 150)) // Extra time because this can and will kill.
F.ReplaceWithLattice()
addTiles(1)
@@ -201,7 +214,7 @@
return
busy = 1
update_icons()
visible_message("<span class='notice'>[src] begins to repair the hole.</span>")
visible_message("<span class='notice'>\The [src] begins to repair the hole.</span>")
if(do_after(src, 50))
if(A && (locate(/obj/structure/lattice, A) && building == 1 || !locate(/obj/structure/lattice, A) && building == 2)) // Make sure that it still needs repairs
var/obj/item/I
@@ -215,10 +228,20 @@
update_icons()
else if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
if(!F.flooring && amount)
if(F.broken || F.burnt)
busy = 1
update_icons()
visible_message("<span class='notice'>[src] begins to improve the floor.</span>")
visible_message("<span class='notice'>\The [src] begins to remove the broken floor.</span>")
if(do_after(src, 50, F))
if(F.broken || F.burnt)
F.make_plating()
target = null
busy = 0
update_icons()
else if(!F.flooring && amount)
busy = 1
update_icons()
visible_message("<span class='notice'>\The [src] begins to improve the floor.</span>")
if(do_after(src, 50))
if(!F.flooring)
F.set_flooring(get_flooring_data(floor_build_type))
@@ -228,7 +251,7 @@
update_icons()
else if(istype(A, /obj/item/stack/tile/floor) && amount < maxAmount)
var/obj/item/stack/tile/floor/T = A
visible_message("<span class='notice'>[src] begins to collect tiles.</span>")
visible_message("<span class='notice'>\The [src] begins to collect tiles.</span>")
busy = 1
update_icons()
if(do_after(src, 20))
@@ -242,7 +265,7 @@
else if(istype(A, /obj/item/stack/material) && amount + 4 <= maxAmount)
var/obj/item/stack/material/M = A
if(M.get_material_name() == DEFAULT_WALL_MATERIAL)
visible_message("<span class='notice'>[src] begins to make tiles.</span>")
visible_message("<span class='notice'>\The [src] begins to make tiles.</span>")
busy = 1
update_icons()
if(do_after(50))
@@ -252,7 +275,7 @@
/mob/living/bot/floorbot/explode()
turn_off()
visible_message("<span class='danger'>[src] blows apart!</span>")
visible_message("<span class='danger'>\The [src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
var/obj/item/weapon/storage/toolbox/mechanical/N = new /obj/item/weapon/storage/toolbox/mechanical(Tsec)
@@ -353,4 +376,4 @@
return
if(!in_range(src, user) && loc != user)
return
created_name = t
created_name = t
+15 -12
View File
@@ -130,10 +130,7 @@
if("sethome")
var/new_dest
var/list/beaconlist = new()
for(var/obj/machinery/navbeacon/N in navbeacons)
beaconlist.Add(N.location)
beaconlist[N.location] = N
var/list/beaconlist = GetBeaconList()
if(beaconlist.len)
new_dest = input("Select new home tag", "Mulebot [suffix ? "([suffix])" : ""]", null) in null|beaconlist
else
@@ -168,10 +165,7 @@
targetName = "Home"
if("SetD")
var/new_dest
var/list/beaconlist = new()
for(var/obj/machinery/navbeacon/N in navbeacons)
beaconlist.Add(N.location)
beaconlist[N.location] = N
var/list/beaconlist = GetBeaconList()
if(beaconlist.len)
new_dest = input("Select new destination tag", "Mulebot [suffix ? "([suffix])" : ""]") in null|beaconlist
else
@@ -285,6 +279,15 @@
new /obj/effect/decal/cleanable/blood/oil(Tsec)
..()
/mob/living/bot/mulebot/proc/GetBeaconList()
var/list/beaconlist = list()
for(var/obj/machinery/navbeacon/N in navbeacons)
if(!N.codes["delivery"])
continue
beaconlist.Add(N.location)
beaconlist[N.location] = N
return beaconlist
/mob/living/bot/mulebot/proc/load(var/atom/movable/C)
if(busy || load || get_dist(C, src) > 1 || !isturf(C.loc))
return
@@ -304,11 +307,11 @@
busy = 1
C.loc = loc
C.forceMove(loc)
sleep(2)
if(C.loc != loc) //To prevent you from going onto more than one bot.
return
C.loc = src
C.forceMove(src)
load = C
C.pixel_y += 9
@@ -325,7 +328,7 @@
busy = 1
overlays.Cut()
load.loc = loc
load.forceMove(loc)
load.pixel_y -= 9
load.layer = initial(load.layer)
@@ -338,7 +341,7 @@
if(AM == botcard || AM == access_scanner)
continue
AM.loc = loc
AM.forceMove(loc)
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
busy = 0
+73 -36
View File
@@ -1,10 +1,14 @@
#define SECBOT_WAIT_TIME 5 //number of in-game seconds to wait for someone to surrender
#define SECBOT_THREAT_ARREST 4 //threat level at which we decide to arrest someone
#define SECBOT_THREAT_ATTACK 8 //threat level at which was assume immediate danger and attack right away
/mob/living/bot/secbot
name = "Securitron"
desc = "A little security robot. He looks less than thrilled."
icon_state = "secbot0"
maxHealth = 100
health = 100
req_one_access = list(access_robotics, access_security, access_forensics_lockers)
req_one_access = list(access_security, access_forensics_lockers)
botcard_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels)
patrol_speed = 2
target_speed = 3
@@ -14,18 +18,17 @@
var/check_arrest = 1 // If true, arrests people who are set to arrest.
var/arrest_type = 0 // If true, doesn't handcuff. You monster.
var/declare_arrests = 0 // If true, announces arrests over sechuds.
