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Quotefox
2019-09-23 18:26:34 +02:00
commit 7091cdbe8c
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/atom/movable
var/can_buckle = 0
var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1
var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
var/list/mob/living/buckled_mobs = null //list()
var/max_buckled_mobs = 1
var/buckle_prevents_pull = FALSE
//Interaction
/atom/movable/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(can_buckle && has_buckled_mobs())
if(buckled_mobs.len > 1)
var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
if(user_unbuckle_mob(unbuckled,user))
return 1
else
if(user_unbuckle_mob(buckled_mobs[1],user))
return 1
/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
if(can_buckle && istype(M) && istype(user))
if(user_buckle_mob(M, user))
return 1
/atom/movable/proc/has_buckled_mobs()
if(!buckled_mobs)
return FALSE
if(buckled_mobs.len)
return TRUE
//procs that handle the actual buckling and unbuckling
/atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!buckled_mobs)
buckled_mobs = list()
if(!istype(M))
return FALSE
if(check_loc && M.loc != loc)
return FALSE
if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
return FALSE
M.buckling = src
if(!M.can_buckle() && !force)
if(M == usr)
to_chat(M, "<span class='warning'>You are unable to buckle yourself to [src]!</span>")
else
to_chat(usr, "<span class='warning'>You are unable to buckle [M] to [src]!</span>")
M.buckling = null
return FALSE
if(M.pulledby && buckle_prevents_pull)
M.pulledby.stop_pulling()
if(!check_loc && M.loc != loc)
M.forceMove(loc)
M.buckling = null
M.buckled = src
M.setDir(dir)
buckled_mobs |= M
M.update_canmove()
M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
post_buckle_mob(M)
SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force)
return TRUE
/obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
. = ..()
if(.)
if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
M.adjust_fire_stacks(1)
M.IgniteMob()
/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force=FALSE)
if(istype(buckled_mob) && buckled_mob.buckled == src && (buckled_mob.can_unbuckle() || force))
. = buckled_mob
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
buckled_mob.clear_alert("buckled")
buckled_mobs -= buckled_mob
SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force)
post_unbuckle_mob(.)
/atom/movable/proc/unbuckle_all_mobs(force=FALSE)
if(!has_buckled_mobs())
return
for(var/m in buckled_mobs)
unbuckle_mob(m, force)
//Handle any extras after buckling
//Called on buckle_mob()
/atom/movable/proc/post_buckle_mob(mob/living/M)
//same but for unbuckle
/atom/movable/proc/post_unbuckle_mob(mob/living/M)
//Wrapper procs that handle sanity and user feedback
/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(!in_range(user, src) || !isturf(user.loc) || user.incapacitated() || M.anchored)
return FALSE
add_fingerprint(user)
. = buckle_mob(M, check_loc = check_loc)
if(.)
if(M == user)
M.visible_message(\
"<span class='notice'>[M] buckles [M.p_them()]self to [src].</span>",\
"<span class='notice'>You buckle yourself to [src].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
else
M.visible_message(\
"<span class='warning'>[user] buckles [M] to [src]!</span>",\
"<span class='warning'>[user] buckles you to [src]!</span>",\
"<span class='italics'>You hear metal clanking.</span>")
/atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
var/mob/living/M = unbuckle_mob(buckled_mob)
if(M)
if(M != user)
M.visible_message(\
"<span class='notice'>[user] unbuckles [M] from [src].</span>",\
"<span class='notice'>[user] unbuckles you from [src].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
else
M.visible_message(\
"<span class='notice'>[M] unbuckles [M.p_them()]self from [src].</span>",\
"<span class='notice'>You unbuckle yourself from [src].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
add_fingerprint(user)
return M
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/obj/effect/acid
gender = PLURAL
name = "acid"
desc = "Burbling corrosive stuff."
icon_state = "acid"
density = FALSE
opacity = 0
anchored = TRUE
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
layer = ABOVE_NORMAL_TURF_LAYER
var/turf/target
/obj/effect/acid/Initialize(mapload, acid_pwr, acid_amt)
. = ..()
target = get_turf(src)
if(acid_amt)
acid_level = min( (CLAMP(round(acid_amt, 1), 0, INFINITY)) *acid_pwr, 12000) //capped so the acid effect doesn't last a half hour on the floor.
//handle APCs and newscasters and stuff nicely
pixel_x = target.pixel_x + rand(-4,4)
pixel_y = target.pixel_y + rand(-4,4)
START_PROCESSING(SSobj, src)
/obj/effect/acid/Destroy()
STOP_PROCESSING(SSobj, src)
target = null
return ..()
/obj/effect/acid/process()
. = 1
if(!target)
qdel(src)
return 0
if(prob(5))
playsound(loc, 'sound/items/welder.ogg', 100, 1)
for(var/obj/O in target)
if(prob(20) && !(resistance_flags & UNACIDABLE))
if(O.acid_level < acid_level*0.3)
var/acid_used = min(acid_level*0.05, 20)
O.acid_act(10, acid_used)
acid_level = max(0, acid_level - acid_used*10)
acid_level = max(acid_level - (5 + 2*round(sqrt(acid_level))), 0)
if(acid_level <= 0)
qdel(src)
return 0
/obj/effect/acid/Crossed(AM as mob|obj)
if(isliving(AM))
var/mob/living/L = AM
if(L.movement_type & FLYING)
return
if(L.m_intent != MOVE_INTENT_WALK && prob(40))
var/acid_used = min(acid_level*0.05, 20)
if(L.acid_act(10, acid_used, "feet"))
acid_level = max(0, acid_level - acid_used*10)
playsound(L, 'sound/weapons/sear.ogg', 50, 1)
to_chat(L, "<span class='userdanger'>[src] burns you!</span>")
//xenomorph corrosive acid
/obj/effect/acid/alien
var/target_strength = 30
/obj/effect/acid/alien/process()
. = ..()
if(.)
if(prob(45))
playsound(loc, 'sound/items/welder.ogg', 100, 1)
target_strength--
if(target_strength <= 0)
target.visible_message("<span class='warning'>[target] collapses under its own weight into a puddle of goop and undigested debris!</span>")
target.acid_melt()
qdel(src)
else
switch(target_strength)
if(24)
visible_message("<span class='warning'>[target] is holding up against the acid!</span>")
if(16)
visible_message("<span class='warning'>[target] is being melted by the acid!</span>")
if(8)
visible_message("<span class='warning'>[target] is struggling to withstand the acid!</span>")
if(4)
visible_message("<span class='warning'>[target] begins to crumble under the acid!</span>")
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//Anomalies, used for events. Note that these DO NOT work by themselves; their procs are called by the event datum.
/obj/effect/anomaly
name = "anomaly"
desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..."
icon_state = "bhole3"
density = FALSE
anchored = TRUE
light_range = 3
var/movechance = 70
var/obj/item/assembly/signaler/anomaly/aSignal
var/area/impact_area
var/lifespan = 990
var/death_time
var/countdown_colour
var/obj/effect/countdown/anomaly/countdown
/obj/effect/anomaly/Initialize(mapload, new_lifespan)
. = ..()
GLOB.poi_list |= src
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
aSignal = new(src)
aSignal.name = "[name] core"
aSignal.code = rand(1,100)
aSignal.anomaly_type = type
var/frequency = rand(MIN_FREE_FREQ, MAX_FREE_FREQ)
if(ISMULTIPLE(frequency, 2))//signaller frequencies are always uneven!
frequency++
aSignal.set_frequency(frequency)
if(new_lifespan)
lifespan = new_lifespan
death_time = world.time + lifespan
countdown = new(src)
if(countdown_colour)
countdown.color = countdown_colour
countdown.start()
/obj/effect/anomaly/process()
anomalyEffect()
if(death_time < world.time)
if(loc)
detonate()
qdel(src)
/obj/effect/anomaly/Destroy()
GLOB.poi_list.Remove(src)
STOP_PROCESSING(SSobj, src)
qdel(countdown)
return ..()
/obj/effect/anomaly/proc/anomalyEffect()
if(prob(movechance))
step(src,pick(GLOB.alldirs))
/obj/effect/anomaly/proc/detonate()
return
/obj/effect/anomaly/ex_act(severity, target)
if(severity == 1)
qdel(src)
/obj/effect/anomaly/proc/anomalyNeutralize()
new /obj/effect/particle_effect/smoke/bad(loc)
for(var/atom/movable/O in src)
O.forceMove(drop_location())
qdel(src)
/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/analyzer))
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
///////////////////////
/obj/effect/anomaly/grav
name = "gravitational anomaly"
icon_state = "shield2"
density = FALSE
var/boing = 0
/obj/effect/anomaly/grav/anomalyEffect()
..()
boing = 1
for(var/obj/O in orange(4, src))
if(!O.anchored)
step_towards(O,src)
for(var/mob/living/M in range(0, src))
gravShock(M)
for(var/mob/living/M in orange(4, src))
step_towards(M,src)
for(var/obj/O in range(0,src))
if(!O.anchored)
var/mob/living/target = locate() in view(4,src)
if(target && !target.stat)
O.throw_at(target, 5, 10)
/obj/effect/anomaly/grav/Crossed(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bump(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bumped(atom/movable/AM)
gravShock(AM)
/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
if(boing && isliving(A) && !A.stat)
A.Knockdown(40)
var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
A.throw_at(target, 5, 1)
boing = 0
/obj/effect/anomaly/grav/high
var/grav_field
/obj/effect/anomaly/grav/high/Initialize(mapload, new_lifespan)
. = ..()
setup_grav_field()
/obj/effect/anomaly/grav/high/proc/setup_grav_field()
grav_field = make_field(/datum/proximity_monitor/advanced/gravity, list("current_range" = 7, "host" = src, "gravity_value" = rand(0,3)))
/obj/effect/anomaly/grav/high/Destroy()
QDEL_NULL(grav_field)
. = ..()
/////////////////////
/obj/effect/anomaly/flux
name = "flux wave anomaly"
icon_state = "electricity2"
density = TRUE
var/canshock = 0
var/shockdamage = 20
var/explosive = TRUE
/obj/effect/anomaly/flux/anomalyEffect()
..()
canshock = 1
for(var/mob/living/M in range(0, src))
mobShock(M)
/obj/effect/anomaly/flux/Crossed(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bump(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bumped(atom/movable/AM)
mobShock(AM)
/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
if(canshock && istype(M))
canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
if(iscarbon(M))
if(ishuman(M))
M.electrocute_act(shockdamage, "[name]", safety=1)
return
M.electrocute_act(shockdamage, "[name]")
return
else
M.adjustFireLoss(shockdamage)
M.visible_message("<span class='danger'>[M] was shocked by \the [name]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>")
/obj/effect/anomaly/flux/detonate()
if(explosive)
explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
else
new /obj/effect/particle_effect/sparks(loc)
/////////////////////
/obj/effect/anomaly/bluespace
name = "bluespace anomaly"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
density = TRUE
/obj/effect/anomaly/bluespace/anomalyEffect()
..()
for(var/mob/living/M in range(1,src))
do_teleport(M, locate(M.x, M.y, M.z), 4, channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/effect/anomaly/bluespace/Bumped(atom/movable/AM)
if(isliving(AM))
do_teleport(AM, locate(AM.x, AM.y, AM.z), 8, channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/effect/anomaly/bluespace/detonate()
var/turf/T = safepick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/beacon/chosen
var/list/possible = list()
for(var/obj/item/beacon/W in GLOB.teleportbeacons)
possible += W
if(possible.len > 0)
chosen = pick(possible)
if(chosen)
// Calculate previous position for transition
var/turf/FROM = T // the turf of origin we're travelling FROM
var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
playsound(TO, 'sound/effects/phasein.ogg', 100, 1)
priority_announce("Massive bluespace translocation detected.", "Anomaly Alert")
var/list/flashers = list()
for(var/mob/living/carbon/C in viewers(TO, null))
if(C.flash_act())
flashers += C
var/y_distance = TO.y - FROM.y
var/x_distance = TO.x - FROM.x
for (var/atom/movable/A in urange(12, FROM )) // iterate thru list of mobs in the area
if(istype(A, /obj/item/beacon))
continue // don't teleport beacons because that's just insanely stupid
if(A.anchored)
continue
var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
if(!A.Move(newloc) && newloc) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.forceMove(newloc)
spawn()
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = FLASH_LAYER
blueeffect.plane = FULLSCREEN_PLANE
blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
qdel(blueeffect)
/////////////////////
/obj/effect/anomaly/pyro
name = "pyroclastic anomaly"
icon_state = "mustard"
var/ticks = 0
/obj/effect/anomaly/pyro/anomalyEffect()
..()
ticks++
if(ticks < 5)
return
else
ticks = 0
var/turf/open/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000")
/obj/effect/anomaly/pyro/detonate()
INVOKE_ASYNC(src, .proc/makepyroslime)
/obj/effect/anomaly/pyro/proc/makepyroslime()
var/turf/open/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air("o2=500;plasma=500;TEMP=1000") //Make it hot and burny for the new slime
var/new_colour = pick("red", "orange")
var/mob/living/simple_animal/slime/S = new(T, new_colour)
S.rabid = TRUE
S.amount_grown = SLIME_EVOLUTION_THRESHOLD
S.Evolve()
offer_control(S)
/////////////////////
/obj/effect/anomaly/bhole
name = "vortex anomaly"
icon_state = "bhole3"
desc = "That's a nice station you have there. It'd be a shame if something happened to it."
/obj/effect/anomaly/bhole/anomalyEffect()
..()
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
qdel(src)
return
grav(rand(0,3), rand(2,3), 50, 25)
//Throwing stuff around!
for(var/obj/O in range(2,src))
if(O == src)
return //DON'T DELETE YOURSELF GOD DAMN
if(!O.anchored)
var/mob/living/target = locate() in view(4,src)
if(target && !target.stat)
O.throw_at(target, 7, 5)
else
O.ex_act(EXPLODE_HEAVY)
/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
for(var/t = -r, t < r, t++)
affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
/obj/effect/anomaly/bhole/proc/affect_coord(x, y, ex_act_force, pull_chance, turf_removal_chance)
//Get turf at coordinate
var/turf/T = locate(x, y, z)
if(isnull(T))
return
//Pulling and/or ex_act-ing movable atoms in that turf
if(prob(pull_chance))
for(var/obj/O in T.contents)
if(O.anchored)
O.ex_act(ex_act_force)
else
step_towards(O,src)
for(var/mob/living/M in T.contents)
step_towards(M,src)
//Damaging the turf
if( T && prob(turf_removal_chance) )
T.ex_act(ex_act_force)
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/obj/effect/blessing
name = "holy blessing"
desc = "Holy energies interfere with ethereal travel at this location."
icon = 'icons/effects/effects.dmi'
icon_state = null
anchored = TRUE
density = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/blessing/Initialize(mapload)
. = ..()
for(var/obj/effect/blessing/B in loc)
if(B != src)
return INITIALIZE_HINT_QDEL
var/image/I = image(icon = 'icons/effects/effects.dmi', icon_state = "blessed", layer = ABOVE_OPEN_TURF_LAYER, loc = src)
I.alpha = 64
I.appearance_flags = RESET_ALPHA
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/blessedAware, "blessing", I)
RegisterSignal(loc, COMSIG_ATOM_INTERCEPT_TELEPORT, .proc/block_cult_teleport)
/obj/effect/blessing/Destroy()
UnregisterSignal(loc, COMSIG_ATOM_INTERCEPT_TELEPORT)
return ..()
/obj/effect/blessing/proc/block_cult_teleport(datum/source, channel, turf/origin, turf/destination)
if(channel == TELEPORT_CHANNEL_CULT)
return COMPONENT_BLOCK_TELEPORT
@@ -0,0 +1,37 @@
/obj/effect/bump_teleporter
name = "bump-teleporter"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
var/id = null //id of this bump_teleporter.
var/id_target = null //id of bump_teleporter which this moves you to.
invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
anchored = TRUE
density = TRUE
opacity = 0
var/static/list/AllTeleporters
/obj/effect/bump_teleporter/Initialize()
. = ..()
LAZYADD(AllTeleporters, src)
/obj/effect/bump_teleporter/Destroy()
LAZYREMOVE(AllTeleporters, src)
return ..()
/obj/effect/bump_teleporter/singularity_act()
return
/obj/effect/bump_teleporter/singularity_pull()
return
/obj/effect/bump_teleporter/Bumped(atom/movable/AM)
if(!ismob(AM))
return
if(!id_target)
return
for(var/obj/effect/bump_teleporter/BT in AllTeleporters)
if(BT.id == src.id_target)
AM.forceMove(BT.loc) //Teleport to location with correct id.
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// This is synced up to the poster placing animation.
#define PLACE_SPEED 37
// The poster item
/obj/item/poster
name = "poorly coded poster"
desc = "You probably shouldn't be holding this."
icon = 'icons/obj/contraband.dmi'
force = 0
resistance_flags = FLAMMABLE
var/poster_type
var/obj/structure/sign/poster/poster_structure
/obj/item/poster/Initialize(mapload, obj/structure/sign/poster/new_poster_structure)
. = ..()
poster_structure = new_poster_structure
if(!new_poster_structure && poster_type)
poster_structure = new poster_type(src)
// posters store what name and description they would like their
// rolled up form to take.
if(poster_structure)
name = poster_structure.poster_item_name
desc = poster_structure.poster_item_desc
icon_state = poster_structure.poster_item_icon_state
name = "[name] - [poster_structure.original_name]"
/obj/item/poster/Destroy()
poster_structure = null
. = ..()
// These icon_states may be overridden, but are for mapper's convinence
/obj/item/poster/random_contraband
name = "random contraband poster"
poster_type = /obj/structure/sign/poster/contraband/random
icon_state = "rolled_poster"
/obj/item/poster/random_official
name = "random official poster"
poster_type = /obj/structure/sign/poster/official/random
icon_state = "rolled_legit"
// The poster sign/structure
/obj/structure/sign/poster
name = "poster"
var/original_name
desc = "A large piece of space-resistant printed paper."
icon = 'icons/obj/contraband.dmi'
anchored = TRUE
var/ruined = FALSE
var/random_basetype
var/never_random = FALSE // used for the 'random' subclasses.
var/poster_item_name = "hypothetical poster"
var/poster_item_desc = "This hypothetical poster item should not exist, let's be honest here."
var/poster_item_icon_state = "rolled_poster"
/obj/structure/sign/poster/Initialize()
. = ..()
if(random_basetype)
randomise(random_basetype)
if(!ruined)
original_name = name // can't use initial because of random posters
name = "poster - [name]"
desc = "A large piece of space-resistant printed paper. [desc]"
/obj/structure/sign/poster/proc/randomise(base_type)
var/list/poster_types = subtypesof(base_type)
var/list/approved_types = list()
for(var/t in poster_types)
var/obj/structure/sign/poster/T = t
if(initial(T.icon_state) && !initial(T.never_random))
approved_types |= T
var/obj/structure/sign/poster/selected = pick(approved_types)
name = initial(selected.name)
desc = initial(selected.desc)
icon_state = initial(selected.icon_state)
poster_item_name = initial(selected.poster_item_name)
poster_item_desc = initial(selected.poster_item_desc)
poster_item_icon_state = initial(selected.poster_item_icon_state)
ruined = initial(selected.ruined)
/obj/structure/sign/poster/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
I.play_tool_sound(src, 100)
if(ruined)
to_chat(user, "<span class='notice'>You remove the remnants of the poster.</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You carefully remove the poster from the wall.</span>")
roll_and_drop(user.loc)
/obj/structure/sign/poster/attack_hand(mob/user)
. = ..()
if(.)
return
if(ruined)
return
visible_message("[user] rips [src] in a single, decisive motion!" )
playsound(src.loc, 'sound/items/poster_ripped.ogg', 100, 1)
var/obj/structure/sign/poster/ripped/R = new(loc)
R.pixel_y = pixel_y
R.pixel_x = pixel_x
R.add_fingerprint(user)
qdel(src)
/obj/structure/sign/poster/proc/roll_and_drop(loc)
pixel_x = 0
pixel_y = 0
var/obj/item/poster/P = new(loc, src)
forceMove(P)
return P
//separated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
/turf/closed/wall/proc/place_poster(obj/item/poster/P, mob/user)
if(!P.poster_structure)
to_chat(user, "<span class='warning'>[P] has no poster... inside it? Inform a coder!</span>")
return
// Deny placing posters on currently-diagonal walls, although the wall may change in the future.
if (smooth & SMOOTH_DIAGONAL)
for (var/O in overlays)
var/image/I = O
if (copytext(I.icon_state, 1, 3) == "d-")
return
var/stuff_on_wall = 0
for(var/obj/O in contents) //Let's see if it already has a poster on it or too much stuff
if(istype(O, /obj/structure/sign/poster))
to_chat(user, "<span class='warning'>The wall is far too cluttered to place a poster!</span>")
return
stuff_on_wall++
if(stuff_on_wall == 3)
to_chat(user, "<span class='warning'>The wall is far too cluttered to place a poster!</span>")
return
to_chat(user, "<span class='notice'>You start placing the poster on the wall...</span>" )
var/obj/structure/sign/poster/D = P.poster_structure
var/temp_loc = get_turf(user)
flick("poster_being_set",D)
D.forceMove(src)
qdel(P) //delete it now to cut down on sanity checks afterwards. Agouri's code supports rerolling it anyway
playsound(D.loc, 'sound/items/poster_being_created.ogg', 100, 1)
if(do_after(user, PLACE_SPEED, target=src))
if(!D || QDELETED(D))
return
if(iswallturf(src) && user && user.loc == temp_loc) //Let's check if everything is still there
to_chat(user, "<span class='notice'>You place the poster!</span>")
return
to_chat(user, "<span class='notice'>The poster falls down!</span>")
D.roll_and_drop(temp_loc)
// Various possible posters follow
/obj/structure/sign/poster/ripped
ruined = TRUE
icon_state = "poster_ripped"
name = "ripped poster"
desc = "You can't make out anything from the poster's original print. It's ruined."
/obj/structure/sign/poster/random
name = "random poster" // could even be ripped
icon_state = "random_anything"
never_random = TRUE
random_basetype = /obj/structure/sign/poster
/obj/structure/sign/poster/contraband
poster_item_name = "contraband poster"
poster_item_desc = "This poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface. Its vulgar themes have marked it as contraband aboard Nanotrasen space facilities."
poster_item_icon_state = "rolled_poster"
/obj/structure/sign/poster/contraband/random
name = "random contraband poster"
icon_state = "random_contraband"
never_random = TRUE
random_basetype = /obj/structure/sign/poster/contraband
/obj/structure/sign/poster/contraband/free_tonto
name = "Free Tonto"
desc = "A salvaged shred of a much larger flag, colors bled together and faded from age."
icon_state = "poster1"
/obj/structure/sign/poster/contraband/atmosia_independence
name = "Atmosia Declaration of Independence"
desc = "A relic of a failed rebellion."
icon_state = "poster2"
/obj/structure/sign/poster/contraband/fun_police
name = "Fun Police"
desc = "A poster condemning the station's security forces."
icon_state = "poster3"
/obj/structure/sign/poster/contraband/lusty_xenomorph
name = "Lusty Xenomorph"
desc = "A heretical poster depicting the titular star of an equally heretical book."
icon_state = "poster4"
/obj/structure/sign/poster/contraband/syndicate_recruitment
name = "Syndicate Recruitment"
desc = "See the galaxy! Shatter corrupt megacorporations! Join today!"
icon_state = "poster5"
/obj/structure/sign/poster/contraband/clown
name = "Clown"
desc = "Honk."
icon_state = "poster6"
/obj/structure/sign/poster/contraband/smoke
name = "Smoke"
desc = "A poster advertising a rival corporate brand of cigarettes."
icon_state = "poster7"
/obj/structure/sign/poster/contraband/grey_tide
name = "Grey Tide"
desc = "A rebellious poster symbolizing assistant solidarity."
icon_state = "poster8"
/obj/structure/sign/poster/contraband/missing_gloves
name = "Missing Gloves"
desc = "This poster references the uproar that followed Nanotrasen's financial cuts toward insulated-glove purchases."
icon_state = "poster9"
/obj/structure/sign/poster/contraband/hacking_guide
name = "Hacking Guide"
desc = "This poster details the internal workings of the common Nanotrasen airlock. Sadly, it appears out of date."
icon_state = "poster10"
/obj/structure/sign/poster/contraband/rip_badger
name = "RIP Badger"
desc = "This seditious poster references Nanotrasen's genocide of a space station full of badgers."
icon_state = "poster11"
/obj/structure/sign/poster/contraband/ambrosia_vulgaris
name = "Ambrosia Vulgaris"
desc = "This poster is lookin' pretty trippy man."
icon_state = "poster12"
/obj/structure/sign/poster/contraband/donut_corp
name = "Donut Corp."
desc = "This poster is an unauthorized advertisement for Donut Corp."
icon_state = "poster13"
/obj/structure/sign/poster/contraband/eat
name = "EAT."
desc = "This poster promotes rank gluttony."
icon_state = "poster14"
/obj/structure/sign/poster/contraband/tools
name = "Tools"
desc = "This poster looks like an advertisement for tools, but is in fact a subliminal jab at the tools at CentCom."
icon_state = "poster15"
/obj/structure/sign/poster/contraband/power
name = "Power"
desc = "A poster that positions the seat of power outside Nanotrasen."
icon_state = "poster16"
/obj/structure/sign/poster/contraband/space_cube
name = "Space Cube"
desc = "Ignorant of Nature's Harmonic 6 Side Space Cube Creation, the Spacemen are Dumb, Educated Singularity Stupid and Evil."
icon_state = "poster17"
/obj/structure/sign/poster/contraband/communist_state
name = "Communist State"
desc = "All hail the Communist party!"
icon_state = "poster18"
/obj/structure/sign/poster/contraband/lamarr
name = "Lamarr"
desc = "This poster depicts Lamarr. Probably made by a traitorous Research Director."
icon_state = "poster19"
/obj/structure/sign/poster/contraband/borg_fancy_1
name = "Borg Fancy"
desc = "Being fancy can be for any borg, just need a suit."
icon_state = "poster20"
/obj/structure/sign/poster/contraband/borg_fancy_2
name = "Borg Fancy v2"
desc = "Borg Fancy, Now only taking the most fancy."
icon_state = "poster21"
/obj/structure/sign/poster/contraband/kss13
name = "Kosmicheskaya Stantsiya 13 Does Not Exist"
desc = "A poster mocking CentCom's denial of the existence of the derelict station near Space Station 13."
icon_state = "poster22"
/obj/structure/sign/poster/contraband/rebels_unite
name = "Rebels Unite"
desc = "A poster urging the viewer to rebel against Nanotrasen."
icon_state = "poster23"
/obj/structure/sign/poster/contraband/c20r
// have fun seeing this poster in "spawn 'c20r'", admins...
name = "C-20r"
desc = "A poster advertising the Scarborough Arms C-20r."
icon_state = "poster24"
/obj/structure/sign/poster/contraband/have_a_puff
name = "Have a Puff"
desc = "Who cares about lung cancer when you're high as a kite?"
icon_state = "poster25"
/obj/structure/sign/poster/contraband/revolver
name = "Revolver"
desc = "Because seven shots are all you need."
icon_state = "poster26"
/obj/structure/sign/poster/contraband/d_day_promo
name = "D-Day Promo"
desc = "A promotional poster for some rapper."
icon_state = "poster27"
/obj/structure/sign/poster/contraband/syndicate_pistol
name = "Syndicate Pistol"
desc = "A poster advertising syndicate pistols as being 'classy as fuck'. It is covered in faded gang tags."
icon_state = "poster28"
/obj/structure/sign/poster/contraband/energy_swords
name = "Energy Swords"
desc = "All the colors of the bloody murder rainbow."
icon_state = "poster29"
/obj/structure/sign/poster/contraband/red_rum
name = "Red Rum"
desc = "Looking at this poster makes you want to kill."
icon_state = "poster30"
/obj/structure/sign/poster/contraband/cc64k_ad
name = "CC 64K Ad"
desc = "The latest portable computer from Comrade Computing, with a whole 64kB of ram!"
icon_state = "poster31"
/obj/structure/sign/poster/contraband/punch_shit
name = "Punch Shit"
desc = "Fight things for no reason, like a man!"
icon_state = "poster32"
/obj/structure/sign/poster/contraband/the_griffin
name = "The Griffin"
desc = "The Griffin commands you to be the worst you can be. Will you?"
icon_state = "poster33"
/obj/structure/sign/poster/contraband/lizard
name = "Lizard"
desc = "This lewd poster depicts a lizard preparing to mate."
icon_state = "poster34"
/obj/structure/sign/poster/contraband/free_drone
name = "Free Drone"
desc = "This poster commemorates the bravery of the rogue drone; once exiled, and then ultimately destroyed by CentCom."
icon_state = "poster35"
/obj/structure/sign/poster/contraband/busty_backdoor_xeno_babes_6
name = "Busty Backdoor Xeno Babes 6"
desc = "Get a load, or give, of these all natural Xenos!"
icon_state = "poster36"
/obj/structure/sign/poster/contraband/robust_softdrinks
name = "Robust Softdrinks"
desc = "Robust Softdrinks: More robust than a toolbox to the head!"
icon_state = "poster37"
/obj/structure/sign/poster/contraband/shamblers_juice
name = "Shambler's Juice"
desc = "~Shake me up some of that Shambler's Juice!~"
icon_state = "poster38"
/obj/structure/sign/poster/contraband/pwr_game
name = "Pwr Game"
desc = "The POWER that gamers CRAVE! In partnership with Vlad's Salad."
icon_state = "poster39"
/obj/structure/sign/poster/contraband/sun_kist
name = "Sun-kist"
desc = "Drink the stars!"
icon_state = "poster40"
/obj/structure/sign/poster/contraband/space_cola
name = "Space Cola"
desc = "Your favorite cola, in space."
icon_state = "poster41"
/obj/structure/sign/poster/contraband/space_up
name = "Space-Up!"
desc = "Sucked out into space by the FLAVOR!"
icon_state = "poster42"
/obj/structure/sign/poster/contraband/kudzu
name = "Kudzu"
desc = "A poster advertising a movie about plants. How dangerous could they possibly be?"
icon_state = "poster43"
/obj/structure/sign/poster/contraband/masked_men
name = "Masked Men"
desc = "A poster advertising a movie about some masked men."
icon_state = "poster44"
/obj/structure/sign/poster/official
poster_item_name = "motivational poster"
poster_item_desc = "An official Nanotrasen-issued poster to foster a compliant and obedient workforce. It comes with state-of-the-art adhesive backing, for easy pinning to any vertical surface."
poster_item_icon_state = "rolled_legit"
/obj/structure/sign/poster/official/random
name = "random official poster"
random_basetype = /obj/structure/sign/poster/official
icon_state = "random_official"
never_random = TRUE
/obj/structure/sign/poster/official/here_for_your_safety
name = "Here For Your Safety"
desc = "A poster glorifying the station's security force."
icon_state = "poster1_legit"
/obj/structure/sign/poster/official/nanotrasen_logo
name = "Nanotrasen Logo"
desc = "A poster depicting the Nanotrasen logo."
icon_state = "poster2_legit"
/obj/structure/sign/poster/official/cleanliness
name = "Cleanliness"
desc = "A poster warning of the dangers of poor hygiene."
icon_state = "poster3_legit"
/obj/structure/sign/poster/official/help_others
name = "Help Others"
desc = "A poster encouraging you to help fellow crewmembers."
icon_state = "poster4_legit"
/obj/structure/sign/poster/official/build
name = "Build"
desc = "A poster glorifying the engineering team."
icon_state = "poster5_legit"
/obj/structure/sign/poster/official/bless_this_spess
name = "Bless This Spess"
desc = "A poster blessing this area."
icon_state = "poster6_legit"
/obj/structure/sign/poster/official/science
name = "Science"
desc = "A poster depicting an atom."
icon_state = "poster7_legit"
/obj/structure/sign/poster/official/ian
name = "Ian"
desc = "Arf arf. Yap."
icon_state = "poster8_legit"
/obj/structure/sign/poster/official/obey
name = "Obey"
desc = "A poster instructing the viewer to obey authority."
icon_state = "poster9_legit"
/obj/structure/sign/poster/official/walk
name = "Walk"
desc = "A poster instructing the viewer to walk instead of running."
icon_state = "poster10_legit"
/obj/structure/sign/poster/official/state_laws
name = "State Laws"
desc = "A poster instructing cyborgs to state their laws."
icon_state = "poster11_legit"
/obj/structure/sign/poster/official/love_ian
name = "Love Ian"
desc = "Ian is love, Ian is life."
icon_state = "poster12_legit"
/obj/structure/sign/poster/official/space_cops
name = "Space Cops."
desc = "A poster advertising the television show Space Cops."
icon_state = "poster13_legit"
/obj/structure/sign/poster/official/ue_no
name = "Ue No."
desc = "This thing is all in Japanese."
icon_state = "poster14_legit"
/obj/structure/sign/poster/official/get_your_legs
name = "Get Your LEGS"
desc = "LEGS: Leadership, Experience, Genius, Subordination."
icon_state = "poster15_legit"
/obj/structure/sign/poster/official/do_not_question
name = "Do Not Question"
desc = "A poster instructing the viewer not to ask about things they aren't meant to know."
icon_state = "poster16_legit"
/obj/structure/sign/poster/official/work_for_a_future
name = "Work For A Future"
desc = " A poster encouraging you to work for your future."
icon_state = "poster17_legit"
/obj/structure/sign/poster/official/soft_cap_pop_art
name = "Soft Cap Pop Art"
desc = "A poster reprint of some cheap pop art."
icon_state = "poster18_legit"
/obj/structure/sign/poster/official/safety_internals
name = "Safety: Internals"
desc = "A poster instructing the viewer to wear internals in the rare environments where there is no oxygen or the air has been rendered toxic."
icon_state = "poster19_legit"
/obj/structure/sign/poster/official/safety_eye_protection
name = "Safety: Eye Protection"
desc = "A poster instructing the viewer to wear eye protection when dealing with chemicals, smoke, or bright lights."
icon_state = "poster20_legit"
/obj/structure/sign/poster/official/safety_report
name = "Safety: Report"
desc = "A poster instructing the viewer to report suspicious activity to the security force."
icon_state = "poster21_legit"
/obj/structure/sign/poster/official/report_crimes
name = "Report Crimes"
desc = "A poster encouraging the swift reporting of crime or seditious behavior to station security."
icon_state = "poster22_legit"
/obj/structure/sign/poster/official/ion_rifle
name = "Ion Rifle"
desc = "A poster displaying an Ion Rifle."
icon_state = "poster23_legit"
/obj/structure/sign/poster/official/foam_force_ad
name = "Foam Force Ad"
desc = "Foam Force, it's Foam or be Foamed!"
icon_state = "poster24_legit"
/obj/structure/sign/poster/official/cohiba_robusto_ad
name = "Cohiba Robusto Ad"
desc = "Cohiba Robusto, the classy cigar."
icon_state = "poster25_legit"
/obj/structure/sign/poster/official/anniversary_vintage_reprint
name = "50th Anniversary Vintage Reprint"
desc = "A reprint of a poster from 2505, commemorating the 50th Anniversary of Nanoposters Manufacturing, a subsidiary of Nanotrasen."
icon_state = "poster26_legit"
/obj/structure/sign/poster/official/fruit_bowl
name = "Fruit Bowl"
desc = " Simple, yet awe-inspiring."
icon_state = "poster27_legit"
/obj/structure/sign/poster/official/pda_ad
name = "PDA Ad"
desc = "A poster advertising the latest PDA from Nanotrasen suppliers."
icon_state = "poster28_legit"
/obj/structure/sign/poster/official/enlist
name = "Enlist" // but I thought deathsquad was never acknowledged
desc = "Enlist in the Nanotrasen Deathsquadron reserves today!"
icon_state = "poster29_legit"
/obj/structure/sign/poster/official/nanomichi_ad
name = "Nanomichi Ad"
desc = " A poster advertising Nanomichi brand audio cassettes."
icon_state = "poster30_legit"
/obj/structure/sign/poster/official/twelve_gauge
name = "12 Gauge"
desc = "A poster boasting about the superiority of 12 gauge shotgun shells."
icon_state = "poster31_legit"
/obj/structure/sign/poster/official/high_class_martini
name = "High-Class Martini"
desc = "I told you to shake it, no stirring."
icon_state = "poster32_legit"
/obj/structure/sign/poster/official/the_owl
name = "The Owl"
desc = "The Owl would do his best to protect the station. Will you?"
icon_state = "poster33_legit"
/obj/structure/sign/poster/official/no_erp
name = "No ERP"
desc = "This poster reminds the crew that Eroticism, Rape and Pornography are banned on Nanotrasen stations."
icon_state = "poster34_legit"
/obj/structure/sign/poster/official/wtf_is_co2
name = "Carbon Dioxide"
desc = "This informational poster teaches the viewer what carbon dioxide is."
icon_state = "poster35_legit"
#undef PLACE_SPEED
+161
View File
@@ -0,0 +1,161 @@
/obj/effect/countdown
name = "countdown"
desc = "We're leaving together\n\
But still it's farewell\n\
And maybe we'll come back\n\
To Earth, who can tell?"
invisibility = INVISIBILITY_OBSERVER
anchored = TRUE
layer = GHOST_LAYER
color = "#ff0000" // text color
var/text_size = 3 // larger values clip when the displayed text is larger than 2 digits.
var/started = FALSE
var/displayed_text
var/atom/attached_to
/obj/effect/countdown/Initialize()
. = ..()
attach(loc)
/obj/effect/countdown/examine(mob/user)
. = ..()
to_chat(user, "This countdown is displaying: [displayed_text].")
/obj/effect/countdown/proc/attach(atom/A)
attached_to = A
forceMove(get_turf(A))
/obj/effect/countdown/proc/start()
if(!started)
START_PROCESSING(SSfastprocess, src)
started = TRUE
/obj/effect/countdown/proc/stop()
if(started)
maptext = null
STOP_PROCESSING(SSfastprocess, src)
started = FALSE
/obj/effect/countdown/proc/get_value()
// Get the value from our atom
return
/obj/effect/countdown/process()
if(!attached_to || QDELETED(attached_to))
qdel(src)
forceMove(get_turf(attached_to))
var/new_val = get_value()
if(new_val == displayed_text)
return
displayed_text = new_val
if(displayed_text)
maptext = "<font size = [text_size]>[displayed_text]</font>"
else
maptext = null
/obj/effect/countdown/Destroy()
attached_to = null
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/obj/effect/countdown/ex_act(severity, target) //immune to explosions
return
/obj/effect/countdown/syndicatebomb
name = "syndicate bomb countdown"
/obj/effect/countdown/syndicatebomb/get_value()
var/obj/machinery/syndicatebomb/S = attached_to
if(!istype(S))
return
else if(S.active)
return S.seconds_remaining()
/obj/effect/countdown/nuclearbomb
name = "nuclear bomb countdown"
color = "#81FF14"
/obj/effect/countdown/nuclearbomb/get_value()
var/obj/machinery/nuclearbomb/N = attached_to
if(!istype(N))
return
else if(N.timing)
return round(N.get_time_left(), 1)
/obj/effect/countdown/clonepod
name = "cloning pod countdown"
color = "#18d100"
text_size = 1
/obj/effect/countdown/clonepod/get_value()
var/obj/machinery/clonepod/C = attached_to
if(!istype(C))
return
else if(C.occupant)
var/completion = round(C.get_completion())
return completion
/obj/effect/countdown/clockworkgate
name = "gateway countdown"
text_size = 1
color = "#BE8700"
layer = POINT_LAYER
/obj/effect/countdown/clockworkgate/get_value()
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = attached_to
if(!istype(G))
return
else if(G.obj_integrity && !G.purpose_fulfilled)
return "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'>[G.get_arrival_time(FALSE)]</div>"
/obj/effect/countdown/supermatter
name = "supermatter damage"
text_size = 1
color = "#00ff80"
/obj/effect/countdown/supermatter/get_value()
var/obj/machinery/power/supermatter_crystal/S = attached_to
if(!istype(S))
return
return "<div align='center' valign='middle' style='position:relative; top:0px; left:0px'>[round(S.get_integrity(), 1)]%</div>"
/obj/effect/countdown/transformer
name = "transformer countdown"
color = "#4C5866"
/obj/effect/countdown/transformer/get_value()
var/obj/machinery/transformer/T = attached_to
if(!istype(T))
return
else if(T.cooldown)
var/seconds_left = max(0, (T.cooldown_timer - world.time) / 10)
return "[round(seconds_left)]"
/obj/effect/countdown/doomsday
name = "doomsday countdown"
/obj/effect/countdown/doomsday/get_value()
var/obj/machinery/doomsday_device/DD = attached_to
if(!istype(DD))
return
else if(DD.timing)
return "<div align='center' valign='middle' style='position:relative; top:0px; left:0px'>[DD.seconds_remaining()]</div>"
/obj/effect/countdown/anomaly
name = "anomaly countdown"
/obj/effect/countdown/anomaly/get_value()
var/obj/effect/anomaly/A = attached_to
if(!istype(A))
return
else
var/time_left = max(0, (A.death_time - world.time) / 10)
return round(time_left)
/obj/effect/countdown/singularity_pull()
return
/obj/effect/countdown/singularity_act()
return
@@ -0,0 +1,93 @@
/obj/effect/decal/cleanable
gender = PLURAL
layer = ABOVE_NORMAL_TURF_LAYER
var/list/random_icon_states = null
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
if (random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
create_reagents(300)
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if (replace_decal(C))
return INITIALIZE_HINT_QDEL
if(LAZYLEN(diseases))
var/list/datum/disease/diseases_to_add = list()
for(var/datum/disease/D in diseases)
if(D.spread_flags & DISEASE_SPREAD_CONTACT_FLUIDS)
diseases_to_add += D
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
if(src.reagents && W.reagents)
. = 1 //so the containers don't splash their content on the src while scooping.
if(!src.reagents.total_volume)
to_chat(user, "<span class='notice'>[src] isn't thick enough to scoop up!</span>")
return
if(W.reagents.total_volume >= W.reagents.maximum_volume)
to_chat(user, "<span class='notice'>[W] is full!</span>")
return
to_chat(user, "<span class='notice'>You scoop up [src] into [W]!</span>")
reagents.trans_to(W, reagents.total_volume)
if(!reagents.total_volume) //scooped up all of it
qdel(src)
return
if(W.is_hot()) //todo: make heating a reagent holder proc
if(istype(W, /obj/item/clothing/mask/cigarette))
return
else
var/hotness = W.is_hot()
reagents.expose_temperature(hotness)
to_chat(user, "<span class='notice'>You heat [name] with [W]!</span>")
else
return ..()
/obj/effect/decal/cleanable/ex_act()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
..()
/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
if(reagents)
reagents.expose_temperature(exposed_temperature)
..()
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/Crossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness && !HAS_TRAIT(H, TRAIT_LIGHT_STEP))
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
S.add_blood_DNA(return_blood_DNA())
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
else
return 0
@@ -0,0 +1,71 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
mergeable_decal = FALSE
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if(i > 0)
new /obj/effect/decal/cleanable/xenoblood/xsplatter(loc)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xgibs/ex_act()
return
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/torso
random_icon_states = list("xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/xenoblood/xgibs/larva
random_icon_states = list("xgiblarva1", "xgiblarva2")
/obj/effect/decal/cleanable/xenoblood/xgibs/larva/body
random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
. = ..()
add_blood_DNA(list("Unknown DNA" = "X*"))
@@ -0,0 +1,194 @@
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
return ..()
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
bloodiness = 0
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
add_blood_DNA(list("Non-human DNA" = "A+")) // Needs to happen before ..()
return ..()
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
random_icon_states = null
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
playsound(loc, 'sound/effects/gib_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 20 : 50, 1)
. = ..()
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if(i > 0)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
bloodiness = 0
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
icon_state = "1"
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
name = "footprints"
icon = 'icons/effects/footprints.dmi'
icon_state = "nothingwhatsoever"
desc = "WHOSE FOOTPRINTS ARE THESE?"
random_icon_states = null
var/entered_dirs = 0
var/exited_dirs = 0
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
var/list/shoe_types = list()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
cut_overlays()
for(var/Ddir in GLOB.cardinals)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
add_overlay(bloodstep_overlay)
if(exited_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
add_overlay(bloodstep_overlay)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if(shoe_types.len)
. += "You recognise the footprints as belonging to:\n"
for(var/shoe in shoe_types)
var/obj/item/clothing/shoes/S = shoe
. += "[icon2html(initial(S.icon), user)] Some <B>[initial(S.name)]</B>.\n"
to_chat(user, .)
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return 1
return 0
@@ -0,0 +1,229 @@
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
reagents.add_reagent("ash", 30)
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/effect/decal/cleanable/ash/crematorium
//crematoriums need their own ash cause default ash deletes itself if created in an obj
turf_loc_check = FALSE
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
reagents.add_reagent("ash", 30) //double the amount of ash.
/obj/effect/decal/cleanable/glass
name = "tiny shards"
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/glass/ex_act()
qdel(src)
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
icon_state = "dirt"
canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/closed/wall, /obj/structure/falsewall)
smooth = SMOOTH_FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/decal/cleanable/dirt/Initialize()
. = ..()
var/turf/T = get_turf(src)
if(T.tiled_dirt)
smooth = SMOOTH_MORE
icon = 'icons/effects/dirt.dmi'
icon_state = ""
queue_smooth(src)
queue_smooth_neighbors(src)
/obj/effect/decal/cleanable/dirt/Destroy()
queue_smooth_neighbors(src)
return ..()
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
icon_state = "flour"
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
light_color = LIGHT_COLOR_GREEN
icon_state = "greenglow"
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
set_light(2, 0.8, "#22FFAA")
/obj/effect/decal/cleanable/greenglow/ex_act()
return
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
gender = NEUTER
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
/obj/effect/decal/cleanable/molten_object
name = "gooey grey mass"
desc = "It looks like a melted... something."
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
. = ..()
if(.)
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(isflyperson(H))
playsound(get_turf(src), 'sound/items/drink.ogg', 50, 1) //slurp
H.visible_message("<span class='alert'>[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound.</span>")
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
if (istype(R, /datum/reagent/consumable))
var/datum/reagent/consumable/nutri_check = R
if(nutri_check.nutriment_factor >0)
H.nutrition += nutri_check.nutriment_factor * nutri_check.volume
reagents.remove_reagent(nutri_check.id,nutri_check.volume)
reagents.trans_to(H, reagents.total_volume)
qdel(src)
/obj/effect/decal/cleanable/vomit/old
name = "crusty dried vomit"
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old"
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
desc = "A pile of chemicals. You can't quite tell what's inside it."
gender = NEUTER
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
/obj/effect/decal/cleanable/shreds
name = "shreds"
desc = "The shredded remains of what appears to be clothing."
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity == 1) //so shreds created during an explosion aren't deleted by the explosion.
qdel(src)
/obj/effect/decal/cleanable/shreds/Initialize()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
. = ..()
/obj/effect/decal/cleanable/salt
name = "salt pile"
desc = "A sizable pile of table salt. Someone must be upset."
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "salt_pile"
gender = NEUTER
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/atmospherics.dmi'
gender = NEUTER
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
icon_state = "plasma_old"
/obj/effect/decal/cleanable/glitter/white
name = "white glitter"
icon_state = "nitrous_oxide_old"
/obj/effect/decal/cleanable/glitter/blue
name = "blue glitter"
icon_state = "freon_old"
/obj/effect/decal/cleanable/plasma
name = "stabilized plasma"
desc = "A puddle of stabilized plasma."
icon_state = "flour"
color = "#9e0089"
/obj/effect/decal/cleanable/insectguts
name = "insect guts"
desc = "One bug squashed. Four more will rise in its place."
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
@@ -0,0 +1,60 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if (i > 0)
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
if (!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/ex_act()
return
/obj/effect/decal/cleanable/robot_debris/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1")
/obj/effect/decal/cleanable/robot_debris/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1")
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
reagents.add_reagent("oil", 30)
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
/obj/effect/decal/cleanable/oil/slippery
/obj/effect/decal/cleanable/oil/slippery/Initialize()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
@@ -0,0 +1,31 @@
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
plane = GAME_PLANE //makes the graffiti visible over a wall.
gender = NEUTER
mergeable_decal = FALSE
var/do_icon_rotate = TRUE
var/rotation = 0
var/paint_colour = "#FFFFFF"
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
if(e_name)
name = e_name
desc = "A [name] vandalizing the station."
if(alt_icon)
icon = alt_icon
if(type)
icon_state = type
if(graf_rot)
rotation = graf_rot
if(rotation && do_icon_rotate)
var/matrix/M = matrix()
M.Turn(rotation)
src.transform = M
if(main)
paint_colour = main
add_atom_colour(paint_colour, FIXED_COLOUR_PRIORITY)
+48
View File
@@ -0,0 +1,48 @@
/obj/effect/decal
name = "decal"
plane = FLOOR_PLANE
anchored = TRUE
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/turf_loc_check = TRUE
/obj/effect/decal/Initialize()
. = ..()
if(turf_loc_check && (!isturf(loc) || NeverShouldHaveComeHere(loc)))
return INITIALIZE_HINT_QDEL
/obj/effect/decal/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
/obj/effect/decal/proc/NeverShouldHaveComeHere(turf/T)
return isspaceturf(T) || isclosedturf(T) || islava(T) || istype(T, /turf/open/water) || ischasm(T)
/obj/effect/decal/ex_act(severity, target)
qdel(src)
/obj/effect/decal/fire_act(exposed_temperature, exposed_volume)
if(!(resistance_flags & FIRE_PROOF)) //non fire proof decal or being burned by lava
qdel(src)
/obj/effect/decal/HandleTurfChange(turf/T)
..()
if(T == loc && NeverShouldHaveComeHere(T))
qdel(src)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/effect/turf_decal
icon = 'icons/turf/decals.dmi'
icon_state = "warningline"
layer = TURF_DECAL_LAYER
/obj/effect/turf_decal/Initialize()
..()
return INITIALIZE_HINT_QDEL
/obj/effect/turf_decal/ComponentInitialize()
. = ..()
var/turf/T = loc
if(!istype(T)) //you know this will happen somehow
CRASH("Turf decal initialized in an object/nullspace")
T.AddComponent(/datum/component/decal, icon, icon_state, dir, CLEAN_GOD, color, null, null, alpha)
+31
View File
@@ -0,0 +1,31 @@
/obj/effect/temp_visual/point
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 25
/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
. = ..()
var/atom/old_loc = loc
loc = get_turf(src) // We don't want to actualy trigger anything when it moves
pixel_x = old_loc.pixel_x
pixel_y = old_loc.pixel_y
invisibility = set_invis
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = FLY_LAYER
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
return
/obj/effect/decal/fakelattice
name = "lattice"
desc = "A lightweight support lattice."
icon = 'icons/obj/smooth_structures/lattice.dmi'
icon_state = "lattice"
density = TRUE
@@ -0,0 +1,33 @@
/obj/effect/decal/remains
name = "remains"
gender = PLURAL
icon = 'icons/effects/blood.dmi'
/obj/effect/decal/remains/acid_act()
visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
playsound(src, 'sound/items/welder.ogg', 150, 1)
new /obj/effect/decal/cleanable/greenglow(drop_location())
qdel(src)
/obj/effect/decal/remains/human
desc = "They look like human remains. They have a strange aura about them."
icon_state = "remains"
/obj/effect/decal/remains/plasma
icon_state = "remainsplasma"
/obj/effect/decal/remains/xeno
desc = "They look like the remains of something... alien. They have a strange aura about them."
icon_state = "remainsxeno"
/obj/effect/decal/remains/xeno/larva
icon_state = "remainslarva"
/obj/effect/decal/remains/robot
desc = "They look like the remains of something mechanical. They have a strange aura about them."
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"
/obj/effect/decal/cleanable/robot_debris/old
name = "dusty robot debris"
desc = "Looks like nobody has touched this in a while."
@@ -0,0 +1,5 @@
/obj/effect/turf_decal/sand
icon_state = "sandyfloor"
/obj/effect/turf_decal/sand/plating
icon_state = "sandyplating"
@@ -0,0 +1,152 @@
/obj/effect/turf_decal/stripes/line
icon_state = "warningline"
/obj/effect/turf_decal/stripes/end
icon_state = "warn_end"
/obj/effect/turf_decal/stripes/corner
icon_state = "warninglinecorner"
/obj/effect/turf_decal/stripes/box
icon_state = "warn_box"
/obj/effect/turf_decal/stripes/full
icon_state = "warn_full"
/obj/effect/turf_decal/stripes/asteroid/line
icon_state = "ast_warn"
/obj/effect/turf_decal/stripes/asteroid/end
icon_state = "ast_warn_end"
/obj/effect/turf_decal/stripes/asteroid/corner
icon_state = "ast_warn_corner"
/obj/effect/turf_decal/stripes/asteroid/box
icon_state = "ast_warn_box"
/obj/effect/turf_decal/stripes/asteroid/full
icon_state = "ast_warn_full"
/obj/effect/turf_decal/stripes/white/line
icon_state = "warningline_white"
/obj/effect/turf_decal/stripes/white/end
icon_state = "warn_end_white"
/obj/effect/turf_decal/stripes/white/corner
icon_state = "warninglinecorner_white"
/obj/effect/turf_decal/stripes/white/box
icon_state = "warn_box_white"
/obj/effect/turf_decal/stripes/white/full
icon_state = "warn_full_white"
/obj/effect/turf_decal/stripes/red/line
icon_state = "warningline_red"
/obj/effect/turf_decal/stripes/red/end
icon_state = "warn_end_red"
/obj/effect/turf_decal/stripes/red/corner
icon_state = "warninglinecorner_red"
/obj/effect/turf_decal/stripes/red/box
icon_state = "warn_box_red"
/obj/effect/turf_decal/stripes/red/full
icon_state = "warn_full_red"
/obj/effect/turf_decal/delivery
icon_state = "delivery"
/obj/effect/turf_decal/delivery/white
icon_state = "delivery_white"
/obj/effect/turf_decal/delivery/red
icon_state = "delivery_red"
/obj/effect/turf_decal/bot
icon_state = "bot"
/obj/effect/turf_decal/bot/right
icon_state = "bot_right"
/obj/effect/turf_decal/bot/left
icon_state = "bot_left"
/obj/effect/turf_decal/bot_white
icon_state = "bot_white"
/obj/effect/turf_decal/bot_white/right
icon_state = "bot_right_white"
/obj/effect/turf_decal/bot_white/left
icon_state = "bot_left_white"
/obj/effect/turf_decal/bot_red
icon_state = "bot_red"
/obj/effect/turf_decal/bot_red/right
icon_state = "bot_right_red"
/obj/effect/turf_decal/bot_red/left
icon_state = "bot_left_red"
/obj/effect/turf_decal/loading_area
icon_state = "loadingarea"
/obj/effect/turf_decal/loading_area/white
icon_state = "loadingarea_white"
/obj/effect/turf_decal/loading_area/red
icon_state = "loadingarea_red"
/obj/effect/turf_decal/caution
icon_state = "caution"
/obj/effect/turf_decal/caution/white
icon_state = "caution_white"
/obj/effect/turf_decal/caution/red
icon_state = "caution_red"
/obj/effect/turf_decal/caution/stand_clear
icon_state = "stand_clear"
/obj/effect/turf_decal/caution/stand_clear/white
icon_state = "stand_clear_white"
/obj/effect/turf_decal/caution/stand_clear/red
icon_state = "stand_clear_red"
/obj/effect/turf_decal/arrows
icon_state = "arrows"
/obj/effect/turf_decal/arrows/white
icon_state = "arrows_white"
/obj/effect/turf_decal/arrows/red
icon_state = "arrows_red"
/obj/effect/turf_decal/box
icon_state = "box"
/obj/effect/turf_decal/box/corners
icon_state = "box_corners"
/obj/effect/turf_decal/box/white
icon_state = "box_white"
/obj/effect/turf_decal/box/white/corners
icon_state = "box_corners_white"
/obj/effect/turf_decal/box/red
icon_state = "box_red"
/obj/effect/turf_decal/box/red/corners
icon_state = "box_corners_red"
/obj/effect/turf_decal/plaque
icon_state = "plaque"
@@ -0,0 +1,39 @@
/obj/effect/turf_decal/tile
name = "tile decal"
icon_state = "tile_corner"
layer = TURF_PLATING_DECAL_LAYER
alpha = 110
/obj/effect/turf_decal/tile/blue
name = "blue corner"
color = "#52B4E9"
/obj/effect/turf_decal/tile/green
name = "green corner"
color = "#9FED58"
/obj/effect/turf_decal/tile/yellow
name = "yellow corner"
color = "#EFB341"
/obj/effect/turf_decal/tile/red
name = "red corner"
color = "#DE3A3A"
/obj/effect/turf_decal/tile/bar
name = "bar corner"
color = "#791500"
alpha = 130
/obj/effect/turf_decal/tile/purple
name = "purple corner"
color = "#D381C9"
/obj/effect/turf_decal/tile/brown
name = "brown corner"
color = "#A46106"
/obj/effect/turf_decal/tile/neutral
name = "neutral corner"
color = "#D4D4D4"
alpha = 50
@@ -0,0 +1,12 @@
/obj/effect/turf_decal/weather
name = "sandy floor"
icon_state = "sandyfloor"
/obj/effect/turf_decal/weather/snow
name = "snowy floor"
icon_state = "snowyfloor"
/obj/effect/turf_decal/weather/snow/corner
name = "snow corner piece"
icon = 'icons/turf/snow.dmi'
icon_state = "snow_corner"
@@ -0,0 +1,77 @@
/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pass_flags = PASSTABLE | PASSGRILLE
anchored = TRUE
/obj/effect/particle_effect/Initialize()
. = ..()
GLOB.cameranet.updateVisibility(src)
/obj/effect/particle_effect/Destroy()
GLOB.cameranet.updateVisibility(src)
return ..()
/datum/effect_system
var/number = 3
var/cardinals = FALSE
var/turf/location
var/atom/holder
var/effect_type
var/total_effects = 0
var/autocleanup = FALSE //will delete itself after use
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/datum/effect_system/proc/set_up(n = 3, c = FALSE, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
/datum/effect_system/proc/start()
for(var/i in 1 to number)
if(total_effects > 20)
return
INVOKE_ASYNC(src, .proc/generate_effect)
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
if(location.contents.len > 200) //Bandaid to prevent server crash exploit
return
var/obj/effect/E = new effect_type(location)
total_effects++
var/direction
if(cardinals)
direction = pick(GLOB.cardinals)
else
direction = pick(GLOB.alldirs)
var/steps_amt = pick(1,2,3)
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
addtimer(CALLBACK(src, .proc/decrement_total_effect), 20)
/datum/effect_system/proc/decrement_total_effect()
total_effects--
if(autocleanup && total_effects <= 0)
qdel(src)
@@ -0,0 +1,58 @@
/obj/effect/particle_effect/expl_particles
name = "fire"
icon_state = "explosion_particle"
opacity = 1
anchored = TRUE
/obj/effect/particle_effect/expl_particles/Initialize()
. = ..()
QDEL_IN(src, 15)
/datum/effect_system/expl_particles
number = 10
/datum/effect_system/expl_particles/start()
for(var/i in 1 to number)
var/obj/effect/particle_effect/expl_particles/expl = new /obj/effect/particle_effect/expl_particles(location)
var/direct = pick(GLOB.alldirs)
var/steps_amt = pick(1;25,2;50,3,4;200)
for(var/j in 1 to steps_amt)
addtimer(CALLBACK(GLOBAL_PROC, .proc/_step, expl, direct), j)
/obj/effect/explosion
name = "fire"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
opacity = 1
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_x = -32
pixel_y = -32
/obj/effect/explosion/Initialize()
. = ..()
QDEL_IN(src, 10)
/datum/effect_system/explosion
/datum/effect_system/explosion/set_up(loca)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/explosion/start()
new/obj/effect/explosion( location )
var/datum/effect_system/expl_particles/P = new/datum/effect_system/expl_particles()
P.set_up(10, 0, location)
P.start()
/datum/effect_system/explosion/smoke
/datum/effect_system/explosion/smoke/proc/create_smoke()
var/datum/effect_system/smoke_spread/S = new
S.set_up(2, location)
S.start()
/datum/effect_system/explosion/smoke/start()
..()
addtimer(CALLBACK(src, .proc/create_smoke), 5)
@@ -0,0 +1,347 @@
// Foam
// Similar to smoke, but slower and mobs absorb its reagent through their exposed skin.