var/auto_patrol = 0 // If true, patrols on its own
var/is_ranged = 0
var/awaiting_surrender = 0
var/list/threat_found_sounds = new('sound/voice/bcriminal.ogg', 'sound/voice/bjustice.ogg', 'sound/voice/bfreeze.ogg')
var/list/preparing_arrest_sounds = new('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg')
var/list/threat_found_sounds = list('sound/voice/bcriminal.ogg', 'sound/voice/bjustice.ogg', 'sound/voice/bfreeze.ogg')
var/list/preparing_arrest_sounds = list('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/bcreep.ogg')
/mob/living/bot/secbot/beepsky
name = "Officer Beepsky"
desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
auto_patrol = 1
will_patrol = 1
/mob/living/bot/secbot/update_icons()
if(on && busy)
@@ -40,7 +43,7 @@
/mob/living/bot/secbot/attack_hand(var/mob/user)
user.set_machine(src)
var/dat
var/list/dat = list()
dat += "<TT><B>Automatic Security Unit</B></TT><BR><BR>"
dat += "Status: <A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A><BR>"
dat += "Behaviour controls are [locked ? "locked" : "unlocked"]<BR>"
@@ -51,10 +54,10 @@
dat += "Check Arrest Status: <A href='?src=\ref[src];operation=ignorearr'>[check_arrest ? "Yes" : "No"]</A><BR>"
dat += "Operating Mode: <A href='?src=\ref[src];operation=switchmode'>[arrest_type ? "Detain" : "Arrest"]</A><BR>"
dat += "Report Arrests: <A href='?src=\ref[src];operation=declarearrests'>[declare_arrests ? "Yes" : "No"]</A><BR>"
dat += "Auto Patrol: <A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>"
user << browse("<HEAD><TITLE>Securitron controls</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return
dat += "Auto Patrol: <A href='?src=\ref[src];operation=patrol'>[will_patrol ? "On" : "Off"]</A>"
var/datum/browser/popup = new(user, "autosec", "Securitron controls")
popup.set_content(jointext(dat,null))
popup.open()
/mob/living/bot/secbot/Topic(href, href_list)
if(..())
@@ -80,7 +83,7 @@
if("switchmode")
arrest_type = !arrest_type
if("patrol")
auto_patrol = !auto_patrol
will_patrol = !will_patrol
if("declarearrests")
declare_arrests = !declare_arrests
attack_hand(usr)
@@ -99,10 +102,46 @@
/mob/living/bot/secbot/attackby(var/obj/item/O, var/mob/user)
var/curhealth = health
..()
. = ..()
if(health < curhealth)
target = user
awaiting_surrender = 5
react_to_attack(user)
/mob/living/bot/secbot/bullet_act(var/obj/item/projectile/P)
var/curhealth = health
var/mob/shooter = P.firer
. = ..()
//if we already have a target just ignore to avoid lots of checking
if(!target && health < curhealth && shooter && (shooter in view(world.view, src)))
react_to_attack(shooter)
/mob/living/bot/secbot/proc/react_to_attack(mob/attacker)
if(!target)
playsound(src.loc, pick(threat_found_sounds), 50)
broadcast_security_hud_message("[src] was attacked by a hostile <b>[target_name(attacker)]</b> in <b>[get_area(src)]</b>.", src)
target = attacker
awaiting_surrender = INFINITY // Don't try and wait for surrender
// Say "freeze!" and demand surrender
/mob/living/bot/secbot/proc/demand_surrender(mob/target, var/threat)
var/suspect_name = target_name(target)
if(declare_arrests)
broadcast_security_hud_message("[src] is [arrest_type ? "detaining" : "arresting"] a level [threat] suspect <b>[suspect_name]</b> in <b>[get_area(src)]</b>.", src)
say("Down on the floor, [suspect_name]! You have [SECBOT_WAIT_TIME] seconds to comply.")
playsound(src.loc, pick(preparing_arrest_sounds), 50)
// Register to be told when the target moves
moved_event.register(target, src, /mob/living/bot/secbot/proc/target_moved)
// Callback invoked if the registered target moves
/mob/living/bot/secbot/proc/target_moved(atom/movable/moving_instance, atom/old_loc, atom/new_loc)
if(get_dist(get_turf(src), get_turf(target)) >= 1)
awaiting_surrender = INFINITY // Done waiting!
moved_event.unregister(moving_instance, src)
/mob/living/bot/secbot/resetTarget()
..()
moved_event.unregister(target, src)
awaiting_surrender = -1
walk_to(src, 0)
/mob/living/bot/secbot/startPatrol()
if(!locked) // Stop running away when we set you up
@@ -112,8 +151,7 @@
/mob/living/bot/secbot/confirmTarget(var/atom/A)
if(!..())
return 0
return (check_threat(A) > 3)
return (check_threat(A) >= SECBOT_THREAT_ARREST)
/mob/living/bot/secbot/lookForTargets()
for(var/mob/living/M in view(src))
@@ -127,23 +165,17 @@
custom_emote(1, "points at [M.name]!")
return
/mob/living/bot/secbot/calcTargetPath()
..()
if(awaiting_surrender != -1)
awaiting_surrender = 5 // This implies that a) we have already approached the target and b) it has moved after the warning
/mob/living/bot/secbot/handleAdjacentTarget()
if(awaiting_surrender < 5 && ishuman(target) && !target:lying)
if(awaiting_surrender == -1)
say("Down on the floor, [target]! You have five seconds to comply.")
var/mob/living/carbon/human/H = target
var/threat = check_threat(target)
if(awaiting_surrender < SECBOT_WAIT_TIME && istype(H) && !H.lying && threat < SECBOT_THREAT_ATTACK)
if(awaiting_surrender == -1) // On first tick of awaiting...
demand_surrender(target, threat)
++awaiting_surrender
else
if(declare_arrests)
broadcast_security_hud_message("[src] is [arrest_type ? "detaining" : "arresting"] a level [threat] suspect <b>[target_name(target)]</b> in <b>[get_area(src)]</b>.", src)
UnarmedAttack(target)
if(ishuman(target) && declare_arrests)
var/area/location = get_area(src)
broadcast_security_hud_message("[src] is [arrest_type ? "detaining" : "arresting"] a level [check_threat(target)] suspect <b>[target]</b> in <b>[location]</b>.", src)
// say("Engaging patrol mode.")
/mob/living/bot/secbot/UnarmedAttack(var/mob/M, var/proximity)
if(!..())
@@ -170,17 +202,15 @@
spawn(2)
busy = 0
update_icons()
visible_message("<span class='warning'>[C] was prodded by [src] with a stun baton!</span>")
visible_message("<span class='warning'>\The [C] was prodded by \the [src] with a stun baton!</span>")
else
playsound(loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
visible_message("<span class='warning'>[src] is trying to put handcuffs on [C]!</span>")
visible_message("<span class='warning'>\The [src] is trying to put handcuffs on \the [C]!</span>")
busy = 1
if(do_mob(src, C, 60))
if(!C.handcuffed)
C.handcuffed = new /obj/item/weapon/handcuffs(C)
C.update_inv_handcuffed()
if(preparing_arrest_sounds.len)
playsound(loc, pick(preparing_arrest_sounds), 50, 0)
busy = 0
else if(istype(M, /mob/living/simple_animal))
var/mob/living/simple_animal/S = M
@@ -193,7 +223,8 @@
spawn(2)
busy = 0
update_icons()
visible_message("<span class='warning'>[M] was beaten by [src] with a stun baton!</span>")
visible_message("<span class='warning'>\The [M] was beaten by \the [src] with a stun baton!</span>")
/mob/living/bot/secbot/explode()
visible_message("<span class='warning'>[src] blows apart!</span>")
@@ -215,11 +246,17 @@
new /obj/effect/decal/cleanable/blood/oil(Tsec)
qdel(src)
/mob/living/bot/secbot/proc/target_name(mob/living/T)
if(ishuman(T))
var/mob/living/carbon/human/H = T
return H.get_id_name("unidentified person")
return "unidentified lifeform"
/mob/living/bot/secbot/proc/check_threat(var/mob/living/M)
if(!M || !istype(M) || M.stat == DEAD || src == M)
return 0
if(emagged)
if(emagged && !M.incapacitated()) //check incapacitated so emagged secbots don't keep attacking the same target forever
return 10
return M.assess_perp(access_scanner, 0, idcheck, check_records, check_arrest)
@@ -297,4 +334,4 @@
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
created_name = t
+6 -2
View File
@@ -164,7 +164,9 @@
if(2)
brainmob.emp_damage += rand(10,20)
if(3)
brainmob.emp_damage += rand(0,10)
brainmob.emp_damage += rand(5,10)
if(4)
brainmob.emp_damage += rand(0,5)
..()
/obj/item/device/mmi/digital
@@ -216,7 +218,9 @@
if(2)
src.brainmob.emp_damage += rand(10,20)
if(3)
src.brainmob.emp_damage += rand(0,10)
src.brainmob.emp_damage += rand(5,10)
if(4)
src.brainmob.emp_damage += rand(0,5)
..()
/obj/item/device/mmi/digital/transfer_identity(var/mob/living/carbon/H)
@@ -112,7 +112,9 @@
if(2)
src.brainmob.emp_damage += rand(10,20)
if(3)
src.brainmob.emp_damage += rand(0,10)
src.brainmob.emp_damage += rand(5,10)
if(4)
src.brainmob.emp_damage += rand(0,5)
..()
/obj/item/device/mmi/digital/posibrain/New()
+89 -18
View File
@@ -25,7 +25,8 @@
message = "is strumming the air and headbanging like a safari chimp."
m_type = 1
if("ping", "beep", "buzz", "yes", "no")
//Machine-only emotes
if("ping", "beep", "buzz", "yes", "no", "rcough", "rsneeze")
if(!isSynthetic())
src << "<span class='warning'>You are not a synthetic.</span>"
@@ -54,6 +55,18 @@
else if(act == "no")
display_msg = "emits a negative blip"
use_sound = 'sound/machines/synth_no.ogg'
else if(act == "rcough")
display_msg = "emits a robotic cough"
if(gender == FEMALE)
use_sound = pick('sound/effects/mob_effects/f_machine_cougha.ogg','sound/effects/mob_effects/f_machine_coughb.ogg')
else
use_sound = pick('sound/effects/mob_effects/m_machine_cougha.ogg','sound/effects/mob_effects/m_machine_coughb.ogg', 'sound/effects/mob_effects/m_machine_coughc.ogg')
else if(act == "rsneeze")
display_msg = "emits a robotic sneeze"
if(gender == FEMALE)
use_sound = 'sound/effects/mob_effects/machine_sneeze.ogg'
else
use_sound = 'sound/effects/mob_effects/f_machine_sneeze.ogg'
if (param)
message = "[display_msg] at [param]."
@@ -62,6 +75,17 @@
playsound(src.loc, use_sound, 50, 0)
m_type = 1
//Promethean-only emotes
if("squish")
if(!species.bump_flag == SLIME) //That should do, yaya.
src << "<span class='warning'>You are not a slime thing!</span>"
return
playsound(src.loc, 'sound/effects/slime_squish.ogg', 50, 0) //Credit to DrMinky (freesound.org) for the sound.
message = "blinks."
m_type = 1
if ("blink")
message = "blinks."
m_type = 1
@@ -202,14 +226,20 @@
src.sleeping += 10 //Short-short nap
m_type = 1
if ("cough")
if("cough", "coughs")
if(miming)
message = "appears to cough!"
m_type = 1
else
if (!muzzled)
if(!muzzled)
message = "coughs!"
m_type = 2
if(gender == FEMALE)
if(species.female_cough_sounds)
playsound(src, pick(species.female_cough_sounds), 120)
else
if(species.male_cough_sounds)
playsound(src, pick(species.male_cough_sounds), 120)
else
message = "makes a strong noise."
m_type = 2
@@ -456,13 +486,17 @@
message = "trembles in fear!"
m_type = 1
if ("sneeze")
if (miming)
if("sneeze", "sneezes")
if(miming)
message = "sneezes."
m_type = 1
else
if (!muzzled)
if(!muzzled)
message = "sneezes."
if(gender == FEMALE)
playsound(src, species.female_sneeze_sound, 70)
else
playsound(src, species.male_sneeze_sound, 70)
m_type = 2
else
message = "makes a strange noise."