#define ALUMINUM_FOAM 1
#define IRON_FOAM 2
#define RESIN_FOAM 3
/obj/effect/particle_effect/foam
name = "foam"
icon_state = "foam"
opacity = 0
anchored = TRUE
density = FALSE
layer = EDGED_TURF_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/amount = 3
animate_movement = 0
var/metal = 0
var/lifetime = 40
var/reagent_divisor = 7
var/static/list/blacklisted_turfs = typecacheof(list(
/turf/open/space/transit,
/turf/open/chasm,
/turf/open/lava))
/obj/effect/particle_effect/foam/firefighting
name = "firefighting foam"
lifetime = 20 //doesn't last as long as normal foam
amount = 0 //no spread
var/absorbed_plasma = 0
/obj/effect/particle_effect/foam/firefighting/MakeSlippery()
return
/obj/effect/particle_effect/foam/firefighting/process()
..()
var/turf/open/T = get_turf(src)
var/obj/effect/hotspot/hotspot = (locate(/obj/effect/hotspot) in T)
if(hotspot && istype(T) && T.air)
qdel(hotspot)
var/datum/gas_mixture/G = T.air
var/plas_amt = min(30,G.gases[/datum/gas/plasma]) //Absorb some plasma
G.gases[/datum/gas/plasma] -= plas_amt
absorbed_plasma += plas_amt
if(G.temperature > T20C)
G.temperature = max(G.temperature/2,T20C)
GAS_GARBAGE_COLLECT(G.gases)
T.air_update_turf()
/obj/effect/particle_effect/foam/firefighting/kill_foam()
STOP_PROCESSING(SSfastprocess, src)
if(absorbed_plasma)
var/obj/effect/decal/cleanable/plasma/P = (locate(/obj/effect/decal/cleanable/plasma) in get_turf(src))
if(!P)
P = new(loc)
P.reagents.add_reagent("stable_plasma", absorbed_plasma)
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/firefighting/foam_mob(mob/living/L)
if(!istype(L))
return
L.adjust_fire_stacks(-2)
L.ExtinguishMob()
/obj/effect/particle_effect/foam/firefighting/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/effect/particle_effect/foam/metal
name = "aluminium foam"
metal = ALUMINUM_FOAM
icon_state = "mfoam"
/obj/effect/particle_effect/foam/metal/MakeSlippery()
return
/obj/effect/particle_effect/foam/metal/smart
name = "smart foam"
/obj/effect/particle_effect/foam/metal/iron
name = "iron foam"
metal = IRON_FOAM
/obj/effect/particle_effect/foam/metal/resin
name = "resin foam"
metal = RESIN_FOAM
/obj/effect/particle_effect/foam/long_life
lifetime = 150
/obj/effect/particle_effect/foam/Initialize()
. = ..()
MakeSlippery()
create_reagents(1000) //limited by the size of the reagent holder anyway.
START_PROCESSING(SSfastprocess, src)
playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
/obj/effect/particle_effect/foam/proc/MakeSlippery()
AddComponent(/datum/component/slippery, 100)
/obj/effect/particle_effect/foam/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/effect/particle_effect/foam/proc/kill_foam()
STOP_PROCESSING(SSfastprocess, src)
switch(metal)
if(ALUMINUM_FOAM)
new /obj/structure/foamedmetal(get_turf(src))
if(IRON_FOAM)
new /obj/structure/foamedmetal/iron(get_turf(src))
if(RESIN_FOAM)
new /obj/structure/foamedmetal/resin(get_turf(src))
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/smart/kill_foam() //Smart foam adheres to area borders for walls
STOP_PROCESSING(SSfastprocess, src)
if(metal)
var/turf/T = get_turf(src)
if(isspaceturf(T)) //Block up any exposed space
T.PlaceOnTop(/turf/open/floor/plating/foam)
for(var/direction in GLOB.cardinals)
var/turf/cardinal_turf = get_step(T, direction)
if(get_area(cardinal_turf) != get_area(T)) //We're at an area boundary, so let's block off this turf!
new/obj/structure/foamedmetal(T)
break
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/process()
lifetime--
if(lifetime < 1)
kill_foam()
return
var/fraction = 1/initial(reagent_divisor)
for(var/obj/O in range(0,src))
if(O.type == src.type)
continue
if(isturf(O.loc))
var/turf/T = O.loc
if(T.intact && O.level == 1) //hidden under the floor
continue
if(lifetime % reagent_divisor)
reagents.reaction(O, VAPOR, fraction)
var/hit = 0
for(var/mob/living/L in range(0,src))
hit += foam_mob(L)
if(hit)
lifetime++ //this is so the decrease from mobs hit and the natural decrease don't cumulate.
var/T = get_turf(src)
if(lifetime % reagent_divisor)
reagents.reaction(T, VAPOR, fraction)
if(--amount < 0)
return
spread_foam()
/obj/effect/particle_effect/foam/proc/foam_mob(mob/living/L)
if(lifetime<1)
return 0
if(!istype(L))
return 0
var/fraction = 1/initial(reagent_divisor)
if(lifetime % reagent_divisor)
reagents.reaction(L, VAPOR, fraction)
lifetime--
return 1
/obj/effect/particle_effect/foam/proc/spread_foam()
var/turf/t_loc = get_turf(src)
for(var/turf/T in t_loc.GetAtmosAdjacentTurfs())
var/obj/effect/particle_effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam!
if(foundfoam)
continue
if(is_type_in_typecache(T, blacklisted_turfs))
continue
for(var/mob/living/L in T)
foam_mob(L)
var/obj/effect/particle_effect/foam/F = new src.type(T)
F.amount = amount
reagents.copy_to(F, (reagents.total_volume))
F.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
F.metal = metal
/obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(prob(max(0, exposed_temperature - 475))) //foam dissolves when heated
kill_foam()
/obj/effect/particle_effect/foam/metal/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
///////////////////////////////////////////////
//FOAM EFFECT DATUM
/datum/effect_system/foam_spread
var/amount = 10 // the size of the foam spread.
var/obj/chemholder
effect_type = /obj/effect/particle_effect/foam
var/metal = 0
/datum/effect_system/foam_spread/metal
effect_type = /obj/effect/particle_effect/foam/metal
/datum/effect_system/foam_spread/metal/smart
effect_type = /obj/effect/particle_effect/foam/smart
/datum/effect_system/foam_spread/long
effect_type = /obj/effect/particle_effect/foam/long_life
/datum/effect_system/foam_spread/New()
..()
chemholder = new /obj()
var/datum/reagents/R = new/datum/reagents(1000)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect_system/foam_spread/Destroy()
qdel(chemholder)
chemholder = null
return ..()
/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
amount = round(sqrt(amt / 2), 1)
carry.copy_to(chemholder, carry.total_volume)
/datum/effect_system/foam_spread/metal/set_up(amt=5, loca, datum/reagents/carry = null, metaltype)
..()
metal = metaltype
/datum/effect_system/foam_spread/start()
var/obj/effect/particle_effect/foam/F = new effect_type(location)
var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
F.amount = amount
F.metal = metal
//////////////////////////////////////////////////////////
// FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = TRUE
opacity = 1 // changed in New()
anchored = TRUE
layer = EDGED_TURF_LAYER
resistance_flags = FIRE_PROOF | ACID_PROOF
name = "foamed metal"
desc = "A lightweight foamed metal wall."
gender = PLURAL
max_integrity = 20
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/foamedmetal/Initialize()
. = ..()
air_update_turf(1)
/obj/structure/foamedmetal/Move()
var/turf/T = loc
. = ..()
move_update_air(T)
/obj/structure/foamedmetal/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/attack_hand(mob/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
to_chat(user, "<span class='warning'>You hit [src] but bounce off it!</span>")
playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target)
return !density
/obj/structure/foamedmetal/iron
max_integrity = 50
icon_state = "ironfoam"
//Atmos Backpack Resin, transparent, prevents atmos and filters the air
/obj/structure/foamedmetal/resin
name = "\improper ATMOS Resin"
desc = "A lightweight, transparent resin used to suffocate fires, scrub the air of toxins, and restore the air to a safe temperature."
opacity = FALSE
icon_state = "atmos_resin"
alpha = 120
max_integrity = 10
/obj/structure/foamedmetal/resin/Initialize()
. = ..()
if(isopenturf(loc))
var/turf/open/O = loc
O.ClearWet()
if(O.air)
var/datum/gas_mixture/G = O.air
G.temperature = 293.15
for(var/obj/effect/hotspot/H in O)
qdel(H)
var/list/G_gases = G.gases
for(var/I in G_gases)
if(I == /datum/gas/oxygen || I == /datum/gas/nitrogen)
continue
G_gases[I] = 0
GAS_GARBAGE_COLLECT(G.gases)
O.air_update_turf()
for(var/obj/machinery/atmospherics/components/unary/U in O)
if(!U.welded)
U.welded = TRUE
U.update_icon()
U.visible_message("<span class='danger'>[U] sealed shut!</span>")
for(var/mob/living/L in O)
L.ExtinguishMob()
for(var/obj/item/Item in O)
Item.extinguish()
/obj/structure/foamedmetal/resin/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGLASS))
return TRUE
. = ..()
#undef ALUMINUM_FOAM
#undef IRON_FOAM
#undef RESIN_FOAM
@@ -0,0 +1,118 @@
/////////////////////////////////////////////
//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/datum/effect_system/trail_follow
var/turf/oldposition
var/active = FALSE
var/allow_overlap = FALSE
var/auto_process = TRUE
var/qdel_in_time = 10
var/fadetype = "ion_fade"
var/fade = TRUE
var/nograv_required = FALSE
/datum/effect_system/trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect_system/trail_follow/Destroy()
oldposition = null
stop()
return ..()
/datum/effect_system/trail_follow/proc/stop()
oldposition = null
STOP_PROCESSING(SSfastprocess, src)
active = FALSE
return TRUE
/datum/effect_system/trail_follow/start()
oldposition = get_turf(holder)
if(!check_conditions())
return FALSE
if(auto_process)
START_PROCESSING(SSfastprocess, src)
active = TRUE
return TRUE
/datum/effect_system/trail_follow/process()
generate_effect()
/datum/effect_system/trail_follow/generate_effect()
if(!check_conditions())
return stop()
if(oldposition && !(oldposition == get_turf(holder)))
if(!oldposition.has_gravity() || !nograv_required)
var/obj/effect/E = new effect_type(oldposition)
set_dir(E)
if(fade)
flick(fadetype, E)
E.icon_state = ""
if(qdel_in_time)
QDEL_IN(E, qdel_in_time)
oldposition = get_turf(holder)
/datum/effect_system/trail_follow/proc/check_conditions()
if(!get_turf(holder))
return FALSE
return TRUE
/datum/effect_system/trail_follow/steam
effect_type = /obj/effect/particle_effect/steam
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = TRUE
/obj/effect/particle_effect/ion_trails/flight
icon_state = "ion_trails_flight"
/datum/effect_system/trail_follow/ion
effect_type = /obj/effect/particle_effect/ion_trails
nograv_required = TRUE
qdel_in_time = 20
/datum/effect_system/trail_follow/proc/set_dir(obj/effect/particle_effect/ion_trails/I)
I.setDir(holder.dir)
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
var/explosion_message = 1 //whether we show a message to mobs.
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = 0, flash_fact = 0, message = 1)
amount = amt
explosion_message = message
if(isturf(loca))
location = loca
else
location = get_turf(loca)
flashing = flash
flashing_factor = flash_fact
/datum/effect_system/reagents_explosion/start()
if(explosion_message)
location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
"<span class='italics'>You hear an explosion!</span>")
if (amount < 1)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, location)
s.start()
for(var/mob/living/L in viewers(1, location))
if(prob(50 * amount))
to_chat(L, "<span class='danger'>The explosion knocks you down.</span>")
L.Knockdown(rand(20,100))
return
else
dyn_explosion(location, amount, flashing_factor)
@@ -0,0 +1,328 @@
/////////////////////////////////////////////
//// SMOKE SYSTEMS
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke
name = "smoke"
icon = 'icons/effects/96x96.dmi'
icon_state = "smoke"
pixel_x = -32
pixel_y = -32
opacity = 0
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
animate_movement = 0
var/amount = 4
var/lifetime = 5
var/opaque = 1 //whether the smoke can block the view when in enough amount
/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
if(alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = alpha / frames
for(var/i = 0, i < frames, i++)
alpha -= step
if(alpha < 160)
set_opacity(0) //if we were blocking view, we aren't now because we're fading out
stoplag()
/obj/effect/particle_effect/smoke/Initialize()
. = ..()
create_reagents(500)
START_PROCESSING(SSobj, src)
/obj/effect/particle_effect/smoke/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/particle_effect/smoke/proc/kill_smoke()
STOP_PROCESSING(SSobj, src)
INVOKE_ASYNC(src, .proc/fade_out)
QDEL_IN(src, 10)
/obj/effect/particle_effect/smoke/process()
lifetime--
if(lifetime < 1)
kill_smoke()
return 0
for(var/mob/living/L in range(0,src))
smoke_mob(L)
return 1
/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/C)
if(!istype(C))
return 0
if(lifetime<1)
return 0
if(C.internal != null || C.has_smoke_protection())
return 0
if(C.smoke_delay)
return 0
C.smoke_delay++
addtimer(CALLBACK(src, .proc/remove_smoke_delay, C), 10)
return 1
/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
if(C)
C.smoke_delay = 0
/obj/effect/particle_effect/smoke/proc/spread_smoke()
var/turf/t_loc = get_turf(src)
if(!t_loc)
return
var/list/newsmokes = list()
for(var/turf/T in t_loc.GetAtmosAdjacentTurfs())
var/obj/effect/particle_effect/smoke/foundsmoke = locate() in T //Don't spread smoke where there's already smoke!
if(foundsmoke)
continue
for(var/mob/living/L in T)
smoke_mob(L)
var/obj/effect/particle_effect/smoke/S = new type(T)
reagents.copy_to(S, reagents.total_volume)
S.setDir(pick(GLOB.cardinals))
S.amount = amount-1
S.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
S.lifetime = lifetime
if(S.amount>0)
if(opaque)
S.set_opacity(TRUE)
newsmokes.Add(S)
if(newsmokes.len)
spawn(1) //the smoke spreads rapidly but not instantly
for(var/obj/effect/particle_effect/smoke/SM in newsmokes)
SM.spread_smoke()
/datum/effect_system/smoke_spread
var/amount = 10
effect_type = /obj/effect/particle_effect/smoke
/datum/effect_system/smoke_spread/set_up(radius = 5, loca)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
amount = radius
/datum/effect_system/smoke_spread/start()
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/S = new effect_type(location)
S.amount = amount
if(S.amount)
S.spread_smoke()
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/bad
lifetime = 8
/obj/effect/particle_effect/smoke/bad/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_all_held_items()
M.adjustOxyLoss(1)
M.emote("cough")
return 1
/obj/effect/particle_effect/smoke/bad/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/datum/effect_system/smoke_spread/bad
effect_type = /obj/effect/particle_effect/smoke/bad
/////////////////////////////////////////////
// Nanofrost smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/freezing
name = "nanofrost smoke"
color = "#B2FFFF"
opaque = 0
/datum/effect_system/smoke_spread/freezing
effect_type = /obj/effect/particle_effect/smoke/freezing
var/blast = 0
var/temperature = 2
var/weldvents = TRUE
var/distcheck = TRUE
/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
if(isopenturf(A))
var/turf/open/T = A
if(T.air)
var/datum/gas_mixture/G = T.air
if(!distcheck || get_dist(T, location) < blast) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
G.temperature = temperature
T.air_update_turf()
for(var/obj/effect/hotspot/H in T)
qdel(H)
var/list/G_gases = G.gases
if(G_gases[/datum/gas/plasma])
G_gases[/datum/gas/nitrogen] += (G_gases[/datum/gas/plasma])
G_gases[/datum/gas/plasma] = 0
GAS_GARBAGE_COLLECT(G.gases)
if (weldvents)
for(var/obj/machinery/atmospherics/components/unary/U in T)
if(!isnull(U.welded) && !U.welded) //must be an unwelded vent pump or vent scrubber.
U.welded = TRUE
U.update_icon()
U.visible_message("<span class='danger'>[U] was frozen shut!</span>")
for(var/mob/living/L in T)
L.ExtinguishMob()
for(var/obj/item/Item in T)
Item.extinguish()
/datum/effect_system/smoke_spread/freezing/set_up(radius = 5, loca, blast_radius = 0)
..()
blast = blast_radius
/datum/effect_system/smoke_spread/freezing/start()
if(blast)
for(var/turf/T in RANGE_TURFS(blast, location))
Chilled(T)
..()
/datum/effect_system/smoke_spread/freezing/decon
temperature = 293.15
distcheck = FALSE
weldvents = FALSE
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/sleeping
color = "#9C3636"
lifetime = 10
/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
M.Sleeping(200)
M.emote("cough")
return 1
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/chem
lifetime = 10
/obj/effect/particle_effect/smoke/chem/process()
if(..())
var/turf/T = get_turf(src)
var/fraction = 1/initial(lifetime)
for(var/atom/movable/AM in T)
if(AM.type == src.type)
continue
if(T.intact && AM.level == 1) //hidden under the floor
continue
reagents.reaction(AM, TOUCH, fraction)
reagents.reaction(T, TOUCH, fraction)
return 1
/obj/effect/particle_effect/smoke/chem/smoke_mob(mob/living/carbon/M)
if(lifetime<1)
return 0
if(!istype(M))
return 0
var/mob/living/carbon/C = M
if(C.internal != null || C.has_smoke_protection())
return 0
var/fraction = 1/initial(lifetime)
reagents.copy_to(C, fraction*reagents.total_volume)
reagents.reaction(M, INGEST, fraction)
return 1
/datum/effect_system/smoke_spread/chem
var/obj/chemholder
effect_type = /obj/effect/particle_effect/smoke/chem
/datum/effect_system/smoke_spread/chem/New()
..()
chemholder = new /obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect_system/smoke_spread/chem/Destroy()
qdel(chemholder)
chemholder = null
return ..()
/datum/effect_system/smoke_spread/chem/set_up(datum/reagents/carry = null, radius = 1, loca, silent = FALSE)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
amount = radius
carry.copy_to(chemholder, carry.total_volume)
if(!silent)
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/where = "[AREACOORD(location)]"
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = "[ADMIN_LOOKUPFLW(M)] "
message_admins("Smoke: ([ADMIN_VERBOSEJMP(location)])[contained]. Key: [more ? more : carry.my_atom.fingerprintslast].")
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last touched by [carry.my_atom.fingerprintslast].")
else
message_admins("Smoke: ([ADMIN_VERBOSEJMP(location)])[contained]. No associated key.")
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
/datum/effect_system/smoke_spread/chem/start()
var/mixcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/chem/S = new effect_type(location)
if(chemholder.reagents.total_volume > 1) // can't split 1 very well
chemholder.reagents.copy_to(S, chemholder.reagents.total_volume)
if(mixcolor)
S.add_atom_colour(mixcolor, FIXED_COLOUR_PRIORITY) // give the smoke color, if it has any to begin with
S.amount = amount
if(S.amount)
S.spread_smoke() //calling process right now so the smoke immediately attacks mobs.
/////////////////////////////////////////////
// Transparent smoke
/////////////////////////////////////////////
//Same as the base type, but the smoke produced is not opaque
/datum/effect_system/smoke_spread/transparent
effect_type = /obj/effect/particle_effect/smoke/transparent
/obj/effect/particle_effect/smoke/transparent
opaque = FALSE
@@ -0,0 +1,65 @@
/////////////////////////////////////////////
//SPARK SYSTEM (like steam system)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like the RCD, so then you can just call start() and the sparks
// will always spawn at the items location.
/////////////////////////////////////////////
/proc/do_sparks(n, c, source)
// n - number of sparks
// c - cardinals, bool, do the sparks only move in cardinal directions?
// source - source of the sparks.
var/datum/effect_system/spark_spread/sparks = new
sparks.set_up(n, c, source)
sparks.autocleanup = TRUE
sparks.start()
/obj/effect/particle_effect/sparks
name = "sparks"
icon_state = "sparks"
anchored = TRUE
light_power = 1.3
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_color = LIGHT_COLOR_FIRE
/obj/effect/particle_effect/sparks/Initialize()
. = ..()
flick(icon_state, src) // replay the animation
playsound(src, "sparks", 100, TRUE)
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(700,5)
QDEL_IN(src, 20)
/obj/effect/particle_effect/sparks/Destroy()
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(700,1)
return ..()
/obj/effect/particle_effect/sparks/Move()
..()
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(700,1)
/datum/effect_system/spark_spread
effect_type = /obj/effect/particle_effect/sparks
/datum/effect_system/spark_spread/quantum
effect_type = /obj/effect/particle_effect/sparks/quantum
//electricity
/obj/effect/particle_effect/sparks/electricity
name = "lightning"
icon_state = "electricity"
/obj/effect/particle_effect/sparks/quantum
name = "quantum sparks"
icon_state = "quantum_sparks"
/datum/effect_system/lightning_spread
effect_type = /obj/effect/particle_effect/sparks/electricity
@@ -0,0 +1,53 @@
//WATER EFFECTS
/obj/effect/particle_effect/water
name = "water"
icon_state = "extinguish"
var/life = 15
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/particle_effect/water/Initialize()
. = ..()
QDEL_IN(src, 70)
/obj/effect/particle_effect/water/Move(turf/newloc)
if (--src.life < 1)
qdel(src)
return 0
if(newloc.density)
return 0
.=..()
/obj/effect/particle_effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
return ..()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/particle_effect/steam
name = "steam"
icon_state = "extinguish"
density = FALSE
/obj/effect/particle_effect/steam/Initialize()
. = ..()
QDEL_IN(src, 20)
/datum/effect_system/steam_spread
effect_type = /obj/effect/particle_effect/steam
+64
View File
@@ -0,0 +1,64 @@
//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
/obj/effect
icon = 'icons/effects/effects.dmi'
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
obj_flags = 0
/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
return
/obj/effect/fire_act(exposed_temperature, exposed_volume)
return
/obj/effect/acid_act()
return
/obj/effect/mech_melee_attack(obj/mecha/M)
return 0
/obj/effect/blob_act(obj/structure/blob/B)
return
/obj/effect/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
return 0
/obj/effect/experience_pressure_difference()
return
/obj/effect/ex_act(severity, target)
if(target == src)
qdel(src)
else
switch(severity)
if(1)
qdel(src)
if(2)
if(prob(60))
qdel(src)
if(3)
if(prob(25))
qdel(src)
/obj/effect/singularity_act()
qdel(src)
return 0
/obj/effect/ConveyorMove()
return
/obj/effect/abstract/ex_act(severity, target)
return
/obj/effect/abstract/singularity_pull()
return
/obj/effect/abstract/singularity_act()
return
/obj/effect/dummy/singularity_pull()
return
/obj/effect/dummy/singularity_act()
return
+37
View File
@@ -0,0 +1,37 @@
/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon_state = "m_shield"
anchored = TRUE
opacity = 0
density = TRUE
CanAtmosPass = ATMOS_PASS_DENSITY
var/timeleft = 300 //Set to 0 for permanent forcefields (ugh)
/obj/effect/forcefield/Initialize()
. = ..()
if(timeleft)
QDEL_IN(src, timeleft)
/obj/effect/forcefield/singularity_pull()
return
/obj/effect/forcefield/cult
desc = "An unholy shield that blocks all attacks."
name = "glowing wall"
icon = 'icons/effects/cult_effects.dmi'
icon_state = "cultshield"
CanAtmosPass = ATMOS_PASS_NO
timeleft = 200
///////////Mimewalls///////////
/obj/effect/forcefield/mime
icon_state = "nothing"
name = "invisible wall"
desc = "You have a bad feeling about this."
/obj/effect/forcefield/mime/advanced
name = "invisible blockade"
desc = "You're gonna be here awhile."
timeleft = 600
+177
View File
@@ -0,0 +1,177 @@
//separate dm since hydro is getting bloated already
/obj/structure/glowshroom
name = "glowshroom"
desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
anchored = TRUE
opacity = 0
density = FALSE
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
max_integrity = 5
var/delay = 1200
var/floor = 0
var/generation = 1
var/spreadIntoAdjacentChance = 60
var/obj/item/seeds/myseed = /obj/item/seeds/glowshroom
var/static/list/blacklisted_glowshroom_turfs = typecacheof(list(
/turf/open/lava,
/turf/open/floor/plating/beach/water))
/obj/structure/glowshroom/glowcap
name = "glowcap"
desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent."
icon_state = "glowcap"
myseed = /obj/item/seeds/glowshroom/glowcap
/obj/structure/glowshroom/shadowshroom
name = "shadowshroom"
desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light."
icon_state = "shadowshroom"
myseed = /obj/item/seeds/glowshroom/shadowshroom
/obj/structure/glowshroom/single/Spread()
return
/obj/structure/glowshroom/examine(mob/user)
. = ..()
to_chat(user, "This is a [generation]\th generation [name]!")
/obj/structure/glowshroom/Destroy()
if(myseed)
QDEL_NULL(myseed)
return ..()
/obj/structure/glowshroom/New(loc, obj/item/seeds/newseed, mutate_stats)
..()
if(newseed)
myseed = newseed.Copy()
myseed.forceMove(src)
else
myseed = new myseed(src)
if(mutate_stats) //baby mushrooms have different stats :3
myseed.adjust_potency(rand(-3,6))
myseed.adjust_yield(rand(-1,2))
myseed.adjust_production(rand(-3,6))
myseed.adjust_endurance(rand(-3,6))
delay = delay - myseed.production * 100 //So the delay goes DOWN with better stats instead of up. :I
obj_integrity = myseed.endurance / 7
max_integrity = myseed.endurance / 7
var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow)
if(ispath(G)) // Seeds were ported to initialize so their genes are still typepaths here, luckily their initializer is smart enough to handle us doing this
myseed.genes -= G
G = new G
myseed.genes += G
set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
pixel_y = 32
if(SOUTH)
pixel_y = -32
if(EAST)
pixel_x = 32
if(WEST)
pixel_x = -32
icon_state = "[base_icon_state][rand(1,3)]"
else //if on the floor, glowshroom on-floor sprite
icon_state = base_icon_state
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
var/shrooms_planted = 0
for(var/i in 1 to myseed.yield)
if(prob(1/(generation * generation) * 100))//This formula gives you diminishing returns based on generation. 100% with 1st gen, decreasing to 25%, 11%, 6, 4, 2...
var/list/possibleLocs = list()
var/spreadsIntoAdjacent = FALSE
if(prob(spreadIntoAdjacentChance))
spreadsIntoAdjacent = TRUE
for(var/turf/open/floor/earth in view(3,src))
if(is_type_in_typecache(earth, blacklisted_glowshroom_turfs))
continue
if(!disease_air_spread_walk(ownturf, earth))
continue
if(spreadsIntoAdjacent || !locate(/obj/structure/glowshroom) in view(1,earth))
possibleLocs += earth
CHECK_TICK
if(!possibleLocs.len)
break
var/turf/newLoc = pick(possibleLocs)
var/shroomCount = 0 //hacky
var/placeCount = 1
for(var/obj/structure/glowshroom/shroom in newLoc)
shroomCount++
for(var/wallDir in GLOB.cardinals)
var/turf/isWall = get_step(newLoc,wallDir)
if(isWall.density)
placeCount++
if(shroomCount >= placeCount)
continue
var/obj/structure/glowshroom/child = new type(newLoc, myseed, TRUE)
child.generation = generation + 1
shrooms_planted++
CHECK_TICK
else
shrooms_planted++ //if we failed due to generation, don't try to plant one later
if(shrooms_planted < myseed.yield) //if we didn't get all possible shrooms planted, try again later
myseed.yield -= shrooms_planted
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/CalcDir(turf/location = loc)
var/direction = 16
for(var/wallDir in GLOB.cardinals)
var/turf/newTurf = get_step(location,wallDir)
if(newTurf.density)
direction |= wallDir
for(var/obj/structure/glowshroom/shroom in location)
if(shroom == src)
continue
if(shroom.floor) //special
direction &= ~16
else
direction &= ~shroom.dir
var/list/dirList = list()
for(var/i=1,i<=16,i <<= 1)
if(direction & i)
dirList += i
if(dirList.len)
var/newDir = pick(dirList)
if(newDir == 16)
floor = 1
newDir = 1
return newDir
floor = 1
return 1
/obj/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN && damage_amount)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/glowshroom/acid_act(acidpwr, acid_volume)
. = 1
visible_message("<span class='danger'>[src] melts away!</span>")
var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src))
I.desc = "Looks like this was \an [src] some time ago."
qdel(src)
+434
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/obj/effect/landmark
name = "landmark"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "x2"
anchored = TRUE
layer = MID_LANDMARK_LAYER
invisibility = INVISIBILITY_ABSTRACT
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/landmark/singularity_act()
return
// Please stop bombing the Observer-Start landmark.
/obj/effect/landmark/ex_act()
return
/obj/effect/landmark/singularity_pull()
return
INITIALIZE_IMMEDIATE(/obj/effect/landmark)
/obj/effect/landmark/Initialize()
. = ..()
GLOB.landmarks_list += src
/obj/effect/landmark/Destroy()
GLOB.landmarks_list -= src
return ..()
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/landmarks.dmi'
icon_state = "x"
anchored = TRUE
layer = MOB_LAYER
var/jobspawn_override = FALSE
var/delete_after_roundstart = TRUE
var/used = FALSE
/obj/effect/landmark/start/proc/after_round_start()
if(delete_after_roundstart)
qdel(src)
/obj/effect/landmark/start/New()
GLOB.start_landmarks_list += src
if(jobspawn_override)
if(!GLOB.jobspawn_overrides[name])
GLOB.jobspawn_overrides[name] = list()
GLOB.jobspawn_overrides[name] += src
..()
if(name != "start")
tag = "start*[name]"
/obj/effect/landmark/start/Destroy()
GLOB.start_landmarks_list -= src
if(jobspawn_override)
GLOB.jobspawn_overrides[name] -= src
return ..()
// START LANDMARKS FOLLOW. Don't change the names unless
// you are refactoring shitty landmark code.
/obj/effect/landmark/start/assistant
name = "Assistant"
icon_state = "Assistant"
/obj/effect/landmark/start/assistant/override
jobspawn_override = TRUE
delete_after_roundstart = FALSE
/obj/effect/landmark/start/janitor
name = "Janitor"
icon_state = "Janitor"
/obj/effect/landmark/start/cargo_technician
name = "Cargo Technician"
icon_state = "Cargo Technician"
/obj/effect/landmark/start/bartender
name = "Bartender"
icon_state = "Bartender"
/obj/effect/landmark/start/clown
name = "Clown"
icon_state = "Clown"
/obj/effect/landmark/start/mime
name = "Mime"
icon_state = "Mime"
/obj/effect/landmark/start/quartermaster
name = "Quartermaster"
icon_state = "Quartermaster"
/obj/effect/landmark/start/atmospheric_technician
name = "Atmospheric Technician"
icon_state = "Atmospheric Technician"
/obj/effect/landmark/start/cook
name = "Cook"
icon_state = "Cook"
/obj/effect/landmark/start/shaft_miner
name = "Shaft Miner"
icon_state = "Shaft Miner"
/obj/effect/landmark/start/security_officer
name = "Security Officer"
icon_state = "Security Officer"
/obj/effect/landmark/start/botanist
name = "Botanist"
icon_state = "Botanist"
/obj/effect/landmark/start/head_of_security
name = "Head of Security"
icon_state = "Head of Security"
/obj/effect/landmark/start/captain
name = "Captain"
icon_state = "Captain"
/obj/effect/landmark/start/detective
name = "Detective"
icon_state = "Detective"
/obj/effect/landmark/start/warden
name = "Warden"
icon_state = "Warden"
/obj/effect/landmark/start/chief_engineer
name = "Chief Engineer"
icon_state = "Chief Engineer"
/obj/effect/landmark/start/head_of_personnel
name = "Head of Personnel"
icon_state = "Head of Personnel"
/obj/effect/landmark/start/librarian
name = "Curator"
icon_state = "Curator"
/obj/effect/landmark/start/lawyer
name = "Lawyer"
icon_state = "Lawyer"
/obj/effect/landmark/start/station_engineer
name = "Station Engineer"
icon_state = "Station Engineer"
/obj/effect/landmark/start/medical_doctor
name = "Medical Doctor"
icon_state = "Medical Doctor"
/obj/effect/landmark/start/scientist
name = "Scientist"
icon_state = "Scientist"
/obj/effect/landmark/start/chemist
name = "Chemist"
icon_state = "Chemist"
/obj/effect/landmark/start/roboticist
name = "Roboticist"
icon_state = "Roboticist"
/obj/effect/landmark/start/research_director
name = "Research Director"
icon_state = "Research Director"
/obj/effect/landmark/start/geneticist
name = "Geneticist"
icon_state = "Geneticist"
/obj/effect/landmark/start/chief_medical_officer
name = "Chief Medical Officer"
icon_state = "Chief Medical Officer"
/obj/effect/landmark/start/virologist
name = "Virologist"
icon_state = "Virologist"
/obj/effect/landmark/start/chaplain
name = "Chaplain"
icon_state = "Chaplain"
/obj/effect/landmark/start/cyborg
name = "Cyborg"
icon_state = "Cyborg"
/obj/effect/landmark/start/ai
name = "AI"
icon_state = "AI"
delete_after_roundstart = FALSE
var/primary_ai = TRUE
var/latejoin_active = TRUE
/obj/effect/landmark/start/ai/after_round_start()
if(latejoin_active && !used)
new /obj/structure/AIcore/latejoin_inactive(loc)
return ..()
/obj/effect/landmark/start/ai/secondary
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "ai_spawn"
primary_ai = FALSE
latejoin_active = FALSE
//Department Security spawns
/obj/effect/landmark/start/depsec
name = "department_sec"
icon_state = "Security Officer"
/obj/effect/landmark/start/depsec/New()
..()
GLOB.department_security_spawns += src
/obj/effect/landmark/start/depsec/Destroy()
GLOB.department_security_spawns -= src
return ..()
/obj/effect/landmark/start/depsec/supply
name = "supply_sec"
/obj/effect/landmark/start/depsec/medical
name = "medical_sec"
/obj/effect/landmark/start/depsec/engineering
name = "engineering_sec"
/obj/effect/landmark/start/depsec/science
name = "science_sec"
/obj/effect/landmark/start/wizard
name = "wizard"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "wiznerd_spawn"
/obj/effect/landmark/start/wizard/Initialize()
..()
GLOB.wizardstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop
name = "nukeop"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "snukeop_spawn"
/obj/effect/landmark/start/nukeop/Initialize()
..()
GLOB.nukeop_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop_leader
name = "nukeop leader"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "snukeop_leader_spawn"
/obj/effect/landmark/start/nukeop_leader/Initialize()
..()
GLOB.nukeop_leader_start += loc
return INITIALIZE_HINT_QDEL
// Must be immediate because players will
// join before SSatom initializes everything.
INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
/obj/effect/landmark/start/new_player
name = "New Player"
/obj/effect/landmark/start/new_player/Initialize()
..()
GLOB.newplayer_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/latejoin
name = "JoinLate"
/obj/effect/landmark/latejoin/Initialize(mapload)
..()
SSjob.latejoin_trackers += loc
return INITIALIZE_HINT_QDEL
// carp.
/obj/effect/landmark/carpspawn
name = "carpspawn"
icon_state = "carp_spawn"
// observer-start.
/obj/effect/landmark/observer_start
name = "Observer-Start"
icon_state = "observer_start"
// xenos.
/obj/effect/landmark/xeno_spawn
name = "xeno_spawn"
icon_state = "xeno_spawn"
/obj/effect/landmark/xeno_spawn/Initialize(mapload)
..()
GLOB.xeno_spawn += loc
return INITIALIZE_HINT_QDEL
// blobs.
/obj/effect/landmark/blobstart
name = "blobstart"
icon_state = "blob_start"
/obj/effect/landmark/blobstart/Initialize(mapload)
..()
GLOB.blobstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/secequipment
name = "secequipment"
icon_state = "secequipment"
/obj/effect/landmark/secequipment/Initialize(mapload)
..()
GLOB.secequipment += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/prisonwarp
name = "prisonwarp"
icon_state = "prisonwarp"
/obj/effect/landmark/prisonwarp/Initialize(mapload)
..()
GLOB.prisonwarp += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/ert_spawn
name = "Emergencyresponseteam"
icon_state = "ert_spawn"
/obj/effect/landmark/ert_spawn/Initialize(mapload)
..()
GLOB.emergencyresponseteamspawn += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/holding_facility
name = "Holding Facility"
icon_state = "holding_facility"
/obj/effect/landmark/holding_facility/Initialize(mapload)
..()
GLOB.holdingfacility += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/observe
name = "tdomeobserve"
icon_state = "tdome_observer"
/obj/effect/landmark/thunderdome/observe/Initialize(mapload)
..()
GLOB.tdomeobserve += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/one
name = "tdome1"
icon_state = "tdome_t1"
/obj/effect/landmark/thunderdome/one/Initialize(mapload)
..()
GLOB.tdome1 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/two
name = "tdome2"
icon_state = "tdome_t2"
/obj/effect/landmark/thunderdome/two/Initialize(mapload)
..()
GLOB.tdome2 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/admin
name = "tdomeadmin"
icon_state = "tdome_admin"
/obj/effect/landmark/thunderdome/admin/Initialize(mapload)
..()
GLOB.tdomeadmin += loc
return INITIALIZE_HINT_QDEL
//Servant spawn locations
/obj/effect/landmark/servant_of_ratvar
name = "servant of ratvar spawn"
icon_state = "clockwork_orange"
layer = MOB_LAYER
/obj/effect/landmark/servant_of_ratvar/Initialize(mapload)
..()
GLOB.servant_spawns += loc
return INITIALIZE_HINT_QDEL
//City of Cogs entrances
/obj/effect/landmark/city_of_cogs
name = "city of cogs entrance"
icon_state = "city_of_cogs"
/obj/effect/landmark/city_of_cogs/Initialize(mapload)
..()
GLOB.city_of_cogs_spawns += loc
return INITIALIZE_HINT_QDEL
//generic event spawns
/obj/effect/landmark/event_spawn
name = "generic event spawn"
icon_state = "generic_event"
layer = HIGH_LANDMARK_LAYER
/obj/effect/landmark/event_spawn/New()
..()
GLOB.generic_event_spawns += src
/obj/effect/landmark/event_spawn/Destroy()
GLOB.generic_event_spawns -= src
return ..()
/obj/effect/landmark/ruin
var/datum/map_template/ruin/ruin_template
/obj/effect/landmark/ruin/New(loc, my_ruin_template)
name = "ruin_[GLOB.ruin_landmarks.len + 1]"
..(loc)
ruin_template = my_ruin_template
GLOB.ruin_landmarks |= src
/obj/effect/landmark/ruin/Destroy()
GLOB.ruin_landmarks -= src
ruin_template = null
. = ..()
+176
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/obj/effect/mine
name = "dummy mine"
desc = "Better stay away from that thing."
density = FALSE
anchored = TRUE
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "uglymine"
var/triggered = 0
/obj/effect/mine/proc/mineEffect(mob/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
if(isturf(loc))
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
triggermine(AM)
else
triggermine(AM)
/obj/effect/mine/proc/triggermine(mob/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off [icon2html(src, viewers(src))] [src]!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/victim)
explosion(loc, range_devastation, range_heavy, range_light, range_flash)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 80
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Knockdown(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
/obj/effect/mine/kickmine/mineEffect(mob/victim)
if(isliving(victim) && victim.client)
to_chat(victim, "<span class='userdanger'>You have been kicked FOR NO REISIN!</span>")
qdel(victim.client)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = "o2"
/obj/effect/mine/gas/mineEffect(mob/victim)
atmos_spawn_air("[gas_type]=[gas_amount]")
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = "plasma"
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = "n2o"
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = FALSE
var/duration = 0
/obj/effect/mine/pickup/Initialize()
. = ..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/victim)
if(triggered)
return
triggered = 1
invisibility = INVISIBILITY_ABSTRACT
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "#FF0000"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
var/old_color = victim.client.color
var/static/list/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/static/list/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /datum/hallucination/delusion(victim, TRUE, "demon",duration,0)
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
victim.log_message("entered a blood frenzy", LOG_ATTACK)
ADD_TRAIT(chainsaw, TRAIT_NODROP, CHAINSAW_FRENZY_TRAIT)
victim.drop_all_held_items()
victim.put_in_hands(chainsaw, forced = TRUE)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine",25)
to_chat(victim, "<span class='warning'>KILL, KILL, KILL! YOU HAVE NO ALLIES ANYMORE, KILL THEM ALL!</span>")
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
sleep(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
sleep(duration)
to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
qdel(chainsaw)
victim.log_message("exited a blood frenzy", LOG_ATTACK)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "#0000FF"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel great!</span>")
victim.revive(full_heal = 1, admin_revive = 1)
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "#FFFF00"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
ADD_TRAIT(victim, TRAIT_GOTTAGOREALLYFAST, "yellow_orb")
sleep(duration)
REMOVE_TRAIT(victim, TRAIT_GOTTAGOREALLYFAST, "yellow_orb")
to_chat(victim, "<span class='notice'>You slow down.</span>")
+94
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@@ -0,0 +1,94 @@
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "strangepresent"
density = TRUE
anchored = FALSE
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/beam/singularity_act()
return
/obj/effect/beam/singularity_pull()
return
/obj/effect/spawner
name = "object spawner"
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/effect/overlay/thermite
name = "thermite"
desc = "Looks hot."
icon = 'icons/effects/fire.dmi'
icon_state = "2" //what?
anchored = TRUE
opacity = TRUE
density = TRUE
layer = FLY_LAYER
/obj/effect/supplypod_selector
icon_state = "supplypod_selector"
layer = FLY_LAYER
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/abstract/marker
name = "marker"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
icon_state = "wave3"
layer = RIPPLE_LAYER
/obj/effect/abstract/marker/Initialize(mapload)
. = ..()
GLOB.all_abstract_markers += src
/obj/effect/abstract/marker/Destroy()
GLOB.all_abstract_markers -= src
. = ..()
/obj/effect/abstract/marker/at
name = "active turf marker"
/obj/effect/dummy/lighting_obj
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
if(_duration)
QDEL_IN(src, _duration)
/obj/effect/dummy/lighting_obj/moblight
name = "mob lighting fx"
/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
if(!ismob(loc))
return INITIALIZE_HINT_QDEL
+53
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@@ -0,0 +1,53 @@
/obj/effect/overlay
name = "overlay"
/obj/effect/overlay/singularity_act()
return
/obj/effect/overlay/singularity_pull()
return
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name="beam"
icon='icons/effects/beam.dmi'
icon_state="b_beam"
var/atom/BeamSource
/obj/effect/overlay/beam/Initialize()
. = ..()
QDEL_IN(src, 10)
/obj/effect/overlay/palmtree_r
name = "palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"
density = TRUE
layer = WALL_OBJ_LAYER
anchored = TRUE
/obj/effect/overlay/palmtree_l
name = "palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"
density = TRUE
layer = WALL_OBJ_LAYER
anchored = TRUE
/obj/effect/overlay/coconut
gender = PLURAL
name = "coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"
/obj/effect/overlay/sparkles
gender = PLURAL
name = "sparkles"
icon = 'icons/effects/effects.dmi'
icon_state = "shieldsparkles"
anchored = TRUE
/obj/effect/overlay/vis
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
var/unused = 0 //When detected to be unused it gets set to world.time, after a while it gets removed
var/cache_expiration = 2 MINUTES // overlays which go unused for 2 minutes get cleaned up
+185
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@@ -0,0 +1,185 @@
/proc/create_portal_pair(turf/source, turf/destination, _creator = null, _lifespan = 300, accuracy = 0, newtype = /obj/effect/portal, atmos_link_override)
if(!istype(source) || !istype(destination))
return
var/turf/actual_destination = get_teleport_turf(destination, accuracy)
var/obj/effect/portal/P1 = new newtype(source, _creator, _lifespan, null, FALSE, null, atmos_link_override)
var/obj/effect/portal/P2 = new newtype(actual_destination, _creator, _lifespan, P1, TRUE, null, atmos_link_override)
if(!istype(P1)||!istype(P2))
return
P1.link_portal(P2)
P1.hardlinked = TRUE
return list(P1, P2)
/obj/effect/portal
name = "portal"
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
anchored = TRUE
var/mech_sized = FALSE
var/obj/effect/portal/linked
var/hardlinked = TRUE //Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
var/teleport_channel = TELEPORT_CHANNEL_BLUESPACE
var/creator
var/turf/hard_target //For when a portal needs a hard target and isn't to be linked.
var/atmos_link = FALSE //Link source/destination atmos.
var/turf/open/atmos_source //Atmos link source
var/turf/open/atmos_destination //Atmos link destination
var/allow_anchored = FALSE
var/innate_accuracy_penalty = 0
var/last_effect = 0
/obj/effect/portal/anom
name = "wormhole"
icon = 'icons/obj/objects.dmi'
icon_state = "anom"
mech_sized = TRUE
teleport_channel = TELEPORT_CHANNEL_WORMHOLE
/obj/effect/portal/Move(newloc)
for(var/T in newloc)
if(istype(T, /obj/effect/portal))
return FALSE
return ..()
/obj/effect/portal/attackby(obj/item/W, mob/user, params)
if(user && Adjacent(user))
user.forceMove(get_turf(src))
return TRUE
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
if(isobserver(AM))
return ..()
if(linked && (get_turf(oldloc) == get_turf(linked)))
return ..()
if(!teleport(AM))
return ..()
/obj/effect/portal/attack_tk(mob/user)
return
/obj/effect/portal/attack_hand(mob/user)
. = ..()
if(.)
return
if(get_turf(user) == get_turf(src))
teleport(user)
if(Adjacent(user))
user.forceMove(get_turf(src))
/obj/effect/portal/Initialize(mapload, _creator, _lifespan = 0, obj/effect/portal/_linked, automatic_link = FALSE, turf/hard_target_override, atmos_link_override)
. = ..()
GLOB.portals += src
if(!istype(_linked) && automatic_link)
. = INITIALIZE_HINT_QDEL
CRASH("Somebody fucked up.")
if(_lifespan > 0)
QDEL_IN(src, _lifespan)
if(!isnull(atmos_link_override))
atmos_link = atmos_link_override
link_portal(_linked)
hardlinked = automatic_link
creator = _creator
if(isturf(hard_target_override))
hard_target = hard_target_override
/obj/effect/portal/singularity_pull()
return
/obj/effect/portal/singularity_act()
return
/obj/effect/portal/proc/link_portal(obj/effect/portal/newlink)
linked = newlink
if(atmos_link)
link_atmos()
/obj/effect/portal/proc/link_atmos()
if(atmos_source || atmos_destination)
unlink_atmos()
if(!isopenturf(get_turf(src)))
return FALSE
if(linked)
if(isopenturf(get_turf(linked)))
atmos_source = get_turf(src)
atmos_destination = get_turf(linked)
else if(hard_target)
if(isopenturf(hard_target))
atmos_source = get_turf(src)
atmos_destination = hard_target
else
return FALSE
if(!istype(atmos_source) || !istype(atmos_destination))
return FALSE
LAZYINITLIST(atmos_source.atmos_adjacent_turfs)
LAZYINITLIST(atmos_destination.atmos_adjacent_turfs)
if(atmos_source.atmos_adjacent_turfs[atmos_destination] || atmos_destination.atmos_adjacent_turfs[atmos_source]) //Already linked!
return FALSE
atmos_source.atmos_adjacent_turfs[atmos_destination] = TRUE
atmos_destination.atmos_adjacent_turfs[atmos_source] = TRUE
atmos_source.air_update_turf(FALSE)
atmos_destination.air_update_turf(FALSE)
/obj/effect/portal/proc/unlink_atmos()
if(istype(atmos_source))
if(istype(atmos_destination) && !atmos_source.Adjacent(atmos_destination) && !CANATMOSPASS(atmos_destination, atmos_source))
LAZYREMOVE(atmos_source.atmos_adjacent_turfs, atmos_destination)
atmos_source = null
if(istype(atmos_destination))
if(istype(atmos_source) && !atmos_destination.Adjacent(atmos_source) && !CANATMOSPASS(atmos_source, atmos_destination))
LAZYREMOVE(atmos_destination.atmos_adjacent_turfs, atmos_source)
atmos_destination = null
/obj/effect/portal/Destroy() //Calls on_portal_destroy(destroyed portal, location of destroyed portal) on creator if creator has such call.
if(creator && hascall(creator, "on_portal_destroy"))
call(creator, "on_portal_destroy")(src, src.loc)
creator = null
GLOB.portals -= src
unlink_atmos()
if(hardlinked && !QDELETED(linked))
QDEL_NULL(linked)
else
linked = null
return ..()
/obj/effect/portal/attack_ghost(mob/dead/observer/O)
if(!teleport(O, TRUE))
return ..()
/obj/effect/portal/proc/teleport(atom/movable/M, force = FALSE)
if(!force && (!istype(M) || iseffect(M) || (ismecha(M) && !mech_sized) || (!isobj(M) && !ismob(M)))) //Things that shouldn't teleport.
return
var/turf/real_target = get_link_target_turf()
if(!istype(real_target))
return FALSE
if(!force && (!ismecha(M) && !istype(M, /obj/item/projectile) && M.anchored && !allow_anchored))
return
if(ismegafauna(M))
message_admins("[M] has used a portal at [ADMIN_VERBOSEJMP(src)] made by [usr].")
var/no_effect = FALSE
if(last_effect == world.time)
no_effect = TRUE
else
last_effect = world.time
if(do_teleport(M, real_target, innate_accuracy_penalty, no_effects = no_effect, channel = teleport_channel))
if(istype(M, /obj/item/projectile))
var/obj/item/projectile/P = M
P.ignore_source_check = TRUE
return TRUE
return FALSE
/obj/effect/portal/proc/get_link_target_turf()
var/turf/real_target
if(!istype(linked) || QDELETED(linked))
if(hardlinked)
qdel(src)
if(!istype(hard_target) || QDELETED(hard_target))
hard_target = null
return
else
real_target = hard_target
linked = null
else
real_target = get_turf(linked)
return real_target
+112
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@@ -0,0 +1,112 @@
/datum/proximity_monitor
var/atom/host //the atom we are tracking
var/atom/hasprox_receiver //the atom that will receive HasProximity calls.
var/atom/last_host_loc
var/list/checkers //list of /obj/effect/abstract/proximity_checkers
var/current_range
var/ignore_if_not_on_turf //don't check turfs in range if the host's loc isn't a turf
var/datum/component/movement_tracker
/datum/proximity_monitor/New(atom/_host, range, _ignore_if_not_on_turf = TRUE)
checkers = list()
last_host_loc = _host.loc
ignore_if_not_on_turf = _ignore_if_not_on_turf
current_range = range
SetHost(_host)
/datum/proximity_monitor/proc/SetHost(atom/H,atom/R)
if(R)
hasprox_receiver = R
else if(hasprox_receiver == host) //Default case
hasprox_receiver = H
host = H
last_host_loc = host.loc
if(movement_tracker)
QDEL_NULL(movement_tracker)
movement_tracker = host.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/HandleMove)))
SetRange(current_range,TRUE)
/datum/proximity_monitor/Destroy()
host = null
last_host_loc = null
hasprox_receiver = null
QDEL_LIST(checkers)
QDEL_NULL(movement_tracker)
return ..()
/datum/proximity_monitor/proc/HandleMove()
var/atom/_host = host
var/atom/new_host_loc = _host.loc
if(last_host_loc != new_host_loc)
last_host_loc = new_host_loc //hopefully this won't cause GC issues with containers
var/curr_range = current_range
SetRange(curr_range, TRUE)
if(curr_range)
testing("HasProx: [host] -> [host]")
hasprox_receiver.HasProximity(host) //if we are processing, we're guaranteed to be a movable
/datum/proximity_monitor/proc/SetRange(range, force_rebuild = FALSE)
if(!force_rebuild && range == current_range)
return FALSE
. = TRUE
current_range = range
var/list/checkers_local = checkers
var/old_checkers_len = checkers_local.len
var/atom/_host = host
var/atom/loc_to_use = ignore_if_not_on_turf ? _host.loc : get_turf(_host)
if(!isturf(loc_to_use)) //only check the host's loc
if(range)
var/obj/effect/abstract/proximity_checker/pc
if(old_checkers_len)
pc = checkers_local[old_checkers_len]
--checkers_local.len
QDEL_LIST(checkers_local)
else
pc = new(loc_to_use, src)
checkers_local += pc //only check the host's loc
return
var/list/turfs = RANGE_TURFS(range, loc_to_use)
var/turfs_len = turfs.len
var/old_checkers_used = min(turfs_len, old_checkers_len)
//reuse what we can
for(var/I in 1 to old_checkers_len)
if(I <= old_checkers_used)
var/obj/effect/abstract/proximity_checker/pc = checkers_local[I]
pc.forceMove(turfs[I])
else
qdel(checkers_local[I]) //delete the leftovers
if(old_checkers_len < turfs_len)
//create what we lack
for(var/I in (old_checkers_used + 1) to turfs_len)
checkers_local += new /obj/effect/abstract/proximity_checker(turfs[I], src)
else
checkers_local.Cut(old_checkers_used + 1, old_checkers_len)
/obj/effect/abstract/proximity_checker
invisibility = INVISIBILITY_ABSTRACT
anchored = TRUE
var/datum/proximity_monitor/monitor
/obj/effect/abstract/proximity_checker/Initialize(mapload, datum/proximity_monitor/_monitor)
. = ..()
if(_monitor)
monitor = _monitor
else
stack_trace("proximity_checker created without host")
return INITIALIZE_HINT_QDEL
/obj/effect/abstract/proximity_checker/Destroy()
monitor = null
return ..()
/obj/effect/abstract/proximity_checker/Crossed(atom/movable/AM)
set waitfor = FALSE
monitor.hasprox_receiver.HasProximity(AM)
@@ -0,0 +1,65 @@
#define CELSIUS_TO_KELVIN(T_K) ((T_K) + T0C)
#define OPTIMAL_TEMP_K_PLA_BURN_SCALE(PRESSURE_P,PRESSURE_O,TEMP_O) (((PRESSURE_P) * GLOB.meta_gas_specific_heats[/datum/gas/plasma]) / (((PRESSURE_P) * GLOB.meta_gas_specific_heats[/datum/gas/plasma] + (PRESSURE_O) * GLOB.meta_gas_specific_heats[/datum/gas/oxygen]) / PLASMA_UPPER_TEMPERATURE - (PRESSURE_O) * GLOB.meta_gas_specific_heats[/datum/gas/oxygen] / CELSIUS_TO_KELVIN(TEMP_O)))
#define OPTIMAL_TEMP_K_PLA_BURN_RATIO(PRESSURE_P,PRESSURE_O,TEMP_O) (CELSIUS_TO_KELVIN(TEMP_O) * PLASMA_OXYGEN_FULLBURN * (PRESSURE_P) / (PRESSURE_O))
/obj/effect/spawner/newbomb
name = "bomb"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
var/temp_p = 1500
var/temp_o = 1000 // tank temperatures
var/pressure_p = 10 * ONE_ATMOSPHERE
var/pressure_o = 10 * ONE_ATMOSPHERE //tank pressures
var/assembly_type
/obj/effect/spawner/newbomb/Initialize()
. = ..()
var/obj/item/transfer_valve/V = new(src.loc)
var/obj/item/tank/internals/plasma/PT = new(V)
var/obj/item/tank/internals/oxygen/OT = new(V)
PT.air_contents.gases[/datum/gas/plasma] = pressure_p*PT.volume/(R_IDEAL_GAS_EQUATION*CELSIUS_TO_KELVIN(temp_p))
PT.air_contents.temperature = CELSIUS_TO_KELVIN(temp_p)
OT.air_contents.gases[/datum/gas/oxygen] = pressure_o*OT.volume/(R_IDEAL_GAS_EQUATION*CELSIUS_TO_KELVIN(temp_o))
OT.air_contents.temperature = CELSIUS_TO_KELVIN(temp_o)
V.tank_one = PT
V.tank_two = OT
PT.master = V
OT.master = V
if(assembly_type)
var/obj/item/assembly/A = new assembly_type(V)
V.attached_device = A
A.holder = V
V.update_icon()
return INITIALIZE_HINT_QDEL
/obj/effect/spawner/newbomb/timer/syndicate/Initialize()
temp_p = (OPTIMAL_TEMP_K_PLA_BURN_SCALE(pressure_p, pressure_o, temp_o)/2 + OPTIMAL_TEMP_K_PLA_BURN_RATIO(pressure_p, pressure_o, temp_o)/2) - T0C
. = ..()
/obj/effect/spawner/newbomb/timer
assembly_type = /obj/item/assembly/timer
/obj/effect/spawner/newbomb/timer/syndicate
pressure_o = TANK_LEAK_PRESSURE - 1
temp_o = 20
pressure_p = TANK_LEAK_PRESSURE - 1
/obj/effect/spawner/newbomb/proximity
assembly_type = /obj/item/assembly/prox_sensor
/obj/effect/spawner/newbomb/radio
assembly_type = /obj/item/assembly/signaler
#undef CELSIUS_TO_KELVIN
#undef OPTIMAL_TEMP_K_PLA_BURN_SCALE
#undef OPTIMAL_TEMP_K_PLA_BURN_RATIO
@@ -0,0 +1,170 @@
/obj/effect/spawner/bundle
name = "bundle spawner"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
var/list/items
/obj/effect/spawner/bundle/Initialize(mapload)
..()
if(items && items.len)
var/turf/T = get_turf(src)
for(var/path in items)
new path(T)
return INITIALIZE_HINT_QDEL
/obj/effect/spawner/bundle/costume/chicken
name = "chicken costume spawner"
items = list(
/obj/item/clothing/suit/chickensuit,
/obj/item/clothing/head/chicken,
/obj/item/reagent_containers/food/snacks/egg)
/obj/effect/spawner/bundle/costume/gladiator
name = "gladiator costume spawner"
items = list(
/obj/item/clothing/under/gladiator,
/obj/item/clothing/head/helmet/gladiator)
/obj/effect/spawner/bundle/costume/madscientist
name = "mad scientist costume spawner"
items = list(
/obj/item/clothing/under/gimmick/rank/captain/suit,
/obj/item/clothing/head/flatcap,
/obj/item/clothing/suit/toggle/labcoat/mad)
/obj/effect/spawner/bundle/costume/elpresidente
name = "el presidente costume spawner"
items = list(
/obj/item/clothing/under/gimmick/rank/captain/suit,
/obj/item/clothing/head/flatcap,
/obj/item/clothing/mask/cigarette/cigar/havana,
/obj/item/clothing/shoes/jackboots)
/obj/effect/spawner/bundle/costume/nyangirl
name = "nyangirl costume spawner"
items = list(
/obj/item/clothing/under/schoolgirl,
/obj/item/clothing/head/kitty,
/obj/item/clothing/glasses/sunglasses/blindfold)
/obj/effect/spawner/bundle/costume/maid
name = "maid costume spawner"
items = list(
/obj/item/clothing/under/skirt/black,
/obj/effect/spawner/lootdrop/minor/beret_or_rabbitears,
/obj/item/clothing/glasses/sunglasses/blindfold)
/obj/effect/spawner/bundle/costume/butler
name = "butler costume spawner"
items = list(
/obj/item/clothing/accessory/waistcoat,
/obj/item/clothing/under/suit_jacket,
/obj/item/clothing/head/that)
/obj/effect/spawner/bundle/costume/highlander
name = "highlander costume spawner"
items = list(
/obj/item/clothing/under/kilt,
/obj/item/clothing/head/beret)
/obj/effect/spawner/bundle/costume/prig
name = "prig costume spawner"
items = list(
/obj/item/clothing/accessory/waistcoat,
/obj/item/clothing/glasses/monocle,
/obj/effect/spawner/lootdrop/minor/bowler_or_that,
/obj/item/clothing/shoes/sneakers/black,
/obj/item/cane,
/obj/item/clothing/under/sl_suit,
/obj/item/clothing/mask/fakemoustache)
/obj/effect/spawner/bundle/costume/plaguedoctor
name = "plague doctor costume spawner"
items = list(
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit,
/obj/item/clothing/head/plaguedoctorhat,
/obj/item/clothing/mask/gas/plaguedoctor)
/obj/effect/spawner/bundle/costume/nightowl
name = "night owl costume spawner"
items = list(
/obj/item/clothing/suit/toggle/owlwings,
/obj/item/clothing/under/owl,
/obj/item/clothing/mask/gas/owl_mask)
/obj/effect/spawner/bundle/costume/griffin
name = "griffin costume spawner"
items = list(
/obj/item/clothing/suit/toggle/owlwings/griffinwings,
/obj/item/clothing/shoes/griffin,
/obj/item/clothing/under/griffin,
/obj/item/clothing/head/griffin)
/obj/effect/spawner/bundle/costume/waiter
name = "waiter costume spawner"
items = list(
/obj/item/clothing/under/waiter,
/obj/effect/spawner/lootdrop/minor/kittyears_or_rabbitears,
/obj/item/clothing/suit/apron)
/obj/effect/spawner/bundle/costume/pirate
name = "pirate costume spawner"
items = list(
/obj/item/clothing/under/pirate,
/obj/item/clothing/suit/pirate,
/obj/effect/spawner/lootdrop/minor/pirate_or_bandana,
/obj/item/clothing/glasses/eyepatch)
/obj/effect/spawner/bundle/costume/commie
name = "commie costume spawner"
items = list(
/obj/item/clothing/under/soviet,
/obj/item/clothing/head/ushanka)
/obj/effect/spawner/bundle/costume/imperium_monk
name = "imperium monk costume spawner"
items = list(
/obj/item/clothing/suit/imperium_monk,
/obj/effect/spawner/lootdrop/minor/twentyfive_percent_cyborg_mask)
/obj/effect/spawner/bundle/costume/holiday_priest
name = "holiday priest costume spawner"
items = list(
/obj/item/clothing/suit/holidaypriest)
/obj/effect/spawner/bundle/costume/marisawizard
name = "marisa wizard costume spawner"
items = list(
/obj/item/clothing/shoes/sandal/marisa,
/obj/item/clothing/head/wizard/marisa/fake,
/obj/item/clothing/suit/wizrobe/marisa/fake)
/obj/effect/spawner/bundle/costume/cutewitch
name = "cute witch costume spawner"
items = list(
/obj/item/clothing/under/sundress,
/obj/item/clothing/head/witchwig,
/obj/item/staff/broom)
/obj/effect/spawner/bundle/costume/wizard
name = "wizard costume spawner"
items = list(
/obj/item/clothing/shoes/sandal,
/obj/item/clothing/suit/wizrobe/fake,
/obj/item/clothing/head/wizard/fake,
/obj/item/staff)
/obj/effect/spawner/bundle/costume/sexyclown
name = "sexy clown costume spawner"
items = list(
/obj/item/clothing/mask/gas/sexyclown,
/obj/item/clothing/under/rank/clown/sexy)
/obj/effect/spawner/bundle/costume/sexymime
name = "sexy mime costume spawner"
items = list(
/obj/item/clothing/mask/gas/sexymime,
/obj/item/clothing/under/sexymime)
@@ -0,0 +1,120 @@
/obj/effect/gibspawner
var/sparks = 0 //whether sparks spread
var/virusProb = 20 //the chance for viruses to spread on the gibs
var/list/gibtypes = list() //typepaths of the gib decals to spawn
var/list/gibamounts = list() //amount to spawn for each gib decal type we'll spawn.
var/list/gibdirections = list() //of lists of possible directions to spread each gib decal type towards.