@@ -565,18 +599,59 @@
else
message = "sadly can't find anybody to give daps to, and daps [get_visible_gender() == MALE ? "himself" : get_visible_gender() == FEMALE ? "herself" : "themselves"]. Shameful."
if ("scream")
if (miming)
if("slap", "slaps")
m_type = 1
if(!restrained())
var/M = null
if(param)
for(var/mob/A in view(1, null))
if(param == A.name)
M = A
break
if(M)
message = "<span class='danger'>slaps [M] across the face. Ouch!</span>"
playsound(loc, 'sound/effects/snap.ogg', 50, 1)
else
message = "<span class='danger'>slaps [get_visible_gender() == MALE ? "himself" : get_visible_gender() == FEMALE ? "herself" : "themselves"]!</span>"
playsound(loc, 'sound/effects/snap.ogg', 50, 1)
if("scream", "screams")
if(miming)
message = "acts out a scream!"
m_type = 1
else
if (!muzzled)
message = "screams!"
if(!muzzled)
message = "[species.scream_verb]!"
m_type = 2
/* Removed, pending the location of some actually good, properly licensed sounds.
if(gender == FEMALE)
playsound(loc, "[species.female_scream_sound]", 80, 1)
else
playsound(loc, "[species.male_scream_sound]", 80, 1) //default to male screams if no gender is present.
*/
else
message = "makes a very loud noise."
m_type = 2
if("snap", "snaps")
m_type = 2
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/L = H.get_organ("l_hand")
var/obj/item/organ/external/R = H.get_organ("r_hand")
var/left_hand_good = 0
var/right_hand_good = 0
if(L && (!(L.status & ORGAN_DESTROYED)) && (!(L.splinted)) && (!(L.status & ORGAN_BROKEN)))
left_hand_good = 1
if(R && (!(R.status & ORGAN_DESTROYED)) && (!(R.splinted)) && (!(R.status & ORGAN_BROKEN)))
right_hand_good = 1
if(!left_hand_good && !right_hand_good)
to_chat(usr, "You need at least one hand in good working order to snap your fingers.")
return
message = "snaps [get_visible_gender() == MALE ? "his" : get_visible_gender() == FEMALE ? "her" : "their"] fingers."
playsound(loc, 'sound/effects/fingersnap.ogg', 50, 1, -3)
if("swish")
src.animate_tail_once()
@@ -597,18 +672,14 @@
return
if ("help")
src << {"blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, cry, custom, deathgasp, drool, eyebrow, fastsway/qwag,
frown, gasp, giggle, glare-(none)/mob, grin, groan, grumble, handshake, hug-(none)/mob, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom,
raise, salute, shake, shiver, shrug, sigh, signal-#1-10, smile, sneeze, sniff, snore, stare-(none)/mob, stopsway/swag, sway/wag, swish, tremble, twitch,
twitch_v, vomit, whimper, wink, yawn"}
src << "blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, cry, custom, deathgasp, drool, eyebrow, fastsway/qwag, \
frown, gasp, giggle, glare-(none)/mob, grin, groan, grumble, handshake, hug-(none)/mob, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom, \
raise, salute, scream, sneeze, shake, shiver, shrug, sigh, signal-#1-10, slap-(none)/mob, smile, sneeze, sniff, snore, stare-(none)/mob, stopsway/swag, sway/wag, swish, tremble, twitch, \
twitch_v, vomit, whimper, wink, yawn. Synthetics: beep, buzz, yes, no, rcough, rsneeze, ping"
else
src << "\blue Unusable emote '[act]'. Say *help for a list."
if (message)
log_emote("[name]/[key] : [message]")
custom_emote(m_type,message)
@@ -82,6 +82,20 @@
var/datum/gender/T = gender_datums[get_gender()]
if(skipjumpsuit && skipface) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else if(species && species.ambiguous_genders)
var/can_detect_gender = FALSE
if(isobserver(user)) // Ghosts are all knowing.
can_detect_gender = TRUE
if(issilicon(user)) // Borgs are too because science.
can_detect_gender = TRUE
else if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.species && istype(species, H.species))
can_detect_gender = TRUE
if(!can_detect_gender)
T = gender_datums[PLURAL] // Species with ambiguous_genders will not show their true gender upon examine if the examiner is not also the same species.
else
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
@@ -22,6 +22,14 @@
speech_sounds = list('sound/voice/shriek1.ogg')
speech_chance = 20
scream_verb = "shrieks"
male_scream_sound = 'sound/voice/shriek1.ogg'
female_scream_sound = 'sound/voice/shriek1.ogg'
male_cough_sounds = list('sound/voice/shriekcough.ogg')
female_cough_sounds = list('sound/voice/shriekcough.ogg')
male_sneeze_sound = 'sound/voice/shrieksneeze.ogg'
female_sneeze_sound = 'sound/voice/shrieksneeze.ogg'
warning_low_pressure = 50
hazard_low_pressure = 0
@@ -50,6 +50,15 @@
var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
//Soundy emotey things.
var/scream_verb = "screams"
var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
var/male_cough_sounds = list('sound/effects/mob_effects/m_cougha.ogg','sound/effects/mob_effects/m_coughb.ogg', 'sound/effects/mob_effects/m_coughc.ogg')
var/female_cough_sounds = list('sound/effects/mob_effects/f_cougha.ogg','sound/effects/mob_effects/f_coughb.ogg')
var/male_sneeze_sound = 'sound/effects/mob_effects/sneeze.ogg'
var/female_sneeze_sound = 'sound/effects/mob_effects/f_sneeze.ogg'
// Combat vars.
var/total_health = 100 // Point at which the mob will enter crit.
var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
@@ -156,6 +165,7 @@
)
var/list/genders = list(MALE, FEMALE)
var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
// Bump vars
var/bump_flag = HUMAN // What are we considered to be when bumped?
@@ -28,6 +28,9 @@ var/datum/species/shapeshifter/promethean/prometheans
breath_type = null
poison_type = null
male_cough_sounds = list('sound/effects/slime_squish.ogg')
female_cough_sounds = list('sound/effects/slime_squish.ogg')
gluttonous = 1
virus_immune = 1
blood_volume = 560
@@ -38,6 +38,8 @@
blood_volume = 400
hunger_factor = 0.2
ambiguous_genders = TRUE
spawn_flags = SPECIES_CAN_JOIN | SPECIES_IS_WHITELISTED
appearance_flags = HAS_HAIR_COLOR | HAS_SKIN_COLOR | HAS_EYE_COLOR
bump_flag = MONKEY
@@ -162,6 +162,8 @@
darksight = 4
ambiguous_genders = TRUE
spawn_flags = SPECIES_CAN_JOIN | SPECIES_IS_WHITELISTED
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR
@@ -895,6 +895,11 @@ var/global/list/damage_icon_parts = list()
if(hud_used)
hud_used.hidden_inventory_update() //Updates the screenloc of the items on the 'other' inventory bar
//update whether handcuffs appears on our hud.
/mob/living/carbon/proc/update_hud_handcuffed()
if(hud_used && hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
hud_used.l_hand_hud_object.update_icon()
hud_used.r_hand_hud_object.update_icon()
/mob/living/carbon/human/update_inv_handcuffed(var/update_icons=1)
if(handcuffed)
@@ -913,6 +918,8 @@ var/global/list/damage_icon_parts = list()
else
overlays_standing[HANDCUFF_LAYER] = null
update_hud_handcuffed()
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_legcuffed(var/update_icons=1)
+96 -85
View File
@@ -545,97 +545,108 @@ var/list/ai_verbs_hidden = list( // For why this exists, refer to https://xkcd.c
return
var/input
if(alert("Would you like to select a hologram based on a crew member or switch to unique avatar?",,"Crew Member","Unique")=="Crew Member")
var/choice = alert("Would you like to select a hologram based on a (visible) crew member, switch to unique avatar, or load your character from your character slot?",,"Crew Member","Unique","My Character")
var/personnel_list[] = list()
switch(choice)
if("Crew Member") //A seeable crew member (or a dog)
var/list/targets = trackable_mobs()
if(targets.len)
input = input("Select a crew member:") as null|anything in targets //The definition of "crew member" is a little loose...
//This is torture, I know. If someone knows a better way...
if(!input) return
var/new_holo = getHologramIcon(getCompoundIcon(targets[input]))
qdel(holo_icon)
holo_icon = new_holo
for(var/datum/data/record/t in data_core.locked)//Look in data core locked.
personnel_list["[t.fields["name"]]: [t.fields["rank"]]"] = t.fields["image"]//Pull names, rank, and image.
else
alert("No suitable records found. Aborting.")
if(personnel_list.len)
input = input("Select a crew member:") as null|anything in personnel_list
var/icon/character_icon = personnel_list[input]
if(character_icon)
qdel(holo_icon)//Clear old icon so we're not storing it in memory.
holo_icon = getHologramIcon(icon(character_icon))
else
alert("No suitable records found. Aborting.")
if("My Character") //Loaded character slot
if(!client || !client.prefs) return
var/mob/living/carbon/human/dummy/dummy = new ()
//This doesn't include custom_items because that's ... hard.
client.prefs.dress_preview_mob(dummy)
sleep(1 SECOND) //Strange bug in preview code? Without this, certain things won't show up. Yay race conditions?
dummy.regenerate_icons()
else
var/icon_list[] = list(
"default",
"floating face",
"singularity",
"drone",
"carp",
"spider",
"bear",
"slime",
"ian",
"runtime",
"poly",
"pun pun",
"male human",
"female human",
"male unathi",
"female unathi",
"male tajara",
"female tajara",
"male tesharii",
"female tesharii",
"male skrell",
"female skrell"
)
input = input("Please select a hologram:") as null|anything in icon_list
if(input)
var/new_holo = getHologramIcon(getCompoundIcon(dummy))
qdel(holo_icon)
switch(input)
if("default")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
if("floating face")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo2"))
if("singularity")
holo_icon = getHologramIcon(icon('icons/obj/singularity.dmi',"singularity_s1"))
if("drone")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"drone0"))
if("carp")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo4"))
if("spider")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"nurse"))
if("bear")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"brownbear"))
if("slime")
holo_icon = getHologramIcon(icon('icons/mob/slimes.dmi',"cerulean adult slime"))
if("ian")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"corgi"))
if("runtime")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"cat"))
if("poly")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"parrot_fly"))
if("pun pun")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"punpun"))
if("male human")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holohumm"))
if("female human")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holohumf"))
if("male unathi")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holounam"))
if("female unathi")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holounaf"))
if("male tajara")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotajm"))
if("female tajara")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotajf"))
if("male tesharii")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotesm"))
if("female tesharii")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotesf"))
if("male skrell")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holoskrm"))
if("female skrell")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holoskrf"))
qdel(dummy)
holo_icon = new_holo
return
else //A premade from the dmi
var/icon_list[] = list(
"default",
"floating face",
"singularity",
"drone",
"carp",
"spider",
"bear",
"slime",
"ian",
"runtime",
"poly",
"pun pun",
"male human",
"female human",
"male unathi",
"female unathi",
"male tajara",
"female tajara",
"male tesharii",
"female tesharii",
"male skrell",
"female skrell"
)
input = input("Please select a hologram:") as null|anything in icon_list
if(input)
qdel(holo_icon)
switch(input)
if("default")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
if("floating face")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo2"))
if("singularity")
holo_icon = getHologramIcon(icon('icons/obj/singularity.dmi',"singularity_s1"))
if("drone")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"drone0"))
if("carp")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo4"))
if("spider")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"nurse"))
if("bear")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"brownbear"))
if("slime")
holo_icon = getHologramIcon(icon('icons/mob/slimes.dmi',"cerulean adult slime"))
if("ian")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"corgi"))
if("runtime")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"cat"))
if("poly")
holo_icon = getHologramIcon(icon('icons/mob/animal.dmi',"parrot_fly"))
if("pun pun")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"punpun"))
if("male human")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holohumm"))
if("female human")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holohumf"))
if("male unathi")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holounam"))
if("female unathi")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holounaf"))
if("male tajara")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotajm"))
if("female tajara")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotajf"))
if("male tesharii")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotesm"))
if("female tesharii")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holotesf"))
if("male skrell")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holoskrm"))
if("female skrell")
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holoskrf"))
//Toggles the luminosity and applies it by re-entereing the camera.