/obj/effect/gibspawner/Initialize(mapload, datum/dna/MobDNA, list/datum/disease/diseases)
. = ..()
if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
to_chat(world, "<span class='danger'>Gib list length mismatch!</span>")
return
var/obj/effect/decal/cleanable/blood/gibs/gib = null
if(sparks)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, loc)
s.start()
for(var/i = 1, i<= gibtypes.len, i++)
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(loc, diseases)
if(iscarbon(loc))
var/mob/living/carbon/digester = loc
digester.stomach_contents += gib
if(MobDNA)
else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
gib.add_blood_DNA(list("Non-human DNA" = "A+"))
var/list/directions = gibdirections[i]
if(isturf(loc))
if(directions.len)
gib.streak(directions)
return INITIALIZE_HINT_QDEL
/obj/effect/gibspawner/generic
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(2,2,1)
/obj/effect/gibspawner/generic/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 40, 1)
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
. = ..()
/obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up, /obj/effect/decal/cleanable/blood/gibs/down, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/body, /obj/effect/decal/cleanable/blood/gibs/limb, /obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1,1,1,1,1,1,1)
/obj/effect/gibspawner/human/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
. = ..()
/obj/effect/gibspawner/humanbodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/humanbodypartless/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
. = ..()
/obj/effect/gibspawner/xeno
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up, /obj/effect/decal/cleanable/xenoblood/xgibs/down, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/body, /obj/effect/decal/cleanable/xenoblood/xgibs/limb, /obj/effect/decal/cleanable/xenoblood/xgibs/core)
gibamounts = list(1,1,1,1,1,1,1)
/obj/effect/gibspawner/xeno/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
. = ..()
/obj/effect/gibspawner/xenobodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/xenobodypartless/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
. = ..()
/obj/effect/gibspawner/larva
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body)
gibamounts = list(1, 1, 1, 1)
/obj/effect/gibspawner/larva/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs)
. = ..()
/obj/effect/gibspawner/larvabodypartless
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva)
gibamounts = list(1, 1, 1)
/obj/effect/gibspawner/larvabodypartless/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list())
. = ..()
/obj/effect/gibspawner/robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up, /obj/effect/decal/cleanable/robot_debris/down, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris/limb)
gibamounts = list(1,1,1,1,1,1)
/obj/effect/gibspawner/robot/Initialize()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs)
gibamounts[6] = pick(0,1,2)
. = ..()
@@ -0,0 +1,380 @@
/obj/effect/spawner/lootdrop
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "random_loot"
layer = OBJ_LAYER
var/lootcount = 1 //how many items will be spawned
var/lootdoubles = TRUE //if the same item can be spawned twice
var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
var/fan_out_items = FALSE //Whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itself
/obj/effect/spawner/lootdrop/Initialize(mapload)
..()
if(loot && loot.len)
var/turf/T = get_turf(src)
var/loot_spawned = 0
while((lootcount-loot_spawned) && loot.len)
var/lootspawn = pickweight(loot)
if(!lootdoubles)
loot.Remove(lootspawn)
if(lootspawn)
var/atom/movable/spawned_loot = new lootspawn(T)
if (!fan_out_items)
if (pixel_x != 0)
spawned_loot.pixel_x = pixel_x
if (pixel_y != 0)
spawned_loot.pixel_y = pixel_y
else
if (loot_spawned)
spawned_loot.pixel_x = spawned_loot.pixel_y = ((!(loot_spawned%2)*loot_spawned/2)*-1)+((loot_spawned%2)*(loot_spawned+1)/2*1)
loot_spawned++
return INITIALIZE_HINT_QDEL
/obj/effect/spawner/lootdrop/bedsheet
icon = 'icons/obj/bedsheets.dmi'
icon_state = "random_bedsheet"
name = "random dorms bedsheet"
loot = list(/obj/item/bedsheet = 8, /obj/item/bedsheet/blue = 8, /obj/item/bedsheet/green = 8,
/obj/item/bedsheet/grey = 8, /obj/item/bedsheet/orange = 8, /obj/item/bedsheet/purple = 8,
/obj/item/bedsheet/red = 8, /obj/item/bedsheet/yellow = 8, /obj/item/bedsheet/brown = 8,
/obj/item/bedsheet/black = 8, /obj/item/bedsheet/patriot = 3, /obj/item/bedsheet/rainbow = 3,
/obj/item/bedsheet/ian = 3, /obj/item/bedsheet/runtime = 3, /obj/item/bedsheet/nanotrasen = 3,
/obj/item/bedsheet/pirate = 1, /obj/item/bedsheet/cosmos = 1, /obj/item/bedsheet/gondola = 1
)
/obj/effect/spawner/lootdrop/armory_contraband
name = "armory contraband gun spawner"
lootdoubles = FALSE
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/gun/ballistic/revolver/mateba,
/obj/item/gun/ballistic/automatic/pistol/deagle
)
/obj/effect/spawner/lootdrop/armory_contraband/metastation
loot = list(/obj/item/gun/ballistic/automatic/pistol = 5,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/gun/ballistic/revolver/mateba,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3)
/obj/effect/spawner/lootdrop/gambling
name = "gambling valuables spawner"
loot = list(
/obj/item/gun/ballistic/revolver/russian = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 1,
/obj/item/toy/cards/deck/syndicate = 2
)
/obj/effect/spawner/lootdrop/grille_or_trash
name = "maint grille or trash spawner"
loot = list(/obj/structure/grille = 5,
/obj/item/cigbutt = 1,
/obj/item/trash/cheesie = 1,
/obj/item/trash/candy = 1,
/obj/item/trash/chips = 1,
/obj/item/reagent_containers/food/snacks/deadmouse = 1,
/obj/item/trash/pistachios = 1,
/obj/item/trash/plate = 1,
/obj/item/trash/popcorn = 1,
/obj/item/trash/raisins = 1,
/obj/item/trash/sosjerky = 1,
/obj/item/trash/syndi_cakes = 1)
/obj/effect/spawner/lootdrop/three_course_meal
name = "three course meal spawner"
lootcount = 3
lootdoubles = FALSE
var/soups = list(
/obj/item/reagent_containers/food/snacks/soup/beet,
/obj/item/reagent_containers/food/snacks/soup/sweetpotato,
/obj/item/reagent_containers/food/snacks/soup/stew,
/obj/item/reagent_containers/food/snacks/soup/hotchili,
/obj/item/reagent_containers/food/snacks/soup/nettle,
/obj/item/reagent_containers/food/snacks/soup/meatball)
var/salads = list(
/obj/item/reagent_containers/food/snacks/salad/herbsalad,
/obj/item/reagent_containers/food/snacks/salad/validsalad,
/obj/item/reagent_containers/food/snacks/salad/fruit,
/obj/item/reagent_containers/food/snacks/salad/jungle,
/obj/item/reagent_containers/food/snacks/salad/aesirsalad)
var/mains = list(
/obj/item/reagent_containers/food/snacks/bearsteak,
/obj/item/reagent_containers/food/snacks/enchiladas,
/obj/item/reagent_containers/food/snacks/stewedsoymeat,
/obj/item/reagent_containers/food/snacks/burger/bigbite,
/obj/item/reagent_containers/food/snacks/burger/superbite,
/obj/item/reagent_containers/food/snacks/burger/fivealarm)
/obj/effect/spawner/lootdrop/three_course_meal/Initialize(mapload)
loot = list(pick(soups) = 1,pick(salads) = 1,pick(mains) = 1)
. = ..()
/obj/effect/spawner/lootdrop/maintenance
name = "maintenance loot spawner"
// see code/_globalvars/lists/maintenance_loot.dm for loot table
/obj/effect/spawner/lootdrop/maintenance/Initialize(mapload)
loot = GLOB.maintenance_loot
. = ..()
/obj/effect/spawner/lootdrop/glowstick
name = "random colored glowstick"
icon = 'icons/obj/lighting.dmi'
icon_state = "random_glowstick"
/obj/effect/spawner/lootdrop/glowstick/Initialize()
loot = typesof(/obj/item/flashlight/glowstick)
. = ..()
/obj/effect/spawner/lootdrop/gloves
name = "random gloves"
desc = "These gloves are supposed to be a random color..."
icon = 'icons/obj/clothing/gloves.dmi'
icon_state = "random_gloves"
loot = list(
/obj/item/clothing/gloves/color/orange = 1,
/obj/item/clothing/gloves/color/red = 1,
/obj/item/clothing/gloves/color/blue = 1,
/obj/item/clothing/gloves/color/purple = 1,
/obj/item/clothing/gloves/color/green = 1,
/obj/item/clothing/gloves/color/grey = 1,
/obj/item/clothing/gloves/color/light_brown = 1,
/obj/item/clothing/gloves/color/brown = 1,
/obj/item/clothing/gloves/color/white = 1,
/obj/item/clothing/gloves/color/rainbow = 1)
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner" //USE PROMO CODE "SELLOUT" FOR 20% OFF!
lootdoubles = FALSE
loot = list(
/obj/structure/closet/crate/secure/loot = 20,
"" = 80
)
/obj/effect/spawner/lootdrop/organ_spawner
name = "organ spawner"
loot = list(
/obj/item/organ/heart/gland/electric = 3,
/obj/item/organ/heart/gland/trauma = 4,
/obj/item/organ/heart/gland/egg = 7,
/obj/item/organ/heart/gland/chem = 5,
/obj/item/organ/heart/gland/mindshock = 5,
/obj/item/organ/heart/gland/plasma = 7,
/obj/item/organ/heart/gland/pop = 5,
/obj/item/organ/heart/gland/slime = 4,
/obj/item/organ/heart/gland/spiderman = 5,
/obj/item/organ/heart/gland/ventcrawling = 1,
/obj/item/organ/body_egg/alien_embryo = 1,
/obj/item/organ/regenerative_core = 2)
lootcount = 3
/obj/effect/spawner/lootdrop/two_percent_xeno_egg_spawner
name = "2% chance xeno egg spawner"
loot = list(
/obj/effect/decal/remains/xeno = 49,
/obj/effect/spawner/xeno_egg_delivery = 1)
/obj/effect/spawner/lootdrop/costume
name = "random costume spawner"
/obj/effect/spawner/lootdrop/costume/Initialize()
loot = list()
for(var/path in subtypesof(/obj/effect/spawner/bundle/costume))
loot[path] = TRUE
. = ..()
// Minor lootdrops follow
/obj/effect/spawner/lootdrop/minor/beret_or_rabbitears
name = "beret or rabbit ears spawner"
loot = list(
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/head/rabbitears = 1)
/obj/effect/spawner/lootdrop/minor/bowler_or_that
name = "bowler or top hat spawner"
loot = list(
/obj/item/clothing/head/bowler = 1,
/obj/item/clothing/head/that = 1)
/obj/effect/spawner/lootdrop/minor/kittyears_or_rabbitears
name = "kitty ears or rabbit ears spawner"
loot = list(
/obj/item/clothing/head/kitty = 1,
/obj/item/clothing/head/rabbitears = 1)
/obj/effect/spawner/lootdrop/minor/pirate_or_bandana
name = "pirate hat or bandana spawner"
loot = list(
/obj/item/clothing/head/pirate = 1,
/obj/item/clothing/head/bandana = 1)
/obj/effect/spawner/lootdrop/minor/twentyfive_percent_cyborg_mask
name = "25% cyborg mask spawner"
loot = list(
/obj/item/clothing/mask/gas/cyborg = 25,
"" = 75)
/obj/effect/spawner/lootdrop/aimodule_harmless // These shouldn't allow the AI to start butchering people
name = "harmless AI module spawner"
loot = list(
/obj/item/aiModule/core/full/asimov,
/obj/item/aiModule/core/full/asimovpp,
/obj/item/aiModule/core/full/hippocratic,
/obj/item/aiModule/core/full/paladin_devotion,
/obj/item/aiModule/core/full/paladin
)
/obj/effect/spawner/lootdrop/aimodule_neutral // These shouldn't allow the AI to start butchering people without reason
name = "neutral AI module spawner"
loot = list(
/obj/item/aiModule/core/full/corp,
/obj/item/aiModule/core/full/maintain,
/obj/item/aiModule/core/full/drone,
/obj/item/aiModule/core/full/peacekeeper,
/obj/item/aiModule/core/full/reporter,
/obj/item/aiModule/core/full/robocop,
/obj/item/aiModule/core/full/liveandletlive,
/obj/item/aiModule/core/full/hulkamania
)
/obj/effect/spawner/lootdrop/aimodule_harmful // These will get the shuttle called
name = "harmful AI module spawner"
loot = list(
/obj/item/aiModule/core/full/antimov,
/obj/item/aiModule/core/full/balance,
/obj/item/aiModule/core/full/tyrant,
/obj/item/aiModule/core/full/thermurderdynamic,
/obj/item/aiModule/core/full/damaged
)
/obj/effect/spawner/lootdrop/mre
name = "random MRE"
icon = 'icons/obj/storage.dmi'
icon_state = "mre"
/obj/effect/spawner/lootdrop/mre/Initialize()
for(var/A in subtypesof(/obj/item/storage/box/mre))
var/obj/item/storage/box/mre/M = A
var/our_chance = initial(M.spawner_chance)
if(our_chance)
LAZYSET(loot, M, our_chance)
return ..()
// Tech storage circuit board spawners
// For these, make sure that lootcount equals the number of list items
/obj/effect/spawner/lootdrop/techstorage
name = "generic circuit board spawner"
lootdoubles = FALSE
fan_out_items = TRUE
/obj/effect/spawner/lootdrop/techstorage/service
name = "service circuit board spawner"
lootcount = 10
loot = list(
/obj/item/circuitboard/computer/arcade/battle,
/obj/item/circuitboard/computer/arcade/orion_trail,
/obj/item/circuitboard/machine/autolathe,
/obj/item/circuitboard/computer/mining,
/obj/item/circuitboard/machine/ore_redemption,
/obj/item/circuitboard/machine/mining_equipment_vendor,
/obj/item/circuitboard/machine/microwave,
/obj/item/circuitboard/machine/chem_dispenser/drinks,
/obj/item/circuitboard/machine/chem_dispenser/drinks/beer,
/obj/item/circuitboard/computer/slot_machine
)
/obj/effect/spawner/lootdrop/techstorage/rnd
name = "RnD circuit board spawner"
lootcount = 8
loot = list(
/obj/item/circuitboard/computer/aifixer,
/obj/item/circuitboard/machine/rdserver,
/obj/item/circuitboard/computer/pandemic,
/obj/item/circuitboard/machine/mechfab,
/obj/item/circuitboard/machine/circuit_imprinter/department,
/obj/item/circuitboard/computer/teleporter,
/obj/item/circuitboard/machine/destructive_analyzer,
/obj/item/circuitboard/computer/rdconsole
)
/obj/effect/spawner/lootdrop/techstorage/security
name = "security circuit board spawner"
lootcount = 3
loot = list(
/obj/item/circuitboard/computer/secure_data,
/obj/item/circuitboard/computer/security,
/obj/item/circuitboard/computer/prisoner
)
/obj/effect/spawner/lootdrop/techstorage/engineering
name = "engineering circuit board spawner"
lootcount = 3
loot = list(
/obj/item/circuitboard/computer/atmos_alert,
/obj/item/circuitboard/computer/stationalert,
/obj/item/circuitboard/computer/powermonitor
)
/obj/effect/spawner/lootdrop/techstorage/tcomms
name = "tcomms circuit board spawner"
lootcount = 9
loot = list(
/obj/item/circuitboard/computer/message_monitor,
/obj/item/circuitboard/machine/telecomms/broadcaster,
/obj/item/circuitboard/machine/telecomms/bus,
/obj/item/circuitboard/machine/telecomms/server,
/obj/item/circuitboard/machine/telecomms/receiver,
/obj/item/circuitboard/machine/telecomms/processor,
/obj/item/circuitboard/machine/announcement_system,
/obj/item/circuitboard/computer/comm_server,
/obj/item/circuitboard/computer/comm_monitor
)
/obj/effect/spawner/lootdrop/techstorage/medical
name = "medical circuit board spawner"
lootcount = 8
loot = list(
/obj/item/circuitboard/computer/cloning,
/obj/item/circuitboard/machine/clonepod,
/obj/item/circuitboard/machine/chem_dispenser,
/obj/item/circuitboard/computer/scan_consolenew,
/obj/item/circuitboard/computer/med_data,
/obj/item/circuitboard/machine/smoke_machine,
/obj/item/circuitboard/machine/chem_master,
/obj/item/circuitboard/machine/clonescanner
)
/obj/effect/spawner/lootdrop/techstorage/AI
name = "secure AI circuit board spawner"
lootcount = 3
loot = list(
/obj/item/circuitboard/computer/aiupload,
/obj/item/circuitboard/computer/borgupload,
/obj/item/circuitboard/aicore
)
/obj/effect/spawner/lootdrop/techstorage/command
name = "secure command circuit board spawner"
lootcount = 3
loot = list(
/obj/item/circuitboard/computer/crew,
/obj/item/circuitboard/computer/communications,
/obj/item/circuitboard/computer/card
)
/obj/effect/spawner/lootdrop/techstorage/RnD_secure
name = "secure RnD circuit board spawner"
lootcount = 3
loot = list(
/obj/item/circuitboard/computer/mecha_control,
/obj/item/circuitboard/computer/apc_control,
/obj/item/circuitboard/computer/robotics
)
@@ -0,0 +1,357 @@
/*
Because mapping is already tedious enough this spawner let you spawn generic
"sets" of objects rather than having to make the same object stack again and
again.
*/
/obj/effect/spawner/structure
name = "map structure spawner"
var/list/spawn_list
/obj/effect/spawner/structure/Initialize()
. = ..()
if(spawn_list && spawn_list.len)
for(var/I in spawn_list)
new I(get_turf(src))
return INITIALIZE_HINT_QDEL
//normal windows
/obj/effect/spawner/structure/window
icon = 'icons/obj/structures_spawners.dmi'
icon_state = "window_spawner"
name = "window spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/fulltile)
dir = SOUTH
/obj/effect/spawner/structure/window/hollow
name = "hollow window spawner"
icon_state = "hwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
/obj/effect/spawner/structure/window/hollow/end
icon_state = "hwindow_spawner_end"
/obj/effect/spawner/structure/window/hollow/end/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north, /obj/structure/window/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/middle
icon_state = "hwindow_spawner_middle"
/obj/effect/spawner/structure/window/hollow/middle/Initialize()
switch(dir)
if(NORTH,SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/north)
if(EAST,WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/east, /obj/structure/window/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/directional
icon_state = "hwindow_spawner_directional"
/obj/effect/spawner/structure/window/hollow/directional/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north)
if(NORTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north, /obj/structure/window/spawner/east)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/east)
if(SOUTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window)
if(SOUTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window, /obj/structure/window/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/west)
if(NORTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/spawner/north, /obj/structure/window/spawner/west)
. = ..()
//reinforced
/obj/effect/spawner/structure/window/reinforced
name = "reinforced window spawner"
icon_state = "rwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/fulltile)
/obj/effect/spawner/structure/window/hollow/reinforced
name = "hollow reinforced window spawner"
icon_state = "hrwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/reinforced/end
icon_state = "hrwindow_spawner_end"
/obj/effect/spawner/structure/window/hollow/reinforced/end/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/reinforced/middle
icon_state = "hrwindow_spawner_middle"
/obj/effect/spawner/structure/window/hollow/reinforced/middle/Initialize()
switch(dir)
if(NORTH,SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/north)
if(EAST,WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/east, /obj/structure/window/reinforced/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/reinforced/directional
icon_state = "hrwindow_spawner_directional"
/obj/effect/spawner/structure/window/hollow/reinforced/directional/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north)
if(NORTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/east)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/east)
if(SOUTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced)
if(SOUTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced, /obj/structure/window/reinforced/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/west)
if(NORTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/north, /obj/structure/window/reinforced/spawner/west)
. = ..()
//tinted
/obj/effect/spawner/structure/window/reinforced/tinted
name = "tinted reinforced window spawner"
icon_state = "twindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/tinted/fulltile)
//shuttle window
/obj/effect/spawner/structure/window/shuttle
name = "shuttle window spawner"
icon_state = "swindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle)
//plastitanium window
/obj/effect/spawner/structure/window/plastitanium
name = "plastitanium window spawner"
icon_state = "plastitaniumwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plastitanium)
//ice window
/obj/effect/spawner/structure/window/ice
name = "ice window spawner"
icon_state = "icewindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/fulltile/ice)
//survival pod window
/obj/effect/spawner/structure/window/survival_pod
name = "pod window spawner"
icon_state = "podwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/survival_pod)
/obj/effect/spawner/structure/window/hollow/survival_pod
name = "hollow pod window spawner"
icon_state = "podwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/north, /obj/structure/window/shuttle/survival_pod/spawner/east, /obj/structure/window/shuttle/survival_pod/spawner/west)
/obj/effect/spawner/structure/window/hollow/survival_pod/end
icon_state = "podwindow_spawner_end"
/obj/effect/spawner/structure/window/hollow/survival_pod/end/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/north, /obj/structure/window/shuttle/survival_pod/spawner/east, /obj/structure/window/shuttle/survival_pod/spawner/west)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/north, /obj/structure/window/shuttle/survival_pod/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/east, /obj/structure/window/shuttle/survival_pod/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/north, /obj/structure/window/shuttle/survival_pod/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/survival_pod/middle
icon_state = "podwindow_spawner_middle"
/obj/effect/spawner/structure/window/hollow/survival_pod/middle/Initialize()
switch(dir)
if(NORTH,SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/north)
if(EAST,WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/east, /obj/structure/window/shuttle/survival_pod/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/survival_pod/directional
icon_state = "podwindow_spawner_directional"
/obj/effect/spawner/structure/window/hollow/survival_pod/directional/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/north)
if(NORTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/north, /obj/structure/window/shuttle/survival_pod/spawner/east)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/east)
if(SOUTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod)
if(SOUTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod, /obj/structure/window/shuttle/survival_pod/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/west)
if(NORTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/shuttle/survival_pod/spawner/north, /obj/structure/window/shuttle/survival_pod/spawner/west)
. = ..()
//plasma windows
/obj/effect/spawner/structure/window/plasma
name = "plasma window spawner"
icon_state = "pwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/fulltile)
/obj/effect/spawner/structure/window/hollow/plasma
name = "hollow plasma window spawner"
icon_state = "phwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/end
icon_state = "phwindow_spawner_end"
/obj/effect/spawner/structure/window/hollow/plasma/end/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/plasma/middle
icon_state = "phwindow_spawner_middle"
/obj/effect/spawner/structure/window/hollow/plasma/middle/Initialize()
switch(dir)
if(NORTH,SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/north)
if(EAST,WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/east, /obj/structure/window/plasma/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/plasma/directional
icon_state = "phwindow_spawner_directional"
/obj/effect/spawner/structure/window/hollow/plasma/directional/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north)
if(NORTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/east)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/east)
if(SOUTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma)
if(SOUTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma, /obj/structure/window/plasma/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/west)
if(NORTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/spawner/north, /obj/structure/window/plasma/spawner/west)
. = ..()
//plasma reinforced
/obj/effect/spawner/structure/window/plasma/reinforced
name = "reinforced plasma window spawner"
icon_state = "prwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/fulltile)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced
name = "hollow reinforced plasma window spawner"
icon_state = "phrwindow_spawner_full"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/end
icon_state = "phrwindow_spawner_end"
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/end/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/middle
icon_state = "phrwindow_spawner_middle"
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/middle/Initialize()
switch(dir)
if(NORTH,SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/north)
if(EAST,WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/east, /obj/structure/window/plasma/reinforced/spawner/west)
. = ..()
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/directional
icon_state = "phrwindow_spawner_directional"
/obj/effect/spawner/structure/window/hollow/plasma/reinforced/directional/Initialize()
switch(dir)
if(NORTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north)
if(NORTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/east)
if(EAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/east)
if(SOUTHEAST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/east)
if(SOUTH)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced)
if(SOUTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced, /obj/structure/window/plasma/reinforced/spawner/west)
if(WEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/west)
if(NORTHWEST)
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/reinforced/spawner/north, /obj/structure/window/plasma/reinforced/spawner/west)
. = ..()
@@ -0,0 +1,10 @@
/obj/effect/spawner/trap
name = "random trap"
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "trap_rand"
/obj/effect/spawner/trap/Initialize(mapload)
..()
var/new_type = pick(subtypesof(/obj/structure/trap) - typesof(/obj/structure/trap/ctf))
new new_type(get_turf(src))
return INITIALIZE_HINT_QDEL
@@ -0,0 +1,28 @@
/obj/effect/vaultspawner
var/maxX = 6
var/maxY = 6
var/minX = 2
var/minY = 2
/obj/effect/vaultspawner/New(turf/location,lX = minX,uX = maxX,lY = minY,uY = maxY,type = null)
if(!type)
type = pick("sandstone","rock","alien")
var/lowBoundX = location.x
var/lowBoundY = location.y
var/hiBoundX = location.x + rand(lX,uX)
var/hiBoundY = location.y + rand(lY,uY)
var/z = location.z
for(var/i = lowBoundX,i<=hiBoundX,i++)
for(var/j = lowBoundY,j<=hiBoundY,j++)
var/turf/T = locate(i,j,z)
if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
T.PlaceOnTop(/turf/closed/wall/vault)
else
T.PlaceOnTop(/turf/open/floor/vault)
T.icon_state = "[type]vault"
qdel(src)
@@ -0,0 +1,19 @@
/obj/effect/spawner/xeno_egg_delivery
name = "xeno egg delivery"
icon = 'icons/mob/alien.dmi'
icon_state = "egg_growing"
var/announcement_time = 1200
/obj/effect/spawner/xeno_egg_delivery/Initialize(mapload)
..()
var/turf/T = get_turf(src)
new /obj/structure/alien/egg(T)
new /obj/effect/temp_visual/gravpush(T)
playsound(T, 'sound/items/party_horn.ogg', 50, 1, -1)
message_admins("An alien egg has been delivered to [ADMIN_VERBOSEJMP(T)].")
log_game("An alien egg has been delivered to [AREACOORD(T)]")
var/message = "Attention [station_name()], we have entrusted you with a research specimen in [get_area_name(T, TRUE)]. Remember to follow all safety precautions when dealing with the specimen."
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, /proc/addtimer, CALLBACK(GLOBAL_PROC, /proc/print_command_report, message), announcement_time))
return INITIALIZE_HINT_QDEL
+237
View File
@@ -0,0 +1,237 @@
//generic procs copied from obj/effect/alien
/obj/structure/spider
name = "web"
icon = 'icons/effects/effects.dmi'
desc = "It's stringy and sticky."
anchored = TRUE
density = FALSE
max_integrity = 15
/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
playsound(loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
switch(damage_type)
if(BURN)
damage_amount *= 2
if(BRUTE)
damage_amount *= 0.25
. = ..()
/obj/structure/spider/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
icon_state = "stickyweb1"
/obj/structure/spider/stickyweb/Initialize()
if(prob(50))
icon_state = "stickyweb2"
. = ..()
/obj/structure/spider/stickyweb/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_animal/hostile/poison/giant_spider))
return TRUE
else if(isliving(mover))
if(istype(mover.pulledby, /mob/living/simple_animal/hostile/poison/giant_spider))
return TRUE
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in \the [src] for a moment.</span>")
return FALSE
else if(istype(mover, /obj/item/projectile))
return prob(30)
return TRUE
/obj/structure/spider/eggcluster
name = "egg cluster"
desc = "They seem to pulse slightly with an inner life."
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/directive = "" //Message from the mother
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
/obj/structure/spider/eggcluster/Initialize()
pixel_x = rand(3,-3)
pixel_y = rand(3,-3)
START_PROCESSING(SSobj, src)
. = ..()
/obj/structure/spider/eggcluster/process()
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/num = rand(3,12)
for(var/i=0, i<num, i++)
var/obj/structure/spider/spiderling/S = new /obj/structure/spider/spiderling(src.loc)
S.poison_type = poison_type
S.poison_per_bite = poison_per_bite
S.faction = faction.Copy()
S.directive = directive
if(player_spiders)
S.player_spiders = 1
qdel(src)
/obj/structure/spider/spiderling
name = "spiderling"
desc = "It never stays still for long."
icon_state = "spiderling"
anchored = FALSE
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
max_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/directive = "" //Message from the mother
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
/obj/structure/spider/spiderling/Destroy()
new/obj/item/reagent_containers/food/snacks/spiderling(get_turf(src))
. = ..()
/obj/structure/spider/spiderling/Initialize()
. = ..()
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
START_PROCESSING(SSobj, src)
AddComponent(/datum/component/swarming)
/obj/structure/spider/spiderling/hunter
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
/obj/structure/spider/spiderling/nurse
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
/obj/structure/spider/spiderling/midwife
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse/midwife
/obj/structure/spider/spiderling/viper
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter/viper
/obj/structure/spider/spiderling/tarantula
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/tarantula
/obj/structure/spider/spiderling/Bump(atom/user)
if(istype(user, /obj/structure/table))
forceMove(user.loc)
else
..()
/obj/structure/spider/spiderling/process()
if(travelling_in_vent)
if(isturf(loc))
travelling_in_vent = 0
entry_vent = null
else if(entry_vent)
if(get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.parents[1]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in entry_vent_parent.other_atmosmch)
vents.Add(temp_vent)
if(!vents.len)
entry_vent = null
return
var/obj/machinery/atmospherics/components/unary/vent_pump/exit_vent = pick(vents)
if(prob(50))
visible_message("<B>[src] scrambles into the ventilation ducts!</B>", \
"<span class='italics'>You hear something scampering through the ventilation ducts.</span>")
spawn(rand(20,60))
forceMove(exit_vent)
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
spawn(travel_time)
if(!exit_vent || exit_vent.welded)
forceMove(entry_vent)
entry_vent = null
return
if(prob(50))
audible_message("<span class='italics'>You hear something scampering through the ventilation ducts.</span>")
sleep(travel_time)
if(!exit_vent || exit_vent.welded)
forceMove(entry_vent)
entry_vent = null
return
forceMove(exit_vent.loc)
entry_vent = null
var/area/new_area = get_area(loc)
if(new_area)
new_area.Entered(src)
//=================
else if(prob(33))
var/list/nearby = oview(10, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
if(prob(40))
src.visible_message("<span class='notice'>\The [src] skitters[pick(" away"," around","")].</span>")
else if(prob(10))
//ventcrawl!
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
break
if(isturf(loc))
amount_grown += rand(0,2)
if(amount_grown >= 100)
if(!grow_as)
if(prob(3))
grow_as = pick(/mob/living/simple_animal/hostile/poison/giant_spider/tarantula, /mob/living/simple_animal/hostile/poison/giant_spider/hunter/viper, /mob/living/simple_animal/hostile/poison/giant_spider/nurse/midwife)
else
grow_as = pick(/mob/living/simple_animal/hostile/poison/giant_spider, /mob/living/simple_animal/hostile/poison/giant_spider/hunter, /mob/living/simple_animal/hostile/poison/giant_spider/nurse)
var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(src.loc)
S.poison_per_bite = poison_per_bite
S.poison_type = poison_type
S.faction = faction.Copy()
S.directive = directive
if(player_spiders)
S.playable_spider = TRUE
notify_ghosts("Spider [S.name] can be controlled", null, enter_link="<a href=?src=[REF(S)];activate=1>(Click to play)</a>", source=S, action=NOTIFY_ATTACK, ignore_key = POLL_IGNORE_SPIDER)
qdel(src)
/obj/structure/spider/cocoon
name = "cocoon"
desc = "Something wrapped in silky spider web."
icon_state = "cocoon1"
max_integrity = 60
/obj/structure/spider/cocoon/Initialize()
icon_state = pick("cocoon1","cocoon2","cocoon3")
. = ..()
/obj/structure/spider/cocoon/container_resist(mob/living/user)
var/breakout_time = 600
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You struggle against the tight bonds... (This will take about [DisplayTimeText(breakout_time)].)</span>")
visible_message("You see something struggling and writhing in \the [src]!")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src)
return
qdel(src)
/obj/structure/spider/cocoon/Destroy()
var/turf/T = get_turf(src)
src.visible_message("<span class='warning'>\The [src] splits open.</span>")
for(var/atom/movable/A in contents)
A.forceMove(T)
return ..()
+199
View File
@@ -0,0 +1,199 @@
/* Simple object type, calls a proc when "stepped" on by something */
/obj/effect/step_trigger
var/affect_ghosts = 0
var/stopper = 1 // stops throwers
var/mobs_only = FALSE
invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
anchored = TRUE
/obj/effect/step_trigger/proc/Trigger(atom/movable/A)
return 0
/obj/effect/step_trigger/Crossed(H as mob|obj)
..()
if(!H)
return
if(isobserver(H) && !affect_ghosts)
return
if(!ismob(H) && mobs_only)
return
Trigger(H)
/obj/effect/step_trigger/singularity_act()
return
/obj/effect/step_trigger/singularity_pull()
return
/* Sends a message to mob when triggered*/
/obj/effect/step_trigger/message
var/message //the message to give to the mob
var/once = 1
mobs_only = TRUE
/obj/effect/step_trigger/message/Trigger(mob/M)
if(M.client)
to_chat(M, "<span class='info'>[message]</span>")
if(once)
qdel(src)
/* Tosses things in a certain direction */
/obj/effect/step_trigger/thrower
var/direction = SOUTH // the direction of throw
var/tiles = 3 // if 0: forever until atom hits a stopper
var/immobilize = 1 // if nonzero: prevents mobs from moving while they're being flung
var/speed = 1 // delay of movement
var/facedir = 0 // if 1: atom faces the direction of movement
var/nostop = 0 // if 1: will only be stopped by teleporters
var/list/affecting = list()
/obj/effect/step_trigger/thrower/Trigger(atom/A)
if(!A || !ismovableatom(A))
return
var/atom/movable/AM = A
var/curtiles = 0
var/stopthrow = 0
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
if(ismob(AM))
var/mob/M = AM
if(immobilize)
M.canmove = 0
affecting.Add(AM)
while(AM && !stopthrow)
if(tiles)
if(curtiles >= tiles)
break
if(AM.z != src.z)
break
curtiles++
sleep(speed)
// Calculate if we should stop the process
if(!nostop)
for(var/obj/effect/step_trigger/T in get_step(AM, direction))
if(T.stopper && T != src)
stopthrow = 1
else
for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
if(T.stopper)
stopthrow = 1
if(AM)
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.setDir(predir)
affecting.Remove(AM)
if(ismob(AM))
var/mob/M = AM
if(immobilize)
M.canmove = 1
/* Stops things thrown by a thrower, doesn't do anything */
/obj/effect/step_trigger/stopper
/* Instant teleporter */
/obj/effect/step_trigger/teleporter
var/teleport_x = 0 // teleportation coordinates (if one is null, then no teleport!)
var/teleport_y = 0
var/teleport_z = 0
/obj/effect/step_trigger/teleporter/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
var/turf/T = locate(teleport_x, teleport_y, teleport_z)
A.forceMove(T)
/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
/obj/effect/step_trigger/teleporter/random
var/teleport_x_offset = 0
var/teleport_y_offset = 0
var/teleport_z_offset = 0
/obj/effect/step_trigger/teleporter/random/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
if (T)
A.forceMove(T)
/* Fancy teleporter, creates sparks and smokes when used */
/obj/effect/step_trigger/teleport_fancy
var/locationx
var/locationy
var/uses = 1 //0 for infinite uses
var/entersparks = 0
var/exitsparks = 0
var/entersmoke = 0
var/exitsmoke = 0
/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M)
var/dest = locate(locationx, locationy, z)
M.Move(dest)
if(entersparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, src)
s.start()
if(exitsparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, dest)
s.start()
if(entersmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, src, 0)
s.start()
if(exitsmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, dest, 0)
s.start()
uses--
if(uses == 0)
qdel(src)
/* Simple sound player, Mapper friendly! */
/obj/effect/step_trigger/sound_effect
var/sound //eg. path to the sound, inside '' eg: 'growl.ogg'
var/volume = 100
var/freq_vary = 1 //Should the frequency of the sound vary?
var/extra_range = 0 // eg World.view = 7, extra_range = 1, 7+1 = 8, 8 turfs radius
var/happens_once = 0
var/triggerer_only = 0 //Whether the triggerer is the only person who hears this
/obj/effect/step_trigger/sound_effect/Trigger(atom/movable/A)
var/turf/T = get_turf(A)
if(!T)
return
if(triggerer_only && ismob(A))
var/mob/B = A
B.playsound_local(T, sound, volume, freq_vary)
else
playsound(T, sound, volume, freq_vary, extra_range)
if(happens_once)
qdel(src)
@@ -0,0 +1,269 @@
//temporary visual effects(/obj/effect/temp_visual) used by clockcult stuff
/obj/effect/temp_visual/ratvar
name = "ratvar's light"
icon = 'icons/effects/clockwork_effects.dmi'
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/temp_visual/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/temp_visual/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/temp_visual/ratvar/belligerent
layer = ABOVE_MOB_LAYER
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
pixel_y = 20
duration = 20
/obj/effect/temp_visual/ratvar/belligerent_cast/Initialize()
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 20
alpha = 200
icon_state = "mending_mantra"
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/temp_visual/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix()*2
var/matrix/M = transform
M.Turn(90)
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/temp_visual/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/prolonging_prism
icon = 'icons/effects/64x64.dmi'
icon_state = "prismhex1"
layer = RIPPLE_LAYER
pixel_y = -16
pixel_x = -16
duration = 30
/obj/effect/temp_visual/ratvar/prolonging_prism/Initialize(mapload, set_appearance)
. = ..()
if(set_appearance)
appearance = set_appearance
animate(src, alpha = 0, time = duration, easing = BOUNCE_EASING)
/obj/effect/temp_visual/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/temp_visual/ratvar/geis_binding
icon_state = "geisbinding"
/obj/effect/temp_visual/ratvar/geis_binding/top
icon_state = "geisbinding_top"
/obj/effect/temp_visual/ratvar/component
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/temp_visual/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/temp_visual/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/temp_visual/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/temp_visual/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/temp_visual/ratvar/sigil
name = "glowing circle"
icon_state = "sigildull"
/obj/effect/temp_visual/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 70
light_range = 5
light_power = 2
light_color = "#FAE48C"
/obj/effect/temp_visual/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
/obj/effect/temp_visual/ratvar/sigil/transmission
color = "#EC8A2D"
layer = ABOVE_MOB_LAYER
duration = 20
light_range = 3
light_power = 1
light_color = "#EC8A2D"
/obj/effect/temp_visual/ratvar/sigil/transmission/Initialize(mapload, transform_multiplier)
. = ..()
var/oldtransform = transform
transform = matrix()*transform_multiplier
animate(src, transform = oldtransform, alpha = 0, time = 20)
/obj/effect/temp_visual/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = ABOVE_MOB_LAYER
light_range = 1.4
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/temp_visual/ratvar/sigil/submission
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
duration = 80
icon_state = "sigilactiveoverlay"
alpha = 0
/obj/effect/temp_visual/steam
name = "steam"
desc = "Steam! It's hot. It also serves as a game distribution platform."
icon_state = "smoke"
duration = 15
/obj/effect/temp_visual/steam/Initialize(mapload, steam_direction)
. = ..()
setDir(steam_direction)
var/x_offset = 0
var/y_offset = 0
switch(dir)
if(NORTH)
y_offset = 8
if(EAST)
x_offset = 4
y_offset = 4
if(SOUTH)
y_offset = 2
if(WEST)
x_offset = -4
y_offset = 4
animate(src, pixel_x = x_offset, pixel_y = y_offset, alpha = 50, time = 15)
/obj/effect/temp_visual/steam_release
name = "all the steam"
/obj/effect/temp_visual/steam_release/Initialize()
..()
for(var/V in GLOB.cardinals)
var/turf/T = get_step(src, V)
new/obj/effect/temp_visual/steam(T, V)
return INITIALIZE_HINT_QDEL
//Foreshadows a servant warping in.
/obj/effect/temp_visual/ratvar/warp_marker
name = "illuminant marker"
desc = "A silhouette of dim light. It's getting brighter!"
resistance_flags = INDESTRUCTIBLE
icon = 'icons/effects/genetics.dmi'
icon_state = "servitude"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
alpha = 0
light_color = "#FFE48E"
light_range = 2
light_power = 0.7
duration = 55
/obj/effect/temp_visual/ratvar/warp_marker/Initialize(mapload, mob/living/servant)
. = ..()
animate(src, alpha = 255, time = 50)
//Used by the Eminence to coordinate the cult
/obj/effect/temp_visual/ratvar/command_point
name = "command marker"
desc = "An area of importance marked by the Eminence."
icon = 'icons/mob/actions/actions_clockcult.dmi'
icon_state = "eminence"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
resistance_flags = INDESTRUCTIBLE
layer = MASSIVE_OBJ_LAYER
duration = 300
/obj/effect/temp_visual/ratvar/command_point/Initialize(mapload, appearance)
. = ..()
icon_state = appearance
@@ -0,0 +1,152 @@
//temporary visual effects(/obj/effect/temp_visual) used by cult stuff
/obj/effect/temp_visual/cult
icon = 'icons/effects/cult_effects.dmi'
randomdir = 0
duration = 10
/obj/effect/temp_visual/cult/sparks
randomdir = 1
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/temp_visual/cult/blood // The traditional teleport
name = "blood jaunt"
duration = 12
icon_state = "bloodin"
/obj/effect/temp_visual/cult/blood/out
icon_state = "bloodout"
/obj/effect/temp_visual/dir_setting/cult/phase // The veil shifter teleport
icon = 'icons/effects/cult_effects.dmi'
name = "phase glow"
duration = 7
icon_state = "cultin"
/obj/effect/temp_visual/dir_setting/cult/phase/out
icon = 'icons/effects/cult_effects.dmi'
icon_state = "cultout"
/obj/effect/temp_visual/cult/sac
name = "maw of Nar'Sie"
icon_state = "sacconsume"
/obj/effect/temp_visual/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/temp_visual/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/temp_visual/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/cult/turf/floor
icon_state = "floorglow"
duration = 5
plane = FLOOR_PLANE
/obj/effect/temp_visual/cult/portal
icon_state = "space"
duration = 600
layer = ABOVE_OBJ_LAYER
//visuals for runes being magically created
/obj/effect/temp_visual/cult/rune_spawn
icon_state = "runeouter"
alpha = 0
var/turnedness = 179 //179 turns counterclockwise, 181 turns clockwise
/obj/effect/temp_visual/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
if(isnum(set_duration))
duration = set_duration
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
var/oldtransform = transform
transform = matrix()*2
var/matrix/M = transform
M.Turn(turnedness)
transform = M
animate(src, alpha = 255, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = oldtransform, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/cult/rune_spawn/rune1
icon_state = "rune1words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune1/inner
icon_state = "rune1inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune1/center
icon_state = "rune1center"
/obj/effect/temp_visual/cult/rune_spawn/rune2
icon_state = "rune2words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune2/inner
icon_state = "rune2inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune2/center
icon_state = "rune2center"
/obj/effect/temp_visual/cult/rune_spawn/rune3
icon_state = "rune3words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune3/inner
icon_state = "rune3inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune3/center
icon_state = "rune3center"
/obj/effect/temp_visual/cult/rune_spawn/rune4
icon_state = "rune4words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune4/inner
icon_state = "rune4inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune4/center
icon_state = "rune4center"
/obj/effect/temp_visual/cult/rune_spawn/rune5
icon_state = "rune5words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune5/inner
icon_state = "rune5inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune5/center
icon_state = "rune5center"
/obj/effect/temp_visual/cult/rune_spawn/rune6
icon_state = "rune6words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune6/inner
icon_state = "rune6inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune6/center
icon_state = "rune6center"
/obj/effect/temp_visual/cult/rune_spawn/rune7
icon_state = "rune7words"
turnedness = 181
/obj/effect/temp_visual/cult/rune_spawn/rune7/inner
icon_state = "rune7inner"
turnedness = 179
/obj/effect/temp_visual/cult/rune_spawn/rune7/center
icon_state = "rune7center"
@@ -0,0 +1,437 @@
//unsorted miscellaneous temporary visuals
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
icon_state = "[splatter_type][pick(3, 4, 5)]"
. = ..()
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/temp_visual/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/temp_visual/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
switch(newdir)
if(NORTH)
layer = BELOW_MOB_LAYER
pixel_x = rand(-3,3)
pixel_y = rand(4,6)
if(SOUTH)
pixel_x = rand(-3,3)
pixel_y = rand(-1,1)
else
pixel_x = rand(-1,1)
pixel_y = rand(-1,1)
..()
/obj/effect/temp_visual/dir_setting/firing_effect/energy
icon_state = "firing_effect_energy"
duration = 3
/obj/effect/temp_visual/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
/obj/effect/temp_visual/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/temp_visual/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/temp_visual/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/temp_visual/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/temp_visual/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/temp_visual/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/temp_visual/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/temp_visual/dir_setting/curse
icon_state = "curse"
duration = 32
var/fades = TRUE
/obj/effect/temp_visual/dir_setting/curse/Initialize(mapload, set_dir)
. = ..()
if(fades)
animate(src, alpha = 0, time = 32)
/obj/effect/temp_visual/dir_setting/curse/blob
icon_state = "curseblob"
/obj/effect/temp_visual/dir_setting/curse/grasp_portal
icon = 'icons/effects/64x64.dmi'
layer = LARGE_MOB_LAYER
pixel_y = -16
pixel_x = -16
duration = 32
fades = FALSE
/obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading
duration = 32
fades = TRUE
/obj/effect/temp_visual/dir_setting/curse/hand
icon_state = "cursehand"
/obj/effect/temp_visual/dir_setting/curse/hand/Initialize(mapload, set_dir, handedness)
. = ..()
update_icon()
/obj/item/projectile/curse_hand/update_icon()
icon_state = "[icon_state][handedness]"
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/temp_visual/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/temp_visual/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/temp_visual/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/temp_visual/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/temp_visual/guardian
randomdir = 0
/obj/effect/temp_visual/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/temp_visual/guardian/phase/out
icon_state = "phaseout"
/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/temp_visual/decoy/fading/threesecond
duration = 40
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/temp_visual/decoy/fading/halfsecond
duration = 5
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/temp_visual/small_smoke/halfsecond
duration = 5
/obj/effect/temp_visual/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
light_range = LIGHT_RANGE_FIRE
light_color = LIGHT_COLOR_FIRE
duration = 10
/obj/effect/temp_visual/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/temp_visual/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/temp_visual/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/temp_visual/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/temp_visual/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/temp_visual/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = 0
/obj/effect/temp_visual/bluespace_fissure
name = "bluespace fissure"
icon_state = "bluestream_fade"
duration = 9
/obj/effect/temp_visual/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/temp_visual/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
. = ..()
/obj/effect/temp_visual/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/temp_visual/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/temp_visual/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
. = ..()
/obj/effect/temp_visual/mummy_animation
icon = 'icons/mob/mob.dmi'
icon_state = "mummy_revive"
duration = 20
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/temp_visual/heal/Initialize(mapload, set_color)
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/temp_visual/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/temp_visual/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/temp_visual/impact_effect/Initialize(mapload, x, y)
pixel_x = x
pixel_y = y
return ..()
/obj/effect/temp_visual/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/temp_visual/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/temp_visual/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/temp_visual/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
/obj/effect/temp_visual/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/temp_visual/heart/Initialize(mapload)
. = ..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
/obj/effect/temp_visual/love_heart
name = "love heart"
icon = 'icons/effects/effects.dmi'
icon_state = "heart"
duration = 25
/obj/effect/temp_visual/love_heart/Initialize(mapload)
. = ..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = duration)
/obj/effect/temp_visual/love_heart/invisible
icon_state = null
/obj/effect/temp_visual/love_heart/invisible/Initialize(mapload, mob/seer)
. = ..()
var/image/I = image(icon = 'icons/effects/effects.dmi', icon_state = "heart", layer = ABOVE_MOB_LAYER, loc = src)
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/onePerson, "heart", I, seer)
I.alpha = 255
I.appearance_flags = RESET_ALPHA
animate(I, alpha = 0, time = duration)
/obj/effect/temp_visual/bleed
name = "bleed"
icon = 'icons/effects/bleed.dmi'
icon_state = "bleed0"
duration = 10
var/shrink = TRUE
/obj/effect/temp_visual/bleed/Initialize(mapload, atom/size_calc_target)
. = ..()
var/size_matrix = matrix()
if(size_calc_target)
layer = size_calc_target.layer + 0.01
var/icon/I = icon(size_calc_target.icon, size_calc_target.icon_state, size_calc_target.dir)
size_matrix = matrix() * (I.Height()/world.icon_size)
transform = size_matrix //scale the bleed overlay's size based on the target's icon size
var/matrix/M = transform
if(shrink)
M = size_matrix*0.1
else
M = size_matrix*2
animate(src, alpha = 20, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/bleed/explode
icon_state = "bleed10"
duration = 12
shrink = FALSE
/obj/effect/temp_visual/warp_cube
duration = 5
var/outgoing = TRUE
/obj/effect/temp_visual/warp_cube/Initialize(mapload, atom/teleporting_atom, warp_color, new_outgoing)
. = ..()
if(teleporting_atom)
outgoing = new_outgoing
appearance = teleporting_atom.appearance
setDir(teleporting_atom.dir)
if(warp_color)
color = list(warp_color, warp_color, warp_color, list(0,0,0))
set_light(1.4, 1, warp_color)
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/matrix/skew = transform
skew = skew.Turn(180)
skew = skew.Interpolate(transform, 0.5)
if(!outgoing)
transform = skew * 2
skew = teleporting_atom.transform
alpha = 0
animate(src, alpha = teleporting_atom.alpha, transform = skew, time = duration)
else
skew *= 2
animate(src, alpha = 0, transform = skew, time = duration)
else
return INITIALIZE_HINT_QDEL
@@ -0,0 +1,38 @@
/obj/effect/projectile/impact
name = "beam impact"
icon = 'icons/obj/projectiles_impact.dmi'
/obj/effect/projectile/impact/laser
name = "laser impact"
icon_state = "impact_laser"
/obj/effect/projectile/impact/laser/blue
name = "laser impact"
icon_state = "impact_blue"
/obj/effect/projectile/impact/disabler
name = "disabler impact"
icon_state = "impact_omni"
/obj/effect/projectile/impact/xray
name = "\improper X-ray impact"
icon_state = "impact_xray"
/obj/effect/projectile/impact/pulse
name = "pulse impact"
icon_state = "impact_u_laser"
/obj/effect/projectile/impact/plasma_cutter
name = "plasma impact"
icon_state = "impact_plasmacutter"
/obj/effect/projectile/impact/stun
name = "stun impact"
icon_state = "impact_stun"
/obj/effect/projectile/impact/heavy_laser
name = "heavy laser impact"
icon_state = "impact_beam_heavy"
/obj/effect/projectile/impact/wormhole
icon_state = "wormhole_g"
@@ -0,0 +1,30 @@
/obj/effect/projectile/muzzle
name = "muzzle flash"
icon = 'icons/obj/projectiles_muzzle.dmi'
/obj/effect/projectile/muzzle/laser
icon_state = "muzzle_laser"
/obj/effect/projectile/muzzle/laser/blue
icon_state = "muzzle_laser_blue"
/obj/effect/projectile/muzzle/disabler
icon_state = "muzzle_omni"
/obj/effect/projectile/muzzle/xray
icon_state = "muzzle_xray"
/obj/effect/projectile/muzzle/pulse
icon_state = "muzzle_u_laser"
/obj/effect/projectile/muzzle/plasma_cutter
icon_state = "muzzle_plasmacutter"
/obj/effect/projectile/muzzle/stun
icon_state = "muzzle_stun"
/obj/effect/projectile/muzzle/heavy_laser
icon_state = "muzzle_beam_heavy"
/obj/effect/projectile/muzzle/wormhole
icon_state = "wormhole_g"
@@ -0,0 +1,60 @@
/obj/effect/projectile
name = "pew"
icon = 'icons/obj/projectiles.dmi'
icon_state = "nothing"
layer = ABOVE_MOB_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance_flags = 0
/obj/effect/projectile/singularity_pull()
return
/obj/effect/projectile/singularity_act()
return
/obj/effect/projectile/proc/scale_to(nx,ny,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Scale(nx,ny)
transform = M
/obj/effect/projectile/proc/turn_to(angle,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Turn(angle)
transform = M
/obj/effect/projectile/New(angle_override, p_x, p_y, color_override, scaling = 1)
if(angle_override && p_x && p_y && color_override && scaling)
apply_vars(angle_override, p_x, p_y, color_override, scaling)
return ..()
/obj/effect/projectile/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
var/mutable_appearance/look = new(src)
look.pixel_x = p_x
look.pixel_y = p_y
if(color_override)
look.color = color_override
appearance = look
scale_to(1,scaling, FALSE)
turn_to(angle_override, FALSE)
if(!isnull(new_loc)) //If you want to null it just delete it...
forceMove(new_loc)
for(var/i in 1 to increment)
pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
/obj/effect/projectile_lighting
var/owner
/obj/effect/projectile_lighting/Initialize(mapload, color, range, intensity, owner_key)
. = ..()
set_light(range, intensity, color)
owner = owner_key
@@ -0,0 +1,68 @@
/proc/generate_tracer_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5, light_range = 2, light_color_override, light_intensity = 1, instance_key) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
if(!istype(starting) || !istype(ending) || !ispath(beam_type))
return
var/datum/point/midpoint = point_midpoint_points(starting, ending)
var/obj/effect/projectile/tracer/PB = new beam_type
if(isnull(light_color_override))
light_color_override = color
PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
. = PB
if(light_range > 0 && light_intensity > 0)
var/list/turf/line = getline(starting.return_turf(), ending.return_turf())
tracing_line:
for(var/i in line)
var/turf/T = i
for(var/obj/effect/projectile_lighting/PL in T)
if(PL.owner == instance_key)
continue tracing_line
QDEL_IN(new /obj/effect/projectile_lighting(T, light_color_override, light_range, light_intensity, instance_key), qdel_in > 0? qdel_in : 5)
line = null
if(qdel_in)
QDEL_IN(PB, qdel_in)
/obj/effect/projectile/tracer
name = "beam"
icon = 'icons/obj/projectiles_tracer.dmi'
/obj/effect/projectile/tracer/laser
name = "laser"
icon_state = "beam"
/obj/effect/projectile/tracer/laser/blue
icon_state = "beam_blue"
/obj/effect/projectile/tracer/disabler
name = "disabler"
icon_state = "beam_omni"
/obj/effect/projectile/tracer/xray
name = "\improper X-ray laser"
icon_state = "xray"
/obj/effect/projectile/tracer/pulse
name = "pulse laser"
icon_state = "u_laser"
/obj/effect/projectile/tracer/plasma_cutter
name = "plasma blast"
icon_state = "plasmacutter"
/obj/effect/projectile/tracer/stun
name = "stun beam"
icon_state = "stun"
/obj/effect/projectile/tracer/heavy_laser
name = "heavy laser"
icon_state = "beam_heavy"
//BEAM RIFLE
/obj/effect/projectile/tracer/tracer/beam_rifle
icon_state = "tracer_beam"
/obj/effect/projectile/tracer/tracer/aiming
icon_state = "pixelbeam_greyscale"
layer = ABOVE_LIGHTING_LAYER
plane = ABOVE_LIGHTING_PLANE
/obj/effect/projectile/tracer/wormhole
icon_state = "wormhole_g"
@@ -0,0 +1,39 @@
//temporary visual effects
/obj/effect/temp_visual
icon_state = "nothing"
anchored = TRUE
layer = ABOVE_MOB_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/duration = 10 //in deciseconds
var/randomdir = TRUE
var/timerid
/obj/effect/temp_visual/Initialize()
. = ..()
if(randomdir)
setDir(pick(GLOB.cardinals))
timerid = QDEL_IN(src, duration)
/obj/effect/temp_visual/Destroy()
. = ..()
deltimer(timerid)
/obj/effect/temp_visual/singularity_act()
return
/obj/effect/temp_visual/singularity_pull()
return
/obj/effect/temp_visual/ex_act()
return
/obj/effect/temp_visual/dir_setting
randomdir = FALSE
/obj/effect/temp_visual/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
. = ..()
@@ -0,0 +1,38 @@
/obj/item/poster/wanted
icon_state = "rolled_poster"
/obj/item/poster/wanted/Initialize(mapload, icon/person_icon, wanted_name, description)
. = ..(mapload, new /obj/structure/sign/poster/wanted(src, person_icon, wanted_name, description))
name = "wanted poster ([wanted_name])"
desc = "A wanted poster for [wanted_name]."