/mob/living/silicon/ai/proc/toggle_camera_light()
@@ -689,7 +689,7 @@
overlays += "eyes-[module_sprites[icontype]]"
if(opened)
var/panelprefix = custom_sprite ? src.ckey : "ov"
var/panelprefix = custom_sprite ? "[src.ckey]-[src.name]" : "ov"
if(wiresexposed)
overlays += "[panelprefix]-openpanel +w"
else if(cell)
@@ -208,6 +208,7 @@ var/global/list/robot_modules = list(
/obj/item/weapon/robot_module/robot/medical/surgeon/New()
..()
src.modules += new /obj/item/borg/sight/hud/med(src)
src.modules += new /obj/item/device/healthanalyzer(src)
src.modules += new /obj/item/weapon/reagent_containers/borghypo(src)
src.modules += new /obj/item/weapon/surgical/scalpel(src)
@@ -65,7 +65,13 @@
src.take_organ_damage(0,20,emp=1)
confused = (min(confused + 5, 30))
if(2)
src.take_organ_damage(0,15,emp=1)
confused = (min(confused + 4, 30))
if(3)
src.take_organ_damage(0,10,emp=1)
confused = (min(confused + 3, 30))
if(4)
src.take_organ_damage(0,5,emp=1)
confused = (min(confused + 2, 30))
flash_eyes(affect_silicon = 1)
src << "<span class='danger'><B>*BZZZT*</B></span>"
@@ -1,172 +1,204 @@
/mob/living/simple_animal/hostile/alien
name = "alien hunter"
desc = "Hiss!"
icon = 'icons/mob/alien.dmi'
icon_state = "alienh_running"
icon_living = "alienh_running"
icon_dead = "alien_l"
icon_gib = "syndicate_gib"
response_help = "pokes"
response_disarm = "shoves"
response_harm = "hits"
speed = -1
meat_type = /obj/item/weapon/reagent_containers/food/snacks/xenomeat
maxHealth = 100
health = 100
harm_intent_damage = 5
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashed"
a_intent = I_HURT
attack_sound = 'sound/weapons/bladeslice.ogg'
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
faction = "alien"
environment_smash = 2
status_flags = CANPUSH
minbodytemp = 0
heat_damage_per_tick = 20
/mob/living/simple_animal/hostile/alien/drone
name = "alien drone"
icon_state = "aliend_running"
icon_living = "aliend_running"
icon_dead = "aliend_l"
health = 60
melee_damage_lower = 15
melee_damage_upper = 15
/mob/living/simple_animal/hostile/alien/sentinel
name = "alien sentinel"
icon_state = "aliens_running"
icon_living = "aliens_running"
icon_dead = "aliens_l"
health = 120
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1
projectiletype = /obj/item/projectile/neurotox
projectilesound = 'sound/weapons/pierce.ogg'
/mob/living/simple_animal/hostile/alien/queen
name = "alien queen"
icon_state = "alienq_running"
icon_living = "alienq_running"
icon_dead = "alienq_l"
health = 250
maxHealth = 250
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1
move_to_delay = 3
projectiletype = /obj/item/projectile/neurotox
projectilesound = 'sound/weapons/pierce.ogg'
rapid = 1
status_flags = 0
/mob/living/simple_animal/hostile/alien/queen/large
name = "alien empress"
icon = 'icons/mob/alienqueen.dmi'
icon_state = "queen_s"
icon_living = "queen_s"
icon_dead = "queen_dead"
move_to_delay = 4
maxHealth = 400
health = 400
/obj/item/projectile/neurotox
damage = 30
icon_state = "toxin"
/mob/living/simple_animal/hostile/alien/death()
..()
visible_message("[src] lets out a waning guttural screech, green blood bubbling from its maw...")
playsound(src, 'sound/voice/hiss6.ogg', 100, 1)
// Xenoarch aliens.
/mob/living/simple_animal/hostile/samak
name = "samak"
desc = "A fast, armoured predator accustomed to hiding and ambushing in cold terrain."
faction = "samak"
icon_state = "samak"
icon_living = "samak"
icon_dead = "samak_dead"
icon = 'icons/jungle.dmi'
move_to_delay = 2
maxHealth = 125
health = 125
speed = 2
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "mauled"
cold_damage_per_tick = 0
speak_chance = 5
speak = list("Hruuugh!","Hrunnph")
emote_see = list("paws the ground","shakes its mane","stomps")
emote_hear = list("snuffles")
/mob/living/simple_animal/hostile/diyaab
name = "diyaab"
desc = "A small pack animal. Although omnivorous, it will hunt meat on occasion."
faction = "diyaab"
icon_state = "diyaab"
icon_living = "diyaab"
icon_dead = "diyaab_dead"
icon = 'icons/jungle.dmi'
move_to_delay = 1
maxHealth = 25
health = 25
speed = 1
melee_damage_lower = 1
melee_damage_upper = 8
attacktext = "gouged"
cold_damage_per_tick = 0
speak_chance = 5
speak = list("Awrr?","Aowrl!","Worrl")
emote_see = list("sniffs the air cautiously","looks around")
emote_hear = list("snuffles")
/mob/living/simple_animal/hostile/shantak
name = "shantak"
desc = "A piglike creature with a bright iridiscent mane that sparkles as though lit by an inner light. Don't be fooled by its beauty though."
faction = "shantak"
icon_state = "shantak"
icon_living = "shantak"
icon_dead = "shantak_dead"
icon = 'icons/jungle.dmi'
move_to_delay = 1
maxHealth = 75
health = 75
speed = 1
melee_damage_lower = 3
melee_damage_upper = 12
attacktext = "gouged"
cold_damage_per_tick = 0
speak_chance = 5
speak = list("Shuhn","Shrunnph?","Shunpf")
emote_see = list("scratches the ground","shakes out it's mane","tinkles gently")
/mob/living/simple_animal/yithian
name = "yithian"
desc = "A friendly creature vaguely resembling an oversized snail without a shell."
icon_state = "yithian"
icon_living = "yithian"
icon_dead = "yithian_dead"
icon = 'icons/jungle.dmi'
/mob/living/simple_animal/tindalos
name = "tindalos"
desc = "It looks like a large, flightless grasshopper."