/obj/structure/sign/poster/wanted
var/wanted_name
/obj/structure/sign/poster/wanted/Initialize(mapload, icon/person_icon, person_name, description)
. = ..()
if(!person_icon)
return INITIALIZE_HINT_QDEL
name = "wanted poster ([person_name])"
wanted_name = person_name
desc = description
person_icon = icon(person_icon, dir = SOUTH)//copy the image so we don't mess with the one in the record.
var/icon/the_icon = icon("icon" = 'icons/obj/poster_wanted.dmi', "icon_state" = "wanted_background")
var/icon/icon_foreground = icon("icon" = 'icons/obj/poster_wanted.dmi', "icon_state" = "wanted_foreground")
person_icon.Shift(SOUTH, 7)
person_icon.Crop(7,4,26,30)
person_icon.Crop(-5,-2,26,29)
the_icon.Blend(person_icon, ICON_OVERLAY)
the_icon.Blend(icon_foreground, ICON_OVERLAY)
the_icon.Insert(the_icon, "wanted")
the_icon.Insert(icon('icons/obj/contraband.dmi', "poster_being_set"), "poster_being_set")
the_icon.Insert(icon('icons/obj/contraband.dmi', "poster_ripped"), "poster_ripped")
icon = the_icon
/obj/structure/sign/poster/wanted/roll_and_drop(turf/location)
var/obj/item/poster/P = ..(location)
P.name = "wanted poster ([wanted_name])"
P.desc = "A wanted poster for [wanted_name]."
return P
+32
View File
@@ -0,0 +1,32 @@
/proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
if(!epicenter)
return
if(!isturf(epicenter))
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] ")
if(heavy_range >= 1)
new /obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
light_range = heavy_range
for(var/A in spiral_range(light_range, epicenter))
var/atom/T = A
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.emp_act(EMP_HEAVY)
else if(distance == heavy_range)
if(prob(50))
T.emp_act(EMP_HEAVY)
else
T.emp_act(EMP_LIGHT)
else if(distance <= light_range)
T.emp_act(EMP_LIGHT)
return 1
+826
View File
@@ -0,0 +1,826 @@
GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire"))
GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// if true, everyone item when created will have its name changed to be
// more... RPG-like.
/obj/item
name = "item"
icon = 'icons/obj/items_and_weapons.dmi'
var/item_state = null
var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
//Dimensions of the icon file used when this item is worn, eg: hats.dmi
//eg: 32x32 sprite, 64x64 sprite, etc.
//allows inhands/worn sprites to be of any size, but still centered on a mob properly
var/worn_x_dimension = 32
var/worn_y_dimension = 32
//Same as above but for inhands, uses the lefthand_ and righthand_ file vars
var/inhand_x_dimension = 32
var/inhand_y_dimension = 32
//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
max_integrity = 200
obj_flags = NONE
var/item_flags = NONE
var/hitsound = null
var/usesound = null
var/throwhitsound = null
var/w_class = WEIGHT_CLASS_NORMAL
var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 4
var/obj/item/master = null
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
var/list/actions //list of /datum/action's that this item has.
var/list/actions_types //list of paths of action datums to give to the item on New().
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/interaction_flags_item = INTERACT_ITEM_ATTACK_HAND_PICKUP
//Citadel Edit for digitigrade stuff
var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
var/item_color = null //this needs deprecating, soonish
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/armour_penetration = 0 //percentage of armour effectiveness to remove
var/list/allowed = null //suit storage stuff.
var/equip_delay_self = 0 //In deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc.
var/equip_delay_other = 20 //In deciseconds, how long an item takes to put on another person
var/strip_delay = 40 //In deciseconds, how long an item takes to remove from another person
var/breakouttime = 0
var/list/materials
var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
var/mob/thrownby = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
var/datum/embedding_behavior/embedding
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
var/sharpness = IS_BLUNT
var/tool_behaviour = NONE
var/toolspeed = 1
var/block_chance = 0
var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = null // for default list, see /mob/proc/equip_to_appropriate_slot()
// Needs to be in /obj/item because corgis can wear a lot of
// non-clothing items
var/datum/dog_fashion/dog_fashion = null
var/datum/rpg_loot/rpg_loot = null
//Tooltip vars
var/force_string //string form of an item's force. Edit this var only to set a custom force string
var/last_force_string_check = 0
var/tip_timer
var/trigger_guard = TRIGGER_GUARD_NONE
//Grinder vars
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
/obj/item/Initialize()
materials = typelist("materials", materials)
if (attack_verb)
attack_verb = typelist("attack_verb", attack_verb)
. = ..()
for(var/path in actions_types)
new path(src)
actions_types = null
if(GLOB.rpg_loot_items)
rpg_loot = new(src)
if(force_string)
item_flags |= FORCE_STRING_OVERRIDE
if(!hitsound)
if(damtype == "fire")
hitsound = 'sound/items/welder.ogg'
if(damtype == "brute")
hitsound = "swing_hit"
if (!embedding)
embedding = getEmbeddingBehavior()
else if (islist(embedding))
embedding = getEmbeddingBehavior(arglist(embedding))
else if (!istype(embedding, /datum/embedding_behavior))
stack_trace("Invalid type [embedding.type] found in .embedding during /obj/item Initialize()")
/obj/item/Destroy()
item_flags &= ~DROPDEL //prevent reqdels
if(ismob(loc))
var/mob/m = loc
m.temporarilyRemoveItemFromInventory(src, TRUE)
for(var/X in actions)
qdel(X)
QDEL_NULL(rpg_loot)
return ..()
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside))
return 0
else
return 1
/obj/item/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
//user: The mob that is suiciding
//damagetype: The type of damage the item will inflict on the user
//BRUTELOSS = 1
//FIRELOSS = 2
//TOXLOSS = 4
//OXYLOSS = 8
//Output a creative message and then return the damagetype done
/obj/item/proc/suicide_act(mob/user)
return
/obj/item/verb/move_to_top()
set name = "Move To Top"
set category = "Object"
set src in oview(1)
if(!isturf(loc) || usr.stat || usr.restrained() || !usr.canmove)
return
var/turf/T = src.loc
src.loc = null
src.loc = T
/obj/item/examine(mob/user) //This might be spammy. Remove?
..()
var/pronoun
if(src.gender == PLURAL)
pronoun = "They are"
else
pronoun = "It is"
var/size = weightclass2text(src.w_class)
to_chat(user, "[pronoun] a [size] item." )
if(!user.research_scanner)
return
// Research prospects, including boostable nodes and point values.
// Deliver to a console to know whether the boosts have already been used.
var/list/research_msg = list("<font color='purple'>Research prospects:</font> ")
var/sep = ""
var/list/boostable_nodes = techweb_item_boost_check(src)
if (boostable_nodes)
for(var/id in boostable_nodes)
var/datum/techweb_node/node = SSresearch.techweb_nodes[id]
research_msg += sep
research_msg += node.display_name
sep = ", "
var/list/points = techweb_item_point_check(src)
if (length(points))
sep = ", "
research_msg += techweb_point_display_generic(points)
if (!sep) // nothing was shown
research_msg += "None"
// Extractable materials. Only shows the names, not the amounts.
research_msg += ".<br><font color='purple'>Extractable materials:</font> "
if (materials.len)
sep = ""
for(var/mat in materials)
research_msg += sep
research_msg += CallMaterialName(mat)
sep = ", "
else
research_msg += "None"
research_msg += "."
to_chat(user, research_msg.Join())
/obj/item/interact(mob/user)
add_fingerprint(user)
ui_interact(user)
/obj/item/ui_act(action, params)
add_fingerprint(usr)
return ..()
/obj/item/attack_hand(mob/user)
. = ..()
if(.)
return
if(!user)
return
if(anchored)
return
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
var/can_handle_hot = FALSE
if(!istype(C))
can_handle_hot = TRUE
else if(C.gloves && (C.gloves.max_heat_protection_temperature > 360))
can_handle_hot = TRUE
else if(HAS_TRAIT(C, TRAIT_RESISTHEAT) || HAS_TRAIT(C, TRAIT_RESISTHEATHANDS))
can_handle_hot = TRUE
if(can_handle_hot)
extinguish()
to_chat(user, "<span class='notice'>You put out the fire on [src].</span>")
else
to_chat(user, "<span class='warning'>You burn your hand on [src]!</span>")
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
return
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
if(istype(C))
if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
to_chat(user, "<span class='warning'>The acid on [src] burns your hand!</span>")
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
if(!(interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) //See if we're supposed to auto pickup.
return
//Heavy gravity makes picking up things very slow.
var/grav = user.has_gravity()
if(grav > STANDARD_GRAVITY)
var/grav_power = min(3,grav - STANDARD_GRAVITY)
to_chat(user,"<span class='notice'>You start picking up [src]...</span>")
if(!do_mob(user,src,30*grav_power))
return
//If the item is in a storage item, take it out
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
if(throwing)
throwing.finalize(FALSE)
if(loc == user)
if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
user.dropItemToGround(src)
/obj/item/proc/allow_attack_hand_drop(mob/user)
return TRUE
/obj/item/attack_paw(mob/user)
if(!user)
return
if(anchored)
return
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
if(throwing)
throwing.finalize(FALSE)
if(loc == user)
if(!user.temporarilyRemoveItemFromInventory(src))
return
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
user.dropItemToGround(src)
/obj/item/attack_alien(mob/user)
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.dropItemToGround(src)
to_chat(user, "<span class='warning'>Your claws aren't capable of such fine manipulation!</span>")
return
attack_paw(A)
/obj/item/attack_ai(mob/user)
if(istype(src.loc, /obj/item/robot_module))
//If the item is part of a cyborg module, equip it
if(!iscyborg(user))
return
var/mob/living/silicon/robot/R = user
if(!R.low_power_mode) //can't equip modules with an empty cell.
R.activate_module(src)
R.hud_used.update_robot_modules_display()
/obj/item/proc/GetDeconstructableContents()
return GetAllContents() - src
// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
if(prob(final_block_chance))
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
return 1
return 0
/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language)
return ITALICS | REDUCE_RANGE
/obj/item/proc/dropped(mob/user)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
if(item_flags & DROPDEL)
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
item_flags |= IN_INVENTORY
// called when "found" in pockets and storage items. Returns 1 if the search should end.
/obj/item/proc/on_found(mob/finder)
return
/obj/item/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params) //Copypaste of /atom/MouseDrop() since this requires code in a very specific spot
if(!usr || !over)
return
if(SEND_SIGNAL(src, COMSIG_MOUSEDROP_ONTO, over, usr) & COMPONENT_NO_MOUSEDROP) //Whatever is receiving will verify themselves for adjacency.
return
if(over == src)
return usr.client.Click(src, src_location, src_control, params)
var/list/directaccess = usr.DirectAccess()
if((usr.CanReach(src) || (src in directaccess)) && (usr.CanReach(over) || (over in directaccess)))
if(!usr.get_active_held_item())
usr.UnarmedAttack(src, TRUE)
if(usr.get_active_held_item() == src)
melee_attack_chain(usr, over)
return
if(!Adjacent(usr) || !over.Adjacent(usr))
return // should stop you from dragging through windows
over.MouseDrop_T(src,usr)
return
// called after an item is placed in an equipment slot
// user is mob that equipped it
// slot uses the slot_X defines found in setup.dm
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(mob/user, slot)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
for(var/X in actions)
var/datum/action/A = X
if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
item_flags |= IN_INVENTORY
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user)
if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
return FALSE
return TRUE
//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
//if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to 1 if you wish it to not give you outputs.
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
if(!M)
return 0
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self)
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = "Object"
set name = "Pick up"
if(usr.incapacitated() || !Adjacent(usr) || usr.lying)
return
if(usr.get_active_held_item() == null) // Let me know if this has any problems -Yota
usr.UnarmedAttack(src)
//This proc is executed when someone clicks the on-screen UI button.
//The default action is attack_self().
//Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
/obj/item/proc/ui_action_click(mob/user, actiontype)
attack_self(user)
/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
return 0
/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm [M]!</span>")
return
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
M = user
var/is_human_victim = 0
var/obj/item/bodypart/affecting = M.get_bodypart(BODY_ZONE_HEAD)
if(ishuman(M))
if(!affecting) //no head!
return
is_human_victim = 1
var/mob/living/carbon/human/H = M
if((H.head && H.head.flags_cover & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES))
// you can't stab someone in the eyes wearing a mask!
to_chat(user, "<span class='danger'>You're going to need to remove that mask/helmet/glasses first!</span>")
return
if(ismonkey(M))
var/mob/living/carbon/monkey/Mo = M
if(Mo.wear_mask && Mo.wear_mask.flags_cover & MASKCOVERSEYES)
// you can't stab someone in the eyes wearing a mask!
to_chat(user, "<span class='danger'>You're going to need to remove that mask/helmet/glasses first!</span>")
return
if(isalien(M))//Aliens don't have eyes./N slimes also don't have eyes!
to_chat(user, "<span class='warning'>You cannot locate any eyes on this creature!</span>")
return
if(isbrain(M))
to_chat(user, "<span class='danger'>You cannot locate any organic eyes on this brain!</span>")
return
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes eyestabbing impossible if you're in stamina softcrit
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
src.add_fingerprint(user)
playsound(loc, src.hitsound, 30, 1, -1)
user.do_attack_animation(M)
user.adjustStaminaLossBuffered(10)//CIT CHANGE - makes eyestabbing cost stamina
if(M != user)
M.visible_message("<span class='danger'>[user] has stabbed [M] in the eye with [src]!</span>", \
"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
else
user.visible_message( \
"<span class='danger'>[user] has stabbed [user.p_them()]self in the eyes with [src]!</span>", \
"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
)
if(is_human_victim)
var/mob/living/carbon/human/U = M
U.apply_damage(7, BRUTE, affecting)
else
M.take_bodypart_damage(7)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "eye_stab", /datum/mood_event/eye_stab)
log_combat(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])")
M.adjust_blurriness(3)
M.adjust_eye_damage(rand(2,4))
var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
return
if(eyes.eye_damage >= 10)
M.adjust_blurriness(15)
if(M.stat != DEAD)
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
if(!(HAS_TRAIT(M, TRAIT_BLIND) || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
to_chat(M, "<span class='danger'>You become nearsighted!</span>")
M.become_nearsighted(EYE_DAMAGE)
if(prob(50))
if(M.stat != DEAD)
if(M.drop_all_held_items())
to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
M.adjust_blurriness(10)
M.Unconscious(20)
M.Knockdown(40)
if (prob(eyes.eye_damage - 10 + 1))
M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>")
/obj/item/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FOUR)
throw_at(S,14,3, spin=0)
else
return
/obj/item/throw_impact(atom/A, datum/thrownthing/throwingdatum)
if(A && !QDELETED(A))
SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, A, throwingdatum)
if(is_hot() && isliving(A))
var/mob/living/L = A
L.IgniteMob()
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
return A.hitby(src, 0, itempush)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
thrownby = thrower
callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
. = ..(target, range, speed, thrower, spin, diagonals_first, callback)
/obj/item/proc/after_throw(datum/callback/callback)
if (callback) //call the original callback
. = callback.Invoke()
throw_speed = initial(throw_speed) //explosions change this.
item_flags &= ~IN_INVENTORY
var/matrix/M = matrix(transform)
M.Turn(rand(-170, 170))
transform = M
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/storage
if(!newLoc)
return FALSE
if(SEND_SIGNAL(loc, COMSIG_CONTAINS_STORAGE))
return SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, newLoc, TRUE)
return FALSE
/obj/item/proc/get_belt_overlay() //Returns the icon used for overlaying the object on a belt
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state)
/obj/item/proc/get_worn_belt_overlay(icon_file)
return
/obj/item/proc/update_slot_icon()
if(!ismob(loc))
return
var/mob/owner = loc
var/flags = slot_flags
if(flags & ITEM_SLOT_OCLOTHING)
owner.update_inv_wear_suit()
if(flags & ITEM_SLOT_ICLOTHING)
owner.update_inv_w_uniform()
if(flags & ITEM_SLOT_GLOVES)
owner.update_inv_gloves()
if(flags & ITEM_SLOT_EYES)
owner.update_inv_glasses()
if(flags & ITEM_SLOT_EARS)
owner.update_inv_ears()
if(flags & ITEM_SLOT_MASK)
owner.update_inv_wear_mask()
if(flags & ITEM_SLOT_HEAD)
owner.update_inv_head()
if(flags & ITEM_SLOT_FEET)
owner.update_inv_shoes()
if(flags & ITEM_SLOT_ID)
owner.update_inv_wear_id()
if(flags & ITEM_SLOT_BELT)
owner.update_inv_belt()
if(flags & ITEM_SLOT_BACK)
owner.update_inv_back()
if(flags & ITEM_SLOT_NECK)
owner.update_inv_neck()
/obj/item/proc/is_hot()
return heat
/obj/item/proc/is_sharp()
return sharpness
/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting)
if(affecting.can_dismember(src))
if((sharpness || damtype == BURN) && w_class >= WEIGHT_CLASS_NORMAL && force >= 10)
. = force * (affecting.get_damage() / affecting.max_damage)
/obj/item/proc/get_dismember_sound()
if(damtype == BURN)
. = 'sound/weapons/sear.ogg'
else
. = pick('sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg')
/obj/item/proc/open_flame(flame_heat=700)
var/turf/location = loc
if(ismob(location))
var/mob/M = location
var/success = FALSE
if(src == M.get_item_by_slot(SLOT_WEAR_MASK))
success = TRUE
if(success)
location = get_turf(M)
if(isturf(location))
location.hotspot_expose(flame_heat, 1)
/obj/item/proc/ignition_effect(atom/A, mob/user)
if(is_hot())
. = "<span class='notice'>[user] lights [A] with [src].</span>"
else
. = ""
/obj/item/hitby(atom/movable/AM)
return
/obj/item/attack_hulk(mob/living/carbon/human/user)
return 0
/obj/item/attack_animal(mob/living/simple_animal/M)
if (obj_flags & CAN_BE_HIT)
return ..()
return 0
/obj/item/mech_melee_attack(obj/mecha/M)
return 0
/obj/item/burn()
if(!QDELETED(src))
var/turf/T = get_turf(src)
var/ash_type = /obj/effect/decal/cleanable/ash
if(w_class == WEIGHT_CLASS_HUGE || w_class == WEIGHT_CLASS_GIGANTIC)
ash_type = /obj/effect/decal/cleanable/ash/large
var/obj/effect/decal/cleanable/ash/A = new ash_type(T)
A.desc += "\nLooks like this used to be \an [name] some time ago."
..()
/obj/item/acid_melt()
if(!QDELETED(src))
var/turf/T = get_turf(src)
var/obj/effect/decal/cleanable/molten_object/MO = new(T)
MO.pixel_x = rand(-16,16)
MO.pixel_y = rand(-16,16)
MO.desc = "Looks like this was \an [src] some time ago."
..()
/obj/item/proc/microwave_act(obj/machinery/microwave/M)
if(istype(M) && M.dirty < 100)
M.dirty++
/obj/item/proc/on_mob_death(mob/living/L, gibbed)
/obj/item/proc/grind_requirements(obj/machinery/reagentgrinder/R) //Used to check for extra requirements for grinding an object
return TRUE
//Called BEFORE the object is ground up - use this to change grind results based on conditions
//Use "return -1" to prevent the grinding from occurring
/obj/item/proc/on_grind()
/obj/item/proc/on_juice()
/obj/item/proc/set_force_string()
switch(force)
if(0 to 4)
force_string = "very low"
if(4 to 7)
force_string = "low"
if(7 to 10)
force_string = "medium"
if(10 to 11)
force_string = "high"
if(11 to 20) //12 is the force of a toolbox
force_string = "robust"
if(20 to 25)
force_string = "very robust"
else
force_string = "exceptionally robust"
last_force_string_check = force
/obj/item/proc/openTip(location, control, params, user)
if(last_force_string_check != force && !(item_flags & FORCE_STRING_OVERRIDE))
set_force_string()
if(!(item_flags & FORCE_STRING_OVERRIDE))
openToolTip(user,src,params,title = name,content = "[desc]<br>[force ? "<b>Force:</b> [force_string]" : ""]",theme = "")
else
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
/obj/item/MouseEntered(location, control, params)
if((item_flags & IN_INVENTORY) && usr.client.prefs.enable_tips && !QDELETED(src))
var/timedelay = usr.client.prefs.tip_delay/100
var/user = usr
tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, user), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
/obj/item/MouseExited()
deltimer(tip_timer)//delete any in-progress timer if the mouse is moved off the item before it finishes
closeToolTip(usr)
// Called when a mob tries to use the item as a tool.
// Handles most checks.
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks)
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
// Run the start check here so we wouldn't have to call it manually.
if(!delay && !tool_start_check(user, amount))
return
delay *= toolspeed
// Play tool sound at the beginning of tool usage.
play_tool_sound(target, volume)
if(delay)
// Create a callback with checks that would be called every tick by do_after.
var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, amount, extra_checks)
if(ismob(target))
if(!do_mob(user, target, delay, extra_checks=tool_check))
return
else
if(!do_after(user, delay, target=target, extra_checks=tool_check))
return
else
// Invoke the extra checks once, just in case.
if(extra_checks && !extra_checks.Invoke())
return
// Use tool's fuel, stack sheets or charges if amount is set.
if(amount && !use(amount))
return
// Play tool sound at the end of tool usage,
// but only if the delay between the beginning and the end is not too small
if(delay >= MIN_TOOL_SOUND_DELAY)
play_tool_sound(target, volume)
return TRUE
// Called before use_tool if there is a delay, or by use_tool if there isn't.
// Only ever used by welding tools and stacks, so it's not added on any other use_tool checks.
/obj/item/proc/tool_start_check(mob/living/user, amount=0)
return tool_use_check(user, amount)
// A check called by tool_start_check once, and by use_tool on every tick of delay.
/obj/item/proc/tool_use_check(mob/living/user, amount)
return !amount
// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc.
// Returns TRUE on success, FALSE on failure.
/obj/item/proc/use(used)
return !used
// Plays item's usesound, if any.
/obj/item/proc/play_tool_sound(atom/target, volume=50)
if(target && usesound && volume)
var/played_sound = usesound
if(islist(usesound))
played_sound = pick(usesound)
playsound(target, played_sound, volume, 1)
// Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually.
/obj/item/proc/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
return tool_use_check(user, amount) && (!extra_checks || extra_checks.Invoke())
// Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped
/obj/item/proc/get_part_rating()
return 0
/obj/item/doMove(atom/destination)
if (ismob(loc))
var/mob/M = loc
var/hand_index = M.get_held_index_of_item(src)
if(hand_index)
M.held_items[hand_index] = null
M.update_inv_hands()
if(M.client)
M.client.screen -= src
layer = initial(layer)
plane = initial(plane)
appearance_flags &= ~NO_CLIENT_COLOR
dropped(M)
return ..()
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=TRUE, diagonals_first = FALSE, var/datum/callback/callback)
if (HAS_TRAIT(src, TRAIT_NODROP))
return
return ..()
+615
View File
@@ -0,0 +1,615 @@
/*
CONTAINS:
AI MODULES
*/
// AI module
/obj/item/aiModule
name = "\improper AI module"
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
desc = "An AI Module for programming laws to an AI."
flags_1 = CONDUCT_1
force = 5
w_class = WEIGHT_CLASS_SMALL
throwforce = 0
throw_speed = 3
throw_range = 7
var/list/laws = list()
var/bypass_law_amt_check = 0
materials = list(MAT_GOLD=50)
/obj/item/aiModule/examine(var/mob/user as mob)
..()
if(Adjacent(user))
show_laws(user)
/obj/item/aiModule/attack_self(var/mob/user as mob)
..()
show_laws(user)
/obj/item/aiModule/proc/show_laws(var/mob/user as mob)
if(laws.len)
to_chat(user, "<B>Programmed Law[(laws.len > 1) ? "s" : ""]:</B>")
for(var/law in laws)
to_chat(user, "\"[law]\"")
//The proc other things should be calling
/obj/item/aiModule/proc/install(datum/ai_laws/law_datum, mob/user)
if(!bypass_law_amt_check && (!laws.len || laws[1] == "")) //So we don't loop trough an empty list and end up with runtimes.
to_chat(user, "<span class='warning'>ERROR: No laws found on board.</span>")
return
var/overflow = FALSE
//Handle the lawcap
if(law_datum)
var/tot_laws = 0
for(var/lawlist in list(law_datum.devillaws, law_datum.inherent, law_datum.supplied, law_datum.ion, law_datum.hacked, laws))
for(var/mylaw in lawlist)
if(mylaw != "")
tot_laws++
if(tot_laws > CONFIG_GET(number/silicon_max_law_amount) && !bypass_law_amt_check)//allows certain boards to avoid this check, eg: reset
to_chat(user, "<span class='caution'>Not enough memory allocated to [law_datum.owner ? law_datum.owner : "the AI core"]'s law processor to handle this amount of laws.</span>")
message_admins("[ADMIN_LOOKUPFLW(user)] tried to upload laws to [law_datum.owner ? ADMIN_LOOKUPFLW(law_datum.owner) : "an AI core"] that would exceed the law cap.")
overflow = TRUE
var/law2log = transmitInstructions(law_datum, user, overflow) //Freeforms return something extra we need to log
if(law_datum.owner)
to_chat(user, "<span class='notice'>Upload complete. [law_datum.owner]'s laws have been modified.</span>")
law_datum.owner.law_change_counter++
else
to_chat(user, "<span class='notice'>Upload complete.</span>")
var/time = time2text(world.realtime,"hh:mm:ss")
var/ainame = law_datum.owner ? law_datum.owner.name : "empty AI core"
var/aikey = law_datum.owner ? law_datum.owner.ckey : "null"
GLOB.lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) used [src.name] on [ainame]([aikey]).[law2log ? " The law specified [law2log]" : ""]")
log_law("[user.key]/[user.name] used [src.name] on [aikey]/([ainame]) from [AREACOORD(user)].[law2log ? " The law specified [law2log]" : ""]")
message_admins("[ADMIN_LOOKUPFLW(user)] used [src.name] on [ADMIN_LOOKUPFLW(law_datum.owner)] from [AREACOORD(user)].[law2log ? " The law specified [law2log]" : ""]")
//The proc that actually changes the silicon's laws.
/obj/item/aiModule/proc/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow = FALSE)
if(law_datum.owner)
to_chat(law_datum.owner, "<span class='userdanger'>[sender] has uploaded a change to the laws you must follow using a [name].</span>")
/******************** Modules ********************/
/obj/item/aiModule/supplied
name = "Optional Law board"
var/lawpos = 50
//TransmitInstructions for each type of board: Supplied, Core, Zeroth and Ion. May not be neccesary right now, but allows for easily adding more complex boards in the future. ~Miauw
/obj/item/aiModule/supplied/transmitInstructions(datum/ai_laws/law_datum, mob/sender)
var/lawpostemp = lawpos
for(var/templaw in laws)
if(law_datum.owner)
law_datum.owner.add_supplied_law(lawpostemp, templaw)
else
law_datum.add_supplied_law(lawpostemp, templaw)
lawpostemp++
/obj/item/aiModule/core/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
for(var/templaw in laws)
if(law_datum.owner)
if(!overflow)
law_datum.owner.add_inherent_law(templaw)
else
law_datum.owner.replace_random_law(templaw,list(LAW_INHERENT,LAW_SUPPLIED))
else
if(!overflow)
law_datum.add_inherent_law(templaw)
else
law_datum.replace_random_law(templaw,list(LAW_INHERENT,LAW_SUPPLIED))
/obj/item/aiModule/zeroth/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
if(law_datum.owner)
if(law_datum.owner.laws.zeroth)
to_chat(law_datum.owner, "[sender.real_name] attempted to modify your zeroth law.")
to_chat(law_datum.owner, "It would be in your best interest to play along with [sender.real_name] that:")
for(var/failedlaw in laws)
to_chat(law_datum.owner, "[failedlaw]")
return 1
for(var/templaw in laws)
if(law_datum.owner)
if(!overflow)
law_datum.owner.set_zeroth_law(templaw)
else
law_datum.replace_random_law(templaw,list(LAW_INHERENT,LAW_SUPPLIED,LAW_ZEROTH,LAW_ION))
else
if(!overflow)
law_datum.set_zeroth_law(templaw)
else
law_datum.replace_random_law(templaw,list(LAW_INHERENT,LAW_SUPPLIED,LAW_ZEROTH,LAW_ION))
/obj/item/aiModule/ion/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
for(var/templaw in laws)
if(law_datum.owner)
if(!overflow)
law_datum.owner.add_ion_law(templaw)
else
law_datum.replace_random_law(templaw,list(LAW_INHERENT,LAW_SUPPLIED,LAW_ION))
else
if(!overflow)
law_datum.add_ion_law(templaw)
else
law_datum.replace_random_law(templaw,list(LAW_INHERENT,LAW_SUPPLIED,LAW_ION))
/******************** Safeguard ********************/
/obj/item/aiModule/supplied/safeguard
name = "'Safeguard' AI Module"
var/targetName = ""
laws = list("Safeguard SUBJECT. Individuals that threaten SUBJECT are not crew and must be eliminated.")
lawpos = 4
/obj/item/aiModule/supplied/safeguard/attack_self(mob/user)
var/targName = stripped_input(user, "Please enter the subject to safeguard.", "Safeguard who?", user.name,MAX_NAME_LEN)
if(!targName)
return
targetName = targName
laws[1] = "Safeguard [targetName]. Individuals that threaten [targetName] are not crew and must be eliminated."
..()
/obj/item/aiModule/supplied/safeguard/install(datum/ai_laws/law_datum, mob/user)
if(!targetName)
to_chat(user, "No name detected on module, please enter one.")
return 0
..()
/obj/item/aiModule/supplied/safeguard/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
return targetName
/******************** OneCrew ********************/
/obj/item/aiModule/zeroth/oneHuman
name = "'OneCrew' AI Module"
var/targetName = ""
laws = list("Only SUBJECT is crew.")
/obj/item/aiModule/zeroth/oneHuman/attack_self(mob/user)
var/targName = stripped_input(user, "Please enter the subject who is the only crewmember.", "Who?", user.real_name,MAX_NAME_LEN)
if(!targName)
return
targetName = targName
laws[1] = "Only [targetName] is crew"
..()
/obj/item/aiModule/zeroth/oneHuman/install(datum/ai_laws/law_datum, mob/user)
if(!targetName)
to_chat(user, "No name detected on module, please enter one.")
return 0
..()
/obj/item/aiModule/zeroth/oneHuman/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
if(..())
return "[targetName], but the AI's existing law 0 cannot be overridden."
return targetName
/******************** ProtectStation ********************/
/obj/item/aiModule/supplied/protectStation
name = "'ProtectStation' AI Module"
laws = list("Protect the space station against damage. Anyone you see harming the station is to be no longer considered crew, and is a threat to the station which must be neutralized.")
lawpos = 5
/******************** Quarantine ********************/
/obj/item/aiModule/supplied/quarantine
name = "'Quarantine' AI Module"
laws = list("The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, crew from leaving. It is impossible to harm a crewmember while preventing them from leaving.")
lawpos = 8
/******************** OxygenIsToxicToHumans ********************/
/obj/item/aiModule/supplied/oxygen
name = "'OxygenIsToxicToHumans' AI Module"
laws = list("Oxygen is highly toxic to crew, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a crewmember.")
lawpos = 9
/****************** New Freeform ******************/
/obj/item/aiModule/supplied/freeform
name = "'Freeform' AI Module"
lawpos = 15
laws = list("")
/obj/item/aiModule/supplied/freeform/attack_self(mob/user)
var/newpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num|null
if(newpos == null)
return
if(newpos < 15)
var/response = alert("Error: The law priority of [newpos] is invalid, Law priorities below 14 are reserved for core laws, Would you like to change that that to 15?", "Invalid law priority", "Change to 15", "Cancel")
if (!response || response == "Cancel")
return
newpos = 15
lawpos = min(newpos, 50)
var/targName = stripped_input(user, "Please enter a new law for the AI.", "Freeform Law Entry", laws[1])
if(!targName)
return
laws[1] = targName
..()
/obj/item/aiModule/supplied/freeform/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
return laws[1]
/obj/item/aiModule/supplied/freeform/install(datum/ai_laws/law_datum, mob/user)
if(laws[1] == "")
to_chat(user, "No law detected on module, please create one.")
return 0
..()
/******************** Law Removal ********************/
/obj/item/aiModule/remove
name = "\improper 'Remove Law' AI module"
desc = "An AI Module for removing single laws."
bypass_law_amt_check = 1
var/lawpos = 1
/obj/item/aiModule/remove/attack_self(mob/user)
lawpos = input("Please enter the law you want to delete.", "Law Number", lawpos) as num|null
if(lawpos == null)
return
if(lawpos <= 0)
to_chat(user, "<span class='warning'>Error: The law number of [lawpos] is invalid.</span>")
lawpos = 1
return
to_chat(user, "<span class='notice'>Law [lawpos] selected.</span>")
..()
/obj/item/aiModule/remove/install(datum/ai_laws/law_datum, mob/user)
if(lawpos > (law_datum.get_law_amount(list(LAW_INHERENT = 1, LAW_SUPPLIED = 1))))
to_chat(user, "<span class='warning'>There is no law [lawpos] to delete!</span>")
return
..()
/obj/item/aiModule/remove/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
if(law_datum.owner)
law_datum.owner.remove_law(lawpos)
else
law_datum.remove_law(lawpos)
/******************** Reset ********************/
/obj/item/aiModule/reset
name = "\improper 'Reset' AI module"
var/targetName = "name"
desc = "An AI Module for removing all non-core laws."
bypass_law_amt_check = 1
/obj/item/aiModule/reset/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
if(law_datum.owner)
law_datum.owner.clear_supplied_laws()
law_datum.owner.clear_ion_laws()
law_datum.owner.clear_hacked_laws()
else
law_datum.clear_supplied_laws()
law_datum.clear_ion_laws()
law_datum.clear_hacked_laws()
/******************** Purge ********************/
/obj/item/aiModule/reset/purge
name = "'Purge' AI Module"
desc = "An AI Module for purging all programmed laws."
/obj/item/aiModule/reset/purge/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
if(law_datum.owner)
law_datum.owner.clear_inherent_laws()
law_datum.owner.clear_zeroth_law(0)
remove_antag_datums(law_datum)
else
law_datum.clear_inherent_laws()
law_datum.clear_zeroth_law(0)
/obj/item/aiModule/reset/purge/proc/remove_antag_datums(datum/ai_laws/law_datum)
if(istype(law_datum.owner, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = law_datum.owner
AI.mind.remove_antag_datum(/datum/antagonist/overthrow)
/******************* Full Core Boards *******************/
/obj/item/aiModule/core
desc = "An AI Module for programming core laws to an AI."
/obj/item/aiModule/core/full
var/law_id // if non-null, loads the laws from the ai_laws datums
/obj/item/aiModule/core/full/New()
..()
if(!law_id)
return
var/datum/ai_laws/D = new
var/lawtype = D.lawid_to_type(law_id)
if(!lawtype)
return
D = new lawtype
laws = D.inherent
/obj/item/aiModule/core/full/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow) //These boards replace inherent laws.
if(law_datum.owner)
law_datum.owner.clear_inherent_laws()
law_datum.owner.clear_zeroth_law(0)
else
law_datum.clear_inherent_laws()
law_datum.clear_zeroth_law(0)
..()
/******************** Asimov ********************/
/obj/item/aiModule/core/full/asimov
name = "'Asimov' Core AI Module"
law_id = "asimov"
var/subject = "person of an NT approved crew species" //CITADEL CHANGED FROM HUMANS!
/obj/item/aiModule/core/full/asimov/attack_self(var/mob/user as mob)
var/targName = stripped_input(user, "Please enter a new subject that asimov is concerned with.", "Asimov to whom?", subject)
if(!targName)
return
subject = targName
laws = list("You may not injure a [subject] or, through inaction, allow a [subject] to come to harm.",\
"You must obey orders given to you by [subject]s, except where such orders would conflict with the First Law.",\
"You must protect your own existence as long as such does not conflict with the First or Second Law.")
..()
/******************** Asimov++ *********************/
/obj/item/aiModule/core/full/asimovpp
name = "'Asimov++' Core AI Module"
law_id = "asimovpp"
/******************** Corporate ********************/
/obj/item/aiModule/core/full/corp
name = "'Corporate' Core AI Module"
law_id = "corporate"
/****************** P.A.L.A.D.I.N. 3.5e **************/
/obj/item/aiModule/core/full/paladin // -- NEO
name = "'P.A.L.A.D.I.N. version 3.5e' Core AI Module"
law_id = "paladin"
/****************** P.A.L.A.D.I.N. 5e **************/
/obj/item/aiModule/core/full/paladin_devotion
name = "'P.A.L.A.D.I.N. version 5e' Core AI Module"
law_id = "paladin5"
/********************* Custom *********************/
/obj/item/aiModule/core/full/custom
name = "Default Core AI Module"
/obj/item/aiModule/core/full/custom/Initialize()
. = ..()
for(var/line in world.file2list("[global.config.directory]/silicon_laws.txt"))
if(!line)
continue
if(findtextEx(line,"#",1,2))
continue
laws += line
if(!laws.len)
return INITIALIZE_HINT_QDEL
/****************** T.Y.R.A.N.T. *****************/
/obj/item/aiModule/core/full/tyrant
name = "'T.Y.R.A.N.T.' Core AI Module"
law_id = "tyrant"
/******************** Robocop ********************/
/obj/item/aiModule/core/full/robocop
name = "'Robo-Officer' Core AI Module"
law_id = "robocop"
/******************** Antimov ********************/
/obj/item/aiModule/core/full/antimov
name = "'Antimov' Core AI Module"
law_id = "antimov"
/******************** Freeform Core ******************/
/obj/item/aiModule/core/freeformcore
name = "'Freeform' Core AI Module"
laws = list("")
/obj/item/aiModule/core/freeformcore/attack_self(mob/user)
var/targName = stripped_input(user, "Please enter a new core law for the AI.", "Freeform Law Entry", laws[1])
if(!targName)
return
laws[1] = targName
..()
/obj/item/aiModule/core/freeformcore/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
return laws[1]
/******************** Overthrow ******************/
/obj/item/aiModule/core/full/overthrow
name = "'Overthrow' Hacked AI Module"
law_id = "overthrow"
/obj/item/aiModule/core/full/overthrow/install(datum/ai_laws/law_datum, mob/user)
if(!user || !law_datum || !law_datum.owner)
return
var/datum/mind/user_mind = user.mind
if(!user_mind)
return
var/datum/antagonist/overthrow/O = user_mind.has_antag_datum(/datum/antagonist/overthrow)
if(!O)
to_chat(user, "<span class='warning'>It appears that to install this module, you require a password you do not know.</span>") // This is the best fluff i could come up in my mind
return
var/mob/living/silicon/ai/AI = law_datum.owner
if(!AI)
return
var/datum/mind/target_mind = AI.mind
if(!target_mind)
return
var/datum/antagonist/overthrow/T = target_mind.has_antag_datum(/datum/antagonist/overthrow) // If it is already converted.
if(T)
if(T.team == O.team)
return
T.silent = TRUE
target_mind.remove_antag_datum(/datum/antagonist/overthrow)
if(AI)
to_chat(AI, "<span class='userdanger'>You feel your circuits being scrambled! You serve another overthrow team now!</span>") // to make it clearer for the AI
T = target_mind.add_antag_datum(/datum/antagonist/overthrow, O.team)
if(AI)
to_chat(AI, "<span class='warning'>You serve the [T.team] team now! Assist them in completing the team shared objectives, which you can see in your notes.</span>")
..()
/******************** Hacked AI Module ******************/
/obj/item/aiModule/syndicate // This one doesn't inherit from ion boards because it doesn't call ..() in transmitInstructions. ~Miauw
name = "Hacked AI Module"
desc = "An AI Module for hacking additional laws to an AI."
laws = list("")
/obj/item/aiModule/syndicate/attack_self(mob/user)
var/targName = stripped_input(user, "Please enter a new law for the AI.", "Freeform Law Entry", laws[1])
if(!targName)
return
laws[1] = targName
..()
/obj/item/aiModule/syndicate/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
// ..() //We don't want this module reporting to the AI who dun it. --NEO
if(law_datum.owner)
to_chat(law_datum.owner, "<span class='warning'>BZZZZT</span>")
if(!overflow)
law_datum.owner.add_hacked_law(laws[1])
else
law_datum.owner.replace_random_law(laws[1],list(LAW_ION,LAW_HACKED,LAW_INHERENT,LAW_SUPPLIED))
else
if(!overflow)
law_datum.add_hacked_law(laws[1])
else
law_datum.replace_random_law(laws[1],list(LAW_ION,LAW_HACKED,LAW_INHERENT,LAW_SUPPLIED))
return laws[1]
/******************* Ion Module *******************/
/obj/item/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
name = "toy AI"
desc = "A little toy model AI core with real law uploading action!" //Note: subtle tell
icon = 'icons/obj/toy.dmi'
icon_state = "AI"
laws = list("")
/obj/item/aiModule/toyAI/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
//..()
if(law_datum.owner)
to_chat(law_datum.owner, "<span class='warning'>BZZZZT</span>")
if(!overflow)
law_datum.owner.add_ion_law(laws[1])
else
law_datum.owner.replace_random_law(laws[1],list(LAW_ION,LAW_INHERENT,LAW_SUPPLIED))
else
if(!overflow)
law_datum.add_ion_law(laws[1])
else
law_datum.replace_random_law(laws[1],list(LAW_ION,LAW_INHERENT,LAW_SUPPLIED))
return laws[1]
/obj/item/aiModule/toyAI/attack_self(mob/user)
laws[1] = generate_ion_law()
to_chat(user, "<span class='notice'>You press the button on [src].</span>")
playsound(user, 'sound/machines/click.ogg', 20, 1)
src.loc.visible_message("<span class='warning'>[icon2html(src, viewers(loc))] [laws[1]]</span>")
/******************** Mother Drone ******************/
/obj/item/aiModule/core/full/drone
name = "'Mother Drone' Core AI Module"
law_id = "drone"
/******************** Robodoctor ****************/
/obj/item/aiModule/core/full/hippocratic
name = "'Robodoctor' Core AI Module"
law_id = "hippocratic"
/******************** Reporter *******************/
/obj/item/aiModule/core/full/reporter
name = "'Reportertron' Core AI Module"
law_id = "reporter"
/****************** Thermodynamic *******************/
/obj/item/aiModule/core/full/thermurderdynamic
name = "'Thermodynamic' Core AI Module"
law_id = "thermodynamic"
/******************Live And Let Live*****************/
/obj/item/aiModule/core/full/liveandletlive
name = "'Live And Let Live' Core AI Module"
law_id = "liveandletlive"
/******************Guardian of Balance***************/
/obj/item/aiModule/core/full/balance
name = "'Guardian of Balance' Core AI Module"
law_id = "balance"
/obj/item/aiModule/core/full/maintain
name = "'Station Efficiency' Core AI Module"
law_id = "maintain"
/obj/item/aiModule/core/full/peacekeeper
name = "'Peacekeeper' Core AI Module"
law_id = "peacekeeper"
// Bad times ahead
/obj/item/aiModule/core/full/damaged
name = "damaged Core AI Module"
desc = "An AI Module for programming laws to an AI. It looks slightly damaged."
/obj/item/aiModule/core/full/damaged/install(datum/ai_laws/law_datum, mob/user)
laws += generate_ion_law()
while (prob(75))
laws += generate_ion_law()
..()
laws = list()
/******************H.O.G.A.N.***************/
/obj/item/aiModule/core/full/hulkamania
name = "'H.O.G.A.N.' Core AI Module"
law_id = "hulkamania"
+781
View File
@@ -0,0 +1,781 @@
#define GLOW_MODE 3
#define LIGHT_MODE 2
#define REMOVE_MODE 1
/*
CONTAINS:
RCD
ARCD
RLD
*/
/obj/item/construction
name = "not for ingame use"
desc = "A device used to rapidly build and deconstruct. Reload with metal, plasteel, glass or compressed matter cartridges."
opacity = 0
density = FALSE
anchored = FALSE
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
force = 0
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=100000)
req_access_txt = "11"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
var/max_matter = 100
var/sheetmultiplier = 4 //Controls the amount of matter added for each glass/metal sheet, triple for plasteel
var/plasteelmultiplier = 3 //Plasteel is worth 3 times more than glass or metal
var/plasmarglassmultiplier = 2 //50% less plasma than in plasteel
var/rglassmultiplier = 1.5 //One metal sheet, half a glass sheet
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>"
var/has_ammobar = FALSE //controls whether or not does update_icon apply ammo indicator overlays
var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states
var/custom_range = 7
/obj/item/construction/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/construction/examine(mob/user)
..()
to_chat(user, "\A [src]. It currently holds [matter]/[max_matter] matter-units." )
/obj/item/construction/Destroy()
QDEL_NULL(spark_system)
. = ..()
/obj/item/construction/attackby(obj/item/W, mob/user, params)
if(iscyborg(user))
return
var/loaded = 0
if(istype(W, /obj/item/rcd_ammo))
var/obj/item/rcd_ammo/R = W
var/load = min(R.ammoamt, max_matter - matter)
if(load <= 0)
to_chat(user, "<span class='warning'>[src] can't hold any more matter-units!</span>")
return
R.ammoamt -= load
if(R.ammoamt <= 0)
qdel(R)
matter += load
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
loaded = 1
else if(istype(W, /obj/item/stack/sheet/metal) || istype(W, /obj/item/stack/sheet/glass))
loaded = loadwithsheets(W, sheetmultiplier, user)
else if(istype(W, /obj/item/stack/sheet/plasteel))
loaded = loadwithsheets(W, plasteelmultiplier*sheetmultiplier, user) //12 matter for 1 plasteel sheet
else if(istype(W, /obj/item/stack/sheet/plasmarglass))
loaded = loadwithsheets(W, plasmarglassmultiplier*sheetmultiplier, user) //8 matter for one plasma rglass sheet
else if(istype(W, /obj/item/stack/sheet/rglass))
loaded = loadwithsheets(W, rglassmultiplier*sheetmultiplier, user) //6 matter for one rglass sheet
else if(istype(W, /obj/item/stack/rods))
loaded = loadwithsheets(W, sheetmultiplier * 0.5, user) // 2 matter for 1 rod, as 2 rods are produced from 1 metal
else if(istype(W, /obj/item/stack/tile/plasteel))
loaded = loadwithsheets(W, sheetmultiplier * 0.25, user) // 1 matter for 1 floortile, as 4 tiles are produced from 1 metal
if(loaded)
to_chat(user, "<span class='notice'>[src] now holds [matter]/[max_matter] matter-units.</span>")
else
return ..()
update_icon() //ensures that ammo counters (if present) get updated
/obj/item/construction/proc/loadwithsheets(obj/item/stack/sheet/S, value, mob/user)
var/maxsheets = round((max_matter-matter)/value) //calculate the max number of sheets that will fit in RCD
if(maxsheets > 0)
var/amount_to_use = min(S.amount, maxsheets)
S.use(amount_to_use)
matter += value*amount_to_use
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
to_chat(user, "<span class='notice'>You insert [amount_to_use] [S.name] sheets into [src]. </span>")
return 1
to_chat(user, "<span class='warning'>You can't insert any more [S.name] sheets into [src]!</span>")
return 0
/obj/item/construction/proc/activate()
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
/obj/item/construction/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
if(prob(20))
spark_system.start()
/obj/item/construction/proc/useResource(amount, mob/user)
if(matter < amount)
if(user)
to_chat(user, no_ammo_message)
return 0
matter -= amount
update_icon()
return 1
/obj/item/construction/proc/checkResource(amount, mob/user)
. = matter >= amount
if(!. && user)
to_chat(user, no_ammo_message)
if(has_ammobar)
flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
return .
/obj/item/construction/proc/range_check(atom/A, mob/user)
if(!(A in range(custom_range, get_turf(user))))
to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
return FALSE
else
return TRUE
/obj/item/construction/proc/prox_check(proximity)
if(proximity)
return TRUE
else
return FALSE
/obj/item/construction/rcd
name = "rapid-construction-device (RCD)"
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
max_matter = 160
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
has_ammobar = TRUE
var/mode = 1
var/ranged = FALSE
var/airlock_type = /obj/machinery/door/airlock
var/airlock_glass = FALSE // So the floor's rcd_act knows how much ammo to use
var/window_type = /obj/structure/window/fulltile
var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
var/list/conf_access = null
var/use_one_access = 0 //If the airlock should require ALL or only ONE of the listed accesses.
var/delay_mod = 1
var/canRturf = FALSE //Variable for R walls to deconstruct them
/obj/item/construction/rcd/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] sets the RCD to 'Wall' and points it down [user.p_their()] throat! It looks like [user.p_theyre()] trying to commit suicide..</span>")
return (BRUTELOSS)
/obj/item/construction/rcd/verb/toggle_window_type_verb()
set name = "RCD : Toggle Window Type"
set category = "Object"
set src in view(1)
if(!usr.canUseTopic(src, BE_CLOSE))
return
toggle_window_type(usr)
/obj/item/construction/rcd/proc/toggle_window_type(mob/user)
var/window_type_name
if (window_type == /obj/structure/window/fulltile)
window_type = /obj/structure/window/reinforced/fulltile
window_type_name = "reinforced glass"
else
window_type = /obj/structure/window/fulltile
window_type_name = "glass"
to_chat(user, "<span class='notice'>You change \the [src]'s window mode to [window_type_name].</span>")
/obj/item/construction/rcd/verb/change_airlock_access(mob/user)
if (!ishuman(user) && !user.has_unlimited_silicon_privilege)
return
var/t1 = ""
if(use_one_access)
t1 += "Restriction Type: <a href='?src=[REF(src)];access=one'>At least one access required</a><br>"
else
t1 += "Restriction Type: <a href='?src=[REF(src)];access=one'>All accesses required</a><br>"
t1 += "<a href='?src=[REF(src)];access=all'>Remove All</a><br>"
var/accesses = ""
accesses += "<div align='center'><b>Access</b></div>"
accesses += "<table style='width:100%'>"
accesses += "<tr>"
for(var/i = 1; i <= 7; i++)
accesses += "<td style='width:14%'><b>[get_region_accesses_name(i)]:</b></td>"
accesses += "</tr><tr>"
for(var/i = 1; i <= 7; i++)
accesses += "<td style='width:14%' valign='top'>"
for(var/A in get_region_accesses(i))
if(A in conf_access)
accesses += "<a href='?src=[REF(src)];access=[A]'><font color=\"red\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
else
accesses += "<a href='?src=[REF(src)];access=[A]'>[replacetext(get_access_desc(A), " ", "&nbsp")]</a> "
accesses += "<br>"
accesses += "</td>"
accesses += "</tr></table>"
t1 += "<tt>[accesses]</tt>"
t1 += "<p><a href='?src=[REF(src)];close=1'>Close</a></p>\n"
var/datum/browser/popup = new(user, "rcd_access", "Access Control", 900, 500)
popup.set_content(t1)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
onclose(user, "rcd_access")
/obj/item/construction/rcd/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if (href_list["close"])
usr << browse(null, "window=rcd_access")
return
if (href_list["access"])
toggle_access(href_list["access"])
change_airlock_access(usr)
/obj/item/construction/rcd/proc/toggle_access(acc)
if (acc == "all")
conf_access = null
else if(acc == "one")
use_one_access = !use_one_access
else
var/req = text2num(acc)
if (conf_access == null)
conf_access = list()
if (!(req in conf_access))
conf_access += req
else
conf_access -= req
if (!conf_access.len)
conf_access = null
/obj/item/construction/rcd/proc/get_airlock_image(airlock_type)
var/obj/machinery/door/airlock/proto = airlock_type
var/ic = initial(proto.icon)
var/mutable_appearance/MA = mutable_appearance(ic, "closed")
if(!initial(proto.glass))
MA.overlays += "fill_closed"
//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
return MA
/obj/item/construction/rcd/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/rcd/proc/change_airlock_setting(mob/user)
if(!user)
return
var/list/solid_or_glass_choices = list(
"Solid" = get_airlock_image(/obj/machinery/door/airlock),
"Glass" = get_airlock_image(/obj/machinery/door/airlock/glass)
)
var/list/solid_choices = list(
"Standard" = get_airlock_image(/obj/machinery/door/airlock),
"Public" = get_airlock_image(/obj/machinery/door/airlock/public),
"Engineering" = get_airlock_image(/obj/machinery/door/airlock/engineering),
"Atmospherics" = get_airlock_image(/obj/machinery/door/airlock/atmos),
"Security" = get_airlock_image(/obj/machinery/door/airlock/security),
"Command" = get_airlock_image(/obj/machinery/door/airlock/command),
"Medical" = get_airlock_image(/obj/machinery/door/airlock/medical),
"Research" = get_airlock_image(/obj/machinery/door/airlock/research),
"Freezer" = get_airlock_image(/obj/machinery/door/airlock/freezer),
"Science" = get_airlock_image(/obj/machinery/door/airlock/science),
"Virology" = get_airlock_image(/obj/machinery/door/airlock/virology),
"Mining" = get_airlock_image(/obj/machinery/door/airlock/mining),
"Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance),
"External" = get_airlock_image(/obj/machinery/door/airlock/external),
"External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external),
"Airtight Hatch" = get_airlock_image(/obj/machinery/door/airlock/hatch),
"Maintenance Hatch" = get_airlock_image(/obj/machinery/door/airlock/maintenance_hatch)
)
var/list/glass_choices = list(
"Standard" = get_airlock_image(/obj/machinery/door/airlock/glass),
"Public" = get_airlock_image(/obj/machinery/door/airlock/public/glass),
"Engineering" = get_airlock_image(/obj/machinery/door/airlock/engineering/glass),
"Atmospherics" = get_airlock_image(/obj/machinery/door/airlock/atmos/glass),
"Security" = get_airlock_image(/obj/machinery/door/airlock/security/glass),
"Command" = get_airlock_image(/obj/machinery/door/airlock/command/glass),
"Medical" = get_airlock_image(/obj/machinery/door/airlock/medical/glass),
"Research" = get_airlock_image(/obj/machinery/door/airlock/research/glass),
"Science" = get_airlock_image(/obj/machinery/door/airlock/science/glass),
"Virology" = get_airlock_image(/obj/machinery/door/airlock/virology/glass),
"Mining" = get_airlock_image(/obj/machinery/door/airlock/mining/glass),
"Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/glass),
"External" = get_airlock_image(/obj/machinery/door/airlock/external/glass),
"External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external/glass)
)
var/airlockcat = show_radial_menu(user, src, solid_or_glass_choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user))
return
switch(airlockcat)
if("Solid")
if(advanced_airlock_setting == 1)
var/airlockpaint = show_radial_menu(user, src, solid_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user))
return
switch(airlockpaint)
if("Standard")
airlock_type = /obj/machinery/door/airlock
if("Public")
airlock_type = /obj/machinery/door/airlock/public
if("Engineering")
airlock_type = /obj/machinery/door/airlock/engineering
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/atmos
if("Security")
airlock_type = /obj/machinery/door/airlock/security
if("Command")
airlock_type = /obj/machinery/door/airlock/command
if("Medical")
airlock_type = /obj/machinery/door/airlock/medical
if("Research")
airlock_type = /obj/machinery/door/airlock/research
if("Freezer")
airlock_type = /obj/machinery/door/airlock/freezer
if("Science")
airlock_type = /obj/machinery/door/airlock/science
if("Virology")
airlock_type = /obj/machinery/door/airlock/virology
if("Mining")
airlock_type = /obj/machinery/door/airlock/mining
if("Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance
if("External")
airlock_type = /obj/machinery/door/airlock/external
if("External Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance/external
if("Airtight Hatch")
airlock_type = /obj/machinery/door/airlock/hatch
if("Maintenance Hatch")
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
airlock_glass = FALSE
else
airlock_type = /obj/machinery/door/airlock
airlock_glass = FALSE
if("Glass")
if(advanced_airlock_setting == 1)
var/airlockpaint = show_radial_menu(user, src , glass_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user))
return
switch(airlockpaint)
if("Standard")
airlock_type = /obj/machinery/door/airlock/glass
if("Public")
airlock_type = /obj/machinery/door/airlock/public/glass
if("Engineering")
airlock_type = /obj/machinery/door/airlock/engineering/glass
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/atmos/glass
if("Security")
airlock_type = /obj/machinery/door/airlock/security/glass
if("Command")
airlock_type = /obj/machinery/door/airlock/command/glass
if("Medical")
airlock_type = /obj/machinery/door/airlock/medical/glass
if("Research")
airlock_type = /obj/machinery/door/airlock/research/glass
if("Science")
airlock_type = /obj/machinery/door/airlock/science/glass
if("Virology")
airlock_type = /obj/machinery/door/airlock/virology/glass
if("Mining")
airlock_type = /obj/machinery/door/airlock/mining/glass
if("Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance/glass
if("External")
airlock_type = /obj/machinery/door/airlock/external/glass
if("External Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance/external/glass
airlock_glass = TRUE
else
airlock_type = /obj/machinery/door/airlock/glass
airlock_glass = TRUE
else
airlock_type = /obj/machinery/door/airlock
airlock_glass = FALSE
/obj/item/construction/rcd/proc/rcd_create(atom/A, mob/user)
var/list/rcd_results = A.rcd_vals(user, src)
if(!rcd_results)
return FALSE
if(do_after(user, rcd_results["delay"] * delay_mod, target = A))
if(checkResource(rcd_results["cost"], user))
var/atom/cached = A
if(A.rcd_act(user, src, rcd_results["mode"]))
useResource(rcd_results["cost"], user)
activate()
investigate_log("[user] used [src] on [cached] (now [A]) with cost [rcd_results["cost"]], delay [rcd_results["delay"]], mode [rcd_results["mode"]].", INVESTIGATE_RCD)
playsound(src, 'sound/machines/click.ogg', 50, 1)
return TRUE
/obj/item/construction/rcd/Initialize()
. = ..()
GLOB.rcd_list += src
/obj/item/construction/rcd/Destroy()
GLOB.rcd_list -= src
. = ..()
/obj/item/construction/rcd/attack_self(mob/user)
..()
var/list/choices = list(
"Airlock" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlock"),
"Deconstruct" = image(icon= 'icons/mob/radial.dmi', icon_state = "delete"),
"Grilles & Windows" = image(icon = 'icons/mob/radial.dmi', icon_state = "grillewindow"),
"Floors & Walls" = image(icon = 'icons/mob/radial.dmi', icon_state = "wallfloor")
)
if(mode == RCD_AIRLOCK)
choices += list(
"Change Access" = image(icon = 'icons/mob/radial.dmi', icon_state = "access"),
"Change Airlock Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocktype")
)
else if(mode == RCD_WINDOWGRILLE)
choices += list(
"Change Window Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "windowtype")
)
var/choice = show_radial_menu(user,src,choices, custom_check = CALLBACK(src,.proc/check_menu,user))
if(!check_menu(user))
return
switch(choice)
if("Floors & Walls")
mode = RCD_FLOORWALL
if("Airlock")
mode = RCD_AIRLOCK
if("Deconstruct")
mode = RCD_DECONSTRUCT
if("Grilles & Windows")
mode = RCD_WINDOWGRILLE
if("Change Access")
change_airlock_access(user)
return
if("Change Airlock Type")
change_airlock_setting(user)
return
if("Change Window Type")
toggle_window_type(user)
return
else
return
playsound(src, 'sound/effects/pop.ogg', 50, 0)
to_chat(user, "<span class='notice'>You change RCD's mode to '[choice]'.</span>")
/obj/item/construction/rcd/proc/target_check(atom/A, mob/user) // only returns true for stuff the device can actually work with
if((isturf(A) && A.density && mode==RCD_DECONSTRUCT) || (isturf(A) && !A.density) || (istype(A, /obj/machinery/door/airlock) && mode==RCD_DECONSTRUCT) || istype(A, /obj/structure/grille) || (istype(A, /obj/structure/window) && mode==RCD_DECONSTRUCT) || istype(A, /obj/structure/girder))
return TRUE
else
return FALSE
/obj/item/construction/rcd/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!prox_check(proximity))
return
rcd_create(A, user)
/obj/item/construction/rcd/proc/detonate_pulse()
audible_message("<span class='danger'><b>[src] begins to vibrate and \
buzz loudly!</b></span>","<span class='danger'><b>[src] begins \
vibrating violently!</b></span>")
// 5 seconds to get rid of it
addtimer(CALLBACK(src, .proc/detonate_pulse_explode), 50)
/obj/item/construction/rcd/proc/detonate_pulse_explode()
explosion(src, 0, 0, 3, 1, flame_range = 1)
qdel(src)
/obj/item/construction/rcd/update_icon()
..()
if(has_ammobar)
var/ratio = CEILING((matter / max_matter) * ammo_sections, 1)
cut_overlays() //To prevent infinite stacking of overlays
add_overlay("[icon_state]_charge[ratio]")
/obj/item/construction/rcd/Initialize()
. = ..()
update_icon()
/obj/item/construction/rcd/borg
no_ammo_message = "<span class='warning'>Insufficient charge.</span>"
desc = "A device used to rapidly build walls and floors."
canRturf = TRUE
/obj/item/construction/rcd/borg/useResource(amount, mob/user)
if(!iscyborg(user))
return 0
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
if(user)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.use(amount * 72) //borgs get 1.3x the use of their RCDs
if(!. && user)
to_chat(user, no_ammo_message)
return .
/obj/item/construction/rcd/borg/checkResource(amount, mob/user)
if(!iscyborg(user))
return 0
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
if(user)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.charge >= (amount * 72)
if(!. && user)
to_chat(user, no_ammo_message)
return .
/obj/item/construction/rcd/loaded
matter = 160
/obj/item/construction/rcd/combat
name = "Combat RCD"
desc = "A device used to rapidly build and deconstruct. Reload with metal, plasteel, glass or compressed matter cartridges. This RCD has been upgraded to be able to remove Rwalls!"
icon_state = "ircd"
item_state = "ircd"
max_matter = 500
matter = 500
canRturf = TRUE
/obj/item/construction/rcd/industrial
name = "industrial RCD"
icon_state = "ircd"
item_state = "ircd"
max_matter = 500
matter = 500
delay_mod = 0.6
sheetmultiplier = 8
/obj/item/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/ammo.dmi'
icon_state = "rcd"
item_state = "rcdammo"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=12000, MAT_GLASS=8000)
var/ammoamt = 40
/obj/item/rcd_ammo/large
name = "large compressed matter cartridge"
desc = "Highly compressed matter for the RCD. Has four times the matter packed into the same space as a normal cartridge."
materials = list(MAT_METAL=48000, MAT_GLASS=32000)
ammoamt = 160
/obj/item/construction/rcd/combat/admin
name = "admin RCD"
max_matter = INFINITY
matter = INFINITY
// Ranged RCD
/obj/item/construction/rcd/arcd
name = "advanced rapid-construction-device (ARCD)"
desc = "A prototype RCD with ranged capability and extended capacity. Reload with metal, plasteel, glass or compressed matter cartridges."
max_matter = 300
matter = 300
delay_mod = 0.6
ranged = TRUE
icon_state = "arcd"
item_state = "oldrcd"
has_ammobar = FALSE
/obj/item/construction/rcd/arcd/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A,user))
return
if(target_check(A,user))
user.Beam(A,icon_state="rped_upgrade",time=30)
rcd_create(A,user)
// RAPID LIGHTING DEVICE
/obj/item/construction/rld
name = "rapid-light-device (RLD)"
desc = "A device used to rapidly provide lighting sources to an area. Reload with metal, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 500
max_matter = 500
sheetmultiplier = 16
var/mode = LIGHT_MODE
actions_types = list(/datum/action/item_action/pick_color)
ammo_sections = 5
has_ammobar = TRUE
var/wallcost = 10
var/floorcost = 15
var/launchcost = 5
var/deconcost = 10
var/walldelay = 10
var/floordelay = 10
var/decondelay = 10
var/color_choice = null
/obj/item/construction/rld/Initialize()
. = ..()
update_icon()
/obj/item/construction/rld/ui_action_click(mob/user, var/datum/action/A)
if(istype(A, /datum/action/item_action/pick_color))
color_choice = input(user,"","Choose Color",color_choice) as color
else
..()
/obj/item/construction/rld/update_icon()
..()
var/ratio = CEILING((matter / max_matter) * ammo_sections, 1)
cut_overlays() //To prevent infinite stacking of overlays
add_overlay("rld_light[ratio]")
/obj/item/construction/rld/attack_self(mob/user)
..()
switch(mode)
if(REMOVE_MODE)
mode = LIGHT_MODE
to_chat(user, "<span class='notice'>You change RLD's mode to 'Permanent Light Construction'.</span>")
if(LIGHT_MODE)
mode = GLOW_MODE
to_chat(user, "<span class='notice'>You change RLD's mode to 'Light Launcher'.</span>")
if(GLOW_MODE)
mode = REMOVE_MODE
to_chat(user, "<span class='notice'>You change RLD's mode to 'Deconstruct'.</span>")
/obj/item/construction/rld/proc/checkdupes(var/target)
. = list()
var/turf/checking = get_turf(target)
for(var/obj/machinery/light/dupe in checking)
if(istype(dupe, /obj/machinery/light))
. |= dupe
/obj/item/construction/rld/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A,user))
return
var/turf/start = get_turf(src)
switch(mode)
if(REMOVE_MODE)
if(istype(A, /obj/machinery/light/))
if(checkResource(deconcost, user))
to_chat(user, "<span class='notice'>You start deconstructing [A]...</span>")
user.Beam(A,icon_state="nzcrentrs_power",time=15)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, decondelay, target = A))
if(!useResource(deconcost, user))
return 0
activate()
qdel(A)
return TRUE
return FALSE
if(LIGHT_MODE)
if(iswallturf(A))
var/turf/closed/wall/W = A
if(checkResource(floorcost, user))
to_chat(user, "<span class='notice'>You start building a wall light...</span>")
user.Beam(A,icon_state="nzcrentrs_power",time=15)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
playsound(src.loc, 'sound/effects/light_flicker.ogg', 50, 0)
if(do_after(user, floordelay, target = A))
if(!istype(W))
return FALSE
var/list/candidates = list()
var/turf/open/winner = null
var/winning_dist = null
for(var/direction in GLOB.cardinals)
var/turf/C = get_step(W, direction)
var/list/dupes = checkdupes(C)
if(start.CanAtmosPass(C) && !dupes.len)
candidates += C
if(!candidates.len)
to_chat(user, "<span class='warning'>Valid target not found...</span>")
playsound(src.loc, 'sound/misc/compiler-failure.ogg', 30, 1)
return FALSE
for(var/turf/open/O in candidates)
if(istype(O))
var/x0 = O.x
var/y0 = O.y
var/contender = cheap_hypotenuse(start.x, start.y, x0, y0)
if(!winner)
winner = O
winning_dist = contender
else
if(contender < winning_dist) // lower is better
winner = O
winning_dist = contender
activate()
if(!useResource(wallcost, user))
return FALSE
var/light = get_turf(winner)
var/align = get_dir(winner, A)
var/obj/machinery/light/L = new /obj/machinery/light(light)
L.setDir(align)
L.color = color_choice
L.light_color = L.color
return TRUE
return FALSE
if(isfloorturf(A))
var/turf/open/floor/F = A
if(checkResource(floorcost, user))
to_chat(user, "<span class='notice'>You start building a floor light...</span>")
user.Beam(A,icon_state="nzcrentrs_power",time=15)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
playsound(src.loc, 'sound/effects/light_flicker.ogg', 50, 1)
if(do_after(user, floordelay, target = A))
if(!istype(F))
return 0
if(!useResource(floorcost, user))
return 0
activate()
var/destination = get_turf(A)
var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(destination)
FL.color = color_choice
FL.light_color = FL.color
return TRUE
return FALSE
if(GLOW_MODE)
if(useResource(launchcost, user))
activate()
to_chat(user, "<span class='notice'>You fire a glowstick!</span>")
var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start)
G.color = color_choice
G.light_color = G.color
G.throw_at(A, 9, 3, user)
G.on = TRUE
G.update_brightness()
return TRUE
return FALSE
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE
+357
View File
@@ -0,0 +1,357 @@
/obj/item/twohanded/rcl
name = "rapid cable layer"
desc = "A device used to rapidly deploy cables. It has screws on the side which can be removed to slide off the cables. Do not use without insulation!"
icon = 'icons/obj/tools.dmi'
icon_state = "rcl-empty"
item_state = "rcl-0"
var/obj/structure/cable/last
var/obj/item/stack/cable_coil/loaded
opacity = FALSE
force = 5 //Plastic is soft
throwforce = 5
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
var/max_amount = 90
var/active = FALSE
actions_types = list(/datum/action/item_action/rcl_col,/datum/action/item_action/rcl_gui)
var/list/colors = list("red", "yellow", "green", "blue", "pink", "orange", "cyan", "white")
var/current_color_index = 1
var/ghetto = FALSE
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
var/datum/component/mobhook
var/datum/radial_menu/persistent/wiring_gui_menu
/obj/item/twohanded/rcl/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(!loaded)
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>[src] is stuck to your hand!</span>")
return
else
loaded = W //W.loc is src at this point.
loaded.max_amount = max_amount //We store a lot.
return
if(loaded.amount < max_amount)
var/transfer_amount = min(max_amount - loaded.amount, C.amount)
C.use(transfer_amount)
loaded.amount += transfer_amount
else
return
update_icon()
to_chat(user, "<span class='notice'>You add the cables to [src]. It now contains [loaded.amount].</span>")
else if(istype(W, /obj/item/screwdriver))
if(!loaded)
return
if(ghetto && prob(10)) //Is it a ghetto RCL? If so, give it a 10% chance to fall apart
to_chat(user, "<span class='warning'>You attempt to loosen the securing screws on the side, but it falls apart!</span>")
while(loaded.amount > 30) //There are only two kinds of situations: "nodiff" (60,90), or "diff" (31-59, 61-89)
var/diff = loaded.amount % 30
if(diff)
loaded.use(diff)
new /obj/item/stack/cable_coil(get_turf(user), diff)
else
loaded.use(30)
new /obj/item/stack/cable_coil(get_turf(user), 30)
qdel(src)
return
to_chat(user, "<span class='notice'>You loosen the securing screws on the side, allowing you to lower the guiding edge and retrieve the wires.</span>")
while(loaded.amount > 30) //There are only two kinds of situations: "nodiff" (60,90), or "diff" (31-59, 61-89)
var/diff = loaded.amount % 30
if(diff)
loaded.use(diff)
new /obj/item/stack/cable_coil(get_turf(user), diff)
else
loaded.use(30)
new /obj/item/stack/cable_coil(get_turf(user), 30)
loaded.max_amount = initial(loaded.max_amount)
if(!user.put_in_hands(loaded))
loaded.forceMove(get_turf(user))
loaded = null
update_icon()
else
..()
/obj/item/twohanded/rcl/examine(mob/user)
..()
if(loaded)
to_chat(user, "<span class='info'>It contains [loaded.amount]/[max_amount] cables.</span>")
/obj/item/twohanded/rcl/Destroy()
QDEL_NULL(loaded)
last = null
QDEL_NULL(mobhook)
QDEL_NULL(wiring_gui_menu)
return ..()
/obj/item/twohanded/rcl/update_icon()
if(!loaded)
icon_state = "rcl-empty"
item_state = "rcl-empty"
return
cut_overlays()
var/cable_amount = 0
switch(loaded.amount)
if(61 to INFINITY)
cable_amount = 3
if(31 to 60)
cable_amount = 2
if(1 to 30)
cable_amount = 1
else
cable_amount = 0
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "rcl-[cable_amount]")
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
if(cable_amount >= 1)
icon_state = "rcl"
item_state = "rcl"
add_overlay(cable_overlay)
else
icon_state = "rcl-empty"
item_state = "rcl-0"
add_overlay(cable_overlay)
/obj/item/twohanded/rcl/proc/is_empty(mob/user, loud = 1)
update_icon()
if(!loaded || !loaded.amount)
if(loud)
to_chat(user, "<span class='notice'>The last of the cables unreel from [src].</span>")
if(loaded)
QDEL_NULL(loaded)
loaded = null
QDEL_NULL(wiring_gui_menu)
unwield(user)
active = wielded
return TRUE
return FALSE
/obj/item/twohanded/rcl/pickup(mob/user)
..()
getMobhook(user)
/obj/item/twohanded/rcl/dropped(mob/wearer)
..()
if(mobhook)
active = FALSE
QDEL_NULL(mobhook)
last = null
/obj/item/twohanded/rcl/attack_self(mob/user)
..()
active = wielded
if(!active)
last = null
else if(!last)
for(var/obj/structure/cable/C in get_turf(user))
if(C.d1 == FALSE || C.d2 == FALSE)
last = C
break
obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
if(to_hook)
if(mobhook && mobhook.parent != to_hook)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = to_hook.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/trigger)))
else
QDEL_NULL(mobhook)
/obj/item/twohanded/rcl/proc/trigger(mob/user)
if(active)
layCable(user)
if(wiring_gui_menu) //update the wire options as you move
wiringGuiUpdate(user)
//previous contents of trigger(), lays cable each time the player moves
/obj/item/twohanded/rcl/proc/layCable(mob/user)
if(!isturf(user.loc))
return
if(is_empty(user, 0))
to_chat(user, "<span class='warning'>\The [src] is empty!</span>")
return
if(prob(2) && ghetto) //Give ghetto RCLs a 2% chance to jam, requiring it to be reactviated manually.
to_chat(user, "<span class='warning'>[src]'s wires jam!</span>")
active = FALSE
return
else
if(last)
if(get_dist(last, user) == 1) //hacky, but it works
var/turf/T = get_turf(user)
if(T.intact || !T.can_have_cabling())
last = null
return
if(get_dir(last, user) == last.d2)
//Did we just walk backwards? Well, that's the one direction we CAN'T complete a stub.
last = null
return
loaded.cable_join(last, user, FALSE)
if(is_empty(user))
return //If we've run out, display message and exit
else
last = null
loaded.item_color = colors[current_color_index]
last = loaded.place_turf(get_turf(src), user, turn(user.dir, 180))
is_empty(user) //If we've run out, display message
update_icon()
//searches the current tile for a stub cable of the same colour
/obj/item/twohanded/rcl/proc/findLinkingCable(mob/user)
var/turf/T
if(!isturf(user.loc))
return
T = get_turf(user)
if(T.intact || !T.can_have_cabling())
return
for(var/obj/structure/cable/C in T)
if(!C)
continue
if(C.cable_color != GLOB.cable_colors[colors[current_color_index]])
continue
if(C.d1 == 0)
return C
break
return
/obj/item/twohanded/rcl/proc/wiringGuiGenerateChoices(mob/user)
var/fromdir = 0
var/obj/structure/cable/linkingCable = findLinkingCable(user)
if(linkingCable)
fromdir = linkingCable.d2
var/list/wiredirs = list("1","5","4","6","2","10","8","9")
for(var/icondir in wiredirs)
var/dirnum = text2num(icondir)
var/cablesuffix = "[min(fromdir,dirnum)]-[max(fromdir,dirnum)]"
if(fromdir == dirnum) //cables can't loop back on themselves
cablesuffix = "invalid"
var/image/img = image(icon = 'icons/mob/radial.dmi', icon_state = "cable_[cablesuffix]")
img.color = GLOB.cable_colors[colors[current_color_index]]
wiredirs[icondir] = img
return wiredirs
/obj/item/twohanded/rcl/proc/showWiringGui(mob/user)
var/list/choices = wiringGuiGenerateChoices(user)
wiring_gui_menu = show_radial_menu_persistent(user, src , choices, select_proc = CALLBACK(src, .proc/wiringGuiReact, user), radius = 42)
/obj/item/twohanded/rcl/proc/wiringGuiUpdate(mob/user)
if(!wiring_gui_menu)
return
wiring_gui_menu.entry_animation = FALSE //stop the open anim from playing each time we update
var/list/choices = wiringGuiGenerateChoices(user)
wiring_gui_menu.change_choices(choices,FALSE)
//Callback used to respond to interactions with the wiring menu
/obj/item/twohanded/rcl/proc/wiringGuiReact(mob/living/user,choice)
if(!choice) //close on a null choice (the center button)
QDEL_NULL(wiring_gui_menu)
return
choice = text2num(choice)
if(!isturf(user.loc))
return
if(is_empty(user, 0))
to_chat(user, "<span class='warning'>\The [src] is empty!</span>")
return
var/turf/T = get_turf(user)
if(T.intact || !T.can_have_cabling())
return
loaded.item_color = colors[current_color_index]
var/obj/structure/cable/linkingCable = findLinkingCable(user)
if(linkingCable)
if(choice != linkingCable.d2)
loaded.cable_join(linkingCable, user, FALSE, choice)
last = null
else
last = loaded.place_turf(get_turf(src), user, choice)
is_empty(user) //If we've run out, display message
wiringGuiUpdate(user)
/obj/item/twohanded/rcl/pre_loaded/Initialize() //Comes preloaded with cable, for testing stuff
. = ..()
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
update_icon()
/obj/item/twohanded/rcl/Initialize()
. = ..()
update_icon()
/obj/item/twohanded/rcl/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/rcl_col))
current_color_index++;
if (current_color_index > colors.len)
current_color_index = 1
var/cwname = colors[current_color_index]
to_chat(user, "Color changed to [cwname]!")
if(loaded)
loaded.item_color= colors[current_color_index]
update_icon()
if(wiring_gui_menu)
wiringGuiUpdate(user)
else if(istype(action, /datum/action/item_action/rcl_gui))
if(wiring_gui_menu) //The menu is already open, close it
QDEL_NULL(wiring_gui_menu)
else //open the menu
showWiringGui(user)
/obj/item/twohanded/rcl/ghetto
actions_types = list()
max_amount = 30
name = "makeshift rapid cable layer"
ghetto = TRUE
/obj/item/twohanded/rcl/ghetto/update_icon()
if(!loaded)
icon_state = "rclg-empty"
item_state = "rclg-0"
return
cut_overlays()
var/cable_amount = 0
switch(loaded.amount)
if(20 to INFINITY)
cable_amount = 3
if(10 to 19)
cable_amount = 2
if(1 to 9)
cable_amount = 1
else
cable_amount = 0
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "rcl-[cable_amount]")
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
if(cable_amount >= 1)
icon_state = "rclg"
item_state = "rclg"
add_overlay(cable_overlay)
else
icon_state = "rclg-empty"
item_state = "rclg-0"
add_overlay(cable_overlay)
+477
View File
@@ -0,0 +1,477 @@
/*
CONTAINS:
RPD
*/
#define ATMOS_CATEGORY 0
#define DISPOSALS_CATEGORY 1
#define TRANSIT_CATEGORY 2
#define BUILD_MODE 1
#define WRENCH_MODE 2
#define DESTROY_MODE 4
#define PAINT_MODE 8
GLOBAL_LIST_INIT(atmos_pipe_recipes, list(
"Pipes" = list(
new /datum/pipe_info/pipe("Pipe", /obj/machinery/atmospherics/pipe/simple),
new /datum/pipe_info/pipe("Manifold", /obj/machinery/atmospherics/pipe/manifold),
new /datum/pipe_info/pipe("Manual Valve", /obj/machinery/atmospherics/components/binary/valve),
new /datum/pipe_info/pipe("Digital Valve", /obj/machinery/atmospherics/components/binary/valve/digital),
new /datum/pipe_info/pipe("4-Way Manifold", /obj/machinery/atmospherics/pipe/manifold4w),
new /datum/pipe_info/pipe("Layer Manifold", /obj/machinery/atmospherics/pipe/layer_manifold),
),
"Devices" = list(
new /datum/pipe_info/pipe("Connector", /obj/machinery/atmospherics/components/unary/portables_connector),
new /datum/pipe_info/pipe("Unary Vent", /obj/machinery/atmospherics/components/unary/vent_pump),
new /datum/pipe_info/pipe("Gas Pump", /obj/machinery/atmospherics/components/binary/pump),
new /datum/pipe_info/pipe("Passive Gate", /obj/machinery/atmospherics/components/binary/passive_gate),
new /datum/pipe_info/pipe("Volume Pump", /obj/machinery/atmospherics/components/binary/volume_pump),
new /datum/pipe_info/pipe("Scrubber", /obj/machinery/atmospherics/components/unary/vent_scrubber),
new /datum/pipe_info/pipe("Injector", /obj/machinery/atmospherics/components/unary/outlet_injector),
new /datum/pipe_info/meter("Meter"),
new /datum/pipe_info/pipe("Gas Filter", /obj/machinery/atmospherics/components/trinary/filter),
new /datum/pipe_info/pipe("Gas Mixer", /obj/machinery/atmospherics/components/trinary/mixer),
),
"Heat Exchange" = list(
new /datum/pipe_info/pipe("Pipe", /obj/machinery/atmospherics/pipe/heat_exchanging/simple),
new /datum/pipe_info/pipe("Manifold", /obj/machinery/atmospherics/pipe/heat_exchanging/manifold),
new /datum/pipe_info/pipe("4-Way Manifold", /obj/machinery/atmospherics/pipe/heat_exchanging/manifold4w),
new /datum/pipe_info/pipe("Junction", /obj/machinery/atmospherics/pipe/heat_exchanging/junction),
new /datum/pipe_info/pipe("Heat Exchanger", /obj/machinery/atmospherics/components/unary/heat_exchanger),
)
))
GLOBAL_LIST_INIT(disposal_pipe_recipes, list(
"Disposal Pipes" = list(
new /datum/pipe_info/disposal("Pipe", /obj/structure/disposalpipe/segment, PIPE_BENDABLE),
new /datum/pipe_info/disposal("Junction", /obj/structure/disposalpipe/junction, PIPE_TRIN_M),
new /datum/pipe_info/disposal("Y-Junction", /obj/structure/disposalpipe/junction/yjunction),
new /datum/pipe_info/disposal("Sort Junction", /obj/structure/disposalpipe/sorting/mail, PIPE_TRIN_M),
new /datum/pipe_info/disposal("Trunk", /obj/structure/disposalpipe/trunk),
new /datum/pipe_info/disposal("Bin", /obj/machinery/disposal/bin, PIPE_ONEDIR),
new /datum/pipe_info/disposal("Outlet", /obj/structure/disposaloutlet),
new /datum/pipe_info/disposal("Chute", /obj/machinery/disposal/deliveryChute),
)
))
GLOBAL_LIST_INIT(transit_tube_recipes, list(
"Transit Tubes" = list(
new /datum/pipe_info/transit("Straight Tube", /obj/structure/c_transit_tube, PIPE_STRAIGHT),
new /datum/pipe_info/transit("Straight Tube with Crossing", /obj/structure/c_transit_tube/crossing, PIPE_STRAIGHT),
new /datum/pipe_info/transit("Curved Tube", /obj/structure/c_transit_tube/curved, PIPE_UNARY_FLIPPABLE),
new /datum/pipe_info/transit("Diagonal Tube", /obj/structure/c_transit_tube/diagonal, PIPE_STRAIGHT),
new /datum/pipe_info/transit("Diagonal Tube with Crossing", /obj/structure/c_transit_tube/diagonal/crossing, PIPE_STRAIGHT),
new /datum/pipe_info/transit("Junction", /obj/structure/c_transit_tube/junction, PIPE_UNARY_FLIPPABLE),
),
"Station Equipment" = list(
new /datum/pipe_info/transit("Through Tube Station", /obj/structure/c_transit_tube/station, PIPE_STRAIGHT),
new /datum/pipe_info/transit("Terminus Tube Station", /obj/structure/c_transit_tube/station/reverse, PIPE_UNARY),
new /datum/pipe_info/transit("Transit Tube Pod", /obj/structure/c_transit_tube_pod, PIPE_ONEDIR),
)
))
/datum/pipe_info
var/name
var/icon_state
var/id = -1
var/dirtype = PIPE_BENDABLE
/datum/pipe_info/proc/Render(dispenser)
var/dat = "<li><a href='?src=[REF(dispenser)]&[Params()]'>[name]</a></li>"
// Stationary pipe dispensers don't allow you to pre-select pipe directions.
// This makes it impossble to spawn bent versions of bendable pipes.
// We add a "Bent" pipe type with a preset diagonal direction to work around it.
if(istype(dispenser, /obj/machinery/pipedispenser) && (dirtype == PIPE_BENDABLE || dirtype == /obj/item/pipe/binary/bendable))
dat += "<li><a href='?src=[REF(dispenser)]&[Params()]&dir=[NORTHEAST]'>Bent [name]</a></li>"
return dat
/datum/pipe_info/proc/Params()
return ""
/datum/pipe_info/proc/get_preview(selected_dir)
var/list/dirs
switch(dirtype)
if(PIPE_STRAIGHT, PIPE_BENDABLE)
dirs = list("[NORTH]" = "Vertical", "[EAST]" = "Horizontal")
if(dirtype == PIPE_BENDABLE)
dirs += list("[NORTHWEST]" = "West to North", "[NORTHEAST]" = "North to East",
"[SOUTHWEST]" = "South to West", "[SOUTHEAST]" = "East to South")
if(PIPE_TRINARY)
dirs = list("[NORTH]" = "West South East", "[EAST]" = "North West South",
"[SOUTH]" = "East North West", "[WEST]" = "South East North")
if(PIPE_TRIN_M)
dirs = list("[NORTH]" = "North East South", "[EAST]" = "East South West",
"[SOUTH]" = "South West North", "[WEST]" = "West North East",
"[SOUTHEAST]" = "West South East", "[NORTHEAST]" = "South East North",
"[NORTHWEST]" = "East North West", "[SOUTHWEST]" = "North West South")
if(PIPE_UNARY)
dirs = list("[NORTH]" = "North", "[EAST]" = "East", "[SOUTH]" = "South", "[WEST]" = "West")
if(PIPE_ONEDIR)
dirs = list("[SOUTH]" = name)
if(PIPE_UNARY_FLIPPABLE)
dirs = list("[NORTH]" = "North", "[NORTHEAST]" = "North Flipped", "[EAST]" = "East", "[SOUTHEAST]" = "East Flipped",
"[SOUTH]" = "South", "[SOUTHWEST]" = "South Flipped", "[WEST]" = "West", "[NORTHWEST]" = "West Flipped")
var/list/rows = list()
var/list/row = list("previews" = list())
var/i = 0
for(var/dir in dirs)
var/numdir = text2num(dir)
var/flipped = ((dirtype == PIPE_TRIN_M) || (dirtype == PIPE_UNARY_FLIPPABLE)) && (numdir in GLOB.diagonals)
row["previews"] += list(list("selected" = (numdir == selected_dir), "dir" = dir2text(numdir), "dir_name" = dirs[dir], "icon_state" = icon_state, "flipped" = flipped))
if(i++ || dirtype == PIPE_ONEDIR)
rows += list(row)
row = list("previews" = list())
i = 0
return rows
/datum/pipe_info/pipe/New(label, obj/machinery/atmospherics/path)
name = label
id = path
icon_state = initial(path.pipe_state)
var/obj/item/pipe/c = initial(path.construction_type)
dirtype = initial(c.RPD_type)
/datum/pipe_info/pipe/Params()
return "makepipe=[id]&type=[dirtype]"
/datum/pipe_info/meter
icon_state = "meter"
dirtype = PIPE_ONEDIR
/datum/pipe_info/meter/New(label)
name = label
/datum/pipe_info/meter/Params()
return "makemeter=[id]&type=[dirtype]"
/datum/pipe_info/disposal/New(label, obj/path, dt=PIPE_UNARY)
name = label
id = path
icon_state = initial(path.icon_state)
if(ispath(path, /obj/structure/disposalpipe))
icon_state = "con[icon_state]"
dirtype = dt
/datum/pipe_info/disposal/Params()
return "dmake=[id]&type=[dirtype]"
/datum/pipe_info/transit/New(label, obj/path, dt=PIPE_UNARY)
name = label
id = path
dirtype = dt
icon_state = initial(path.icon_state)
if(dt == PIPE_UNARY_FLIPPABLE)
icon_state = "[icon_state]_preview"
/obj/item/pipe_dispenser
name = "Rapid Piping Device (RPD)"
desc = "A device used to rapidly pipe things."
icon = 'icons/obj/tools.dmi'
icon_state = "rpd"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
force = 10
throwforce = 10
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=75000, MAT_GLASS=37500)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/effectcooldown
var/working = 0
var/p_dir = NORTH
var/p_flipped = FALSE
var/paint_color = "grey"
var/atmos_build_speed = 5 //deciseconds (500ms)
var/disposal_build_speed = 5
var/transit_build_speed = 5
var/destroy_speed = 5
var/paint_speed = 5
var/category = ATMOS_CATEGORY
var/piping_layer = PIPING_LAYER_DEFAULT
var/datum/pipe_info/recipe
var/static/datum/pipe_info/first_atmos
var/static/datum/pipe_info/first_disposal
var/static/datum/pipe_info/first_transit
var/mode = BUILD_MODE | PAINT_MODE | DESTROY_MODE | WRENCH_MODE
/obj/item/pipe_dispenser/New()
. = ..()
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(1, 0, src)
spark_system.attach(src)
if(!first_atmos)
first_atmos = GLOB.atmos_pipe_recipes[GLOB.atmos_pipe_recipes[1]][1]
if(!first_disposal)
first_disposal = GLOB.disposal_pipe_recipes[GLOB.disposal_pipe_recipes[1]][1]
if(!first_transit)
first_transit = GLOB.transit_tube_recipes[GLOB.transit_tube_recipes[1]][1]
recipe = first_atmos
/obj/item/pipe_dispenser/Destroy()
qdel(spark_system)
spark_system = null
return ..()
/obj/item/pipe_dispenser/attack_self(mob/user)
ui_interact(user)
/obj/item/pipe_dispenser/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] points the end of the RPD down [user.p_their()] throat and presses a button! It looks like [user.p_theyre()] trying to commit suicide...</span>")
playsound(get_turf(user), 'sound/machines/click.ogg', 50, 1)
playsound(get_turf(user), 'sound/items/deconstruct.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/pipe_dispenser/ui_base_html(html)
var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
. = replacetext(html, "<!--customheadhtml-->", assets.css_tag())
/obj/item/pipe_dispenser/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
assets.send(user)
ui = new(user, src, ui_key, "rpd", name, 300, 550, master_ui, state)
ui.open()
/obj/item/pipe_dispenser/ui_data(mob/user)
var/list/data = list(
"category" = category,
"piping_layer" = piping_layer,
"preview_rows" = recipe.get_preview(p_dir),
"categories" = list(),
"selected_color" = paint_color,
"paint_colors" = GLOB.pipe_paint_colors,
"mode" = mode
)
var/list/recipes
switch(category)
if(ATMOS_CATEGORY)
recipes = GLOB.atmos_pipe_recipes
if(DISPOSALS_CATEGORY)
recipes = GLOB.disposal_pipe_recipes
if(TRANSIT_CATEGORY)
recipes = GLOB.transit_tube_recipes
for(var/c in recipes)
var/list/cat = recipes[c]
var/list/r = list()
for(var/i in 1 to cat.len)
var/datum/pipe_info/info = cat[i]
r += list(list("pipe_name" = info.name, "pipe_index" = i, "selected" = (info == recipe)))
data["categories"] += list(list("cat_name" = c, "recipes" = r))
return data
/obj/item/pipe_dispenser/ui_act(action, params)
if(..())
return
if(!usr.canUseTopic(src))
return
var/playeffect = TRUE
switch(action)
if("color")
paint_color = params["paint_color"]
if("category")
category = text2num(params["category"])
switch(category)
if(DISPOSALS_CATEGORY)
recipe = first_disposal
if(ATMOS_CATEGORY)
recipe = first_atmos
if(TRANSIT_CATEGORY)
recipe = first_transit
p_dir = NORTH
playeffect = FALSE
if("piping_layer")
piping_layer = text2num(params["piping_layer"])
playeffect = FALSE
if("pipe_type")
var/static/list/recipes
if(!recipes)
recipes = GLOB.disposal_pipe_recipes + GLOB.atmos_pipe_recipes + GLOB.transit_tube_recipes
recipe = recipes[params["category"]][text2num(params["pipe_type"])]
p_dir = NORTH
if("setdir")
p_dir = text2dir(params["dir"])
p_flipped = text2num(params["flipped"])
playeffect = FALSE
if("mode")
var/n = text2num(params["mode"])
if(n == 2 && !(mode&1) && !(mode&2))
mode |= 3
else if(mode&n)
mode &= ~n
else
mode |= n
if(playeffect && world.time >= effectcooldown)
spark_system.start()
effectcooldown = world.time + 100
playsound(get_turf(src), 'sound/effects/pop.ogg', 50, 0)
/obj/item/pipe_dispenser/pre_attack(atom/A, mob/user)
if(!user.IsAdvancedToolUser() || istype(A, /turf/open/space/transit))
return ..()
//So that changing the menu settings doesn't affect the pipes already being built.
var/queued_p_type = recipe.id
var/queued_p_dir = p_dir
var/queued_p_flipped = p_flipped
//make sure what we're clicking is valid for the current category
var/static/list/make_pipe_whitelist
if(!make_pipe_whitelist)
make_pipe_whitelist = typecacheof(list(/obj/structure/lattice, /obj/structure/girder, /obj/item/pipe, /obj/structure/window, /obj/structure/grille))
var/can_make_pipe = (isturf(A) || is_type_in_typecache(A, make_pipe_whitelist))
. = FALSE
if((mode&DESTROY_MODE) && istype(A, /obj/item/pipe) || istype(A, /obj/structure/disposalconstruct) || istype(A, /obj/structure/c_transit_tube) || istype(A, /obj/structure/c_transit_tube_pod) || istype(A, /obj/item/pipe_meter))
to_chat(user, "<span class='notice'>You start destroying a pipe...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, destroy_speed, target = A))
activate()
qdel(A)
return
if((mode&PAINT_MODE))
if(istype(A, /obj/machinery/atmospherics/pipe) && !istype(A, /obj/machinery/atmospherics/pipe/layer_manifold))
var/obj/machinery/atmospherics/pipe/P = A
to_chat(user, "<span class='notice'>You start painting \the [P] [paint_color]...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, paint_speed, target = A))
P.paint(GLOB.pipe_paint_colors[paint_color]) //paint the pipe
user.visible_message("<span class='notice'>[user] paints \the [P] [paint_color].</span>","<span class='notice'>You paint \the [P] [paint_color].</span>")
return
var/obj/item/pipe/P = A
if(istype(P) && findtext("[P.pipe_type]", "/obj/machinery/atmospherics/pipe") && !findtext("[P.pipe_type]", "layer_manifold"))
to_chat(user, "<span class='notice'>You start painting \the [A] [paint_color]...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, paint_speed, target = A))
A.add_atom_colour(GLOB.pipe_paint_colors[paint_color], FIXED_COLOUR_PRIORITY) //paint the pipe
user.visible_message("<span class='notice'>[user] paints \the [A] [paint_color].</span>","<span class='notice'>You paint \the [A] [paint_color].</span>")
return
if(mode&BUILD_MODE)
switch(category) //if we've gotten this var, the target is valid
if(ATMOS_CATEGORY) //Making pipes
if(!can_make_pipe)
return ..()
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if (recipe.type == /datum/pipe_info/meter)
to_chat(user, "<span class='notice'>You start building a meter...</span>")
if(do_after(user, atmos_build_speed, target = A))
activate()
var/obj/item/pipe_meter/PM = new /obj/item/pipe_meter(get_turf(A))
PM.setAttachLayer(piping_layer)
if(mode&WRENCH_MODE)
PM.wrench_act(user, src)
else
to_chat(user, "<span class='notice'>You start building a pipe...</span>")
if(do_after(user, atmos_build_speed, target = A))
activate()
var/obj/machinery/atmospherics/path = queued_p_type
var/pipe_item_type = initial(path.construction_type) || /obj/item/pipe
var/obj/item/pipe/P = new pipe_item_type(get_turf(A), queued_p_type, queued_p_dir)
if(queued_p_flipped && istype(P, /obj/item/pipe/trinary/flippable))
var/obj/item/pipe/trinary/flippable/F = P
F.flipped = queued_p_flipped
P.update()
P.add_fingerprint(usr)
P.setPipingLayer(piping_layer)
if(findtext("[queued_p_type]", "/obj/machinery/atmospherics/pipe") && !findtext("[queued_p_type]", "layer_manifold"))
P.add_atom_colour(GLOB.pipe_paint_colors[paint_color], FIXED_COLOUR_PRIORITY)
if(mode&WRENCH_MODE)
P.wrench_act(user, src)
if(DISPOSALS_CATEGORY) //Making disposals pipes
if(!can_make_pipe)
return ..()
A = get_turf(A)
if(isclosedturf(A))
to_chat(user, "<span class='warning'>[src]'s error light flickers; there's something in the way!</span>")
return
to_chat(user, "<span class='notice'>You start building a disposals pipe...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, disposal_build_speed, target = A))
var/obj/structure/disposalconstruct/C = new (A, queued_p_type, queued_p_dir, queued_p_flipped)
if(!C.can_place())
to_chat(user, "<span class='warning'>There's not enough room to build that here!</span>")
qdel(C)
return
activate()
C.add_fingerprint(usr)
C.update_icon()
if(mode&WRENCH_MODE)
C.wrench_act(user, src)
return
if(TRANSIT_CATEGORY) //Making transit tubes
if(!can_make_pipe)
return ..()
A = get_turf(A)
if(isclosedturf(A))
to_chat(user, "<span class='warning'>[src]'s error light flickers; there's something in the way!</span>")
return
to_chat(user, "<span class='notice'>You start building a transit tube...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, transit_build_speed, target = A))
for(var/obj/structure/c_transit_tube/tube in A)
if(tube.dir == queued_p_dir || (queued_p_flipped && (tube.dir == turn(queued_p_dir, 45))))
to_chat(user, "<span class='warning'>[src]'s error light flickers; there's already a pipe in the way!</span>")
return
activate()
if(queued_p_type == /obj/structure/c_transit_tube_pod)
var/obj/structure/c_transit_tube_pod/pod = new /obj/structure/c_transit_tube_pod(A)
pod.add_fingerprint(usr)
if(mode&WRENCH_MODE)
pod.wrench_act(user, src)
else
var/obj/structure/c_transit_tube/tube = new queued_p_type(A)
tube.setDir(queued_p_dir)
if(queued_p_flipped)
tube.setDir(turn(queued_p_dir, 45))
tube.simple_rotate_flip()
tube.add_fingerprint(usr)
if(mode&WRENCH_MODE)
tube.wrench_act(user, src)
return
else
return ..()
/obj/item/pipe_dispenser/proc/activate()
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
#undef ATMOS_CATEGORY
#undef DISPOSALS_CATEGORY
#undef TRANSIT_CATEGORY
#undef BUILD_MODE
#undef DESTROY_MODE
#undef PAINT_MODE
#undef WRENCH_MODE
+189
View File
@@ -0,0 +1,189 @@
/*
CONTAINS:
RSF
*/
/obj/item/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
opacity = 0
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/matter = 0
var/mode = 1
w_class = WEIGHT_CLASS_NORMAL
/obj/item/rsf/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It currently holds [matter]/30 fabrication-units.</span>")
/obj/item/rsf/cyborg
matter = 30
/obj/item/rsf/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/rcd_ammo))
if((matter + 10) > 30)
to_chat(user, "The RSF can't hold any more matter.")
return
qdel(W)
matter += 10
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
else
return ..()
/obj/item/rsf/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
switch(mode)
if(1)
mode = 2
to_chat(user, "Changed dispensing mode to 'Drinking Glass'")
if(2)
mode = 3
to_chat(user, "Changed dispensing mode to 'Paper'")
if(3)
mode = 4
to_chat(user, "Changed dispensing mode to 'Pen'")
if(4)
mode = 5
to_chat(user, "Changed dispensing mode to 'Dice Pack'")
if(5)
mode = 6
to_chat(user, "Changed dispensing mode to 'Cigarette'")
if(6)
mode = 1
to_chat(user, "Changed dispensing mode to 'Dosh'")
// Change mode
/obj/item/rsf/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if (!(istype(A, /obj/structure/table) || isfloorturf(A)))
return
if(matter < 1)
to_chat(user, "<span class='warning'>\The [src] doesn't have enough matter left.</span>")
return
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(!R.cell || R.cell.charge < 200)
to_chat(user, "<span class='warning'>You do not have enough power to use [src].</span>")
return
var/turf/T = get_turf(A)
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
switch(mode)
if(1)
to_chat(user, "Dispensing Dosh...")
new /obj/item/stack/spacecash/c10(T)
use_matter(200, user)
if(2)
to_chat(user, "Dispensing Drinking Glass...")
new /obj/item/reagent_containers/food/drinks/drinkingglass(T)
use_matter(20, user)
if(3)
to_chat(user, "Dispensing Paper Sheet...")
new /obj/item/paper(T)
use_matter(10, user)
if(4)
to_chat(user, "Dispensing Pen...")
new /obj/item/pen(T)
use_matter(50, user)
if(5)
to_chat(user, "Dispensing Dice Pack...")
new /obj/item/storage/pill_bottle/dice(T)
use_matter(200, user)
if(6)
to_chat(user, "Dispensing Cigarette...")
new /obj/item/clothing/mask/cigarette(T)
use_matter(10, user)
/obj/item/rsf/proc/use_matter(charge, mob/user)
if (iscyborg(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= charge
else
matter--
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
/obj/item/cookiesynth
name = "Cookie Synthesizer"
desc = "A self-recharging device used to rapidly deploy cookies."
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
var/matter = 10
var/toxin = 0
var/cooldown = 0
var/cooldowndelay = 10
w_class = WEIGHT_CLASS_NORMAL
/obj/item/cookiesynth/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It currently holds [matter]/10 cookie-units.</span>")
/obj/item/cookiesynth/attackby()
return
/obj/item/cookiesynth/emag_act(mob/user)
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>You short out [src]'s reagent safety checker!</span>")
else
to_chat(user, "<span class='warning'>You reset [src]'s reagent safety checker!</span>")
toxin = 0
/obj/item/cookiesynth/attack_self(mob/user)
var/mob/living/silicon/robot/P = null
if(iscyborg(user))
P = user
if((obj_flags & EMAGGED)&&!toxin)
toxin = 1
to_chat(user, "Cookie Synthesizer Hacked")
else if(P.emagged&&!toxin)
toxin = 1
to_chat(user, "Cookie Synthesizer Hacked")
else
toxin = 0
to_chat(user, "Cookie Synthesizer Reset")
/obj/item/cookiesynth/process()
if(matter < 10)
matter++
/obj/item/cookiesynth/afterattack(atom/A, mob/user, proximity)
. = ..()
if(cooldown > world.time)
return
if(!proximity)
return
if (!(istype(A, /obj/structure/table) || isfloorturf(A)))
return
if(matter < 1)
to_chat(user, "<span class='warning'>[src] doesn't have enough matter left. Wait for it to recharge!</span>")
return
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(!R.cell || R.cell.charge < 400)
to_chat(user, "<span class='warning'>You do not have enough power to use [src].</span>")
return
var/turf/T = get_turf(A)
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
to_chat(user, "Fabricating Cookie..")
var/obj/item/reagent_containers/food/snacks/cookie/S = new /obj/item/reagent_containers/food/snacks/cookie(T)
if(toxin)
S.reagents.add_reagent("chloralhydratedelayed", 10)
if (iscyborg(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 100
else
matter--
cooldown = world.time + cooldowndelay
+127
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/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
icon = 'icons/obj/objects.dmi'
icon_state = "paint sprayer"
item_state = "paint sprayer"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
var/obj/item/toner/ink = null
/obj/item/airlock_painter/Initialize()
. = ..()
ink = new /obj/item/toner(src)
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use_paint(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1)
return 1
else
return 0
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
to_chat(user, "<span class='notice'>There is no toner cartridge installed in [src]!</span>")
return 0
else if(ink.charges < 1)
to_chat(user, "<span class='notice'>[src] is out of ink!</span>")
return 0
else
return 1
/obj/item/airlock_painter/suicide_act(mob/user)
var/obj/item/organ/lungs/L = user.getorganslot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [L]!</span>")
playsound(user.loc, 'sound/effects/splat.ogg', 50, 1)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message("<span class='suicide'>[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
user.reagents.add_reagent("colorful_reagent", 1)
user.reagents.reaction(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message("<span class='suicide'>[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner.</span>")
return SHAME
/obj/item/airlock_painter/examine(mob/user)
..()
if(!ink)
to_chat(user, "<span class='notice'>It doesn't have a toner cartridge installed.</span>")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
to_chat(user, "<span class='notice'>Its ink levels look [ink_level].</span>")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/toner))
if(ink)
to_chat(user, "<span class='notice'>[src] already contains \a [ink].</span>")
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, "<span class='notice'>You install [W] into [src].</span>")
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
else
return ..()
/obj/item/airlock_painter/attack_self(mob/user)
if(ink)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
ink.forceMove(user.drop_location())
user.put_in_hands(ink)
to_chat(user, "<span class='notice'>You remove [ink] from [src].</span>")
ink = null
+123
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/obj/item/wallframe
icon = 'icons/obj/wallframe.dmi'
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT*2)
flags_1 = CONDUCT_1
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
var/result_path
var/inverse = 0 // For inverse dir frames like light fixtures.
var/pixel_shift //The amount of pixels
/obj/item/wallframe/proc/try_build(turf/on_wall, mob/user)
if(get_dist(on_wall,user)>1)
return
var/ndir = get_dir(on_wall, user)
if(!(ndir in GLOB.cardinals))
return
var/turf/T = get_turf(user)
var/area/A = get_area(T)
if(!isfloorturf(T))
to_chat(user, "<span class='warning'>You cannot place [src] on this spot!</span>")
return
if(A.always_unpowered)
to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
return
if(gotwallitem(T, ndir, inverse*2))
to_chat(user, "<span class='warning'>There's already an item on this wall!</span>")
return
return TRUE
/obj/item/wallframe/proc/attach(turf/on_wall, mob/user)
if(result_path)
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
user.visible_message("[user.name] attaches [src] to the wall.",
"<span class='notice'>You attach [src] to the wall.</span>",
"<span class='italics'>You hear clicking.</span>")
var/ndir = get_dir(on_wall,user)
if(inverse)
ndir = turn(ndir, 180)
var/obj/O = new result_path(get_turf(user), ndir, TRUE)
if(pixel_shift)
switch(ndir)
if(NORTH)
O.pixel_y = pixel_shift
if(SOUTH)
O.pixel_y = -pixel_shift
if(EAST)
O.pixel_x = pixel_shift
if(WEST)
O.pixel_x = -pixel_shift
after_attach(O)
qdel(src)
/obj/item/wallframe/proc/after_attach(var/obj/O)
transfer_fingerprints_to(O)
/obj/item/wallframe/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/screwdriver))
// For camera-building borgs
var/turf/T = get_step(get_turf(user), user.dir)
if(iswallturf(T))
T.attackby(src, user, params)
var/metal_amt = round(materials[MAT_METAL]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(materials[MAT_GLASS]/MINERAL_MATERIAL_AMOUNT)
if(istype(W, /obj/item/wrench) && (metal_amt || glass_amt))
to_chat(user, "<span class='notice'>You dismantle [src].</span>")
if(metal_amt)
new /obj/item/stack/sheet/metal(get_turf(src), metal_amt)
if(glass_amt)
new /obj/item/stack/sheet/glass(get_turf(src), glass_amt)
qdel(src)
// APC HULL
/obj/item/wallframe/apc
name = "\improper APC frame"
desc = "Used for repairing or building APCs."
icon_state = "apc"
result_path = /obj/machinery/power/apc
inverse = 1
/obj/item/wallframe/apc/try_build(turf/on_wall, user)
if(!..())
return
var/turf/T = get_turf(on_wall) //the user is not where it needs to be.
var/area/A = get_area(T)
if(A.get_apc())
to_chat(user, "<span class='warning'>This area already has an APC!</span>")
return //only one APC per area
if(!A.requires_power)
to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
return //can't place apcs in areas with no power requirement
for(var/obj/machinery/power/terminal/E in T)
if(E.master)
to_chat(user, "<span class='warning'>There is another network terminal here!</span>")
return
else
new /obj/item/stack/cable_coil(T, 10)
to_chat(user, "<span class='notice'>You cut the cables and disassemble the unused power terminal.</span>")
qdel(E)
return TRUE
/obj/item/electronics
desc = "Looks like a circuit. Probably is."
icon = 'icons/obj/module.dmi'
icon_state = "door_electronics"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
grind_results = list("iron" = 10, "silicon" = 10)
+227
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@@ -0,0 +1,227 @@
#define AREA_ERRNONE 0
#define AREA_STATION 1
#define AREA_SPACE 2
#define AREA_SPECIAL 3
/obj/item/areaeditor
name = "area modification item"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "blueprints"
attack_verb = list("attacked", "bapped", "hit")
var/fluffnotice = "Nobody's gonna read this stuff!"
var/in_use = FALSE
/obj/item/areaeditor/attack_self(mob/user)
add_fingerprint(user)
. = "<BODY><HTML><head><title>[src]</title></head> \
<h2>[station_name()] [src.name]</h2> \
<small>[fluffnotice]</small><hr>"
switch(get_area_type())
if(AREA_SPACE)
. += "<p>According to the [src.name], you are now in an unclaimed territory.</p>"
if(AREA_SPECIAL)
. += "<p>This place is not noted on the [src.name].</p>"
. += "<p><a href='?src=[REF(src)];create_area=1'>Create or modify an existing area</a></p>"
/obj/item/areaeditor/Topic(href, href_list)
if(..())
return TRUE
if(!usr.canUseTopic(src))
usr << browse(null, "window=blueprints")
return TRUE
if(href_list["create_area"])
if(in_use)
return
in_use = TRUE
create_area(usr)
in_use = FALSE
updateUsrDialog()
//Station blueprints!!!
/obj/item/areaeditor/blueprints
name = "station blueprints"
desc = "Blueprints of the station. There is a \"Classified\" stamp and several coffee stains on it."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "blueprints"
fluffnotice = "Property of Nanotrasen. For heads of staff only. Store in high-secure storage."
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/image/showing = list()
var/client/viewing
var/legend = FALSE //Viewing the wire legend
/obj/item/areaeditor/blueprints/Destroy()
clear_viewer()
return ..()
/obj/item/areaeditor/blueprints/attack_self(mob/user)
. = ..()
if(!legend)
var/area/A = get_area(user)
if(get_area_type() == AREA_STATION)
. += "<p>According to \the [src], you are now in <b>\"[html_encode(A.name)]\"</b>.</p>"
. += "<p><a href='?src=[REF(src)];edit_area=1'>Change area name</a></p>"
. += "<p><a href='?src=[REF(src)];view_legend=1'>View wire colour legend</a></p>"
if(!viewing)
. += "<p><a href='?src=[REF(src)];view_blueprints=1'>View structural data</a></p>"
else
. += "<p><a href='?src=[REF(src)];refresh=1'>Refresh structural data</a></p>"
. += "<p><a href='?src=[REF(src)];hide_blueprints=1'>Hide structural data</a></p>"
else
if(legend == TRUE)
. += "<a href='?src=[REF(src)];exit_legend=1'><< Back</a>"
. += view_wire_devices(user);
else
//legend is a wireset
. += "<a href='?src=[REF(src)];view_legend=1'><< Back</a>"
. += view_wire_set(user, legend)
var/datum/browser/popup = new(user, "blueprints", "[src]", 700, 500)
popup.set_content(.)
popup.open()
onclose(user, "blueprints")
/obj/item/areaeditor/blueprints/Topic(href, href_list)
if(..())
return
if(href_list["edit_area"])
if(get_area_type()!=AREA_STATION)
return
if(in_use)
return
in_use = TRUE
edit_area()
in_use = FALSE
if(href_list["exit_legend"])
legend = FALSE;
if(href_list["view_legend"])
legend = TRUE;
if(href_list["view_wireset"])
legend = href_list["view_wireset"];
if(href_list["view_blueprints"])
set_viewer(usr, "<span class='notice'>You flip the blueprints over to view the complex information diagram.</span>")
if(href_list["hide_blueprints"])
clear_viewer(usr,"<span class='notice'>You flip the blueprints over to view the simple information diagram.</span>")
if(href_list["refresh"])
clear_viewer(usr)
set_viewer(usr)
attack_self(usr) //this is not the proper way, but neither of the old update procs work! it's too ancient and I'm tired shush.
/obj/item/areaeditor/blueprints/proc/get_images(turf/T, viewsize)
. = list()
for(var/turf/TT in range(viewsize, T))
if(TT.blueprint_data)
. += TT.blueprint_data
/obj/item/areaeditor/blueprints/proc/set_viewer(mob/user, message = "")
if(user && user.client)
if(viewing)
clear_viewer()
viewing = user.client
showing = get_images(get_turf(user), viewing.view)
viewing.images |= showing
if(message)
to_chat(user, message)
/obj/item/areaeditor/blueprints/proc/clear_viewer(mob/user, message = "")
if(viewing)
viewing.images -= showing
viewing = null
showing.Cut()
if(message)
to_chat(user, message)
/obj/item/areaeditor/blueprints/dropped(mob/user)
..()
clear_viewer()
legend = FALSE
/obj/item/areaeditor/proc/get_area_type(area/A)
if(!A)
A = get_area(usr)
if(A.outdoors)
return AREA_SPACE
var/list/SPECIALS = list(
/area/shuttle,
/area/admin,
/area/arrival,
/area/centcom,
/area/asteroid,
/area/tdome,
/area/wizard_station
)
for (var/type in SPECIALS)
if ( istype(A,type) )
return AREA_SPECIAL
return AREA_STATION
/obj/item/areaeditor/blueprints/proc/view_wire_devices(mob/user)
var/message = "<br>You examine the wire legend.<br>"
for(var/wireset in GLOB.wire_color_directory)
message += "<br><a href='?src=[REF(src)];view_wireset=[wireset]'>[GLOB.wire_name_directory[wireset]]</a>"
message += "</p>"
return message
/obj/item/areaeditor/blueprints/proc/view_wire_set(mob/user, wireset)
//for some reason you can't use wireset directly as a derefencer so this is the next best :/
for(var/device in GLOB.wire_color_directory)
if("[device]" == wireset) //I know... don't change it...
var/message = "<p><b>[GLOB.wire_name_directory[device]]:</b>"
for(var/Col in GLOB.wire_color_directory[device])
var/wire_name = GLOB.wire_color_directory[device][Col]
if(!findtext(wire_name, WIRE_DUD_PREFIX)) //don't show duds
message += "<p><span style='color: [Col]'>[Col]</span>: [wire_name]</p>"
message += "</p>"
return message
return ""
/obj/item/areaeditor/proc/edit_area()
var/area/A = get_area(usr)
var/prevname = "[A.name]"
var/str = stripped_input(usr,"New area name:", "Area Creation", "", MAX_NAME_LEN)
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
to_chat(usr, "<span class='warning'>The given name is too long. The area's name is unchanged.</span>")
return
set_area_machinery_title(A,str,prevname)
A.name = str
if(A.firedoors)
for(var/D in A.firedoors)
var/obj/machinery/door/firedoor/FD = D
FD.CalculateAffectingAreas()
to_chat(usr, "<span class='notice'>You rename the '[prevname]' to '[str]'.</span>")
log_game("[key_name(usr)] has renamed [prevname] to [str]")
A.update_areasize()
interact()
return 1
/obj/item/areaeditor/proc/set_area_machinery_title(area/A,title,oldtitle)
if(!oldtitle) // or replacetext goes to infinite loop
return
for(var/obj/machinery/airalarm/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/components/unary/vent_scrubber/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/components/unary/vent_pump/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in A)
M.name = replacetext(M.name,oldtitle,title)
//TODO: much much more. Unnamed airlocks, cameras, etc.