icon_state = "tindalos"
icon_living = "tindalos"
icon_dead = "tindalos_dead"
icon = 'icons/jungle.dmi'
/mob/living/simple_animal/hostile/alien
name = "alien hunter"
desc = "Hiss!"
icon = 'icons/mob/alien.dmi'
icon_state = "alienh_running"
icon_living = "alienh_running"
icon_dead = "alien_l"
icon_gib = "syndicate_gib"
faction = "xeno"
cooperative = 1
run_at_them = 0
response_help = "pokes"
response_disarm = "shoves"
response_harm = "hits"
maxHealth = 100
health = 100
speed = -1
harm_intent_damage = 5
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashed"
attack_sound = 'sound/weapons/bladeslice.ogg'
a_intent = I_HURT
environment_smash = 2
status_flags = CANPUSH
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
heat_damage_per_tick = 20
unsuitable_atoms_damage = 15
meat_type = /obj/item/weapon/reagent_containers/food/snacks/xenomeat
/mob/living/simple_animal/hostile/alien/drone
name = "alien drone"
icon_state = "aliend_running"
icon_living = "aliend_running"
icon_dead = "aliend_l"
health = 60
melee_damage_lower = 15
melee_damage_upper = 15
/mob/living/simple_animal/hostile/alien/sentinel
name = "alien sentinel"
icon_state = "aliens_running"
icon_living = "aliens_running"
icon_dead = "aliens_l"
health = 120
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1
projectiletype = /obj/item/projectile/neurotox
projectilesound = 'sound/weapons/pierce.ogg'
/mob/living/simple_animal/hostile/alien/queen
name = "alien queen"
icon_state = "alienq_running"
icon_living = "alienq_running"
icon_dead = "alienq_l"
health = 250
maxHealth = 250
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1
move_to_delay = 3
projectiletype = /obj/item/projectile/neurotox
projectilesound = 'sound/weapons/pierce.ogg'
rapid = 1
status_flags = 0
/mob/living/simple_animal/hostile/alien/queen/large
name = "alien empress"
icon = 'icons/mob/alienqueen.dmi'
icon_state = "queen_s"
icon_living = "queen_s"
icon_dead = "queen_dead"
move_to_delay = 4
maxHealth = 400
health = 400
/obj/item/projectile/neurotox
damage = 30
icon_state = "toxin"
/mob/living/simple_animal/hostile/alien/death()
..()
visible_message("[src] lets out a waning guttural screech, green blood bubbling from its maw...")
playsound(src, 'sound/voice/hiss6.ogg', 100, 1)
// Xenoarch aliens.
/mob/living/simple_animal/hostile/samak
name = "samak"
desc = "A fast, armoured predator accustomed to hiding and ambushing in cold terrain."
faction = "samak"
icon_state = "samak"
icon_living = "samak"
icon_dead = "samak_dead"
icon = 'icons/jungle.dmi'
faction = "samak"
maxHealth = 125
health = 125
speed = 2
move_to_delay = 2
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "mauled"
cold_damage_per_tick = 0
speak_chance = 5
speak = list("Hruuugh!","Hrunnph")
emote_see = list("paws the ground","shakes its mane","stomps")
emote_hear = list("snuffles")
/mob/living/simple_animal/hostile/diyaab
name = "diyaab"
desc = "A small pack animal. Although omnivorous, it will hunt meat on occasion."
faction = "diyaab"
icon_state = "diyaab"
icon_living = "diyaab"
icon_dead = "diyaab_dead"
icon = 'icons/jungle.dmi'
faction = "diyaab"
cooperative = 1
maxHealth = 25
health = 25
speed = 1
move_to_delay = 1
melee_damage_lower = 1
melee_damage_upper = 8
attacktext = "gouged"
cold_damage_per_tick = 0
speak_chance = 5
speak = list("Awrr?","Aowrl!","Worrl")
emote_see = list("sniffs the air cautiously","looks around")
emote_hear = list("snuffles")
/mob/living/simple_animal/hostile/shantak
name = "shantak"
desc = "A piglike creature with a bright iridiscent mane that sparkles as though lit by an inner light. Don't be fooled by its beauty though."
faction = "shantak"
icon_state = "shantak"
icon_living = "shantak"
icon_dead = "shantak_dead"
icon = 'icons/jungle.dmi'
faction = "shantak"
maxHealth = 75
health = 75
speed = 1
move_to_delay = 1
melee_damage_lower = 3
melee_damage_upper = 12
attacktext = "gouged"
cold_damage_per_tick = 0
speak_chance = 5
speak = list("Shuhn","Shrunnph?","Shunpf")
emote_see = list("scratches the ground","shakes out it's mane","tinkles gently")
/mob/living/simple_animal/yithian
name = "yithian"
desc = "A friendly creature vaguely resembling an oversized snail without a shell."
icon_state = "yithian"
icon_living = "yithian"
icon_dead = "yithian_dead"
icon = 'icons/jungle.dmi'
faction = "yithian"
/mob/living/simple_animal/tindalos
name = "tindalos"
desc = "It looks like a large, flightless grasshopper."
icon_state = "tindalos"
icon_living = "tindalos"
icon_dead = "tindalos_dead"
icon = 'icons/jungle.dmi'
faction = "tindalos"
@@ -1,72 +1,73 @@
/mob/living/simple_animal/hostile/creature
name = "creature"
desc = "A sanity-destroying otherthing."
icon = 'icons/mob/critter.dmi'
speak_emote = list("gibbers")
icon_state = "otherthing"
icon_living = "otherthing"
icon_dead = "otherthing-dead"
maxHealth = 40
health = 40
harm_intent_damage = 8
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "chomped"
attack_sound = 'sound/weapons/bite.ogg'
faction = "creature"
speed = 8
/mob/living/simple_animal/hostile/creature/cult
faction = "cult"
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
supernatural = 1
/mob/living/simple_animal/hostile/creature/cult/cultify()
return
/mob/living/simple_animal/hostile/creature/cult/Life()
..()
check_horde()
/mob/living/simple_animal/hostile/creature/strong
maxHealth = 160
health = 160
harm_intent_damage = 5
melee_damage_lower = 8
melee_damage_upper = 25
/mob/living/simple_animal/hostile/creature/strong/cult
faction = "cult"
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
supernatural = 1
/mob/living/simple_animal/hostile/creature/cult/cultify()
return
/mob/living/simple_animal/hostile/creature/cult/Life()
..()
check_horde()
/mob/living/simple_animal/hostile/creature
name = "creature"
desc = "A sanity-destroying otherthing."