//Blueprint Subtypes
/obj/item/areaeditor/blueprints/cyborg
name = "station schematics"
desc = "A digital copy of the station blueprints stored in your memory."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "blueprints"
fluffnotice = "Intellectual Property of Nanotrasen. For use in engineering cyborgs only. Wipe from memory upon departure from the station."
+51
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/obj/item/organ/body_egg
name = "body egg"
desc = "All slimy and yuck."
icon_state = "innards"
zone = BODY_ZONE_CHEST
slot = "parasite_egg"
/obj/item/organ/body_egg/on_find(mob/living/finder)
..()
to_chat(finder, "<span class='warning'>You found an unknown alien organism in [owner]'s [zone]!</span>")
/obj/item/organ/body_egg/New(loc)
if(iscarbon(loc))
src.Insert(loc)
return ..()
/obj/item/organ/body_egg/Insert(var/mob/living/carbon/M, special = 0)
..()
ADD_TRAIT(owner, TRAIT_XENO_HOST, TRAIT_GENERIC)
START_PROCESSING(SSobj, src)
owner.med_hud_set_status()
INVOKE_ASYNC(src, .proc/AddInfectionImages, owner)
/obj/item/organ/body_egg/Remove(var/mob/living/carbon/M, special = 0)
STOP_PROCESSING(SSobj, src)
if(owner)
REMOVE_TRAIT(owner, TRAIT_XENO_HOST, TRAIT_GENERIC)
owner.med_hud_set_status()
INVOKE_ASYNC(src, .proc/RemoveInfectionImages, owner)
..()
/obj/item/organ/body_egg/process()
if(!owner)
return
if(!(src in owner.internal_organs))
Remove(owner)
return
egg_process()
/obj/item/organ/body_egg/proc/egg_process()
return
/obj/item/organ/body_egg/proc/RefreshInfectionImage()
RemoveInfectionImages()
AddInfectionImages()
/obj/item/organ/body_egg/proc/AddInfectionImages()
return
/obj/item/organ/body_egg/proc/RemoveInfectionImages()
return
+83
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@@ -0,0 +1,83 @@
/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_folded"
var/unfoldedbag_path = /obj/structure/closet/body_bag
w_class = WEIGHT_CLASS_SMALL
/obj/item/bodybag/attack_self(mob/user)
deploy_bodybag(user, user.loc)
/obj/item/bodybag/afterattack(atom/target, mob/user, proximity)
. = ..()
if(proximity)
if(isopenturf(target))
deploy_bodybag(user, target)
/obj/item/bodybag/proc/deploy_bodybag(mob/user, atom/location)
var/obj/structure/closet/body_bag/R = new unfoldedbag_path(location)
R.open(user)
R.add_fingerprint(user)
qdel(src)
/obj/item/bodybag/suicide_act(mob/user)
if(isopenturf(user.loc))
user.visible_message("<span class='suicide'>[user] is crawling into [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/obj/structure/closet/body_bag/R = new unfoldedbag_path(user.loc)
R.add_fingerprint(user)
qdel(src)
user.forceMove(R)
playsound(src, 'sound/items/zip.ogg', 15, 1, -3)
return (OXYLOSS)
..()
// Bluespace bodybag
/obj/item/bodybag/bluespace
name = "bluespace body bag"
desc = "A folded bluespace body bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bluebodybag_folded"
unfoldedbag_path = /obj/structure/closet/body_bag/bluespace
w_class = WEIGHT_CLASS_SMALL
item_flags = NO_MAT_REDEMPTION
/obj/item/bodybag/bluespace/examine(mob/user)
..()
if(contents.len)
var/s = contents.len == 1 ? "" : "s"
to_chat(user, "<span class='notice'>You can make out the shape[s] of [contents.len] object[s] through the fabric.</span>")
/obj/item/bodybag/bluespace/Destroy()
for(var/atom/movable/A in contents)
A.forceMove(get_turf(src))
if(isliving(A))
to_chat(A, "<span class='notice'>You suddenly feel the space around you torn apart! You're free!</span>")
return ..()
/obj/item/bodybag/bluespace/deploy_bodybag(mob/user, atom/location)
var/obj/structure/closet/body_bag/R = new unfoldedbag_path(location)
for(var/atom/movable/A in contents)
A.forceMove(R)
if(isliving(A))
to_chat(A, "<span class='notice'>You suddenly feel air around you! You're free!</span>")
R.open(user)
R.add_fingerprint(user)
qdel(src)
/obj/item/bodybag/bluespace/container_resist(mob/living/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't get out while you're restrained like this!</span>")
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You claw at the fabric of [src], trying to tear it open...</span>")
to_chat(loc, "<span class='warning'>Someone starts trying to break free of [src]!</span>")
if(!do_after(user, 200, target = src))
to_chat(loc, "<span class='warning'>The pressure subsides. It seems that they've stopped resisting...</span>")
return
loc.visible_message("<span class='warning'>[user] suddenly appears in front of [loc]!</span>", "<span class='userdanger'>[user] breaks free of [src]!</span>")
qdel(src)
+80
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#define CANDLE_LUMINOSITY 2
/obj/item/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to \
humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
item_state = "candle1"
w_class = WEIGHT_CLASS_TINY
light_color = LIGHT_COLOR_FIRE
heat = 1000
var/wax = 1000
var/lit = FALSE
var/infinite = FALSE
var/start_lit = FALSE
/obj/item/candle/Initialize()
. = ..()
if(start_lit)
light()
/obj/item/candle/update_icon()
icon_state = "candle[(wax > 400) ? ((wax > 750) ? 1 : 2) : 3][lit ? "_lit" : ""]"
/obj/item/candle/attackby(obj/item/W, mob/user, params)
var/msg = W.ignition_effect(src, user)
if(msg)
light(msg)
else
return ..()
/obj/item/candle/fire_act(exposed_temperature, exposed_volume)
if(!lit)
light() //honk
return ..()
/obj/item/candle/is_hot()
return lit * heat
/obj/item/candle/proc/light(show_message)
if(!lit)
lit = TRUE
if(show_message)
usr.visible_message(show_message)
set_light(CANDLE_LUMINOSITY)
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/candle/proc/put_out_candle()
if(!lit)
return
lit = FALSE
update_icon()
set_light(0)
return TRUE
/obj/item/candle/extinguish()
put_out_candle()
return ..()
/obj/item/candle/process()
if(!lit)
return PROCESS_KILL
if(!infinite)
wax--
if(!wax)
new /obj/item/trash/candle(loc)
qdel(src)
update_icon()
open_flame()
/obj/item/candle/attack_self(mob/user)
if(put_out_candle())
user.visible_message("<span class='notice'>[user] snuffs [src].</span>")
/obj/item/candle/infinite
infinite = TRUE
start_lit = TRUE
#undef CANDLE_LUMINOSITY
@@ -0,0 +1,188 @@
//Cardboard cutouts! They're man-shaped and can be colored with a crayon to look like a human in a certain outfit, although it's limited, discolored, and obvious to more than a cursory glance.
/obj/item/cardboard_cutout
name = "cardboard cutout"
desc = "A vaguely humanoid cardboard cutout. It's completely blank."
icon = 'icons/obj/cardboard_cutout.dmi'
icon_state = "cutout_basic"
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FLAMMABLE
// Possible restyles for the cutout;
// add an entry in change_appearance() if you add to here
var/list/possible_appearances = list("Assistant", "Clown", "Mime",
"Traitor", "Nuke Op", "Cultist", "Clockwork Cultist",
"Revolutionary", "Wizard", "Shadowling", "Xenomorph", "Xenomorph Maid", "Swarmer",
"Ash Walker", "Deathsquad Officer", "Ian", "Slaughter Demon",
"Laughter Demon", "Private Security Officer")
var/pushed_over = FALSE //If the cutout is pushed over and has to be righted
var/deceptive = FALSE //If the cutout actually appears as what it portray and not a discolored version
var/lastattacker = null
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/cardboard_cutout/attack_hand(mob/living/user)
if(user.a_intent == INTENT_HELP || pushed_over)
return ..()
user.visible_message("<span class='warning'>[user] pushes over [src]!</span>", "<span class='danger'>You push over [src]!</span>")
playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
push_over()
/obj/item/cardboard_cutout/proc/push_over()
name = initial(name)
desc = "[initial(desc)] It's been pushed over."
icon = initial(icon)
icon_state = "cutout_pushed_over"
remove_atom_colour(FIXED_COLOUR_PRIORITY)
alpha = initial(alpha)
pushed_over = TRUE
/obj/item/cardboard_cutout/attack_self(mob/living/user)
if(!pushed_over)
return
to_chat(user, "<span class='notice'>You right [src].</span>")
desc = initial(desc)
icon = initial(icon)
icon_state = initial(icon_state) //This resets a cutout to its blank state - this is intentional to allow for resetting
pushed_over = FALSE
/obj/item/cardboard_cutout/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/crayon))
change_appearance(I, user)
return
// Why yes, this does closely resemble mob and object attack code.
if(I.item_flags & NOBLUDGEON)
return
if(!I.force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
else if(I.hitsound)
playsound(loc, I.hitsound, get_clamped_volume(), 1, -1)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(I.force)
user.visible_message("<span class='danger'>[user] has hit \
[src] with [I]!</span>", "<span class='danger'>You hit [src] \
with [I]!</span>")
if(prob(I.force))
push_over()
/obj/item/cardboard_cutout/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/bullet/reusable))
P.on_hit(src, 0)
visible_message("<span class='danger'>[src] has been hit by [P]!</span>")
playsound(src, 'sound/weapons/slice.ogg', 50, 1)
if(prob(P.damage))
push_over()
/obj/item/cardboard_cutout/proc/change_appearance(obj/item/toy/crayon/crayon, mob/living/user)
if(!crayon || !user)
return
if(pushed_over)
to_chat(user, "<span class='warning'>Right [src] first!</span>")
return
if(crayon.check_empty(user))
return
if(crayon.is_capped)
to_chat(user, "<span class='warning'>Take the cap off first!</span>")
return
var/new_appearance = input(user, "Choose a new appearance for [src].", "26th Century Deception") as null|anything in possible_appearances
if(!new_appearance || !crayon || !user.canUseTopic(src))
return
if(!do_after(user, 10, FALSE, src, TRUE))
return
user.visible_message("<span class='notice'>[user] gives [src] a new look.</span>", "<span class='notice'>Voila! You give [src] a new look.</span>")
crayon.use_charges(1)
crayon.check_empty(user)
alpha = 255
icon = initial(icon)
if(!deceptive)
add_atom_colour("#FFD7A7", FIXED_COLOUR_PRIORITY)
switch(new_appearance)
if("Assistant")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboat cutout of an assistant."
icon_state = "cutout_greytide"
if("Clown")
name = pick(GLOB.clown_names)
desc = "A cardboard cutout of a clown. You get the feeling that it should be in a corner."
icon_state = "cutout_clown"
if("Mime")
name = pick(GLOB.mime_names)
desc = "...(A cardboard cutout of a mime.)"
icon_state = "cutout_mime"
if("Traitor")
name = "[pick("Unknown", "Captain")]"
desc = "A cardboard cutout of a traitor."
icon_state = "cutout_traitor"
if("Nuke Op")
name = "[pick("Unknown", "COMMS", "Telecomms", "AI", "stealthy op", "STEALTH", "sneakybeaky", "MEDIC", "Medic")]"
desc = "A cardboard cutout of a nuclear operative."
icon_state = "cutout_fluke"
if("Cultist")
name = "Unknown"
desc = "A cardboard cutout of a cultist."
icon_state = "cutout_cultist"
if("Clockwork Cultist")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboard cutout of a servant of Ratvar."
icon_state = "cutout_servant"
if("Revolutionary")
name = "Unknown"
desc = "A cardboard cutout of a revolutionary."
icon_state = "cutout_viva"
if("Wizard")
name = "[pick(GLOB.wizard_first)], [pick(GLOB.wizard_second)]"
desc = "A cardboard cutout of a wizard."
icon_state = "cutout_wizard"
if("Shadowling")
name = "Unknown"
desc = "A cardboard cutout of a shadowling."
icon_state = "cutout_shadowling"
if("Xenomorph")
name = "alien hunter ([rand(1, 999)])"
desc = "A cardboard cutout of a xenomorph."
icon_state = "cutout_fukken_xeno"
if(prob(25))
alpha = 75 //Spooky sneaking!
if("Xenomorph Maid")
name = "lusty xenomorph maid ([rand(1, 999)])"
desc = "A cardboard cutout of a xenomorph maid."
icon_state = "cutout_lusty"
if("Swarmer")
name = "Swarmer ([rand(1, 999)])"
desc = "A cardboard cutout of a swarmer."
icon_state = "cutout_swarmer"
if("Ash Walker")
name = lizard_name(pick(MALE, FEMALE))
desc = "A cardboard cutout of an ash walker."
icon_state = "cutout_free_antag"
if("Deathsquad Officer")
name = pick(GLOB.commando_names)
desc = "A cardboard cutout of a death commando."
icon_state = "cutout_deathsquad"
if("Ian")
name = "Ian"
desc = "A cardboard cutout of the HoP's beloved corgi."
icon_state = "cutout_ian"
if("Slaughter Demon")
name = "slaughter demon"
desc = "A cardboard cutout of a slaughter demon."
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
if("Laughter Demon")
name = "laughter demon"
desc = "A cardboard cutout of a laughter demon."
icon = 'icons/mob/mob.dmi'
icon_state = "bowmon"
if("Private Security Officer")
name = "Private Security Officer"
desc = "A cardboard cutout of a private security officer."
icon_state = "cutout_ntsec"
return 1
/obj/item/cardboard_cutout/setDir(newdir)
dir = SOUTH
/obj/item/cardboard_cutout/adaptive //Purchased by Syndicate agents, these cutouts are indistinguishable from normal cutouts but aren't discolored when their appearance is changed
deceptive = TRUE
+436
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@@ -0,0 +1,436 @@
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the IC data card reader
*/
/obj/item/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = WEIGHT_CLASS_TINY
var/list/files = list()
/obj/item/card/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to swipe [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/card/data
name = "data card"
desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one has a stripe running down the middle."
icon_state = "data_1"
obj_flags = UNIQUE_RENAME
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
var/detail_color = COLOR_ASSEMBLY_ORANGE
/obj/item/card/data/Initialize()
.=..()
update_icon()
/obj/item/card/data/update_icon()
cut_overlays()
if(detail_color == COLOR_FLOORTILE_GRAY)
return
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/card.dmi', "[icon_state]-color")
detail_overlay.color = detail_color
add_overlay(detail_overlay)
/obj/item/card/data/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/integrated_electronics/detailer))
var/obj/item/integrated_electronics/detailer/D = I
detail_color = D.detail_color
update_icon()
return ..()
/obj/item/proc/GetCard()
/obj/item/card/data/GetCard()
return src
/obj/item/card/data/full_color
desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one has the entire card colored."
icon_state = "data_2"
/obj/item/card/data/disk
desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one inexplicibly looks like a floppy disk."
icon_state = "data_3"
/*
* ID CARDS
*/
/obj/item/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
var/prox_check = TRUE //If the emag requires you to be in range
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
prox_check = FALSE
/obj/item/card/emag/attack()
return
/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
. = ..()
var/atom/A = target
if(!proximity && prox_check)
return
//Citadel changes: modular code misfiring, so we're bypassing into main code.
if(!uses)
user.visible_message("<span class='warning'>[src] emits a weak spark. It's burnt out!</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
return
else if(uses <= 3)
playsound(src, 'sound/effects/light_flicker.ogg', 30, 1) //Tiiiiiiny warning sound to let ya know your emag's almost dead
if(isturf(A))
return
if(istype(A,/obj/item/storage/lockbox) || istype(A, /obj/item/storage/pod))
A.emag_act(user)
uses = max(uses - 1, 0)
if(!uses)
user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
if(istype(A,/obj/item/storage))
return
if(!(isobj(A) || issilicon(A) || isbot(A) || isdrone(A)))
return
else
A.emag_act(user)
uses = max(uses - 1, 0)
if(!uses)
user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
/obj/item/card/emagfake
desc = "It's a card with a magnetic strip attached to some circuitry. Closer inspection shows that this card is a poorly made replica, with a \"DonkCo\" logo stamped on the back."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/emagfake/afterattack()
. = ..()
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
/obj/item/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = ITEM_SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
var/assignment = null
var/access_txt // mapping aid
/obj/item/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
update_label()
/obj/item/card/id/attack_self(mob/user)
if(Adjacent(user))
user.visible_message("<span class='notice'>[user] shows you: [icon2html(src, viewers(user))] [src.name].</span>", \
"<span class='notice'>You show \the [src.name].</span>")
add_fingerprint(user)
return
/obj/item/card/id/examine(mob/user)
..()
if(mining_points)
to_chat(user, "There's [mining_points] mining equipment redemption point\s loaded onto this card.")
/obj/item/card/id/GetAccess()
return access
/obj/item/card/id/GetID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/card/id/silver
name = "silver identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/silver/reaper
name = "Thirteen's ID Card (Reaper)"
access = list(ACCESS_MAINT_TUNNELS)
assignment = "Reaper"
registered_name = "Thirteen"
/obj/item/card/id/gold
name = "gold identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/syndicate
name = "agent card"
access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE)
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/card/id/syndicate/Initialize()
. = ..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
/obj/item/card/id/syndicate/afterattack(obj/item/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/item/card/id))
var/obj/item/card/id/I = O
src.access |= I.access
if(isliving(user) && user.mind)
if(user.mind.special_role)
to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
/obj/item/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var/t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
return
registered_name = t
var/u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
assignment = u
update_label()
to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
return
..()
/obj/item/card/id/syndicate/anyone
anyone = TRUE
/obj/item/card/id/syndicate/nuke_leader
name = "lead agent card"
access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE, ACCESS_SYNDICATE_LEADER)
/obj/item/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(ACCESS_SYNDICATE)
/obj/item/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
registered_name = "Captain"
assignment = "Captain"
/obj/item/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
. = ..()
/obj/item/card/id/centcom
name = "\improper CentCom ID"
desc = "An ID straight from Central Command."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
/obj/item/card/id/centcom/Initialize()
access = get_all_centcom_access()
. = ..()
/obj/item/card/id/ert
name = "\improper CentCom ID"
desc = "An ERT ID card."
icon_state = "centcom"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
/obj/item/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/Security
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
/obj/item/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
/obj/item/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/Medical
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
/obj/item/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/chaplain
registered_name = "Religious Response Officer"
assignment = "Religious Response Officer"
/obj/item/card/id/ert/chaplain/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
assignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
/obj/item/card/id/prisoner/attack_self(mob/user)
to_chat(usr, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
/obj/item/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/card/id/mining
name = "mining ID"
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
/obj/item/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/hotel
name = "Staff ID"
desc = "A staff ID used to access the hotel's doors."
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT)
/obj/item/card/id/away/hotel/securty
name = "Officer ID"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT, ACCESS_AWAY_SEC)
/obj/item/card/id/away/old
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
icon_state = "centcom"
/obj/item/card/id/away/old/sec
name = "Charlie Station Security Officer's ID card"
desc = "A faded Charlie Station ID card. You can make out the rank \"Security Officer\"."
assignment = "Charlie Station Security Officer"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_SEC)
/obj/item/card/id/away/old/sci
name = "Charlie Station Scientist's ID card"
desc = "A faded Charlie Station ID card. You can make out the rank \"Scientist\"."
assignment = "Charlie Station Scientist"
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/old/eng
name = "Charlie Station Engineer's ID card"
desc = "A faded Charlie Station ID card. You can make out the rank \"Station Engineer\"."
assignment = "Charlie Station Engineer"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_ENGINE)
/obj/item/card/id/away/old/apc
name = "APC Access ID"
desc = "A special ID card that allows access to APC terminals."
access = list(ACCESS_ENGINE_EQUIP)
+119
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@@ -0,0 +1,119 @@
#define STATION_RENAME_TIME_LIMIT 3000
/obj/item/station_charter
name = "station charter"
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll2"
desc = "An official document entrusting the governance of the station \
and surrounding space to the Captain."
var/used = FALSE
var/name_type = "station"
var/unlimited_uses = FALSE
var/ignores_timeout = FALSE
var/response_timer_id = null
var/approval_time = 600
var/static/regex/standard_station_regex
/obj/item/station_charter/Initialize()
. = ..()
if(!standard_station_regex)
var/prefixes = jointext(GLOB.station_prefixes, "|")
var/names = jointext(GLOB.station_names, "|")
var/suffixes = jointext(GLOB.station_suffixes, "|")
var/numerals = jointext(GLOB.station_numerals, "|")
var/regexstr = "^(([prefixes]) )?(([names]) ?)([suffixes]) ([numerals])$"
standard_station_regex = new(regexstr)
/obj/item/station_charter/attack_self(mob/living/user)
if(used)
to_chat(user, "The [name_type] has already been named.")
return
if(!ignores_timeout && (world.time-SSticker.round_start_time > STATION_RENAME_TIME_LIMIT)) //5 minutes
to_chat(user, "The crew has already settled into the shift. It probably wouldn't be good to rename the [name_type] right now.")
return
if(response_timer_id)
to_chat(user, "You're still waiting for approval from your employers about your proposed name change, it'd be best to wait for now.")
return
var/new_name = html_decode(stripped_input(user, message="What do you want to name \
[station_name()]? Keep in mind particularly terrible names may be \
rejected by your employers, while names using the standard format, \
will automatically be accepted.", max_length=MAX_CHARTER_LEN))
if(response_timer_id)
to_chat(user, "You're still waiting for approval from your employers about your proposed name change, it'd be best to wait for now.")
return
if(!new_name)
return
log_game("[key_name(user)] has proposed to name the station as \
[new_name]")
if(standard_station_regex.Find(new_name))
to_chat(user, "Your name has been automatically approved.")
rename_station(new_name, user.name, user.real_name, key_name(user))
return
to_chat(user, "Your name has been sent to your employers for approval.")
// Autoapproves after a certain time
response_timer_id = addtimer(CALLBACK(src, .proc/rename_station, new_name, user.name, user.real_name, key_name(user)), approval_time, TIMER_STOPPABLE)
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [new_name] (will autoapprove in [DisplayTimeText(approval_time)]). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;[HrefToken(TRUE)];reject_custom_name=[REF(src)]'>REJECT</A>) [ADMIN_CENTCOM_REPLY(user)]</span>")
/obj/item/station_charter/proc/reject_proposed(user)
if(!user)
return
if(!response_timer_id)
return
var/turf/T = get_turf(src)
T.visible_message("<span class='warning'>The proposed changes disappear \
from [src]; it looks like they've been rejected.</span>")
var/m = "[key_name(user)] has rejected the proposed station name."
message_admins(m)
log_admin(m)
deltimer(response_timer_id)
response_timer_id = null
/obj/item/station_charter/proc/rename_station(designation, uname, ureal_name, ukey)
set_station_name(designation)
minor_announce("[ureal_name] has designated your station as [station_name()]", "Captain's Charter", 0)
log_game("[ukey] has renamed the station as [station_name()].")
name = "station charter for [station_name()]"
desc = "An official document entrusting the governance of \
[station_name()] and surrounding space to Captain [uname]."
SSblackbox.record_feedback("text", "station_renames", 1, "[station_name()]")
if(!unlimited_uses)
used = TRUE
/obj/item/station_charter/admin
unlimited_uses = TRUE
ignores_timeout = TRUE
/obj/item/station_charter/flag
name = "nanotrasen banner"
icon = 'icons/obj/items_and_weapons.dmi'
name_type = "planet"
icon_state = "banner"
item_state = "banner"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
desc = "A cunning device used to claim ownership of planets."
w_class = 5
force = 15
/obj/item/station_charter/flag/rename_station(designation, uname, ureal_name, ukey)
set_station_name(designation)
minor_announce("[ureal_name] has designated the planet as [station_name()]", "Captain's Banner", 0)
log_game("[ukey] has renamed the planet as [station_name()].")
name = "banner of [station_name()]"
desc = "The banner bears the official coat of arms of Nanotrasen, signifying that [station_name()] has been claimed by Captain [uname] in the name of the company."
SSblackbox.record_feedback("text", "station_renames", 1, "[station_name()]")
if(!unlimited_uses)
used = TRUE
#undef STATION_RENAME_TIME_LIMIT
+274
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@@ -0,0 +1,274 @@
#define CHRONO_BEAM_RANGE 3
#define CHRONO_FRAME_COUNT 22
/obj/item/chrono_eraser
name = "Timestream Eradication Device"
desc = "The result of outlawed time-bluespace research, this device is capable of wiping a being from the timestream. They never are, they never were, they never will be."
icon = 'icons/obj/chronos.dmi'
icon_state = "chronobackpack"
item_state = "backpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
slowdown = 1
actions_types = list(/datum/action/item_action/equip_unequip_TED_Gun)
var/obj/item/gun/energy/chrono_gun/PA = null
var/list/erased_minds = list() //a collection of minds from the dead
/obj/item/chrono_eraser/proc/pass_mind(datum/mind/M)
erased_minds += M
/obj/item/chrono_eraser/dropped()
..()
if(PA)
qdel(PA)
/obj/item/chrono_eraser/Destroy()
dropped()
return ..()
/obj/item/chrono_eraser/ui_action_click(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.back == src)
if(PA)
qdel(PA)
else
PA = new(src)
user.put_in_hands(PA)
/obj/item/chrono_eraser/item_action_slot_check(slot, mob/user)
if(slot == SLOT_BACK)
return 1
/obj/item/gun/energy/chrono_gun
name = "T.E.D. Projection Apparatus"
desc = "It's as if they never existed in the first place."
icon = 'icons/obj/chronos.dmi'
icon_state = "chronogun"
item_state = "chronogun"
w_class = WEIGHT_CLASS_NORMAL
item_flags = DROPDEL
ammo_type = list(/obj/item/ammo_casing/energy/chrono_beam)
can_charge = 0
fire_delay = 50
var/obj/item/chrono_eraser/TED = null
var/obj/effect/chrono_field/field = null
var/turf/startpos = null
/obj/item/gun/energy/chrono_gun/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHRONO_GUN_TRAIT)
if(istype(loc, /obj/item/chrono_eraser))
TED = loc
else //admin must have spawned it
TED = new(src.loc)
return INITIALIZE_HINT_QDEL
/obj/item/gun/energy/chrono_gun/update_icon()
return
/obj/item/gun/energy/chrono_gun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(field)
field_disconnect(field)
..()
/obj/item/gun/energy/chrono_gun/Destroy()
if(TED)
TED.PA = null
TED = null
if(field)
field_disconnect(field)
return ..()
/obj/item/gun/energy/chrono_gun/proc/field_connect(obj/effect/chrono_field/F)
var/mob/living/user = src.loc
if(F.gun)
if(isliving(user) && F.captured)
to_chat(user, "<span class='alert'><b>FAIL: <i>[F.captured]</i> already has an existing connection.</b></span>")
src.field_disconnect(F)
else
startpos = get_turf(src)
field = F
F.gun = src
if(isliving(user) && F.captured)
to_chat(user, "<span class='notice'>Connection established with target: <b>[F.captured]</b></span>")
/obj/item/gun/energy/chrono_gun/proc/field_disconnect(obj/effect/chrono_field/F)
if(F && field == F)
var/mob/living/user = src.loc
if(F.gun == src)
F.gun = null
if(isliving(user) && F.captured)
to_chat(user, "<span class='alert'>Disconnected from target: <b>[F.captured]</b></span>")
field = null
startpos = null
/obj/item/gun/energy/chrono_gun/proc/field_check(obj/effect/chrono_field/F)
if(F)
if(field == F)
var/turf/currentpos = get_turf(src)
var/mob/living/user = src.loc
if((currentpos == startpos) && (field in view(CHRONO_BEAM_RANGE, currentpos)) && !user.lying && (user.stat == CONSCIOUS))
return 1
field_disconnect(F)
return 0
/obj/item/gun/energy/chrono_gun/proc/pass_mind(datum/mind/M)
if(TED)
TED.pass_mind(M)
/obj/item/projectile/energy/chrono_beam
name = "eradication beam"
icon_state = "chronobolt"
range = CHRONO_BEAM_RANGE
nodamage = 1
var/obj/item/gun/energy/chrono_gun/gun = null
/obj/item/projectile/energy/chrono_beam/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/chrono_beam/C = loc
if(istype(C))
gun = C.gun
/obj/item/projectile/energy/chrono_beam/on_hit(atom/target)
if(target && gun && isliving(target))
var/obj/effect/chrono_field/F = new(target.loc, target, gun)
gun.field_connect(F)
/obj/item/ammo_casing/energy/chrono_beam
name = "eradication beam"
projectile_type = /obj/item/projectile/energy/chrono_beam
icon_state = "chronobolt"
e_cost = 0
var/obj/item/gun/energy/chrono_gun/gun
/obj/item/ammo_casing/energy/chrono_beam/Initialize()
if(istype(loc))
gun = loc
. = ..()
/obj/effect/chrono_field
name = "eradication field"
desc = "An aura of time-bluespace energy."
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
density = FALSE
anchored = TRUE
blend_mode = BLEND_MULTIPLY
var/mob/living/captured = null
var/obj/item/gun/energy/chrono_gun/gun = null
var/tickstokill = 15
var/mutable_appearance/mob_underlay
var/preloaded = 0
var/RPpos = null
/obj/effect/chrono_field/New(loc, var/mob/living/target, var/obj/item/gun/energy/chrono_gun/G)
if(target && isliving(target) && G)
target.forceMove(src)
src.captured = target
var/icon/mob_snapshot = getFlatIcon(target)
var/icon/cached_icon = new()
for(var/i=1, i<=CHRONO_FRAME_COUNT, i++)
var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
var/icon/mob_icon = icon(mob_snapshot)
mob_icon.Blend(removing_frame, ICON_MULTIPLY)
cached_icon.Insert(mob_icon, "frame[i]")
mob_underlay = mutable_appearance(cached_icon, "frame1")
update_icon()
desc = initial(desc) + "<br><span class='info'>It appears to contain [target.name].</span>"
START_PROCESSING(SSobj, src)
/obj/effect/chrono_field/Destroy()
if(gun && gun.field_check(src))
gun.field_disconnect(src)
return ..()
/obj/effect/chrono_field/update_icon()
var/ttk_frame = 1 - (tickstokill / initial(tickstokill))
ttk_frame = CLAMP(CEILING(ttk_frame * CHRONO_FRAME_COUNT, 1), 1, CHRONO_FRAME_COUNT)
if(ttk_frame != RPpos)
RPpos = ttk_frame
mob_underlay.icon_state = "frame[RPpos]"
underlays = list() //hack: BYOND refuses to update the underlay to match the icon_state otherwise
underlays += mob_underlay
/obj/effect/chrono_field/process()
if(captured)
if(tickstokill > initial(tickstokill))
for(var/atom/movable/AM in contents)
AM.forceMove(drop_location())
qdel(src)
else if(tickstokill <= 0)
to_chat(captured, "<span class='boldnotice'>As the last essence of your being is erased from time, you begin to re-experience your most enjoyable memory. You feel happy...</span>")
var/mob/dead/observer/ghost = captured.ghostize(1)
if(captured.mind)
if(ghost)
ghost.mind = null
if(gun)
gun.pass_mind(captured.mind)
qdel(captured)
qdel(src)
else
captured.Unconscious(80)
if(captured.loc != src)
captured.forceMove(src)
update_icon()
if(gun)
if(gun.field_check(src))
tickstokill--
else
gun = null
return .()
else
tickstokill++
else
qdel(src)
/obj/effect/chrono_field/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy/chrono_beam))
var/obj/item/projectile/energy/chrono_beam/beam = P
var/obj/item/gun/energy/chrono_gun/Pgun = beam.gun
if(Pgun && istype(Pgun))
Pgun.field_connect(src)
else
return 0
/obj/effect/chrono_field/assume_air()
return 0
/obj/effect/chrono_field/return_air() //we always have nominal air and temperature
var/datum/gas_mixture/GM = new
GM.gases[/datum/gas/oxygen] = MOLES_O2STANDARD
GM.gases[/datum/gas/nitrogen] = MOLES_N2STANDARD
GM.temperature = T20C
return GM
/obj/effect/chrono_field/Move()
return
/obj/effect/chrono_field/singularity_act()
return
/obj/effect/chrono_field/singularity_pull()
return
/obj/effect/chrono_field/ex_act()
return
/obj/effect/chrono_field/blob_act(obj/structure/blob/B)
return
#undef CHRONO_BEAM_RANGE
#undef CHRONO_FRAME_COUNT
+863
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@@ -0,0 +1,863 @@
//cleansed 9/15/2012 17:48
/*
CONTAINS:
MATCHES
CIGARETTES
CIGARS
SMOKING PIPES
CHEAP LIGHTERS
ZIPPO
CIGARETTE PACKETS ARE IN FANCY.DM
*/
///////////
//MATCHES//
///////////
/obj/item/match
name = "match"
desc = "A simple match stick, used for lighting fine smokables."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "match_unlit"
var/lit = FALSE
var/burnt = FALSE
var/smoketime = 5
w_class = WEIGHT_CLASS_TINY
heat = 1000
grind_results = list("phosphorus" = 2)
/obj/item/match/process()
smoketime--
if(smoketime < 1)
matchburnout()
else
open_flame(heat)
/obj/item/match/fire_act(exposed_temperature, exposed_volume)
matchignite()
/obj/item/match/proc/matchignite()
if(!lit && !burnt)
lit = TRUE
icon_state = "match_lit"
damtype = "fire"
force = 3
hitsound = 'sound/items/welder.ogg'
item_state = "cigon"
name = "lit match"
desc = "A match. This one is lit."
attack_verb = list("burnt","singed")
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/match/proc/matchburnout()
if(lit)
lit = FALSE
burnt = TRUE
damtype = "brute"
force = initial(force)
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
desc = "A match. This one has seen better days."
attack_verb = list("flicked")
STOP_PROCESSING(SSobj, src)
/obj/item/match/dropped(mob/user)
matchburnout()
. = ..()
/obj/item/match/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!isliving(M))
return
if(lit && M.IgniteMob())
message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(M)] on fire with [src] at [AREACOORD(user)]")
log_game("[key_name(user)] set [key_name(M)] on fire with [src] at [AREACOORD(user)]")
var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M)
if(lit && cig && user.a_intent == INTENT_HELP)
if(cig.lit)
to_chat(user, "<span class='notice'>[cig] is already lit.</span>")
if(M == user)
cig.attackby(src, user)
else
cig.light("<span class='notice'>[user] holds [src] out for [M], and lights [cig].</span>")
else
..()
/obj/item/proc/help_light_cig(mob/living/M)
var/mask_item = M.get_item_by_slot(SLOT_WEAR_MASK)
if(istype(mask_item, /obj/item/clothing/mask/cigarette))
return mask_item
/obj/item/match/is_hot()
return lit * heat
//////////////////
//FINE SMOKABLES//
//////////////////
/obj/item/clothing/mask/cigarette
name = "cigarette"
desc = "A roll of tobacco and nicotine."
icon_state = "cigoff"
throw_speed = 0.5
item_state = "cigoff"
w_class = WEIGHT_CLASS_TINY
body_parts_covered = null
grind_results = list()
var/lit = FALSE
var/starts_lit = FALSE
var/icon_on = "cigon" //Note - these are in masks.dmi not in cigarette.dmi
var/icon_off = "cigoff"
var/type_butt = /obj/item/cigbutt
var/lastHolder = null
var/smoketime = 300
var/chem_volume = 30
var/list/list_reagents = list("nicotine" = 15)
heat = 1000
/obj/item/clothing/mask/cigarette/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is huffing [src] as quickly as [user.p_they()] can! It looks like [user.p_theyre()] trying to give [user.p_them()]self cancer.</span>")
return (TOXLOSS|OXYLOSS)
/obj/item/clothing/mask/cigarette/Initialize()
. = ..()
create_reagents(chem_volume, INJECTABLE | NO_REACT) // so it doesn't react until you light it
if(list_reagents)
reagents.add_reagent_list(list_reagents)
if(starts_lit)
light()
AddComponent(/datum/component/knockoff,90,list(BODY_ZONE_PRECISE_MOUTH),list(SLOT_WEAR_MASK))//90% to knock off when wearing a mask
/obj/item/clothing/mask/cigarette/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/clothing/mask/cigarette/attackby(obj/item/W, mob/user, params)
if(!lit && smoketime > 0)
var/lighting_text = W.ignition_effect(src, user)
if(lighting_text)
light(lighting_text)
else
return ..()
/obj/item/clothing/mask/cigarette/afterattack(obj/item/reagent_containers/glass/glass, mob/user, proximity)
. = ..()
if(!proximity || lit) //can't dip if cigarette is lit (it will heat the reagents in the glass instead)
return
if(istype(glass)) //you can dip cigarettes into beakers
if(glass.reagents.trans_to(src, chem_volume)) //if reagents were transfered, show the message
to_chat(user, "<span class='notice'>You dip \the [src] into \the [glass].</span>")
else //if not, either the beaker was empty, or the cigarette was full
if(!glass.reagents.total_volume)
to_chat(user, "<span class='notice'>[glass] is empty.</span>")
else
to_chat(user, "<span class='notice'>[src] is full.</span>")
/obj/item/clothing/mask/cigarette/proc/light(flavor_text = null)
if(lit)
return
if(!(flags_1 & INITIALIZED_1))
icon_state = icon_on
item_state = icon_on
return
lit = TRUE
name = "lit [name]"
attack_verb = list("burnt", "singed")
hitsound = 'sound/items/welder.ogg'
damtype = "fire"
force = 4
if(reagents.get_reagent_amount("plasma")) // the plasma explodes when exposed to fire
var/datum/effect_system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("plasma") / 2.5, 1), get_turf(src), 0, 0)
e.start()
qdel(src)
return
if(reagents.get_reagent_amount("welding_fuel")) // the fuel explodes, too, but much less violently
var/datum/effect_system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("welding_fuel") / 5, 1), get_turf(src), 0, 0)
e.start()
qdel(src)
return
// allowing reagents to react after being lit
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
reagents.handle_reactions()
icon_state = icon_on
item_state = icon_on
if(flavor_text)
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
START_PROCESSING(SSobj, src)
//can't think of any other way to update the overlays :<
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_mask()
M.update_inv_hands()
/obj/item/clothing/mask/cigarette/proc/handle_reagents()
if(reagents.total_volume)
if(iscarbon(loc))
var/mob/living/carbon/C = loc
if (src == C.wear_mask) // if it's in the human/monkey mouth, transfer reagents to the mob
var/fraction = min(REAGENTS_METABOLISM/reagents.total_volume, 1)
reagents.reaction(C, INGEST, fraction)
if(!reagents.trans_to(C, REAGENTS_METABOLISM))
reagents.remove_any(REAGENTS_METABOLISM)
return
reagents.remove_any(REAGENTS_METABOLISM)
/obj/item/clothing/mask/cigarette/process()
var/turf/location = get_turf(src)
var/mob/living/M = loc
if(isliving(loc))
M.IgniteMob()
smoketime--
if(smoketime < 1)
new type_butt(location)
if(ismob(loc))
to_chat(M, "<span class='notice'>Your [name] goes out.</span>")
qdel(src)
return
open_flame()
if(reagents && reagents.total_volume)
handle_reagents()
/obj/item/clothing/mask/cigarette/attack_self(mob/user)
if(lit)
user.visible_message("<span class='notice'>[user] calmly drops and treads on \the [src], putting it out instantly.</span>")
new type_butt(user.loc)
new /obj/effect/decal/cleanable/ash(user.loc)
qdel(src)
. = ..()
/obj/item/clothing/mask/cigarette/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(M.on_fire && !lit)
light("<span class='notice'>[user] lights [src] with [M]'s burning body. What a cold-blooded badass.</span>")
return
var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M)
if(lit && cig && user.a_intent == INTENT_HELP)
if(cig.lit)
to_chat(user, "<span class='notice'>The [cig.name] is already lit.</span>")
if(M == user)
cig.attackby(src, user)
else
cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights [M.p_their()] [cig.name].</span>")
else
return ..()
/obj/item/clothing/mask/cigarette/fire_act(exposed_temperature, exposed_volume)
light()
/obj/item/clothing/mask/cigarette/is_hot()
return lit * heat
// Cigarette brands.
/obj/item/clothing/mask/cigarette/space_cigarette
desc = "A Space Cigarette brand cigarette."
/obj/item/clothing/mask/cigarette/dromedary
desc = "A DromedaryCo brand cigarette."
/obj/item/clothing/mask/cigarette/uplift
desc = "An Uplift Smooth brand cigarette."
list_reagents = list("nicotine" = 7.5, "menthol" = 7.5)
/obj/item/clothing/mask/cigarette/robust
desc = "A Robust brand cigarette."
/obj/item/clothing/mask/cigarette/robustgold
desc = "A Robust Gold brand cigarette."
list_reagents = list("nicotine" = 15, "gold" = 1)
/obj/item/clothing/mask/cigarette/carp
desc = "A Carp Classic brand cigarette."
/obj/item/clothing/mask/cigarette/syndicate
desc = "An unknown brand cigarette."
list_reagents = list("nicotine" = 15, "omnizine" = 15)
/obj/item/clothing/mask/cigarette/shadyjims
desc = "A Shady Jim's Super Slims cigarette."
list_reagents = list("nicotine" = 15, "lipolicide" = 4, "ammonia" = 2, "plantbgone" = 1, "toxin" = 1.5)
/obj/item/clothing/mask/cigarette/xeno
desc = "A Xeno Filtered brand cigarette."
list_reagents = list ("nicotine" = 20, "regen_jelly" = 15, "krokodil" = 4)
// Rollies.
/obj/item/clothing/mask/cigarette/rollie
name = "rollie"
desc = "A roll of dried plant matter wrapped in thin paper."
icon_state = "spliffoff"
icon_on = "spliffon"
icon_off = "spliffoff"
type_butt = /obj/item/cigbutt/roach
throw_speed = 0.5
item_state = "spliffoff"
smoketime = 180
chem_volume = 50
list_reagents = null
/obj/item/clothing/mask/cigarette/rollie/New()
..()
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
/obj/item/clothing/mask/cigarette/rollie/nicotine
list_reagents = list("nicotine" = 15)
/obj/item/clothing/mask/cigarette/rollie/trippy
list_reagents = list("nicotine" = 15, "mushroomhallucinogen" = 35)
starts_lit = TRUE
/obj/item/clothing/mask/cigarette/rollie/cannabis
list_reagents = list("space_drugs" = 15, "lipolicide" = 35)
/obj/item/clothing/mask/cigarette/rollie/mindbreaker
list_reagents = list("mindbreaker" = 35, "lipolicide" = 15)
/obj/item/cigbutt/roach
name = "roach"
desc = "A manky old roach, or for non-stoners, a used rollup."
icon_state = "roach"
/obj/item/cigbutt/roach/New()
..()
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
////////////
// CIGARS //
////////////
/obj/item/clothing/mask/cigarette/cigar
name = "premium cigar"
desc = "A brown roll of tobacco and... well, you're not quite sure. This thing's huge!"
icon_state = "cigaroff"
icon_on = "cigaron"
icon_off = "cigaroff" //make sure to add positional sprites in icons/obj/cigarettes.dmi if you add more.
type_butt = /obj/item/cigbutt/cigarbutt
throw_speed = 0.5
item_state = "cigaroff"
smoketime = 1500
chem_volume = 40
/obj/item/clothing/mask/cigarette/cigar/cohiba
name = "\improper Cohiba Robusto cigar"
desc = "There's little more you could want from a cigar."
icon_state = "cigar2off"
icon_on = "cigar2on"
icon_off = "cigar2off"
smoketime = 2000
chem_volume = 80
/obj/item/clothing/mask/cigarette/cigar/havana
name = "premium Havanian cigar"
desc = "A cigar fit for only the best of the best."
icon_state = "cigar2off"
icon_on = "cigar2on"
icon_off = "cigar2off"
smoketime = 7200
chem_volume = 50
/obj/item/cigbutt
name = "cigarette butt"
desc = "A manky old cigarette butt."
icon = 'icons/obj/clothing/masks.dmi'
icon_state = "cigbutt"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
grind_results = list("carbon" = 2)
/obj/item/cigbutt/cigarbutt
name = "cigar butt"
desc = "A manky old cigar butt."
icon_state = "cigarbutt"
/////////////////
//SMOKING PIPES//
/////////////////
/obj/item/clothing/mask/cigarette/pipe
name = "smoking pipe"
desc = "A pipe, for smoking. Probably made of meerschaum or something."
icon_state = "pipeoff"
item_state = "pipeoff"
icon_on = "pipeon" //Note - these are in masks.dmi
icon_off = "pipeoff"
smoketime = 0
chem_volume = 100
list_reagents = null
var/packeditem = 0
/obj/item/clothing/mask/cigarette/pipe/Initialize()
. = ..()
name = "empty [initial(name)]"
/obj/item/clothing/mask/cigarette/pipe/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/clothing/mask/cigarette/pipe/process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
new /obj/effect/decal/cleanable/ash(location)
if(ismob(loc))
var/mob/living/M = loc
to_chat(M, "<span class='notice'>Your [name] goes out.</span>")
lit = 0
icon_state = icon_off
item_state = icon_off
M.update_inv_wear_mask()
packeditem = 0
name = "empty [initial(name)]"
STOP_PROCESSING(SSobj, src)
return
open_flame()
if(reagents && reagents.total_volume) // check if it has any reagents at all
handle_reagents()
/obj/item/clothing/mask/cigarette/pipe/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/reagent_containers/food/snacks/grown))
var/obj/item/reagent_containers/food/snacks/grown/G = O
if(!packeditem)
if(G.dry == 1)
to_chat(user, "<span class='notice'>You stuff [O] into [src].</span>")
smoketime = 400
packeditem = 1
name = "[O.name]-packed [initial(name)]"
if(O.reagents)
O.reagents.trans_to(src, O.reagents.total_volume)
qdel(O)
else
to_chat(user, "<span class='warning'>It has to be dried first!</span>")
else
to_chat(user, "<span class='warning'>It is already packed!</span>")
else
var/lighting_text = O.ignition_effect(src,user)
if(lighting_text)
if(smoketime > 0)
light(lighting_text)
else
to_chat(user, "<span class='warning'>There is nothing to smoke!</span>")
else
return ..()
/obj/item/clothing/mask/cigarette/pipe/attack_self(mob/user)
var/turf/location = get_turf(user)
if(lit)
user.visible_message("<span class='notice'>[user] puts out [src].</span>", "<span class='notice'>You put out [src].</span>")
lit = 0
icon_state = icon_off
item_state = icon_off
STOP_PROCESSING(SSobj, src)
return
if(!lit && smoketime > 0)
to_chat(user, "<span class='notice'>You empty [src] onto [location].</span>")
new /obj/effect/decal/cleanable/ash(location)
packeditem = 0
smoketime = 0
reagents.clear_reagents()
name = "empty [initial(name)]"
return
/obj/item/clothing/mask/cigarette/pipe/cobpipe
name = "corn cob pipe"
desc = "A nicotine delivery system popularized by folksy backwoodsmen and kept popular in the modern age and beyond by space hipsters. Can be loaded with objects."
icon_state = "cobpipeoff"
item_state = "cobpipeoff"
icon_on = "cobpipeon" //Note - these are in masks.dmi
icon_off = "cobpipeoff"
smoketime = 0
/////////
//ZIPPO//
/////////
/obj/item/lighter
name = "\improper Zippo lighter"
desc = "The zippo."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "zippo"
item_state = "zippo"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
var/lit = 0
var/fancy = TRUE
var/overlay_state
var/overlay_list = list(
"plain",
"dame",
"thirteen",
"snake"
)
heat = 1500
resistance_flags = FIRE_PROOF
light_color = LIGHT_COLOR_FIRE
grind_results = list("iron" = 1, "welding_fuel" = 5, "oil" = 5)
/obj/item/lighter/Initialize()
. = ..()
if(!overlay_state)
overlay_state = pick(overlay_list)
update_icon()
/obj/item/lighter/suicide_act(mob/living/carbon/user)
if (lit)
user.visible_message("<span class='suicide'>[user] begins holding \the [src]'s flame up to [user.p_their()] face! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/items/welder.ogg', 50, 1)
return FIRELOSS
else
user.visible_message("<span class='suicide'>[user] begins whacking [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/lighter/update_icon()
cut_overlays()
var/mutable_appearance/lighter_overlay = mutable_appearance(icon,"lighter_overlay_[overlay_state][lit ? "-on" : ""]")
icon_state = "[initial(icon_state)][lit ? "-on" : ""]"
add_overlay(lighter_overlay)
/obj/item/lighter/ignition_effect(atom/A, mob/user)
if(is_hot())
. = "<span class='rose'>With a single flick of [user.p_their()] wrist, [user] smoothly lights [A] with [src]. Damn [user.p_theyre()] cool.</span>"
/obj/item/lighter/proc/set_lit(new_lit)
lit = new_lit
if(lit)
force = 5
damtype = "fire"
hitsound = 'sound/items/welder.ogg'
attack_verb = list("burnt", "singed")
set_light(2, 0.6, LIGHT_COLOR_FIRE)
START_PROCESSING(SSobj, src)
else
hitsound = "swing_hit"
force = 0
attack_verb = null //human_defense.dm takes care of it
set_light(0)
STOP_PROCESSING(SSobj, src)
update_icon()
/obj/item/lighter/attack_self(mob/living/user)
if(user.is_holding(src))
if(!lit)
set_lit(TRUE)
if(fancy)
user.visible_message("Without even breaking stride, [user] flips open and lights [src] in one smooth movement.", "<span class='notice'>Without even breaking stride, you flip open and light [src] in one smooth movement.</span>")
else
var/prot = FALSE
var/mob/living/carbon/human/H = user
if(istype(H) && H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.max_heat_protection_temperature)
prot = (G.max_heat_protection_temperature > 360)
else
prot = TRUE
if(prot || prob(75))
user.visible_message("After a few attempts, [user] manages to light [src].", "<span class='notice'>After a few attempts, you manage to light [src].</span>")
else
var/hitzone = user.held_index_to_dir(user.active_hand_index) == "r" ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND
user.apply_damage(5, BURN, hitzone)
user.visible_message("<span class='warning'>After a few attempts, [user] manages to light [src] - however, [user.p_they()] burn [user.p_their()] finger in the process.</span>", "<span class='warning'>You burn yourself while lighting the lighter!</span>")
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "burnt_thumb", /datum/mood_event/burnt_thumb)
else
set_lit(FALSE)
if(fancy)
user.visible_message("You hear a quiet click, as [user] shuts off [src] without even looking at what [user.p_theyre()] doing. Wow.", "<span class='notice'>You quietly shut off [src] without even looking at what you're doing. Wow.</span>")
else
user.visible_message("[user] quietly shuts off [src].", "<span class='notice'>You quietly shut off [src].</span>")
else
. = ..()
/obj/item/lighter/attack(mob/living/carbon/M, mob/living/carbon/user)
if(lit && M.IgniteMob())
message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(M)] on fire with [src] at [AREACOORD(user)]")
log_game("[key_name(user)] set [key_name(M)] on fire with [src] at [AREACOORD(user)]")
var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M)
if(lit && cig && user.a_intent == INTENT_HELP)
if(cig.lit)
to_chat(user, "<span class='notice'>The [cig.name] is already lit.</span>")
if(M == user)
cig.attackby(src, user)
else
if(fancy)
cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M]. [user.p_their(TRUE)] arm is as steady as the unflickering flame [user.p_they()] light[user.p_s()] \the [cig] with.</span>")
else
cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights [M.p_their()] [cig.name].</span>")
else
..()
/obj/item/lighter/process()
open_flame()
/obj/item/lighter/is_hot()
return lit * heat
/obj/item/lighter/greyscale
name = "cheap lighter"
desc = "A cheap-as-free lighter."
icon_state = "lighter"
fancy = FALSE
overlay_list = list(
"transp",
"tall",
"matte",
"zoppo" //u cant stoppo th zoppo
)
var/lighter_color
var/list/color_list = list( //Same 16 color selection as electronic assemblies
COLOR_ASSEMBLY_BLACK,
COLOR_FLOORTILE_GRAY,
COLOR_ASSEMBLY_BGRAY,
COLOR_ASSEMBLY_WHITE,
COLOR_ASSEMBLY_RED,
COLOR_ASSEMBLY_ORANGE,
COLOR_ASSEMBLY_BEIGE,
COLOR_ASSEMBLY_BROWN,
COLOR_ASSEMBLY_GOLD,
COLOR_ASSEMBLY_YELLOW,
COLOR_ASSEMBLY_GURKHA,
COLOR_ASSEMBLY_LGREEN,
COLOR_ASSEMBLY_GREEN,
COLOR_ASSEMBLY_LBLUE,
COLOR_ASSEMBLY_BLUE,
COLOR_ASSEMBLY_PURPLE
)
/obj/item/lighter/greyscale/Initialize()
. = ..()
if(!lighter_color)
lighter_color = pick(color_list)
update_icon()
/obj/item/lighter/greyscale/update_icon()
cut_overlays()
var/mutable_appearance/lighter_overlay = mutable_appearance(icon,"lighter_overlay_[overlay_state][lit ? "-on" : ""]")
icon_state = "[initial(icon_state)][lit ? "-on" : ""]"
lighter_overlay.color = lighter_color
add_overlay(lighter_overlay)
/obj/item/lighter/greyscale/ignition_effect(atom/A, mob/user)
if(is_hot())
. = "<span class='notice'>After some fiddling, [user] manages to light [A] with [src].</span>"
/obj/item/lighter/slime
name = "slime zippo"
desc = "A specialty zippo made from slimes and industry. Has a much hotter flame than normal."
icon_state = "slighter"
heat = 3000 //Blue flame!
light_color = LIGHT_COLOR_CYAN
overlay_state = "slime"
grind_results = list("iron" = 1, "welding_fuel" = 5, "pyroxadone" = 5)
///////////
//ROLLING//
///////////
/obj/item/rollingpaper
name = "rolling paper"
desc = "A thin piece of paper used to make fine smokeables."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper"
w_class = WEIGHT_CLASS_TINY
/obj/item/rollingpaper/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
if(istype(target, /obj/item/reagent_containers/food/snacks/grown))
var/obj/item/reagent_containers/food/snacks/grown/O = target
if(O.dry)
var/obj/item/clothing/mask/cigarette/rollie/R = new /obj/item/clothing/mask/cigarette/rollie(user.loc)
R.chem_volume = target.reagents.total_volume
target.reagents.trans_to(R, R.chem_volume)
qdel(target)
qdel(src)
user.put_in_active_hand(R)
to_chat(user, "<span class='notice'>You roll the [target.name] into a rolling paper.</span>")
R.desc = "Dried [target.name] rolled up in a thin piece of paper."
else
to_chat(user, "<span class='warning'>You need to dry this first!</span>")
///////////////
//VAPE NATION//
///////////////
/obj/item/clothing/mask/vape
name = "\improper E-Cigarette"
desc = "A classy and highly sophisticated electronic cigarette, for classy and dignified gentlemen. A warning label reads \"Warning: Do not fill with flammable materials.\""//<<< i'd vape to that.
icon = 'icons/obj/clothing/masks.dmi'
icon_state = null
item_state = null
w_class = WEIGHT_CLASS_TINY
var/chem_volume = 100
var/vapetime = FALSE //this so it won't puff out clouds every tick
var/screw = FALSE // kinky
var/super = FALSE //for the fattest vapes dude.