icon = 'icons/mob/critter.dmi'
icon_state = "otherthing"
icon_living = "otherthing"
icon_dead = "otherthing-dead"
faction = "creature"
maxHealth = 40
health = 40
speed = 8
harm_intent_damage = 8
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "chomped"
attack_sound = 'sound/weapons/bite.ogg'
speak_emote = list("gibbers")
/mob/living/simple_animal/hostile/creature/cult
faction = "cult"
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
supernatural = 1
/mob/living/simple_animal/hostile/creature/cult/cultify()
return
/mob/living/simple_animal/hostile/creature/cult/Life()
..()
check_horde()
/mob/living/simple_animal/hostile/creature/strong
maxHealth = 160
health = 160
harm_intent_damage = 5
melee_damage_lower = 8
melee_damage_upper = 25
/mob/living/simple_animal/hostile/creature/strong/cult
faction = "cult"
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
supernatural = 1
/mob/living/simple_animal/hostile/creature/cult/cultify()
return
/mob/living/simple_animal/hostile/creature/cult/Life()
..()
check_horde()
@@ -1,39 +1,29 @@
//malfunctioning combat drones
/mob/living/simple_animal/hostile/retaliate/malf_drone
/mob/living/simple_animal/hostile/malf_drone
name = "combat drone"
desc = "An automated combat drone armed with state of the art weaponry and shielding."
icon_state = "drone3"
icon_living = "drone3"
icon_dead = "drone_dead"
ranged = 1
rapid = 1
speak_chance = 5
faction = "malf_drone"
maxHealth = 300
health = 300
speed = 8
stop_when_pulled = 0
turns_per_move = 3
response_help = "pokes"
response_disarm = "gently pushes aside"
response_harm = "hits"
speak = list("ALERT.","Hostile-ile-ile entities dee-twhoooo-wected.","Threat parameterszzzz- szzet.","Bring sub-sub-sub-systems uuuup to combat alert alpha-a-a.")
emote_see = list("beeps menacingly","whirrs threateningly","scans its immediate vicinity")
a_intent = I_HURT
stop_automated_movement_when_pulled = 0
health = 300
maxHealth = 300
speed = 8
ranged = 1
rapid = 1
projectiletype = /obj/item/projectile/beam/drone
projectilesound = 'sound/weapons/laser3.ogg'
destroy_surroundings = 0
var/datum/effect/effect/system/ion_trail_follow/ion_trail
//the drone randomly switches between these states because it's malfunctioning
var/hostile_drone = 0
//0 - retaliate, only attack enemies that attack it
//1 - hostile, attack everything that comes near
var/turf/patrol_target
var/explode_chance = 1
var/disabled = 0
var/exploding = 0
//Drones aren't affected by atmos.
min_oxy = 0
@@ -46,10 +36,19 @@
max_n2 = 0
minbodytemp = 0
var/has_loot = 1
faction = "malf_drone"
speak_chance = 5
speak = list("ALERT.","Hostile-ile-ile entities dee-twhoooo-wected.","Threat parameterszzzz- szzet.","Bring sub-sub-sub-systems uuuup to combat alert alpha-a-a.")
emote_see = list("beeps menacingly","whirrs threateningly","scans its immediate vicinity")
/mob/living/simple_animal/hostile/retaliate/malf_drone/New()
var/datum/effect/effect/system/ion_trail_follow/ion_trail
var/turf/patrol_target
var/explode_chance = 1
var/disabled = 0
var/exploding = 0
var/has_loot = 1
/mob/living/simple_animal/hostile/malf_drone/New()
..()
if(prob(5))
projectiletype = /obj/item/projectile/beam/pulse/drone
@@ -58,17 +57,11 @@
ion_trail.set_up(src)
ion_trail.start()
/mob/living/simple_animal/hostile/retaliate/malf_drone/Process_Spacemove(var/check_drift = 0)
/mob/living/simple_animal/malf_drone/Process_Spacemove(var/check_drift = 0)
return 1
/mob/living/simple_animal/hostile/retaliate/malf_drone/ListTargets()
if(hostile_drone)
return view(src, 10)
else
return ..()
//self repair systems have a chance to bring the drone back to life
/mob/living/simple_animal/hostile/retaliate/malf_drone/Life()
/mob/living/simple_animal/hostile/malf_drone/Life()
//emps and lots of damage can temporarily shut us down
if(disabled > 0)
@@ -99,12 +92,12 @@
//sometimes our targetting sensors malfunction, and we attack anyone nearby
if(prob(disabled ? 0 : 1))
if(hostile_drone)
if(hostile)
src.visible_message("\blue \icon[src] [src] retracts several targetting vanes, and dulls it's running lights.")
hostile_drone = 0
hostile = 0
else
src.visible_message("\red \icon[src] [src] suddenly lights up, and additional targetting vanes slide into place.")
hostile_drone = 1
hostile = 1
if(health / maxHealth > 0.9)
icon_state = "drone3"
@@ -151,18 +144,18 @@
..()
//ion rifle!
/mob/living/simple_animal/hostile/retaliate/malf_drone/emp_act(severity)
/mob/living/simple_animal/hostile/malf_drone/emp_act(severity)
health -= rand(3,15) * (severity + 1)
disabled = rand(150, 600)
hostile_drone = 0
hostile = 0
walk(src,0)
/mob/living/simple_animal/hostile/retaliate/malf_drone/death()
/mob/living/simple_animal/hostile/malf_drone/death()
..(null,"suddenly breaks apart.")
qdel(src)
/mob/living/simple_animal/hostile/retaliate/malf_drone/Destroy()
//some random debris left behind
/mob/living/simple_animal/hostile/malf_drone/Destroy()
//More advanced than the default S_A loot system, for visual effect and random tech levels.
if(has_loot)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)

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