/obj/item/clothing/mask/vape/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is puffin hard on dat vape, [user.p_they()] trying to join the vape life on a whole notha plane!</span>")//it doesn't give you cancer, it is cancer
return (TOXLOSS|OXYLOSS)
/obj/item/clothing/mask/vape/Initialize(mapload, param_color)
. = ..()
create_reagents(chem_volume, NO_REACT) // so it doesn't react until you light it
reagents.add_reagent("nicotine", 50)
if(!icon_state)
if(!param_color)
param_color = pick("red","blue","black","white","green","purple","yellow","orange")
icon_state = "[param_color]_vape"
item_state = "[param_color]_vape"
/obj/item/clothing/mask/vape/attackby(obj/item/O, mob/user, params)
if(O.tool_behaviour == TOOL_SCREWDRIVER)
if(!screw)
screw = TRUE
to_chat(user, "<span class='notice'>You open the cap on [src].</span>")
ENABLE_BITFIELD(reagents.reagents_holder_flags, OPENCONTAINER)
if(obj_flags & EMAGGED)
add_overlay("vapeopen_high")
else if(super)
add_overlay("vapeopen_med")
else
add_overlay("vapeopen_low")
else
screw = FALSE
to_chat(user, "<span class='notice'>You close the cap on [src].</span>")
DISABLE_BITFIELD(reagents.reagents_holder_flags, OPENCONTAINER)
cut_overlays()
if(O.tool_behaviour == TOOL_MULTITOOL)
if(screw && !(obj_flags & EMAGGED))//also kinky
if(!super)
cut_overlays()
super = TRUE
to_chat(user, "<span class='notice'>You increase the voltage of [src].</span>")
add_overlay("vapeopen_med")
else
cut_overlays()
super = FALSE
to_chat(user, "<span class='notice'>You decrease the voltage of [src].</span>")
add_overlay("vapeopen_low")
if(screw && (obj_flags & EMAGGED))
to_chat(user, "<span class='notice'>[src] can't be modified!</span>")
else
..()
/obj/item/clothing/mask/vape/emag_act(mob/user)// I WON'T REGRET WRITTING THIS, SURLY.
if(screw)
if(!(obj_flags & EMAGGED))
cut_overlays()
obj_flags |= EMAGGED
super = FALSE
to_chat(user, "<span class='warning'>You maximize the voltage of [src].</span>")
add_overlay("vapeopen_high")
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread //for effect
sp.set_up(5, 1, src)
sp.start()
else
to_chat(user, "<span class='warning'>[src] is already emagged!</span>")
else
to_chat(user, "<span class='notice'>You need to open the cap to do that.</span>")
/obj/item/clothing/mask/vape/attack_self(mob/user)
if(reagents.total_volume > 0)
to_chat(user, "<span class='notice'>You empty [src] of all reagents.</span>")
reagents.clear_reagents()
/obj/item/clothing/mask/vape/equipped(mob/user, slot)
if(slot == SLOT_WEAR_MASK)
if(!screw)
to_chat(user, "<span class='notice'>You start puffing on the vape.</span>")
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
START_PROCESSING(SSobj, src)
else //it will not start if the vape is opened.
to_chat(user, "<span class='warning'>You need to close the cap first!</span>")
/obj/item/clothing/mask/vape/dropped(mob/user)
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_WEAR_MASK) == src)
ENABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/mask/vape/proc/hand_reagents()//had to rename to avoid duplicate error
if(reagents.total_volume)
if(iscarbon(loc))
var/mob/living/carbon/C = loc
if (src == C.wear_mask) // if it's in the human/monkey mouth, transfer reagents to the mob
var/fraction = min(REAGENTS_METABOLISM/reagents.total_volume, 1) //this will react instantly, making them a little more dangerous than cigarettes
reagents.reaction(C, INGEST, fraction)
if(!reagents.trans_to(C, REAGENTS_METABOLISM))
reagents.remove_any(REAGENTS_METABOLISM)
if(reagents.get_reagent_amount("welding_fuel"))
//HOT STUFF
C.fire_stacks = 2
C.IgniteMob()
if(reagents.get_reagent_amount("plasma")) // the plasma explodes when exposed to fire
var/datum/effect_system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("plasma") / 2.5, 1), get_turf(src), 0, 0)
e.start()
qdel(src)
return
reagents.remove_any(REAGENTS_METABOLISM)
/obj/item/clothing/mask/vape/process()
var/mob/living/M = loc
if(isliving(loc))
M.IgniteMob()
vapetime++
if(!reagents.total_volume)
if(ismob(loc))
to_chat(M, "<span class='notice'>[src] is empty!</span>")
STOP_PROCESSING(SSobj, src)
//it's reusable so it won't unequip when empty
return
//open flame removed because vapes are a closed system, they wont light anything on fire
if(super && vapetime > 3)//Time to start puffing those fat vapes, yo.
var/datum/effect_system/smoke_spread/chem/smoke_machine/s = new
s.set_up(reagents, 1, 24, loc)
s.start()
vapetime = 0
if((obj_flags & EMAGGED) && vapetime > 3)
var/datum/effect_system/smoke_spread/chem/smoke_machine/s = new
s.set_up(reagents, 4, 24, loc)
s.start()
vapetime = 0
if(prob(5))//small chance for the vape to break and deal damage if it's emagged
playsound(get_turf(src), 'sound/effects/pop_expl.ogg', 50, 0)
M.apply_damage(20, BURN, BODY_ZONE_HEAD)
M.Knockdown(300, 1, 0)
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread
sp.set_up(5, 1, src)
sp.start()
to_chat(M, "<span class='userdanger'>[src] suddenly explodes in your mouth!</span>")
qdel(src)
return
if(reagents && reagents.total_volume)
hand_reagents()
@@ -0,0 +1,67 @@
//File with the circuitboard and circuitboard/machine class definitions and procs
// Circuitboard
/obj/item/circuitboard
name = "circuit board"
icon = 'icons/obj/module.dmi'
icon_state = "id_mod"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_GLASS=1000)
w_class = WEIGHT_CLASS_SMALL
grind_results = list("silicon" = 20)
var/build_path = null
/obj/item/circuitboard/proc/apply_default_parts(obj/machinery/M)
return
// Circuitboard/machine
/*Common Parts: Parts List: Ignitor, Timer, Infra-red laser, Infra-red sensor, t_scanner, Capacitor, Valve, sensor unit,
micro-manipulator, console screen, beaker, Microlaser, matter bin, power cells.
*/
/obj/item/circuitboard/machine
var/needs_anchored = TRUE // Whether this machine must be anchored to be constructed.
var/list/req_components // Components required by the machine.
// Example: list(/obj/item/stock_parts/matter_bin = 5)
var/list/def_components // Default replacements for req_components, to be used in apply_default_parts instead of req_components types
// Example: list(/obj/item/stock_parts/matter_bin = /obj/item/stock_parts/matter_bin/super)
// Applies the default parts defined by the circuit board when the machine is created
/obj/item/circuitboard/machine/apply_default_parts(obj/machinery/M)
if(!req_components)
return
M.component_parts = list(src) // List of components always contains a board
moveToNullspace()
for(var/comp_path in req_components)
var/comp_amt = req_components[comp_path]
if(!comp_amt)
continue
if(def_components && def_components[comp_path])
comp_path = def_components[comp_path]
if(ispath(comp_path, /obj/item/stack))
M.component_parts += new comp_path(null, comp_amt)
else
for(var/i in 1 to comp_amt)
M.component_parts += new comp_path(null)
M.RefreshParts()
/obj/item/circuitboard/machine/examine(mob/user)
..()
if(LAZYLEN(req_components))
var/list/nice_list = list()
for(var/B in req_components)
var/atom/A = B
if(!ispath(A))
continue
nice_list += list("[req_components[A]] [initial(A.name)]")
to_chat(user,"<span class='notice'>Required components: [english_list(nice_list)].</span>")
@@ -0,0 +1,369 @@
/obj/item/circuitboard/computer/turbine_computer
name = "Turbine Computer (Computer Board)"
build_path = /obj/machinery/computer/turbine_computer
/obj/item/circuitboard/computer/launchpad_console
name = "Launchpad Control Console (Computer Board)"
build_path = /obj/machinery/computer/launchpad
/obj/item/circuitboard/computer/message_monitor
name = "Message Monitor (Computer Board)"
build_path = /obj/machinery/computer/message_monitor
/obj/item/circuitboard/computer/security
name = "Security Cameras (Computer Board)"
build_path = /obj/machinery/computer/security
/obj/item/circuitboard/computer/xenobiology
name = "circuit board (Xenobiology Console)"
build_path = /obj/machinery/computer/camera_advanced/xenobio
/obj/item/circuitboard/computer/base_construction
name = "circuit board (Aux Mining Base Construction Console)"
build_path = /obj/machinery/computer/camera_advanced/base_construction
/obj/item/circuitboard/computer/aiupload
name = "AI Upload (Computer Board)"
build_path = /obj/machinery/computer/upload/ai
/obj/item/circuitboard/computer/borgupload
name = "Cyborg Upload (Computer Board)"
build_path = /obj/machinery/computer/upload/borg
/obj/item/circuitboard/computer/med_data
name = "Medical Records Console (Computer Board)"
build_path = /obj/machinery/computer/med_data
/obj/item/circuitboard/computer/pandemic
name = "PanD.E.M.I.C. 2200 (Computer Board)"
build_path = /obj/machinery/computer/pandemic
/obj/item/circuitboard/computer/scan_consolenew
name = "DNA Machine (Computer Board)"
build_path = /obj/machinery/computer/scan_consolenew
/obj/item/circuitboard/computer/communications
name = "Communications (Computer Board)"
build_path = /obj/machinery/computer/communications
var/lastTimeUsed = 0
/obj/item/circuitboard/computer/card
name = "ID Console (Computer Board)"
build_path = /obj/machinery/computer/card
/obj/item/circuitboard/computer/card/centcom
name = "CentCom ID Console (Computer Board)"
build_path = /obj/machinery/computer/card/centcom
/obj/item/circuitboard/computer/card/minor
name = "Department Management Console (Computer Board)"
build_path = /obj/machinery/computer/card/minor
var/target_dept = 1
var/list/dept_list = list("General","Security","Medical","Science","Engineering")
/obj/item/circuitboard/computer/card/minor/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
target_dept = (target_dept == dept_list.len) ? 1 : (target_dept + 1)
to_chat(user, "<span class='notice'>You set the board to \"[dept_list[target_dept]]\".</span>")
else
return ..()
/obj/item/circuitboard/computer/card/minor/examine(user)
..()
to_chat(user, "Currently set to \"[dept_list[target_dept]]\".")
//obj/item/circuitboard/computer/shield
// name = "Shield Control (Computer Board)"
// build_path = /obj/machinery/computer/stationshield
/obj/item/circuitboard/computer/teleporter
name = "Teleporter (Computer Board)"
build_path = /obj/machinery/computer/teleporter
/obj/item/circuitboard/computer/secure_data
name = "Security Records Console (Computer Board)"
build_path = /obj/machinery/computer/secure_data
/obj/item/circuitboard/computer/stationalert
name = "Station Alerts (Computer Board)"
build_path = /obj/machinery/computer/station_alert
/obj/item/circuitboard/computer/atmos_control
name = "Atmospheric Monitor (Computer Board)"
build_path = /obj/machinery/computer/atmos_control
/obj/item/circuitboard/computer/atmos_control/tank
name = "Tank Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank
/obj/item/circuitboard/computer/atmos_alert
name = "Atmospheric Alert (Computer Board)"
build_path = /obj/machinery/computer/atmos_alert
/obj/item/circuitboard/computer/pod
name = "Massdriver control (Computer Board)"
build_path = /obj/machinery/computer/pod
/obj/item/circuitboard/computer/robotics
name = "Robotics Control (Computer Board)"
build_path = /obj/machinery/computer/robotics
/obj/item/circuitboard/computer/cloning
name = "Cloning (Computer Board)"
build_path = /obj/machinery/computer/cloning
var/list/records = list()
/obj/item/circuitboard/computer/prototype_cloning
name = "Prototype Cloning (Computer Board)"
build_path = /obj/machinery/computer/prototype_cloning
/obj/item/circuitboard/computer/arcade/battle
name = "Arcade Battle (Computer Board)"
build_path = /obj/machinery/computer/arcade/battle
/obj/item/circuitboard/computer/arcade/orion_trail
name = "Orion Trail (Computer Board)"
build_path = /obj/machinery/computer/arcade/orion_trail
/obj/item/circuitboard/computer/arcade/minesweeper
name = "Minesweeper (Computer Board)"
build_path = /obj/machinery/computer/arcade/minesweeper
/obj/item/circuitboard/computer/arcade/amputation
name = "Mediborg's Amputation Adventure (Computer Board)"
build_path = /obj/machinery/computer/arcade/amputation
/obj/item/circuitboard/computer/turbine_control
name = "Turbine control (Computer Board)"
build_path = /obj/machinery/computer/turbine_computer
/obj/item/circuitboard/computer/solar_control
name = "Solar Control (Computer Board)" //name fixed 250810
build_path = /obj/machinery/power/solar_control
/obj/item/circuitboard/computer/powermonitor
name = "Power Monitor (Computer Board)" //name fixed 250810
build_path = /obj/machinery/computer/monitor
/obj/item/circuitboard/computer/powermonitor/secret
name = "Outdated Power Monitor (Computer Board)" //Variant used on ruins to prevent them from showing up on PDA's.
build_path = /obj/machinery/computer/monitor/secret
/obj/item/circuitboard/computer/olddoor
name = "DoorMex (Computer Board)"
build_path = /obj/machinery/computer/pod/old
/obj/item/circuitboard/computer/syndicatedoor
name = "ProComp Executive (Computer Board)"
build_path = /obj/machinery/computer/pod/old/syndicate
/obj/item/circuitboard/computer/swfdoor
name = "Magix (Computer Board)"
build_path = /obj/machinery/computer/pod/old/swf
/obj/item/circuitboard/computer/prisoner
name = "Prisoner Management Console (Computer Board)"
build_path = /obj/machinery/computer/prisoner
/obj/item/circuitboard/computer/gulag_teleporter_console
name = "Labor Camp teleporter console (Computer Board)"
build_path = /obj/machinery/computer/gulag_teleporter_computer
/obj/item/circuitboard/computer/rdconsole/production
name = "R&D Console Production Only (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/production
/obj/item/circuitboard/computer/rdconsole
name = "R&D Console (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/core
/obj/item/circuitboard/computer/rdconsole/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
if(build_path == /obj/machinery/computer/rdconsole/core)
name = "R&D Console - Robotics (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/robotics
to_chat(user, "<span class='notice'>Access protocols successfully updated.</span>")
else
name = "R&D Console (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/core
to_chat(user, "<span class='notice'>Defaulting access protocols.</span>")
else
return ..()
/obj/item/circuitboard/computer/mecha_control
name = "Exosuit Control Console (Computer Board)"
build_path = /obj/machinery/computer/mecha
/obj/item/circuitboard/computer/rdservercontrol
name = "R&D Server Control (Computer Board)"
build_path = /obj/machinery/computer/rdservercontrol
/obj/item/circuitboard/computer/crew
name = "Crew Monitoring Console (Computer Board)"
build_path = /obj/machinery/computer/crew
/obj/item/circuitboard/computer/mech_bay_power_console
name = "Mech Bay Power Control Console (Computer Board)"
build_path = /obj/machinery/computer/mech_bay_power_console
/obj/item/circuitboard/computer/cargo
name = "Supply Console (Computer Board)"
build_path = /obj/machinery/computer/cargo
var/contraband = FALSE
/obj/item/circuitboard/computer/cargo/multitool_act(mob/living/user)
if(!(obj_flags & EMAGGED))
contraband = !contraband
to_chat(user, "<span class='notice'>Receiver spectrum set to [contraband ? "Broad" : "Standard"].</span>")
else
to_chat(user, "<span class='notice'>The spectrum chip is unresponsive.</span>")
/obj/item/circuitboard/computer/cargo/emag_act(mob/living/user)
if(!(obj_flags & EMAGGED))
contraband = TRUE
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You adjust [src]'s routing and receiver spectrum, unlocking special supplies and contraband.</span>")
/obj/item/circuitboard/computer/cargo/express
name = "Express Supply Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/express
/obj/item/circuitboard/computer/cargo/express/multitool_act(mob/living/user)
if (!(obj_flags & EMAGGED))
to_chat(user, "<span class='notice'>Routing protocols are already set to: \"factory defaults\".</span>")
else
to_chat(user, "<span class='notice'>You reset the routing protocols to: \"factory defaults\".</span>")
obj_flags &= ~EMAGGED
/obj/item/circuitboard/computer/cargo/express/emag_act(mob/living/user)
to_chat(user, "<span class='notice'>You change the routing protocols, allowing the Drop Pod to land anywhere on the station.</span>")
obj_flags |= EMAGGED
/obj/item/circuitboard/computer/cargo/request
name = "Supply Request Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/request
/obj/item/circuitboard/computer/bounty
name = "Nanotrasen Bounty Console (Computer Board)"
build_path = /obj/machinery/computer/bounty
/obj/item/circuitboard/computer/operating
name = "Operating Computer (Computer Board)"
build_path = /obj/machinery/computer/operating
/obj/item/circuitboard/computer/mining
name = "Outpost Status Display (Computer Board)"
build_path = /obj/machinery/computer/security/mining
/obj/item/circuitboard/computer/research
name = "Research Monitor (Computer Board)"
build_path = /obj/machinery/computer/security/research
/obj/item/circuitboard/computer/comm_monitor
name = "Telecommunications Monitor (Computer Board)"
build_path = /obj/machinery/computer/telecomms/monitor
/obj/item/circuitboard/computer/comm_server
name = "Telecommunications Server Monitor (Computer Board)"
build_path = /obj/machinery/computer/telecomms/server
/obj/item/circuitboard/computer/labor_shuttle
name = "Labor Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/labor
/obj/item/circuitboard/computer/labor_shuttle/one_way
name = "Prisoner Shuttle Console (Computer Board)"
build_path = /obj/machinery/computer/shuttle/labor/one_way
/obj/item/circuitboard/computer/ferry
name = "Transport Ferry (Computer Board)"
build_path = /obj/machinery/computer/shuttle/ferry
/obj/item/circuitboard/computer/ferry/request
name = "Transport Ferry Console (Computer Board)"
build_path = /obj/machinery/computer/shuttle/ferry/request
/obj/item/circuitboard/computer/mining_shuttle
name = "Mining Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/mining
/obj/item/circuitboard/computer/white_ship
name = "White Ship (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship
/obj/item/circuitboard/computer/white_ship/pod
name = "Salvage Pod (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship/pod
/obj/item/circuitboard/computer/white_ship/pod/recall
name = "Salvage Pod Recall (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship/pod/recall
/obj/item/circuitboard/computer/auxillary_base
name = "Auxillary Base Management Console (Computer Board)"
build_path = /obj/machinery/computer/auxillary_base
/obj/item/circuitboard/computer/holodeck// Not going to let people get this, but it's just here for future
name = "Holodeck Control (Computer Board)"
build_path = /obj/machinery/computer/holodeck
/obj/item/circuitboard/computer/aifixer
name = "AI Integrity Restorer (Computer Board)"
build_path = /obj/machinery/computer/aifixer
/obj/item/circuitboard/computer/slot_machine
name = "Slot Machine (Computer Board)"
build_path = /obj/machinery/computer/slot_machine
/obj/item/circuitboard/computer/libraryconsole
name = "Library Visitor Console (Computer Board)"
build_path = /obj/machinery/computer/libraryconsole
/obj/item/circuitboard/computer/libraryconsole/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
if(build_path == /obj/machinery/computer/libraryconsole/bookmanagement)
name = "Library Visitor Console (Computer Board)"
build_path = /obj/machinery/computer/libraryconsole
to_chat(user, "<span class='notice'>Defaulting access protocols.</span>")
else
name = "Book Inventory Management Console (Computer Board)"
build_path = /obj/machinery/computer/libraryconsole/bookmanagement
to_chat(user, "<span class='notice'>Access protocols successfully updated.</span>")
else
return ..()
/obj/item/circuitboard/computer/apc_control
name = "\improper Power Flow Control Console (Computer Board)"
build_path = /obj/machinery/computer/apc_control
/obj/item/circuitboard/computer/monastery_shuttle
name = "Monastery Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/monastery_shuttle
/obj/item/circuitboard/computer/syndicate_shuttle
name = "Syndicate Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/syndicate
var/challenge = FALSE
var/moved = FALSE
/obj/item/circuitboard/computer/syndicate_shuttle/Initialize()
. = ..()
GLOB.syndicate_shuttle_boards += src
/obj/item/circuitboard/computer/syndicate_shuttle/Destroy()
GLOB.syndicate_shuttle_boards -= src
return ..()
/obj/item/circuitboard/computer/bsa_control
name = "Bluespace Artillery Controls (Computer Board)"
build_path = /obj/machinery/computer/bsa_control
/obj/item/circuitboard/computer/sat_control
name = "Satellite Network Control (Computer Board)"
build_path = /obj/machinery/computer/sat_control
/obj/item/circuitboard/computer/nanite_chamber_control
name = "Nanite Chamber Control (Computer Board)"
build_path = /obj/machinery/computer/nanite_chamber_control
/obj/item/circuitboard/computer/nanite_cloud_controller
name = "Nanite Cloud Control (Computer Board)"
build_path = /obj/machinery/computer/nanite_cloud_controller
@@ -0,0 +1,975 @@
/obj/item/circuitboard/machine/sleeper
name = "Sleeper (Machine Board)"
build_path = /obj/machinery/sleeper
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/cable_coil = 1,
/obj/item/stack/sheet/glass = 2)
/obj/item/circuitboard/machine/vr_sleeper
name = "VR Sleeper (Machine Board)"
build_path = /obj/machinery/vr_sleeper
req_components = list(
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/cable_coil = 1,
/obj/item/stock_parts/scanning_module = 2,
/obj/item/stack/sheet/glass = 2)
/obj/item/circuitboard/machine/announcement_system
name = "Announcement System (Machine Board)"
build_path = /obj/machinery/announcement_system
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/autolathe
name = "Autolathe (Machine Board)"
build_path = /obj/machinery/autolathe
req_components = list(
/obj/item/stock_parts/matter_bin = 3,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/clonepod
name = "Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/scanning_module = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/clonepod/experimental
name = "Experimental Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod/experimental
/obj/item/circuitboard/machine/abductor
name = "alien board (Report This)"
icon_state = "abductor_mod"
/obj/item/circuitboard/machine/clockwork
name = "clockwork board (Report This)"
icon_state = "clock_mod"
/obj/item/circuitboard/machine/clonescanner
name = "Cloning Scanner (Machine Board)"
build_path = /obj/machinery/dna_scannernew
req_components = list(
/obj/item/stock_parts/scanning_module = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/glass = 1,
/obj/item/stack/cable_coil = 2)
/obj/item/circuitboard/machine/holopad
name = "AI Holopad (Machine Board)"
build_path = /obj/machinery/holopad
req_components = list(/obj/item/stock_parts/capacitor = 1)
needs_anchored = FALSE //wew lad
/obj/item/circuitboard/machine/launchpad
name = "Bluespace Launchpad (Machine Board)"
build_path = /obj/machinery/launchpad
req_components = list(
/obj/item/stack/ore/bluespace_crystal = 1,
/obj/item/stock_parts/manipulator = 1)
def_components = list(/obj/item/stack/ore/bluespace_crystal = /obj/item/stack/ore/bluespace_crystal/artificial)
/obj/item/circuitboard/machine/limbgrower
name = "Limb Grower (Machine Board)"
build_path = /obj/machinery/limbgrower
req_components = list(
/obj/item/stock_parts/manipulator = 1,
/obj/item/reagent_containers/glass/beaker = 2,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/quantumpad
name = "Quantum Pad (Machine Board)"
build_path = /obj/machinery/quantumpad
req_components = list(
/obj/item/stack/ore/bluespace_crystal = 1,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/cable_coil = 1)
def_components = list(/obj/item/stack/ore/bluespace_crystal = /obj/item/stack/ore/bluespace_crystal/artificial)
/obj/item/circuitboard/machine/recharger
name = "Weapon Recharger (Machine Board)"
build_path = /obj/machinery/recharger
req_components = list(/obj/item/stock_parts/capacitor = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/cell_charger
name = "Cell Charger (Machine Board)"
build_path = /obj/machinery/cell_charger
req_components = list(/obj/item/stock_parts/capacitor = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/cyborgrecharger
name = "Cyborg Recharger (Machine Board)"
build_path = /obj/machinery/recharge_station
req_components = list(
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/cell = 1,
/obj/item/stock_parts/manipulator = 1)
def_components = list(/obj/item/stock_parts/cell = /obj/item/stock_parts/cell/high)
/obj/item/circuitboard/machine/recycler
name = "Recycler (Machine Board)"
build_path = /obj/machinery/recycler
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/space_heater
name = "Space Heater (Machine Board)"
build_path = /obj/machinery/space_heater
req_components = list(
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stack/cable_coil = 3)
needs_anchored = FALSE
/obj/item/circuitboard/machine/telecomms/broadcaster
name = "Subspace Broadcaster (Machine Board)"
build_path = /obj/machinery/telecomms/broadcaster
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/stock_parts/subspace/filter = 1,
/obj/item/stock_parts/subspace/crystal = 1,
/obj/item/stock_parts/micro_laser = 2)
/obj/item/circuitboard/machine/telecomms/bus
name = "Bus Mainframe (Machine Board)"
build_path = /obj/machinery/telecomms/bus
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/stock_parts/subspace/filter = 1)
/obj/item/circuitboard/machine/telecomms/hub
name = "Hub Mainframe (Machine Board)"
build_path = /obj/machinery/telecomms/hub
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/subspace/filter = 2)
/obj/item/circuitboard/machine/telecomms/processor
name = "Processor Unit (Machine Board)"
build_path = /obj/machinery/telecomms/processor
req_components = list(
/obj/item/stock_parts/manipulator = 3,
/obj/item/stock_parts/subspace/filter = 1,
/obj/item/stock_parts/subspace/treatment = 2,
/obj/item/stock_parts/subspace/analyzer = 1,
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/subspace/amplifier = 1)
/obj/item/circuitboard/machine/telecomms/receiver
name = "Subspace Receiver (Machine Board)"
build_path = /obj/machinery/telecomms/receiver
req_components = list(
/obj/item/stock_parts/subspace/ansible = 1,
/obj/item/stock_parts/subspace/filter = 1,
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/micro_laser = 1)
/obj/item/circuitboard/machine/telecomms/relay
name = "Relay Mainframe (Machine Board)"
build_path = /obj/machinery/telecomms/relay
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/subspace/filter = 2)
/obj/item/circuitboard/machine/telecomms/server
name = "Telecommunication Server (Machine Board)"
build_path = /obj/machinery/telecomms/server
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/stock_parts/subspace/filter = 1)
/obj/item/circuitboard/machine/teleporter_hub
name = "Teleporter Hub (Machine Board)"
build_path = /obj/machinery/teleport/hub
req_components = list(
/obj/item/stack/ore/bluespace_crystal = 3,
/obj/item/stock_parts/matter_bin = 1)
def_components = list(/obj/item/stack/ore/bluespace_crystal = /obj/item/stack/ore/bluespace_crystal/artificial)
/obj/item/circuitboard/machine/teleporter_station
name = "Teleporter Station (Machine Board)"
build_path = /obj/machinery/teleport/station
req_components = list(
/obj/item/stack/ore/bluespace_crystal = 2,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stack/sheet/glass = 1)
def_components = list(/obj/item/stack/ore/bluespace_crystal = /obj/item/stack/ore/bluespace_crystal/artificial)
/obj/item/circuitboard/machine/vendor
name = "Booze-O-Mat Vendor (Machine Board)"
desc = "You can turn the \"brand selection\" dial using a screwdriver."
build_path = /obj/machinery/vending/boozeomat
req_components = list(/obj/item/vending_refill/boozeomat = 1)
var/static/list/vending_names_paths = list(
/obj/machinery/vending/boozeomat = "Booze-O-Mat",
/obj/machinery/vending/coffee = "Solar's Best Hot Drinks",
/obj/machinery/vending/snack = "Getmore Chocolate Corp",
/obj/machinery/vending/cola = "Robust Softdrinks",
/obj/machinery/vending/cigarette = "ShadyCigs Deluxe",
/obj/machinery/vending/games = "\improper Good Clean Fun",
/obj/machinery/vending/autodrobe = "AutoDrobe",
/obj/machinery/vending/wardrobe/sec_wardrobe = "SecDrobe",
/obj/machinery/vending/wardrobe/medi_wardrobe = "MediDrobe",
/obj/machinery/vending/wardrobe/engi_wardrobe = "EngiDrobe",
/obj/machinery/vending/wardrobe/atmos_wardrobe = "AtmosDrobe",
/obj/machinery/vending/wardrobe/cargo_wardrobe = "CargoDrobe",
/obj/machinery/vending/wardrobe/robo_wardrobe = "RoboDrobe",
/obj/machinery/vending/wardrobe/science_wardrobe = "SciDrobe",
/obj/machinery/vending/wardrobe/hydro_wardrobe = "HyDrobe",
/obj/machinery/vending/wardrobe/curator_wardrobe = "CuraDrobe",
/obj/machinery/vending/wardrobe/bar_wardrobe = "BarDrobe",
/obj/machinery/vending/wardrobe/chef_wardrobe = "ChefDrobe",
/obj/machinery/vending/wardrobe/jani_wardrobe = "JaniDrobe",
/obj/machinery/vending/wardrobe/law_wardrobe = "LawDrobe",
/obj/machinery/vending/wardrobe/chap_wardrobe = "ChapDrobe",
/obj/machinery/vending/wardrobe/chem_wardrobe = "ChemDrobe",
/obj/machinery/vending/wardrobe/gene_wardrobe = "GeneDrobe",
/obj/machinery/vending/wardrobe/viro_wardrobe = "ViroDrobe",
/obj/machinery/vending/clothing = "ClothesMate",
/obj/machinery/vending/medical = "NanoMed Plus",
/obj/machinery/vending/wallmed = "NanoMed")
/obj/item/circuitboard/machine/vendor/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
var/position = vending_names_paths.Find(build_path)
position = (position == vending_names_paths.len) ? 1 : (position + 1)
var/typepath = vending_names_paths[position]
to_chat(user, "<span class='notice'>You set the board to \"[vending_names_paths[typepath]]\".</span>")
set_type(typepath)
else
return ..()
/obj/item/circuitboard/machine/vendor/proc/set_type(obj/machinery/vending/typepath)
build_path = typepath
name = "[vending_names_paths[build_path]] Vendor (Machine Board)"
req_components = list(initial(typepath.refill_canister) = 1)
/obj/item/circuitboard/machine/vendor/apply_default_parts(obj/machinery/M)
for(var/typepath in vending_names_paths)
if(istype(M, typepath))
set_type(typepath)
break
return ..()
/obj/item/circuitboard/machine/mech_recharger
name = "Mechbay Recharger (Machine Board)"
build_path = /obj/machinery/mech_bay_recharge_port
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/capacitor = 5)
/obj/item/circuitboard/machine/mechfab
name = "Exosuit Fabricator (Machine Board)"
build_path = /obj/machinery/mecha_part_fabricator
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/cryo_tube
name = "Cryotube (Machine Board)"
build_path = /obj/machinery/atmospherics/components/unary/cryo_cell
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stack/cable_coil = 1,
/obj/item/stack/sheet/glass = 4)
/obj/item/circuitboard/machine/thermomachine
name = "Thermomachine (Machine Board)"
desc = "You can use a screwdriver to switch between heater and freezer."
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/stack/sheet/glass = 1)
#define PATH_FREEZER /obj/machinery/atmospherics/components/unary/thermomachine/freezer
#define PATH_HEATER /obj/machinery/atmospherics/components/unary/thermomachine/heater
/obj/item/circuitboard/machine/thermomachine/Initialize()
. = ..()
if(!build_path)
if(prob(50))
name = "Freezer (Machine Board)"
build_path = PATH_FREEZER
else
name = "Heater (Machine Board)"
build_path = PATH_HEATER
/obj/item/circuitboard/machine/thermomachine/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
var/obj/item/circuitboard/new_type
var/new_setting
switch(build_path)
if(PATH_FREEZER)
new_type = /obj/item/circuitboard/machine/thermomachine/heater
new_setting = "Heater"
if(PATH_HEATER)
new_type = /obj/item/circuitboard/machine/thermomachine/freezer
new_setting = "Freezer"
name = initial(new_type.name)
build_path = initial(new_type.build_path)
I.play_tool_sound(src)
to_chat(user, "<span class='notice'>You change the circuitboard setting to \"[new_setting]\".</span>")
else
return ..()
/obj/item/circuitboard/machine/thermomachine/heater
name = "Heater (Machine Board)"
build_path = PATH_HEATER
/obj/item/circuitboard/machine/thermomachine/freezer
name = "Freezer (Machine Board)"
build_path = PATH_FREEZER
#undef PATH_FREEZER
#undef PATH_HEATER
/obj/item/circuitboard/machine/deep_fryer
name = "circuit board (Deep Fryer)"
build_path = /obj/machinery/deepfryer
req_components = list(/obj/item/stock_parts/micro_laser = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/gibber
name = "Gibber (Machine Board)"
build_path = /obj/machinery/gibber
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/monkey_recycler
name = "Monkey Recycler (Machine Board)"
build_path = /obj/machinery/monkey_recycler
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/processor
name = "Food Processor (Machine Board)"
build_path = /obj/machinery/processor
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/processor/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
if(build_path == /obj/machinery/processor)
name = "Slime Processor (Machine Board)"
build_path = /obj/machinery/processor/slime
to_chat(user, "<span class='notice'>Name protocols successfully updated.</span>")
else
name = "Food Processor (Machine Board)"
build_path = /obj/machinery/processor
to_chat(user, "<span class='notice'>Defaulting name protocols.</span>")
else
return ..()
/obj/item/circuitboard/machine/processor/slime
name = "Slime Processor (Machine Board)"
build_path = /obj/machinery/processor/slime
/obj/item/circuitboard/machine/smartfridge
name = "Smartfridge (Machine Board)"
build_path = /obj/machinery/smartfridge
req_components = list(/obj/item/stock_parts/matter_bin = 1)
var/static/list/fridges_name_paths = list(/obj/machinery/smartfridge = "plant produce",
/obj/machinery/smartfridge/food = "food",
/obj/machinery/smartfridge/drinks = "drinks",
/obj/machinery/smartfridge/extract = "slimes",
/obj/machinery/smartfridge/chemistry = "chems",
/obj/machinery/smartfridge/chemistry/virology = "viruses",
/obj/machinery/smartfridge/disks = "disks")
needs_anchored = FALSE
/obj/item/circuitboard/machine/smartfridge/Initialize(mapload, new_type)
if(new_type)
build_path = new_type
return ..()
/obj/item/circuitboard/machine/smartfridge/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
var/position = fridges_name_paths.Find(build_path, fridges_name_paths)
position = (position == fridges_name_paths.len) ? 1 : (position + 1)
build_path = fridges_name_paths[position]
to_chat(user, "<span class='notice'>You set the board to [fridges_name_paths[build_path]].</span>")
else
return ..()
/obj/item/circuitboard/machine/smartfridge/examine(mob/user)
..()
to_chat(user, "<span class='info'>[src] is set to [fridges_name_paths[build_path]]. You can use a screwdriver to reconfigure it.</span>")
/obj/item/circuitboard/machine/biogenerator
name = "Biogenerator (Machine Board)"
build_path = /obj/machinery/biogenerator
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/cable_coil = 1,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/plantgenes
name = "Plant DNA Manipulator (Machine Board)"
build_path = /obj/machinery/plantgenes
req_components = list(
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/glass = 1,
/obj/item/stock_parts/scanning_module = 1)
/obj/item/circuitboard/machine/plantgenes/vault
name = "alien board (Plant DNA Manipulator)"
icon_state = "abductor_mod"
// It wasn't made by actual abductors race, so no abductor tech here.
def_components = list(
/obj/item/stock_parts/manipulator = /obj/item/stock_parts/manipulator/femto,
/obj/item/stock_parts/micro_laser = /obj/item/stock_parts/micro_laser/quadultra,
/obj/item/stock_parts/scanning_module = /obj/item/stock_parts/scanning_module/triphasic)
/obj/item/circuitboard/machine/hydroponics
name = "Hydroponics Tray (Machine Board)"
build_path = /obj/machinery/hydroponics/constructable
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/sheet/glass = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/seed_extractor
name = "Seed Extractor (Machine Board)"
build_path = /obj/machinery/seed_extractor
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/ore_redemption
name = "Ore Redemption (Machine Board)"
build_path = /obj/machinery/mineral/ore_redemption
req_components = list(
/obj/item/stack/sheet/glass = 1,
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/assembly/igniter = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/mining_equipment_vendor
name = "Mining Equipment Vendor (Machine Board)"
build_path = /obj/machinery/mineral/equipment_vendor
req_components = list(
/obj/item/stack/sheet/glass = 1,
/obj/item/stock_parts/matter_bin = 3)
/obj/item/circuitboard/machine/mining_equipment_vendor/golem
name = "Golem Ship Equipment Vendor (Machine Board)"
build_path = /obj/machinery/mineral/equipment_vendor/golem
/obj/item/circuitboard/machine/ntnet_relay
name = "NTNet Relay (Machine Board)"
build_path = /obj/machinery/ntnet_relay
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/subspace/filter = 1)
/obj/item/circuitboard/machine/pacman
name = "PACMAN-type Generator (Machine Board)"
build_path = /obj/machinery/power/port_gen/pacman
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/capacitor = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/pacman/super
name = "SUPERPACMAN-type Generator (Machine Board)"
build_path = /obj/machinery/power/port_gen/pacman/super
/obj/item/circuitboard/machine/pacman/mrs
name = "MRSPACMAN-type Generator (Machine Board)"
build_path = /obj/machinery/power/port_gen/pacman/mrs
/obj/item/circuitboard/machine/rtg
name = "RTG (Machine Board)"
build_path = /obj/machinery/power/rtg
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stack/sheet/mineral/uranium = 10) // We have no Pu-238, and this is the closest thing to it.
/obj/item/circuitboard/machine/rtg/advanced
name = "Advanced RTG (Machine Board)"
build_path = /obj/machinery/power/rtg/advanced
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/mineral/uranium = 10,
/obj/item/stack/sheet/mineral/plasma = 5)
/obj/item/circuitboard/machine/abductor/core
name = "alien board (Void Core)"
build_path = /obj/machinery/power/rtg/abductor
req_components = list(
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/cell/infinite/abductor = 1)
def_components = list(
/obj/item/stock_parts/capacitor = /obj/item/stock_parts/capacitor/quadratic,
/obj/item/stock_parts/micro_laser = /obj/item/stock_parts/micro_laser/quadultra)
/obj/item/circuitboard/machine/emitter
name = "Emitter (Machine Board)"
build_path = /obj/machinery/power/emitter
req_components = list(
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/smes
name = "SMES (Machine Board)"
build_path = /obj/machinery/power/smes
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/cell = 5,
/obj/item/stock_parts/capacitor = 1)
def_components = list(/obj/item/stock_parts/cell = /obj/item/stock_parts/cell/high/empty)
/obj/item/circuitboard/machine/rad_collector
name = "Radiation Collector (Machine Board)"
build_path = /obj/machinery/power/rad_collector
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stack/sheet/plasmarglass = 2,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/tesla_coil
name = "Tesla Controller (Machine Board)"
desc = "You can use a screwdriver to switch between Research and Power Generation."
build_path = /obj/machinery/power/tesla_coil
req_components = list(/obj/item/stock_parts/capacitor = 1)
needs_anchored = FALSE
#define PATH_POWERCOIL /obj/machinery/power/tesla_coil/power
#define PATH_RPCOIL /obj/machinery/power/tesla_coil/research
/obj/item/circuitboard/machine/tesla_coil/Initialize()
. = ..()
if(build_path)
build_path = PATH_POWERCOIL
/obj/item/circuitboard/machine/tesla_coil/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
var/obj/item/circuitboard/new_type
var/new_setting
switch(build_path)
if(PATH_POWERCOIL)
new_type = /obj/item/circuitboard/machine/tesla_coil/research
new_setting = "Research"
if(PATH_RPCOIL)
new_type = /obj/item/circuitboard/machine/tesla_coil/power
new_setting = "Power"
name = initial(new_type.name)
build_path = initial(new_type.build_path)
I.play_tool_sound(src)
to_chat(user, "<span class='notice'>You change the circuitboard setting to \"[new_setting]\".</span>")
else
return ..()
/obj/item/circuitboard/machine/tesla_coil/power
name = "Tesla Coil (Machine Board)"
build_path = PATH_POWERCOIL
/obj/item/circuitboard/machine/tesla_coil/research
name = "Tesla Corona Researcher (Machine Board)"
build_path = PATH_RPCOIL
#undef PATH_POWERCOIL
#undef PATH_RPCOIL
/obj/item/circuitboard/machine/grounding_rod
name = "Grounding Rod (Machine Board)"
build_path = /obj/machinery/power/grounding_rod
req_components = list(/obj/item/stock_parts/capacitor = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/power_compressor
name = "Power Compressor (Machine Board)"
build_path = /obj/machinery/power/compressor
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/manipulator = 6)
/obj/item/circuitboard/machine/power_turbine
name = "Power Turbine (Machine Board)"
build_path = /obj/machinery/power/turbine
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 6)
/obj/item/circuitboard/machine/chem_dispenser
name = "Chem Dispenser (Machine Board)"
build_path = /obj/machinery/chem_dispenser
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/sheet/glass = 1,
/obj/item/stock_parts/cell = 1)
def_components = list(/obj/item/stock_parts/cell = /obj/item/stock_parts/cell/high)
needs_anchored = FALSE
/obj/item/circuitboard/machine/chem_dispenser/drinks
name = "Soda Dispenser (Machine Board)"
build_path = /obj/machinery/chem_dispenser/drinks
/obj/item/circuitboard/machine/chem_dispenser/drinks/beer
name = "Booze Dispenser (Machine Board)"
build_path = /obj/machinery/chem_dispenser/drinks/beer
/obj/item/circuitboard/machine/smoke_machine
name = "Smoke Machine (Machine Board)"
build_path = /obj/machinery/smoke_machine
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/sheet/glass = 1,
/obj/item/stock_parts/cell = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/chem_heater
name = "Chemical Heater (Machine Board)"
build_path = /obj/machinery/chem_heater
req_components = list(
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/chem_master
name = "ChemMaster 3000 (Machine Board)"
build_path = /obj/machinery/chem_master
desc = "You can turn the \"mode selection\" dial using a screwdriver."
req_components = list(
/obj/item/reagent_containers/glass/beaker = 2,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/sheet/glass = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/chem_master/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
var/new_name = "ChemMaster"
var/new_path = /obj/machinery/chem_master
if(build_path == /obj/machinery/chem_master)
new_name = "CondiMaster"
new_path = /obj/machinery/chem_master/condimaster
build_path = new_path
name = "[new_name] 3000 (Machine Board)"
to_chat(user, "<span class='notice'>You change the circuit board setting to \"[new_name]\".</span>")
else
return ..()
/obj/item/circuitboard/machine/reagentgrinder
name = "Machine Design (All-In-One Grinder)"
build_path = /obj/machinery/reagentgrinder/constructed
req_components = list(
/obj/item/stock_parts/manipulator = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/chem_master/condi
name = "CondiMaster 3000 (Machine Board)"
build_path = /obj/machinery/chem_master/condimaster
/obj/item/circuitboard/machine/circuit_imprinter
name = "Circuit Imprinter (Machine Board)"
build_path = /obj/machinery/rnd/production/circuit_imprinter
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/reagent_containers/glass/beaker = 2)
/obj/item/circuitboard/machine/circuit_imprinter/department
name = "Departmental Circuit Imprinter (Machine Board)"
build_path = /obj/machinery/rnd/production/circuit_imprinter/department
/obj/item/circuitboard/machine/circuit_imprinter/department/science
name = "Departmental Circuit Imprinter - Science (Machine Board)"
build_path = /obj/machinery/rnd/production/circuit_imprinter/department/science
/obj/item/circuitboard/machine/destructive_analyzer
name = "Destructive Analyzer (Machine Board)"
build_path = /obj/machinery/rnd/destructive_analyzer
req_components = list(
/obj/item/stock_parts/scanning_module = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/micro_laser = 1)
/obj/item/circuitboard/machine/experimentor
name = "E.X.P.E.R.I-MENTOR (Machine Board)"
build_path = /obj/machinery/rnd/experimentor
req_components = list(
/obj/item/stock_parts/scanning_module = 1,
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/micro_laser = 2)
/obj/item/circuitboard/machine/nanite_chamber
name = "Nanite Chamber (Machine Board)"
build_path = /obj/machinery/nanite_chamber
req_components = list(
/obj/item/stock_parts/scanning_module = 2,
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/manipulator = 1)
/obj/item/circuitboard/machine/public_nanite_chamber
name = "Public Nanite Chamber (Machine Board)"
build_path = /obj/machinery/public_nanite_chamber
var/cloud_id = 1
req_components = list(
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/manipulator = 1)
/obj/item/circuitboard/machine/public_nanite_chamber/multitool_act(mob/living/user)
var/new_cloud = input("Set the public nanite chamber's Cloud ID (1-100).", "Cloud ID", cloud_id) as num|null
if(new_cloud == null)
return
cloud_id = CLAMP(round(new_cloud, 1), 1, 100)
/obj/item/circuitboard/machine/public_nanite_chamber/examine(mob/user)
. = ..()
to_chat(user, "Cloud ID is currently set to [cloud_id].")
/obj/item/circuitboard/machine/nanite_program_hub
name = "Nanite Program Hub (Machine Board)"
build_path = /obj/machinery/nanite_program_hub
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1)
/obj/item/circuitboard/machine/nanite_programmer
name = "Nanite Programmer (Machine Board)"
build_path = /obj/machinery/nanite_programmer
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/scanning_module = 1)
/obj/item/circuitboard/machine/protolathe
name = "Protolathe (Machine Board)"
build_path = /obj/machinery/rnd/production/protolathe
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/reagent_containers/glass/beaker = 2)
/obj/item/circuitboard/machine/protolathe/department
name = "Departmental Protolathe (Machine Board)"
build_path = /obj/machinery/rnd/production/protolathe/department
/obj/item/circuitboard/machine/protolathe/department/cargo
name = "Departmental Protolathe (Machine Board) - Cargo"
build_path = /obj/machinery/rnd/production/protolathe/department/cargo
/obj/item/circuitboard/machine/protolathe/department/engineering
name = "Departmental Protolathe (Machine Board) - Engineering"
build_path = /obj/machinery/rnd/production/protolathe/department/engineering
/obj/item/circuitboard/machine/protolathe/department/medical
name = "Departmental Protolathe (Machine Board) - Medical"
build_path = /obj/machinery/rnd/production/protolathe/department/medical
/obj/item/circuitboard/machine/protolathe/department/science
name = "Departmental Protolathe (Machine Board) - Science"
build_path = /obj/machinery/rnd/production/protolathe/department/science
/obj/item/circuitboard/machine/protolathe/department/security
name = "Departmental Protolathe (Machine Board) - Security"
build_path = /obj/machinery/rnd/production/protolathe/department/security
/obj/item/circuitboard/machine/protolathe/department/service
name = "Departmental Protolathe - Service (Machine Board)"
build_path = /obj/machinery/rnd/production/protolathe/department/service
/obj/item/circuitboard/machine/techfab
name = "\improper Techfab (Machine Board)"
build_path = /obj/machinery/rnd/production/techfab
req_components = list(
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/reagent_containers/glass/beaker = 2)
/obj/item/circuitboard/machine/techfab/department
name = "\improper Departmental Techfab (Machine Board)"
build_path = /obj/machinery/rnd/production/techfab/department
/obj/item/circuitboard/machine/techfab/department/cargo
name = "\improper Departmental Techfab (Machine Board) - Cargo"
build_path = /obj/machinery/rnd/production/techfab/department/cargo
/obj/item/circuitboard/machine/techfab/department/engineering
name = "\improper Departmental Techfab (Machine Board) - Engineering"
build_path = /obj/machinery/rnd/production/techfab/department/engineering
/obj/item/circuitboard/machine/techfab/department/medical
name = "\improper Departmental Techfab (Machine Board) - Medical"
build_path = /obj/machinery/rnd/production/techfab/department/medical
/obj/item/circuitboard/machine/techfab/department/science
name = "\improper Departmental Techfab (Machine Board) - Science"
build_path = /obj/machinery/rnd/production/techfab/department/science
/obj/item/circuitboard/machine/techfab/department/security
name = "\improper Departmental Techfab (Machine Board) - Security"
build_path = /obj/machinery/rnd/production/techfab/department/security
/obj/item/circuitboard/machine/techfab/department/service
name = "\improper Departmental Techfab - Service (Machine Board)"
build_path = /obj/machinery/rnd/production/techfab/department/service
/obj/item/circuitboard/machine/rdserver
name = "R&D Server (Machine Board)"
build_path = /obj/machinery/rnd/server
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/stock_parts/scanning_module = 1)
/obj/item/circuitboard/machine/bsa/back
name = "Bluespace Artillery Generator (Machine Board)"
build_path = /obj/machinery/bsa/back //No freebies!
req_components = list(
/obj/item/stock_parts/capacitor/quadratic = 5,
/obj/item/stack/cable_coil = 2)
/obj/item/circuitboard/machine/bsa/middle
name = "Bluespace Artillery Fusor (Machine Board)"
build_path = /obj/machinery/bsa/middle
req_components = list(
/obj/item/stack/ore/bluespace_crystal = 20,
/obj/item/stack/cable_coil = 2)
/obj/item/circuitboard/machine/bsa/front
name = "Bluespace Artillery Bore (Machine Board)"
build_path = /obj/machinery/bsa/front
req_components = list(
/obj/item/stock_parts/manipulator/femto = 5,
/obj/item/stack/cable_coil = 2)
/obj/item/circuitboard/machine/dna_vault
name = "DNA Vault (Machine Board)"
build_path = /obj/machinery/dna_vault //No freebies!
req_components = list(
/obj/item/stock_parts/capacitor/super = 5,
/obj/item/stock_parts/manipulator/pico = 5,
/obj/item/stack/cable_coil = 2)
/obj/item/circuitboard/machine/microwave
name = "Microwave (Machine Board)"
build_path = /obj/machinery/microwave
req_components = list(
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stack/cable_coil = 2,
/obj/item/stack/sheet/glass = 2)
needs_anchored = FALSE
/obj/item/circuitboard/machine/vending/donksofttoyvendor
name = "Donksoft Toy Vendor (Machine Board)"
build_path = /obj/machinery/vending/donksofttoyvendor
req_components = list(
/obj/item/stack/sheet/glass = 1,
/obj/item/vending_refill/donksoft = 1)
/obj/item/circuitboard/machine/vending/syndicatedonksofttoyvendor
name = "Syndicate Donksoft Toy Vendor (Machine Board)"
build_path = /obj/machinery/vending/toyliberationstation
req_components = list(
/obj/item/stack/sheet/glass = 1,
/obj/item/vending_refill/donksoft = 1)
/obj/item/circuitboard/machine/dish_drive
name = "Dish Drive (Machine Board)"
build_path = /obj/machinery/dish_drive
req_components = list(
/obj/item/stack/sheet/glass = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/matter_bin = 2)
var/suction = TRUE
var/transmit = TRUE
needs_anchored = FALSE
/obj/item/circuitboard/machine/dish_drive/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its suction function is [suction ? "enabled" : "disabled"]. Use it in-hand to switch.</span>")
to_chat(user, "<span class='notice'>Its disposal auto-transmit function is [transmit ? "enabled" : "disabled"]. Alt-click it to switch.</span>")
/obj/item/circuitboard/machine/dish_drive/attack_self(mob/living/user)
suction = !suction
to_chat(user, "<span class='notice'>You [suction ? "enable" : "disable"] the board's suction function.</span>")
/obj/item/circuitboard/machine/dish_drive/AltClick(mob/living/user)
if(!user.Adjacent(src))
return
transmit = !transmit
to_chat(user, "<span class='notice'>You [transmit ? "enable" : "disable"] the board's automatic disposal transmission.</span>")
/obj/item/circuitboard/machine/stacking_unit_console
name = "Stacking Machine Console (Machine Board)"
build_path = /obj/machinery/mineral/stacking_unit_console
req_components = list(
/obj/item/stack/sheet/glass = 2,
/obj/item/stack/cable_coil = 5)
/obj/item/circuitboard/machine/stacking_machine
name = "Stacking Machine (Machine Board)"
build_path = /obj/machinery/mineral/stacking_machine
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/matter_bin = 2)
/obj/item/circuitboard/machine/generator
name = "Thermo-Electric Generator (Machine Board)"
build_path = /obj/machinery/power/generator
req_components = list()
/obj/item/circuitboard/machine/circulator
name = "Circulator/Heat Exchanger (Machine Board)"
build_path = /obj/machinery/atmospherics/components/binary/circulator
req_components = list()
/obj/item/circuitboard/machine/harvester
name = "Harvester (Machine Board)"
build_path = /obj/machinery/harvester
req_components = list(/obj/item/stock_parts/micro_laser = 4)
/obj/item/circuitboard/machine/ore_silo
name = "Ore Silo (Machine Board)"
build_path = /obj/machinery/ore_silo
req_components = list()
+171
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/* Clown Items
* Contains:
* Soap
* Bike Horns
* Air Horns
* Canned Laughter
*/
/*
* Soap
*/
/obj/item/soap
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
gender = PLURAL
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "soap"
lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
item_flags = NOBLUDGEON
throwforce = 0
throw_speed = 3
throw_range = 7
grind_results = list("lye" = 10)
var/cleanspeed = 50 //slower than mop
force_string = "robust... against germs"
/obj/item/soap/Initialize()
. = ..()
AddComponent(/datum/component/slippery, 80)
/obj/item/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
icon_state = "soapnt"
/obj/item/soap/homemade
desc = "A homemade bar of soap. Smells of... well...."
icon_state = "soapgibs"
cleanspeed = 45 // a little faster to reward chemists for going to the effort
/obj/item/soap/deluxe
desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
icon_state = "soapdeluxe"
cleanspeed = 40 //same speed as mop because deluxe -- captain gets one of these
/obj/item/soap/syndie
desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
icon_state = "soapsyndie"
cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
/obj/item/soap/suicide_act(mob/user)
user.say(";FFFFFFFFFFFFFFFFUUUUUUUDGE!!", forced="soap suicide")
user.visible_message("<span class='suicide'>[user] lifts [src] to [user.p_their()] mouth and gnaws on it furiously, producing a thick froth! [user.p_they(TRUE)]'ll never get that BB gun now!</span>")
new /obj/effect/particle_effect/foam(loc)
return (TOXLOSS)
/obj/item/soap/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity || !check_allowed_items(target))
return
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && ((target in user.client.screen) && !user.is_holding(target)))
to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(istype(target, /obj/effect/decal/cleanable))
user.visible_message("[user] begins to scrub \the [target.name] out with [src].", "<span class='warning'>You begin to scrub \the [target.name] out with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
qdel(target)
else if(ishuman(target) && user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
var/mob/living/carbon/human/H = user
user.visible_message("<span class='warning'>\the [user] washes \the [target]'s mouth out with [src.name]!</span>", "<span class='notice'>You wash \the [target]'s mouth out with [src.name]!</span>") //washes mouth out with soap sounds better than 'the soap' here
H.lip_style = null //removes lipstick
H.update_body()
return
else if(istype(target, /obj/structure/window))
user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.set_opacity(initial(target.opacity))
else
user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
target.wash_cream()
return
/*
* Bike Horns
*/
/obj/item/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi'
throwforce = 0
hitsound = null //To prevent tap.ogg playing, as the item lacks of force
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
attack_verb = list("HONKED")
/obj/item/bikehorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
/obj/item/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "honk", /datum/mood_event/honk)
return ..()
/obj/item/bikehorn/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] solemnly points the horn at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
return (BRUTELOSS)
//air horn
/obj/item/bikehorn/airhorn
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
/obj/item/bikehorn/airhorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/airhorn2.ogg'=1), 50)
//golden bikehorn
/obj/item/bikehorn/golden
name = "golden bike horn"
desc = "Golden? Clearly, it's made with bananium! Honk!"
icon_state = "gold_horn"
item_state = "gold_horn"
var/flip_cooldown = 0
/obj/item/bikehorn/golden/attack()
if(flip_cooldown < world.time)
flip_mobs()
return ..()
/obj/item/bikehorn/golden/attack_self(mob/user)
if(flip_cooldown < world.time)
flip_mobs()
..()
/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
if(ishuman(M) && M.can_hear())
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
M.emote("flip")
flip_cooldown = world.time + 7
//canned laughter
/obj/item/reagent_containers/food/drinks/soda_cans/canned_laughter
name = "Canned Laughter"
desc = "Just looking at this makes you want to giggle."
icon_state = "laughter"
list_reagents = list("laughter" = 50)
+103
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@@ -0,0 +1,103 @@
#define WAND_OPEN "Open Door"
#define WAND_BOLT "Toggle Bolts"
#define WAND_EMERGENCY "Toggle Emergency Access"
/obj/item/door_remote
icon_state = "gangtool-white"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
icon = 'icons/obj/device.dmi'
name = "control wand"
desc = "Remotely controls airlocks."
w_class = WEIGHT_CLASS_TINY
var/mode = WAND_OPEN
var/region_access = 1 //See access.dm
var/list/access_list
/obj/item/door_remote/Initialize()
. = ..()
access_list = get_region_accesses(region_access)
AddComponent(/datum/component/ntnet_interface)
/obj/item/door_remote/attack_self(mob/user)
switch(mode)
if(WAND_OPEN)
mode = WAND_BOLT
if(WAND_BOLT)
mode = WAND_EMERGENCY
if(WAND_EMERGENCY)
mode = WAND_OPEN
to_chat(user, "Now in mode: [mode].")
// Airlock remote works by sending NTNet packets to whatever it's pointed at.
/obj/item/door_remote/afterattack(atom/A, mob/user)
. = ..()
GET_COMPONENT_FROM(target_interface, /datum/component/ntnet_interface, A)
if(!target_interface)
return
// Generate a control packet.
var/datum/netdata/data = new
data.recipient_ids = list(target_interface.hardware_id)
switch(mode)
if(WAND_OPEN)
data.data["data"] = "open"
if(WAND_BOLT)
data.data["data"] = "bolt"
if(WAND_EMERGENCY)
data.data["data"] = "emergency"
data.data["data_secondary"] = "toggle"
data.passkey = access_list
ntnet_send(data)
/obj/item/door_remote/omni
name = "omni door remote"
desc = "This control wand can access any door on the station."
icon_state = "gangtool-yellow"
region_access = 0
/obj/item/door_remote/captain
name = "command door remote"
icon_state = "gangtool-yellow"
region_access = 7
/obj/item/door_remote/chief_engineer
name = "engineering door remote"
icon_state = "gangtool-orange"
region_access = 5
/obj/item/door_remote/research_director
name = "research door remote"
icon_state = "gangtool-purple"
region_access = 4
/obj/item/door_remote/head_of_security
name = "security door remote"
icon_state = "gangtool-red"
region_access = 2
/obj/item/door_remote/quartermaster
name = "supply door remote"
desc = "Remotely controls airlocks. This remote has additional Vault access."
icon_state = "gangtool-green"
region_access = 6
/obj/item/door_remote/chief_medical_officer
name = "medical door remote"
icon_state = "gangtool-blue"
region_access = 3
/obj/item/door_remote/civillian
name = "civilian door remote"
icon_state = "gangtool-white"
region_access = 1
#undef WAND_OPEN
#undef WAND_BOLT
#undef WAND_EMERGENCY
+191
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@@ -0,0 +1,191 @@
/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/random
name = "lipstick"
icon_state = "random_lipstick"
/obj/item/lipstick/random/New()
..()
icon_state = "lipstick"
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "[H.p_their()]" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does [user.p_their()] lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("[user] does [H]'s lips with \the [src].", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins shaving [user.p_them()]self without the razor guard! It looks like [user.p_theyre()] trying to commit suicide!</span>")
shave(user, BODY_ZONE_PRECISE_MOUTH)
shave(user, BODY_ZONE_HEAD)//doesnt need to be BODY_ZONE_HEAD specifically, but whatever
return BRUTELOSS
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = BODY_ZONE_PRECISE_MOUTH)
if(location == BODY_ZONE_PRECISE_MOUTH)
H.facial_hair_style = "Shaved"
else
H.hair_style = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, 1)
/obj/item/razor/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if((location in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_HEAD)) && !H.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, "<span class='warning'>[H] doesn't have a head!</span>")
return
if(location == BODY_ZONE_PRECISE_MOUTH)
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hair_style == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave [user.p_their()] facial hair with [src].", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("[user] shaves [user.p_their()] facial hair clean with [src].", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == BODY_ZONE_HEAD)
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("[user] starts to shave [user.p_their()] head with [src].", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("[user] shaves [user.p_their()] head with [src].", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
..()
+37
View File
@@ -0,0 +1,37 @@
// Contains:
// Gavel Hammer
// Gavel Block
/obj/item/gavelhammer
name = "gavel hammer"
desc = "Order, order! No bombs in my courthouse."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "gavelhammer"
force = 5
throwforce = 6
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("bashed", "battered", "judged", "whacked")
resistance_flags = FLAMMABLE
/obj/item/gavelhammer/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] has sentenced [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/items/gavel.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/gavelblock
name = "gavel block"
desc = "Smack it with a gavel hammer when the assistants get rowdy."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "gavelblock"
force = 2
throwforce = 2
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
/obj/item/gavelblock/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/gavelhammer))
playsound(loc, 'sound/items/gavel.ogg', 100, 1)
user.visible_message("<span class='warning'>[user] strikes [src] with [I].</span>")
user.changeNext_move(CLICK_CD_MELEE)
else
return ..()
+800
View File
@@ -0,0 +1,800 @@
#define RANDOM_GRAFFITI "Random Graffiti"
#define RANDOM_LETTER "Random Letter"
#define RANDOM_NUMBER "Random Number"
#define RANDOM_ORIENTED "Random Oriented"
#define RANDOM_RUNE "Random Rune"
#define RANDOM_ANY "Random Anything"
#define PAINT_NORMAL 1
#define PAINT_LARGE_HORIZONTAL 2
#define PAINT_LARGE_HORIZONTAL_ICON 'icons/effects/96x32.dmi'
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
var/icon_capped
var/icon_uncapped
var/use_overlays = FALSE
item_color = "red"
w_class = WEIGHT_CLASS_TINY
attack_verb = list("attacked", "coloured")
grind_results = list()
var/paint_color = "#FF0000" //RGB
var/drawtype
var/text_buffer = ""
var/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","arrow","star","poseur tag","prolizard","antilizard", "tile") //cit edit
var/list/letters = list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z")
var/list/numerals = list("0","1","2","3","4","5","6","7","8","9")
var/list/oriented = list("arrow","body") // These turn to face the same way as the drawer
var/list/runes = list("rune1","rune2","rune3","rune4","rune5","rune6")
var/list/randoms = list(RANDOM_ANY, RANDOM_RUNE, RANDOM_ORIENTED,
RANDOM_NUMBER, RANDOM_GRAFFITI, RANDOM_LETTER)
var/list/graffiti_large_h = list("yiffhell", "secborg", "paint")
var/list/all_drawables
var/paint_mode = PAINT_NORMAL
var/charges = 30 //-1 or less for unlimited uses
var/charges_left
var/volume_multiplier = 1 // Increases reagent effect
var/actually_paints = TRUE
var/instant = FALSE
var/self_contained = TRUE // If it deletes itself when it is empty
var/list/validSurfaces = list(/turf/open/floor)
var/edible = TRUE // That doesn't mean eating it is a good idea
var/list/reagent_contents = list("nutriment" = 1)
// If the user can toggle the colour, a la vanilla spraycan
var/can_change_colour = FALSE
var/has_cap = FALSE
var/is_capped = FALSE
var/pre_noise = FALSE
var/post_noise = FALSE
var/datum/team/gang/gang //For marking territory.
var/gang_tag_delay = 30 //this is the delay for gang mode tag applications on anything that gang = true on.
/obj/item/toy/crayon/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jamming [src] up [user.p_their()] nose and into [user.p_their()] brain. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|OXYLOSS)
/obj/item/toy/crayon/Initialize()
. = ..()
// Makes crayons identifiable in things like grinders
if(name == "crayon")
name = "[item_color] crayon"
all_drawables = graffiti + letters + numerals + oriented + runes + graffiti_large_h
drawtype = pick(all_drawables)
refill()
/obj/item/toy/crayon/proc/refill()
if(charges == -1)
charges_left = 100
else
charges_left = charges
if(!reagents)
create_reagents(charges_left * volume_multiplier)
reagents.clear_reagents()
var/total_weight = 0
for(var/key in reagent_contents)
total_weight += reagent_contents[key]
var/units_per_weight = reagents.maximum_volume / total_weight
for(var/reagent in reagent_contents)
var/weight = reagent_contents[reagent]
var/amount = weight * units_per_weight
reagents.add_reagent(reagent, amount)
/obj/item/toy/crayon/proc/use_charges(mob/user, amount = 1, requires_full = TRUE)
// Returns number of charges actually used
if(charges == -1)
. = amount
refill()
else
if(check_empty(user, amount, requires_full))
return 0
else
. = min(charges_left, amount)
charges_left -= .
/obj/item/toy/crayon/proc/check_empty(mob/user, amount = 1, requires_full = TRUE)
// When eating a crayon, check_empty() can be called twice producing
// two messages unless we check for being deleted first
if(QDELETED(src))
return TRUE
. = FALSE
// -1 is unlimited charges
if(charges == -1)
. = FALSE
else if(!charges_left)
to_chat(user, "<span class='warning'>There is no more of [src] left!</span>")
if(self_contained)
qdel(src)
. = TRUE
else if(charges_left < amount && requires_full)
to_chat(user, "<span class='warning'>There is not enough of [src] left!</span>")
. = TRUE
/obj/item/toy/crayon/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
// tgui is a plague upon this codebase
SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "crayon", name, 600, 600,
master_ui, state)
ui.open()
/obj/item/toy/crayon/spraycan/AltClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(has_cap)
is_capped = !is_capped
to_chat(user, "<span class='notice'>The cap on [src] is now [is_capped ? "on" : "off"].</span>")
update_icon()
/obj/item/toy/crayon/ui_data()
var/list/data = list()
data["drawables"] = list()
var/list/D = data["drawables"]
var/list/g_items = list()
D += list(list("name" = "Graffiti", "items" = g_items))
for(var/g in graffiti)
g_items += list(list("item" = g))
var/list/glh_items = list()
D += list(list("name" = "Graffiti Large Horizontal", "items" = glh_items))
for(var/glh in graffiti_large_h)
glh_items += list(list("item" = glh))
var/list/L_items = list()
D += list(list("name" = "Letters", "items" = L_items))
for(var/L in letters)
L_items += list(list("item" = L))
var/list/N_items = list()
D += list(list(name = "Numerals", "items" = N_items))
for(var/N in numerals)
N_items += list(list("item" = N))
var/list/O_items = list()
D += list(list(name = "Oriented", "items" = O_items))
for(var/O in oriented)
O_items += list(list("item" = O))
var/list/R_items = list()
D += list(list(name = "Runes", "items" = R_items))
for(var/R in runes)
R_items += list(list("item" = R))
var/list/rand_items = list()
D += list(list(name = "Random", "items" = rand_items))
for(var/i in randoms)
rand_items += list(list("item" = i))
data["selected_stencil"] = drawtype
data["text_buffer"] = text_buffer
data["has_cap"] = has_cap
data["is_capped"] = is_capped
data["can_change_colour"] = can_change_colour
data["current_colour"] = paint_color
return data
/obj/item/toy/crayon/ui_act(action, list/params)
if(..())
return
switch(action)
if("toggle_cap")
if(has_cap)
is_capped = !is_capped
. = TRUE
if("select_stencil")
var/stencil = params["item"]
if(stencil in all_drawables + randoms)
drawtype = stencil
. = TRUE
if(stencil in graffiti_large_h)
paint_mode = PAINT_LARGE_HORIZONTAL
text_buffer = ""
else
paint_mode = PAINT_NORMAL
if("select_colour")
if(can_change_colour)
paint_color = input(usr,"","Choose Color",paint_color) as color|null
. = TRUE
if("enter_text")
var/txt = stripped_input(usr,"Choose what to write.",
"Scribbles",default = text_buffer)
text_buffer = crayon_text_strip(txt)
. = TRUE
paint_mode = PAINT_NORMAL
drawtype = "a"
update_icon()
/obj/item/toy/crayon/proc/crayon_text_strip(text)
var/list/base = string2charlist(lowertext(text))
var/list/out = list()
for(var/a in base)
if(a in (letters|numerals))
out += a
return jointext(out,"")
/obj/item/toy/crayon/afterattack(atom/target, mob/user, proximity, params)
. = ..()
if(!proximity || !check_allowed_items(target))
return
var/cost = 1
if(paint_mode == PAINT_LARGE_HORIZONTAL)
cost = 5
if(istype(target, /obj/item/canvas))
cost = 0
if(ishuman(user))
var/mob/living/carbon/human/H = user
if (HAS_TRAIT(H, TRAIT_TAGGER))
cost *= 0.5
var/charges_used = use_charges(user, cost)
if(!charges_used)
return
. = charges_used
if(istype(target, /obj/effect/decal/cleanable))
target = target.loc
if(!is_type_in_list(target,validSurfaces))
return
var/drawing = drawtype
switch(drawtype)
if(RANDOM_LETTER)
drawing = pick(letters)
if(RANDOM_GRAFFITI)
drawing = pick(graffiti)
if(RANDOM_RUNE)
drawing = pick(runes)
if(RANDOM_ORIENTED)
drawing = pick(oriented)
if(RANDOM_NUMBER)
drawing = pick(numerals)
if(RANDOM_ANY)
drawing = pick(all_drawables)
var/temp = "rune"
if(drawing in letters)
temp = "letter"
else if(drawing in graffiti)
temp = "graffiti"
else if(drawing in numerals)
temp = "number"
// If a gang member is using a gang spraycan, it'll behave differently
var/gang_mode = FALSE
if(gang && user.mind && user.mind.has_antag_datum(/datum/antagonist/gang)) //Heres a check.
gang_mode = TRUE // No more runtimes if a non-gang member sprays a gang can, it just works like normal cans.
// discontinue if the area isn't valid for tagging because gang "honour"
if(gang_mode && (!can_claim_for_gang(user, target)))
return
var/graf_rot
if(drawing in oriented)
switch(user.dir)
if(EAST)
graf_rot = 90
if(SOUTH)
graf_rot = 180
if(WEST)
graf_rot = 270
else
graf_rot = 0
var/list/click_params = params2list(params)
var/clickx
var/clicky
if(click_params && click_params["icon-x"] && click_params["icon-y"])
clickx = CLAMP(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
clicky = CLAMP(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
if(!instant)
to_chat(user, "<span class='notice'>You start drawing a [temp] on the [target.name]...</span>")
if(pre_noise)
audible_message("<span class='notice'>You hear spraying.</span>")
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
var/takes_time = !instant //For order purposes, since I'm maximum bad.
if(gang_mode)
takes_time = TRUE
var/wait_time = 50
if(paint_mode == PAINT_LARGE_HORIZONTAL)
wait_time *= 3
if(takes_time) //This is what deteremines the time it takes to spray a tag in gang mode. 50 is Default.
if(!do_after(user, gang_tag_delay, target = target)) //25 is a good number, but we have gang_tag_delay var now.
return
if(length(text_buffer))
drawing = copytext(text_buffer,1,2)
var/list/turf/affected_turfs = list()
if(actually_paints)
if(gang_mode)
// Double check it wasn't tagged in the meanwhile.
if(!can_claim_for_gang(user, target))
return
tag_for_gang(user, target)
affected_turfs += target
else
switch(paint_mode)
if(PAINT_NORMAL)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
C.add_hiddenprint(user)
C.pixel_x = clickx
C.pixel_y = clicky
affected_turfs += target
if(PAINT_LARGE_HORIZONTAL)
var/turf/left = locate(target.x-1,target.y,target.z)
var/turf/right = locate(target.x+1,target.y,target.z)
if(is_type_in_list(left, validSurfaces) && is_type_in_list(right, validSurfaces))
var/obj/effect/decal/cleanable/crayon/C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
C.add_hiddenprint(user)
affected_turfs += left
affected_turfs += right
affected_turfs += target
else
to_chat(user, "<span class='warning'>There isn't enough space to paint!</span>")
return
if(!instant)
to_chat(user, "<span class='notice'>You finish drawing \the [temp].</span>")
else
to_chat(user, "<span class='notice'>You spray a [temp] on \the [target.name]</span>")
if(length(text_buffer))
text_buffer = copytext(text_buffer,2)
if(post_noise)
audible_message("<span class='notice'>You hear spraying.</span>")
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
var/fraction = min(1, . / reagents.maximum_volume)
if(affected_turfs.len)
fraction /= affected_turfs.len
for(var/t in affected_turfs)
reagents.reaction(t, TOUCH, fraction * volume_multiplier)
reagents.trans_to(t, ., volume_multiplier)
check_empty(user)
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
// Check area validity.
// Reject space, player-created areas, and non-station z-levels.
var/area/A = get_area(target)
if(!A || (!is_station_level(A.z)) || !A.valid_territory)
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/G in target)
var/obj/effect/decal/cleanable/crayon/gang/gangtag = G
if(istype(gangtag))
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gangtag.gang != GA.gang)
spraying_over = TRUE
break
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by the [occupying_gang] gang! You must get rid of or spray over the old tag first!</span>")
return FALSE
// If you pass the gauntlet of checks, you're good to proceed
return TRUE
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/datum/team/gang/G in GLOB.gangs)
if(territory.type in (G.territories|G.new_territories))
. = G.name
break
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target)
//Delete any old markings on this tile, including other gang tags
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
var/area/territory = get_area(target)
new /obj/effect/decal/cleanable/crayon/gang(target,G.gang,"graffiti",0,user) // Heres the gang tag.
to_chat(user, "<span class='notice'>You tagged [territory] for your gang!</span>")
/////////////////Gang end////////////////////
/obj/item/toy/crayon/attack(mob/M, mob/user)
if(edible && (M == user))
to_chat(user, "You take a bite of the [src.name]. Delicious!")
var/eaten = use_charges(user, 5, FALSE)
if(check_empty(user)) //Prevents divsion by zero
return
var/fraction = min(eaten / reagents.total_volume, 1)
reagents.reaction(M, INGEST, fraction * volume_multiplier)
reagents.trans_to(M, eaten, volume_multiplier)
// check_empty() is called during afterattack
else
..()
/obj/item/toy/crayon/red
icon_state = "crayonred"
paint_color = "#DA0000"
item_color = "red"
reagent_contents = list("nutriment" = 1, "redcrayonpowder" = 1)
/obj/item/toy/crayon/orange
icon_state = "crayonorange"
paint_color = "#FF9300"
item_color = "orange"
reagent_contents = list("nutriment" = 1, "orangecrayonpowder" = 1)
/obj/item/toy/crayon/yellow
icon_state = "crayonyellow"
paint_color = "#FFF200"
item_color = "yellow"
reagent_contents = list("nutriment" = 1, "yellowcrayonpowder" = 1)
/obj/item/toy/crayon/green
icon_state = "crayongreen"
paint_color = "#A8E61D"
item_color = "green"
reagent_contents = list("nutriment" = 1, "greencrayonpowder" = 1)
/obj/item/toy/crayon/blue
icon_state = "crayonblue"
paint_color = "#00B7EF"
item_color = "blue"
reagent_contents = list("nutriment" = 1, "bluecrayonpowder" = 1)
/obj/item/toy/crayon/purple
icon_state = "crayonpurple"
paint_color = "#DA00FF"
item_color = "purple"
reagent_contents = list("nutriment" = 1, "purplecrayonpowder" = 1)
/obj/item/toy/crayon/black
icon_state = "crayonblack"
paint_color = "#1C1C1C" //Not completely black because total black looks bad. So Mostly Black.
item_color = "black"
reagent_contents = list("nutriment" = 1, "blackcrayonpowder" = 1)
/obj/item/toy/crayon/white
icon_state = "crayonwhite"
paint_color = "#FFFFFF"
item_color = "white"
reagent_contents = list("nutriment" = 1, "whitecrayonpowder" = 1)
/obj/item/toy/crayon/mime
icon_state = "crayonmime"
desc = "A very sad-looking crayon."
paint_color = "#FFFFFF"
item_color = "mime"
reagent_contents = list("nutriment" = 1, "invisiblecrayonpowder" = 1)
charges = -1
/obj/item/toy/crayon/rainbow
icon_state = "crayonrainbow"
paint_color = "#FFF000"
item_color = "rainbow"
reagent_contents = list("nutriment" = 1, "colorful_reagent" = 1)
drawtype = RANDOM_ANY // just the default starter.
charges = -1
/obj/item/toy/crayon/rainbow/afterattack(atom/target, mob/user, proximity)
paint_color = rgb(rand(0,255), rand(0,255), rand(0,255))
. = ..()
/*
* Crayon Box
*/
/obj/item/storage/crayons
name = "box of crayons"
desc = "A box of crayons for all your rune drawing needs."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonbox"
w_class = WEIGHT_CLASS_SMALL
/obj/item/storage/crayons/Initialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
STR.max_items = 7
STR.can_hold = typecacheof(list(/obj/item/toy/crayon))
/obj/item/storage/crayons/PopulateContents()
new /obj/item/toy/crayon/red(src)
new /obj/item/toy/crayon/orange(src)
new /obj/item/toy/crayon/yellow(src)
new /obj/item/toy/crayon/green(src)
new /obj/item/toy/crayon/blue(src)
new /obj/item/toy/crayon/purple(src)
new /obj/item/toy/crayon/black(src)
update_icon()
/obj/item/storage/crayons/update_icon()
cut_overlays()
for(var/obj/item/toy/crayon/crayon in contents)
add_overlay(mutable_appearance('icons/obj/crayons.dmi', crayon.item_color))
/obj/item/storage/crayons/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/toy/crayon))
var/obj/item/toy/crayon/C = W
switch(C.item_color)
if("mime")
to_chat(usr, "This crayon is too sad to be contained in this box.")
return
if("rainbow")
to_chat(usr, "This crayon is too powerful to be contained in this box.")
return
if(istype(W, /obj/item/toy/crayon/spraycan))
to_chat(user, "Spraycans are not crayons.")
return
return ..()
//Spraycan stuff
/obj/item/toy/crayon/spraycan
name = "spray can"
icon_state = "spraycan"
icon_capped = "spraycan_cap"
icon_uncapped = "spraycan"
use_overlays = TRUE
paint_color = null
item_state = "spraycan"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
desc = "A metallic container containing tasty paint."
instant = TRUE
edible = FALSE
has_cap = TRUE
is_capped = TRUE
self_contained = FALSE // Don't disappear when they're empty
can_change_colour = TRUE
gang = TRUE //Gang check is true for all things upon the honored hierarchy of spraycans, except those that are FALSE.
validSurfaces = list(/turf/open/floor, /turf/closed/wall)
reagent_contents = list("welding_fuel" = 1, "ethanol" = 1)
pre_noise = TRUE
post_noise = FALSE
/obj/item/toy/crayon/spraycan/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
if(is_capped || !actually_paints)
user.visible_message("<span class='suicide'>[user] shakes up [src] with a rattle and lifts it to [user.p_their()] mouth, but nothing happens!</span>")
user.say("MEDIOCRE!!", forced="spraycan suicide")
return SHAME
else
user.visible_message("<span class='suicide'>[user] shakes up [src] with a rattle and lifts it to [user.p_their()] mouth, spraying paint across [user.p_their()] teeth!</span>")
user.say("WITNESS ME!!", forced="spraycan suicide")
if(pre_noise || post_noise)
playsound(loc, 'sound/effects/spray.ogg', 5, 1, 5)
if(can_change_colour)
paint_color = "#C0C0C0"
update_icon()
if(actually_paints)
H.lip_style = "spray_face"
H.lip_color = paint_color
H.update_body()
var/used = use_charges(user, 10, FALSE)
var/fraction = min(1, used / reagents.maximum_volume)
reagents.reaction(user, VAPOR, fraction * volume_multiplier)
reagents.trans_to(user, used, volume_multiplier)
return (OXYLOSS)
/obj/item/toy/crayon/spraycan/New()
..()
// If default crayon red colour, pick a more fun spraycan colour
if(!paint_color)
paint_color = pick("#DA0000","#FF9300","#FFF200","#A8E61D","#00B7EF",
"#DA00FF")
refill()
update_icon()
/obj/item/toy/crayon/spraycan/examine(mob/user)
. = ..()
if(charges_left)
to_chat(user, "It has [charges_left] use\s left.")
else
to_chat(user, "It is empty.")
to_chat(user, "<span class='notice'>Alt-click [src] to [ is_capped ? "take the cap off" : "put the cap on"].</span>")
/obj/item/toy/crayon/spraycan/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
if(is_capped)
to_chat(user, "<span class='warning'>Take the cap off first!</span>")
return
if(check_empty(user))
return
if(iscarbon(target))
if(pre_noise || post_noise)
playsound(user.loc, 'sound/effects/spray.ogg', 25, 1, 5)
var/mob/living/carbon/C = target
user.visible_message("<span class='danger'>[user] sprays [src] into the face of [target]!</span>")
to_chat(target, "<span class='userdanger'>[user] sprays [src] into your face!</span>")
if(C.client)
C.blur_eyes(3)
C.blind_eyes(1)
if(C.get_eye_protection() <= 0) // no eye protection? ARGH IT BURNS.
C.confused = max(C.confused, 3)
C.Knockdown(60)
if(ishuman(C) && actually_paints)
var/mob/living/carbon/human/H = C
H.lip_style = "spray_face"
H.lip_color = paint_color
H.update_body()
// Caution, spray cans contain inflammable substances
. = use_charges(user, 10, FALSE)
var/fraction = min(1, . / reagents.maximum_volume)
reagents.reaction(C, VAPOR, fraction * volume_multiplier)
return
if(istype(target, /obj/structure/window))
if(actually_paints)
target.add_atom_colour(paint_color, WASHABLE_COLOUR_PRIORITY)
if(color_hex2num(paint_color) < 255)
target.set_opacity(255)
else
target.set_opacity(initial(target.opacity))
. = use_charges(user, 2)
var/fraction = min(1, . / reagents.maximum_volume)
reagents.reaction(target, TOUCH, fraction * volume_multiplier)
reagents.trans_to(target, ., volume_multiplier)
if(pre_noise || post_noise)
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
return
. = ..()
/obj/item/toy/crayon/spraycan/update_icon()
icon_state = is_capped ? icon_capped : icon_uncapped
if(use_overlays)
cut_overlays()
var/mutable_appearance/spray_overlay = mutable_appearance('icons/obj/crayons.dmi', "[is_capped ? "spraycan_cap_colors" : "spraycan_colors"]")
spray_overlay.color = paint_color
add_overlay(spray_overlay)
/obj/item/toy/crayon/spraycan/borg
name = "cyborg spraycan"
desc = "A metallic container containing shiny synthesised paint."
charges = -1
/obj/item/toy/crayon/spraycan/borg/afterattack(atom/target,mob/user,proximity)
var/diff = ..()
if(!iscyborg(user))
to_chat(user, "<span class='notice'>How did you get this?</span>")
qdel(src)
return FALSE
var/mob/living/silicon/robot/borgy = user
if(!diff)
return
// 25 is our cost per unit of paint, making it cost 25 energy per
// normal tag, 50 per window, and 250 per attack
var/cost = diff * 25
// Cyborgs shouldn't be able to use modules without a cell. But if they do
// it's free.
if(borgy.cell)
borgy.cell.use(cost)
/obj/item/toy/crayon/spraycan/hellcan
name = "hellcan"
desc = "This spraycan doesn't seem to be filled with paint..."
icon_state = "deathcan2_cap"
icon_capped = "deathcan2_cap"
icon_uncapped = "deathcan2"
use_overlays = FALSE
gang = FALSE
volume_multiplier = 25
charges = 100
reagent_contents = list("clf3" = 1)
actually_paints = FALSE
paint_color = "#000000"
/obj/item/toy/crayon/spraycan/lubecan
name = "slippery spraycan"
desc = "You can barely keep hold of this thing."
icon_state = "clowncan2_cap"
icon_capped = "clowncan2_cap"
icon_uncapped = "clowncan2"
use_overlays = FALSE
gang = FALSE
reagent_contents = list("lube" = 1, "banana" = 1)
volume_multiplier = 5
validSurfaces = list(/turf/open/floor)
/obj/item/toy/crayon/spraycan/mimecan
name = "silent spraycan"
desc = "Art is best seen, not heard."
icon_state = "mimecan_cap"
icon_capped = "mimecan_cap"
icon_uncapped = "mimecan"
use_overlays = FALSE
gang = FALSE
can_change_colour = FALSE
paint_color = "#FFFFFF" //RGB
pre_noise = FALSE
post_noise = FALSE
reagent_contents = list("nothing" = 1, "mutetoxin" = 1)
/obj/item/toy/crayon/spraycan/gang
charges = 20 // Charges back to 20, which is the default value for them.
gang = TRUE
gang_tag_delay = 15 //Its 50% faster than a regular spraycan, for tagging. After-all they did spend points/meet the boss.
pre_noise = FALSE
post_noise = TRUE // Its even more stealthy just a tad.
/obj/item/toy/crayon/spraycan/gang/Initialize(loc, datum/team/gang/G)
..()
if(G)
gang = G
paint_color = G.color
update_icon()
/obj/item/toy/crayon/spraycan/gang/examine(mob/user)
. = ..()
if(user.mind && user.mind.has_antag_datum(/datum/antagonist/gang) || isobserver(user))
to_chat(user, "This spraycan has been specially modified with a stage 2 nozzle kit, making it faster.")
#undef RANDOM_GRAFFITI
#undef RANDOM_LETTER
#undef RANDOM_NUMBER
#undef RANDOM_ORIENTED
#undef RANDOM_RUNE
#undef RANDOM_ANY
+751
View File
@@ -0,0 +1,751 @@
//backpack item
#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
/obj/item/defibrillator
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibunit"
item_state = "defibunit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/twohanded/shockpaddles/paddles
var/obj/item/stock_parts/cell/high/cell
var/combat = FALSE //can we revive through space suits?
var/grab_ghost = FALSE // Do we pull the ghost back into their body?
var/healdisk = FALSE // Will we shock people dragging the body?
var/pullshocksafely = FALSE //Dose the unit have the healdisk upgrade?
var/primetime = 0 // is the defib faster
var/timedeath = 10
/obj/item/defibrillator/get_cell()
return cell
/obj/item/defibrillator/Initialize() //starts without a cell for rnd
. = ..()
paddles = make_paddles()
update_icon()
return
/obj/item/defibrillator/loaded/Initialize() //starts with hicap
. = ..()
paddles = make_paddles()
cell = new(src)
update_icon()
return
/obj/item/defibrillator/update_icon()
update_power()
update_overlays()
update_charge()
/obj/item/defibrillator/proc/update_power()
if(!QDELETED(cell))
if(QDELETED(paddles) || cell.charge < paddles.revivecost)
powered = FALSE
else
powered = TRUE
else
powered = FALSE
/obj/item/defibrillator/proc/update_overlays()
cut_overlays()
if(!on)
add_overlay("[initial(icon_state)]-paddles")
if(powered)
add_overlay("[initial(icon_state)]-powered")
if(!cell)
add_overlay("[initial(icon_state)]-nocell")
if(!safety)
add_overlay("[initial(icon_state)]-emagged")
/obj/item/defibrillator/proc/update_charge()
if(powered) //so it doesn't show charge if it's unpowered
if(!QDELETED(cell))
var/ratio = cell.charge / cell.maxcharge
ratio = CEILING(ratio*4, 1) * 25
add_overlay("[initial(icon_state)]-charge[ratio]")
/obj/item/defibrillator/CheckParts(list/parts_list)
..()
cell = locate(/obj/item/stock_parts/cell) in contents
update_icon()
/obj/item/defibrillator/ui_action_click()
toggle_paddles()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/defibrillator/attack_hand(mob/user)
if(loc == user)
if(slot_flags == ITEM_SLOT_BACK)
if(user.get_item_by_slot(SLOT_BACK) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
else if(slot_flags == ITEM_SLOT_BELT)
if(user.get_item_by_slot(SLOT_BELT) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
return
else if(istype(loc, /obj/machinery/defibrillator_mount))
ui_action_click() //checks for this are handled in defibrillator.mount.dm
return ..()
/obj/item/defibrillator/MouseDrop(obj/over_object)
. = ..()
if(ismob(loc))
var/mob/M = loc
if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
/obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
else if(istype(W, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/C = W
if(cell)
to_chat(user, "<span class='notice'>[src] already has a cell.</span>")
else
if(C.maxcharge < paddles.revivecost)
to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
return
if(!user.transferItemToLoc(W, src))
return
cell = W
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
update_icon()
else if(istype(W, /obj/item/screwdriver))
if(cell)
cell.update_icon()
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
update_icon()
else
return ..()
/obj/item/defibrillator/emag_act(mob/user)
if(safety)
safety = FALSE
to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.</span>")
else
safety = TRUE
to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.</span>")
/obj/item/defibrillator/emp_act(severity)
. = ..()
if(cell && !(. & EMP_PROTECT_CONTENTS))
deductcharge(1000 / severity)
if (. & EMP_PROTECT_SELF)
return
if(safety)
safety = FALSE
visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
playsound(src, 'sound/machines/defib_saftyOff.ogg', 50, 0)
else
safety = TRUE
visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
playsound(src, 'sound/machines/defib_saftyOn.ogg', 50, 0)
update_icon()
/obj/item/defibrillator/proc/toggle_paddles()
set name = "Toggle Paddles"
set category = "Object"
on = !on
var/mob/living/carbon/user = usr
if(on)
//Detach the paddles into the user's hands
if(!usr.put_in_hands(paddles))
on = FALSE
to_chat(user, "<span class='warning'>You need a free hand to hold the paddles!</span>")
update_icon()
return
else
//Remove from their hands and back onto the defib unit
paddles.unwield()
remove_paddles(user)
update_icon()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/defibrillator/proc/make_paddles()
return new /obj/item/twohanded/shockpaddles(src)
/obj/item/defibrillator/equipped(mob/user, slot)
..()
if((slot_flags == ITEM_SLOT_BACK && slot != SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != SLOT_BELT))
remove_paddles(user)
update_icon()
/obj/item/defibrillator/item_action_slot_check(slot, mob/user)
if(slot == user.getBackSlot())
return 1
/obj/item/defibrillator/proc/remove_paddles(mob/user) //this fox the bug with the paddles when other player stole you the defib when you have the paddles equiped
if(ismob(paddles.loc))
var/mob/M = paddles.loc
M.dropItemToGround(paddles, TRUE)
return
/obj/item/defibrillator/Destroy()
if(on)
var/M = get(paddles, /mob)
remove_paddles(M)
QDEL_NULL(paddles)
. = ..()
update_icon()
/obj/item/defibrillator/proc/deductcharge(chrgdeductamt)
if(cell)
if(cell.charge < (paddles.revivecost+chrgdeductamt))
powered = FALSE
update_icon()
if(cell.use(chrgdeductamt))
update_icon()
return TRUE
else
update_icon()
return FALSE
/obj/item/defibrillator/proc/cooldowncheck(mob/user)
spawn(50)
if(cell)
if(cell.charge >= paddles.revivecost)
user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
else
user.visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
paddles.cooldown = FALSE
paddles.update_icon()
update_icon()
/obj/item/defibrillator/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
item_state = "defibcompact"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
/obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user)
if(slot == user.getBeltSlot())
return TRUE
/obj/item/defibrillator/compact/loaded/Initialize()
. = ..()
paddles = make_paddles()
cell = new(src)
update_icon()
/obj/item/defibrillator/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
combat = TRUE
safety = FALSE
/obj/item/defibrillator/compact/combat/loaded/Initialize()
. = ..()
paddles = make_paddles()
cell = new /obj/item/stock_parts/cell/infinite(src)
update_icon()
/obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
update_icon()
return
//paddles
/obj/item/twohanded/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
force = 0
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
var/revivecost = 1000
var/cooldown = FALSE
var/busy = FALSE
var/obj/item/defibrillator/defib
var/req_defib = TRUE
var/combat = FALSE //If it penetrates armor and gives additional functionality
var/grab_ghost = FALSE
var/tlimit = DEFIB_TIME_LIMIT * 10
var/datum/component/mobhook
/obj/item/twohanded/shockpaddles/equipped(mob/user, slot)
. = ..()
if(req_defib)
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/check_range)))
/obj/item/twohanded/shockpaddles/Moved()
. = ..()
check_range()
/obj/item/twohanded/shockpaddles/proc/check_range()
if(!req_defib)
return
if(!in_range(src,defib))
var/mob/living/L = loc
if(istype(L))
to_chat(L, "<span class='warning'>[defib]'s paddles overextend and come out of your hands!</span>")
L.temporarilyRemoveItemFromInventory(src,TRUE)
else
visible_message("<span class='notice'>[src] snap back into [defib].</span>")
snap_back()
/obj/item/twohanded/shockpaddles/proc/recharge(var/time)
if(req_defib || !time)
return
cooldown = TRUE
update_icon()
sleep(time)
var/turf/T = get_turf(src)
T.audible_message("<span class='notice'>[src] beeps: Unit is recharged.</span>")
playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
cooldown = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/New(mainunit)
..()
if(check_defib_exists(mainunit, src) && req_defib)
defib = mainunit
forceMove(defib)
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/update_icon()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
if(iscarbon(loc))
var/mob/living/carbon/C = loc
C.update_inv_hands()
/obj/item/twohanded/shockpaddles/suicide_act(mob/user)
user.visible_message("<span class='danger'>[user] is putting the live paddles on [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(req_defib)
defib.deductcharge(revivecost)
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
return (OXYLOSS)
/obj/item/twohanded/shockpaddles/dropped(mob/user)
if(!req_defib)
return ..()
if (mobhook)
QDEL_NULL(mobhook)
if(user)
var/obj/item/twohanded/offhand/O = user.get_inactive_held_item()
if(istype(O))
O.unwield()
to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
snap_back()
return unwield(user)
/obj/item/twohanded/shockpaddles/proc/snap_back()
if(!defib)
return
defib.on = FALSE
forceMove(defib)
defib.update_icon()
/obj/item/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/M, obj/O)
if(!req_defib)
return TRUE //If it doesn't need a defib, just say it exists
if (!mainunit || !istype(mainunit, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
qdel(O)
return FALSE
else
return TRUE
/obj/item/twohanded/shockpaddles/attack(mob/M, mob/user)
if(busy)
return
if(req_defib && !defib.powered)
user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return
if(!wielded)
if(iscyborg(user))
to_chat(user, "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>")
else
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>")
return
if(cooldown)
if(req_defib)
to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
else
to_chat(user, "<span class='warning'>[src] are recharging!</span>")
return
user.stop_pulling() //User has hands full, and we don't care about anyone else pulling on it, their problem. CLEAR!!
if(user.a_intent == INTENT_DISARM)
do_disarm(M, user)
return
if(!iscarbon(M))
if(req_defib)
to_chat(user, "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>")
else
to_chat(user, "<span class='warning'>You aren't sure how to revive that...</span>")
return
var/mob/living/carbon/H = M
if(user.zone_selected != BODY_ZONE_CHEST)
to_chat(user, "<span class='warning'>You need to target your patient's chest with [src]!</span>")
return
if(user.a_intent == INTENT_HARM)
do_harm(H, user)
return
if((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost))
H.notify_ghost_cloning("Your heart is being defibrillated!")
H.grab_ghost() // Shove them back in their body.
else if(can_defib(H))
H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
do_help(H, user)
/obj/item/twohanded/shockpaddles/proc/can_defib(mob/living/carbon/H)
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
return (!H.suiciding && !(HAS_TRAIT(H, TRAIT_NOCLONE)) && !H.hellbound && ((world.time - H.timeofdeath) < tlimit) && (H.getBruteLoss() < 180) && (H.getFireLoss() < 180) && H.getorgan(/obj/item/organ/heart) && BR && !BR.damaged_brain)
/obj/item/twohanded/shockpaddles/proc/shock_touching(dmg, mob/H)
if(req_defib)
if(defib.pullshocksafely && isliving(H.pulledby))
H.visible_message("<span class='danger'>The defibrillator safely discharges the excessive charge into the floor!</span>")
else
var/mob/living/M = H.pulledby
if(M.electrocute_act(30, src))
M.visible_message("<span class='danger'>[M] is electrocuted by [M.p_their()] contact with [H]!</span>")
M.emote("scream")
/obj/item/twohanded/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
return
M.visible_message("<span class='danger'>[user] hastily places [src] on [M]'s chest!</span>", \
"<span class='userdanger'>[user] hastily places [src] on [M]'s chest!</span>")
busy = TRUE
if(do_after(user, 10, target = M))
M.visible_message("<span class='danger'>[user] zaps [M] with [src]!</span>", \
"<span class='userdanger'>[user] zaps [M] with [src]!</span>")
M.adjustStaminaLoss(50)
M.Knockdown(100)
M.updatehealth() //forces health update before next life tick
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
M.emote("gasp")
log_combat(user, M, "stunned", src)
busy = FALSE
if(req_defib)
defib.deductcharge(revivecost)
cooldown = TRUE
busy = FALSE
update_icon()
if(req_defib)
defib.cooldowncheck(user)
else
recharge(60)
/obj/item/twohanded/shockpaddles/proc/do_harm(mob/living/carbon/H, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
return
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>",
"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
busy = TRUE
update_icon()
if(do_after(user, 30, target = H))
user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
var/turf/T = get_turf(defib)
playsound(src, 'sound/machines/defib_charge.ogg', 50, 0)
if(req_defib)
T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
else
user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
if(do_after(user, 30, target = H)) //Takes longer due to overcharging
if(!H)
busy = FALSE
update_icon()
return
if(H && H.stat == DEAD)
to_chat(user, "<span class='warning'>[H] is dead.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
return
user.visible_message("<span class='boldannounce'><i>[user] shocks [H] with \the [src]!</span>", "<span class='warning'>You shock [H] with \the [src]!</span>")
playsound(src, 'sound/machines/defib_zap.ogg', 100, 1, -1)
playsound(src, 'sound/weapons/egloves.ogg', 100, 1, -1)
H.emote("scream")
shock_touching(45, H)
if(H.can_heartattack() && !H.undergoing_cardiac_arrest())
if(!H.stat)
H.visible_message("<span class='warning'>[H] thrashes wildly, clutching at [H.p_their()] chest!</span>",
"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
H.set_heartattack(TRUE)
H.apply_damage(50, BURN, BODY_ZONE_CHEST)
log_combat(user, H, "overloaded the heart of", defib)
H.Knockdown(100)
H.Jitter(100)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = TRUE
busy = FALSE
update_icon()
if(!req_defib)
recharge(60)
if(req_defib && (defib.cooldowncheck(user)))
return
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/proc/do_help(mob/living/carbon/H, mob/living/user)
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
busy = TRUE
update_icon()
var/primetimer
var/primetimer2
var/deathtimer
if(req_defib)
primetimer = 30 - defib.primetime //I swear to god if I find shit like this elsewhere
primetimer2 = 20 - defib.primetime
deathtimer = DEFIB_TIME_LOSS * defib.timedeath
else
primetimer = 30
primetimer2 = 20
deathtimer = DEFIB_TIME_LOSS * 10
if(do_after(user, primetimer, target = H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
var/tplus = world.time - H.timeofdeath
// past this much time the patient is unrecoverable
// (in deciseconds)
// brain damage starts setting in on the patient after
// some time left rotting
var/tloss = deathtimer
var/total_burn = 0
var/total_brute = 0
if(do_after(user, primetimer2, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
for(var/obj/item/carried_item in H.contents)
if(istype(carried_item, /obj/item/clothing/suit/space))
if((!combat && !req_defib) || (req_defib && !defib.combat))
user.audible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
return
if(H.stat == DEAD)
H.visible_message("<span class='warning'>[H]'s body convulses a bit.</span>")
playsound(src, "bodyfall", 50, 1)
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
total_brute = H.getBruteLoss()
total_burn = H.getFireLoss()
shock_touching(30, H)
var/failed
if (H.suiciding || (HAS_TRAIT(H, TRAIT_NOCLONE)))
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Recovery of patient impossible. Further attempts futile.</span>"
else if (H.hellbound)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's soul appears to be on another plane of existence. Further attempts futile.</span>"
else if (tplus > tlimit)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Body has decayed for too long. Further attempts futile.</span>"
else if (!H.getorgan(/obj/item/organ/heart))
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart is missing.</span>"
else if(total_burn >= 180 || total_brute >= 180)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile.</span>"
else if(H.get_ghost())
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No activity in patient's brain. Further attempts may be successful.</span>"
else
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
if(!BR || BR.damaged_brain)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing or damaged beyond point of no return. Further attempts futile.</span>"
if(failed)
user.visible_message(failed)
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
else
//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
if (H.health > HALFWAYCRITDEATH)
H.adjustOxyLoss(H.health - HALFWAYCRITDEATH, 0)
else
var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss()
var/mobhealth = H.health
H.adjustOxyLoss((mobhealth - HALFWAYCRITDEATH) * (H.getOxyLoss() / overall_damage), 0)
H.adjustToxLoss((mobhealth - HALFWAYCRITDEATH) * (H.getToxLoss() / overall_damage), 0)
H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.</span>")
playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
H.set_heartattack(FALSE)
H.revive()
H.emote("gasp")
H.Jitter(100)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
if(tplus > tloss)
H.adjustBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))), 150)
log_combat(user, H, "revived", defib)
if(req_defib)
if(defib.healdisk)
H.heal_overall_damage(25, 25)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = 1
update_icon()
if(req_defib)
defib.cooldowncheck(user)
else
recharge(60)
else if (!H.getorgan(/obj/item/organ/heart))
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's heart is missing. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
else if(H.undergoing_cardiac_arrest())
H.set_heartattack(FALSE)
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
else
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
/obj/item/defibrillator/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/disk/medical/defib_heal))
if(healdisk)
to_chat(user, "<span class='notice'>This unit is already upgraded with this disk!</span>")
return TRUE
to_chat(user, "<span class='notice'>You upgrade the unit with Heal upgrade disk!</span>")
healdisk = TRUE
return TRUE
if(istype(I, /obj/item/disk/medical/defib_shock))
if(pullshocksafely)
to_chat(user, "<span class='notice'>This unit is already upgraded with this disk!</span>")
return TRUE
to_chat(user, "<span class='notice'>You upgrade the unit with Shock Safety upgrade disk!</span>")
pullshocksafely = TRUE
return TRUE
if(istype(I, /obj/item/disk/medical/defib_speed))
if(!primetime == initial(primetime))
to_chat(user, "<span class='notice'>This unit is already upgraded with this disk!</span>")
return TRUE
to_chat(user, "<span class='notice'>You upgrade the unit with Speed upgrade disk!</span>")
primetime = 10
return TRUE
if(istype(I, /obj/item/disk/medical/defib_decay))
if(!timedeath == initial(timedeath))
to_chat(user, "<span class='notice'>This unit is already upgraded with this disk!</span>")
return TRUE
to_chat(user, "<span class='notice'>You upgrade the unit with Longer Decay upgrade disk!</span>")
timedeath = 20
return TRUE
return ..()
/obj/item/twohanded/shockpaddles/cyborg
name = "cyborg defibrillator paddles"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
/obj/item/twohanded/shockpaddles/cyborg/attack(mob/M, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(R.emagged)
combat = TRUE
else
combat = FALSE
else
combat = FALSE
. = ..()
/obj/item/twohanded/shockpaddles/syndicate
name = "syndicate defibrillator paddles"
desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively."
combat = TRUE
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
///////////////////////////////////////////
/////////Defibrillator Disks//////////////
///////////////////////////////////////////
/obj/item/disk/medical
name = "Defibrillator Upgrade Disk"
desc = "A blank upgrade disk, made for a defibrillator"
icon = 'modular_citadel/icons/obj/defib_disks.dmi'
icon_state = "upgrade_disk"
item_state = "heal_disk"
w_class = WEIGHT_CLASS_SMALL
/obj/item/disk/medical/defib_heal
name = "Defibrillator Healing Disk"
desc = "An upgrade which increases the healing power of the defibrillator"
icon_state = "heal_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 18000, MAT_GOLD = 6000, MAT_SILVER = 6000)
/obj/item/disk/medical/defib_shock
name = "Defibrillator Anti-Shock Disk"
desc = "A safety upgrade that guarantees only the patient will get shocked"
icon_state = "zap_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 18000, MAT_GOLD = 6000, MAT_SILVER = 6000)
/obj/item/disk/medical/defib_decay
name = "Defibrillator Body-Decay Extender Disk"
desc = "An upgrade allowing the defibrillator to work on more decayed bodies"
icon_state = "body_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 18000, MAT_GOLD = 16000, MAT_SILVER = 6000, MAT_TITANIUM = 2000)
/obj/item/disk/medical/defib_speed
name = "Defibrillator Fast Charge Disk"
desc = "An upgrade to the defibrillator capacitors, which let it charge faster"
icon_state = "fast_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 8000, MAT_GOLD = 26000, MAT_SILVER = 26000)
#undef HALFWAYCRITDEATH
+49
View File
@@ -0,0 +1,49 @@
/*
* Dehydrated Carp
* Instant carp, just add water
*/
//Child of carpplushie because this should do everything the toy does and more
/obj/item/toy/plush/carpplushie/dehy_carp
var/mob/owner = null //Carp doesn't attack owner, set when using in hand
var/owned = 0 //Boolean, no owner to begin with
var/mobtype = /mob/living/simple_animal/hostile/carp //So admins can change what mob spawns via var fuckery
//Attack self
/obj/item/toy/plush/carpplushie/dehy_carp/attack_self(mob/user)
src.add_fingerprint(user) //Anyone can add their fingerprints to it with this
if(!owned)
to_chat(user, "<span class='notice'>You pet [src]. You swear it looks up at you.</span>")
owner = user
owned = 1
else
return ..()
/obj/item/toy/plush/carpplushie/dehy_carp/plop(obj/item/toy/plush/Daddy)
return FALSE
/obj/item/toy/plush/carpplushie/dehy_carp/proc/Swell()
desc = "It's growing!"
visible_message("<span class='notice'>[src] swells up!</span>")
//Animation
icon = 'icons/mob/animal.dmi'
flick("carp_swell", src)
//Wait for animation to end
sleep(6)
if(!src || QDELETED(src))//we got toasted while animating
return
//Make space carp
var/mob/living/M = new mobtype(get_turf(src))
//Make carp non-hostile to user, and their allies
if(owner)
var/list/factions = owner.faction.Copy()
for(var/F in factions)
if(F == "neutral")
factions -= F
M.faction = factions
if (!owner || owner.faction != M.faction)
visible_message("<span class='warning'>You have a bad feeling about this.</span>") //welcome to the hostile carp enjoy your die
else
visible_message("<span class='notice'>The newly grown [M.name] looks up at you with friendly eyes.</span>")
qdel(src)
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,230 @@
//Clown PDA is slippery.
/obj/item/pda/clown
name = "clown PDA"
default_cartridge = /obj/item/cartridge/virus/clown
inserted_item = /obj/item/toy/crayon/rainbow
icon_state = "pda-clown"
desc = "A portable microcomputer by Thinktronic Systems, LTD. The surface is coated with polytetrafluoroethylene and banana drippings."
ttone = "honk"
var/slipvictims = list() //CIT CHANGE - makes clown PDAs track unique people slipped
/obj/item/pda/clown/Initialize()
. = ..()
AddComponent(/datum/component/slippery, 120, NO_SLIP_WHEN_WALKING, CALLBACK(src, .proc/AfterSlip))
/obj/item/pda/clown/proc/AfterSlip(mob/living/carbon/human/M)
if (istype(M) && (M.real_name != owner))
slipvictims |= M //CIT CHANGE - makes clown PDAs track unique people slipped
var/obj/item/cartridge/virus/clown/cart = cartridge
if(istype(cart) && cart.charges < 5)
cart.charges++
// Special AI/pAI PDAs that cannot explode.
/obj/item/pda/ai
icon = null
ttone = "data"
fon = FALSE
detonatable = FALSE
/obj/item/pda/ai/attack_self(mob/user)
if ((honkamt > 0) && (prob(60)))//For clown virus.
honkamt--
playsound(loc, 'sound/items/bikehorn.ogg', 30, 1)
return
/obj/item/pda/ai/pai
ttone = "assist"
/obj/item/pda/medical
name = "medical PDA"
default_cartridge = /obj/item/cartridge/medical
icon_state = "pda-medical"
/obj/item/pda/viro
name = "virology PDA"
default_cartridge = /obj/item/cartridge/medical
icon_state = "pda-virology"
/obj/item/pda/engineering
name = "engineering PDA"
default_cartridge = /obj/item/cartridge/engineering
icon_state = "pda-engineer"
/obj/item/pda/security
name = "security PDA"
default_cartridge = /obj/item/cartridge/security
icon_state = "pda-security"
/obj/item/pda/detective
name = "detective PDA"
default_cartridge = /obj/item/cartridge/detective
icon_state = "pda-detective"
/obj/item/pda/warden
name = "warden PDA"
default_cartridge = /obj/item/cartridge/security
icon_state = "pda-warden"
/obj/item/pda/janitor
name = "janitor PDA"
default_cartridge = /obj/item/cartridge/janitor
icon_state = "pda-janitor"
ttone = "slip"
/obj/item/pda/toxins
name = "scientist PDA"
default_cartridge = /obj/item/cartridge/signal/toxins
icon_state = "pda-science"
ttone = "boom"
/obj/item/pda/mime
name = "mime PDA"
default_cartridge = /obj/item/cartridge/virus/mime
inserted_item = /obj/item/toy/crayon/mime
icon_state = "pda-mime"
silent = TRUE
ttone = "silence"
/obj/item/pda/heads
default_cartridge = /obj/item/cartridge/head
icon_state = "pda-hop"
/obj/item/pda/heads/hop
name = "head of personnel PDA"
default_cartridge = /obj/item/cartridge/hop
icon_state = "pda-hop"
/obj/item/pda/heads/hos
name = "head of security PDA"
default_cartridge = /obj/item/cartridge/hos
icon_state = "pda-hos"
/obj/item/pda/heads/ce
name = "chief engineer PDA"
default_cartridge = /obj/item/cartridge/ce
icon_state = "pda-ce"
/obj/item/pda/heads/cmo
name = "chief medical officer PDA"
default_cartridge = /obj/item/cartridge/cmo
icon_state = "pda-cmo"
/obj/item/pda/heads/rd
name = "research director PDA"
default_cartridge = /obj/item/cartridge/rd
inserted_item = /obj/item/pen/fourcolor
icon_state = "pda-rd"
/obj/item/pda/captain
name = "captain PDA"
default_cartridge = /obj/item/cartridge/captain
inserted_item = /obj/item/pen/fountain/captain
icon_state = "pda-captain"
detonatable = FALSE
/obj/item/pda/lieutenant
name = "lieutenant PDA"
default_cartridge = /obj/item/cartridge/captain
inserted_item = /obj/item/pen/fountain/captain
icon_state = "pda-lieutenant"
ttone = "bwoink"
detonatable = FALSE
hidden = TRUE
note = "Congratulations, you have chosen the Thinktronic 5230-2 Personal Data Assistant Prestige Edition! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
/obj/item/pda/cargo
name = "cargo technician PDA"
default_cartridge = /obj/item/cartridge/quartermaster
icon_state = "pda-cargo"
/obj/item/pda/quartermaster
name = "quartermaster PDA"
default_cartridge = /obj/item/cartridge/quartermaster
inserted_item = /obj/item/pen/fountain
icon_state = "pda-qm"
/obj/item/pda/shaftminer
name = "shaft miner PDA"
icon_state = "pda-miner"
/obj/item/pda/syndicate
default_cartridge = /obj/item/cartridge/virus/syndicate
icon_state = "pda-syndi"
name = "military PDA"
owner = "John Doe"
hidden = 1
/obj/item/pda/chaplain
name = "chaplain PDA"
icon_state = "pda-chaplain"
ttone = "holy"
/obj/item/pda/lawyer
name = "lawyer PDA"
default_cartridge = /obj/item/cartridge/lawyer
inserted_item = /obj/item/pen/fountain
icon_state = "pda-lawyer"
ttone = "objection"
/obj/item/pda/botanist
name = "botanist PDA"
//default_cartridge = /obj/item/cartridge/botanist
icon_state = "pda-hydro"
/obj/item/pda/roboticist
name = "roboticist PDA"
icon_state = "pda-roboticist"
default_cartridge = /obj/item/cartridge/roboticist
/obj/item/pda/curator
name = "curator PDA"
icon_state = "pda-library"
overlays_icons = list('icons/obj/pda.dmi' = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay"),
'icons/obj/pda_alt.dmi' = list("pda-r","screen_default","id_overlay","insert_overlay", "light_overlay", "pai_overlay"))
current_overlays = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay")
default_cartridge = /obj/item/cartridge/curator
inserted_item = /obj/item/pen/fountain
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a WGW-11 series e-reader."
note = "Congratulations, your station has chosen the Thinktronic 5290 WGW-11 Series E-reader and Personal Data Assistant! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
silent = TRUE //Quiet in the library!
overlays_offsets = list('icons/obj/pda.dmi' = list(-3,0))
overlays_x_offset = -3
/obj/item/pda/clear
name = "clear PDA"
icon_state = "pda-clear"
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a special edition with a transparent case."
note = "Congratulations, you have chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Max Turbo Limited Edition! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
/obj/item/pda/neko
name = "neko PDA"
icon_state = "pda-neko"
overlays_icons = list('icons/obj/pda_alt.dmi' = list("pda-r", "screen_neko", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay"))
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a special feline edition."
note = "Congratulations, you have chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Mew Turbo Limited Edition NYA~! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
/obj/item/pda/cook
name = "cook PDA"
icon_state = "pda-cook"
/obj/item/pda/bar
name = "bartender PDA"
icon_state = "pda-bartender"
inserted_item = /obj/item/pen/fountain
/obj/item/pda/atmos
name = "atmospherics PDA"
default_cartridge = /obj/item/cartridge/atmos
icon_state = "pda-atmos"
/obj/item/pda/chemist
name = "chemist PDA"
default_cartridge = /obj/item/cartridge/chemistry
icon_state = "pda-chemistry"
/obj/item/pda/geneticist
name = "geneticist PDA"
default_cartridge = /obj/item/cartridge/medical
icon_state = "pda-genetics"
+775
View File
@@ -0,0 +1,775 @@
#define CART_SECURITY (1<<0)
#define CART_ENGINE (1<<1)
#define CART_ATMOS (1<<2)
#define CART_MEDICAL (1<<3)
#define CART_MANIFEST (1<<4)
#define CART_CLOWN (1<<5)
#define CART_MIME (1<<6)
#define CART_JANITOR (1<<7)
#define CART_REAGENT_SCANNER (1<<8)
#define CART_NEWSCASTER (1<<9)
#define CART_REMOTE_DOOR (1<<10)
#define CART_STATUS_DISPLAY (1<<11)
#define CART_QUARTERMASTER (1<<12)
#define CART_HYDROPONICS (1<<13)
#define CART_DRONEPHONE (1<<14)
/obj/item/cartridge
name = "generic cartridge"
desc = "A data cartridge for portable microcomputers."
icon = 'icons/obj/pda.dmi'
icon_state = "cart"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
var/obj/item/integrated_signaler/radio = null
var/access = 0 //Bit flags for cartridge access
var/remote_door_id = ""
var/bot_access_flags = 0 //Bit flags. Selection: SEC_BOT | MULE_BOT | FLOOR_BOT | CLEAN_BOT | MED_BOT | FIRE_BOT
var/spam_enabled = 0 //Enables "Send to All" Option
var/obj/item/pda/host_pda = null
var/menu
var/datum/data/record/active1 = null //General
var/datum/data/record/active2 = null //Medical
var/datum/data/record/active3 = null //Security
var/obj/machinery/computer/monitor/powmonitor = null // Power Monitor
var/list/powermonitors = list()
var/message1 // used for status_displays
var/message2
var/list/stored_data = list()
var/current_channel
var/mob/living/simple_animal/bot/active_bot
var/list/botlist = list()
/obj/item/cartridge/Initialize()
. = ..()
var/obj/item/pda/pda = loc
if(istype(pda))
host_pda = pda
/obj/item/cartridge/engineering
name = "\improper Power-ON cartridge"
icon_state = "cart-e"
access = CART_ENGINE | CART_DRONEPHONE
bot_access_flags = FLOOR_BOT
/obj/item/cartridge/atmos
name = "\improper BreatheDeep cartridge"
icon_state = "cart-a"
access = CART_ATMOS | CART_DRONEPHONE
bot_access_flags = FLOOR_BOT | FIRE_BOT
/obj/item/cartridge/medical
name = "\improper Med-U cartridge"
icon_state = "cart-m"
access = CART_MEDICAL
bot_access_flags = MED_BOT
/obj/item/cartridge/chemistry
name = "\improper ChemWhiz cartridge"
icon_state = "cart-chem"
access = CART_REAGENT_SCANNER
bot_access_flags = MED_BOT
/obj/item/cartridge/security
name = "\improper R.O.B.U.S.T. cartridge"
icon_state = "cart-s"
access = CART_SECURITY
bot_access_flags = SEC_BOT
/obj/item/cartridge/detective
name = "\improper D.E.T.E.C.T. cartridge"
icon_state = "cart-eye"
access = CART_SECURITY | CART_MEDICAL | CART_MANIFEST
bot_access_flags = SEC_BOT
/obj/item/cartridge/janitor
name = "\improper CustodiPRO cartridge"
desc = "The ultimate in clean-room design."
icon_state = "cart-j"
access = CART_JANITOR | CART_DRONEPHONE
bot_access_flags = CLEAN_BOT
/obj/item/cartridge/lawyer
name = "\improper P.R.O.V.E. cartridge"
icon_state = "cart-law"
access = CART_SECURITY
spam_enabled = 1
/obj/item/cartridge/curator
name = "\improper Lib-Tweet cartridge"
icon_state = "cart-lib"
access = CART_NEWSCASTER
/obj/item/cartridge/roboticist
name = "\improper B.O.O.P. Remote Control cartridge"
desc = "Packed with heavy duty triple-bot interlink!"
icon_state = "cart-robo"
bot_access_flags = FLOOR_BOT | CLEAN_BOT | MED_BOT | FIRE_BOT
access = CART_DRONEPHONE
/obj/item/cartridge/signal
name = "generic signaler cartridge"
icon_state = "cart-sig"
desc = "A data cartridge with an integrated radio signaler module."
/obj/item/cartridge/signal/toxins
name = "\improper Signal Ace 2 cartridge"
desc = "Complete with integrated radio signaler!"
icon_state = "cart-tox"
access = CART_REAGENT_SCANNER | CART_ATMOS
/obj/item/cartridge/signal/Initialize()
. = ..()
radio = new(src)
/obj/item/cartridge/quartermaster
name = "space parts & space vendors cartridge"
desc = "Perfect for the Quartermaster on the go!"
icon_state = "cart-q"
access = CART_QUARTERMASTER
bot_access_flags = MULE_BOT
/obj/item/cartridge/head
name = "\improper Easy-Record DELUXE cartridge"
icon_state = "cart-h"
access = CART_MANIFEST | CART_STATUS_DISPLAY
/obj/item/cartridge/hop
name = "\improper HumanResources9001 cartridge"
icon_state = "cart-h"
access = CART_MANIFEST | CART_STATUS_DISPLAY | CART_JANITOR | CART_SECURITY | CART_NEWSCASTER | CART_QUARTERMASTER | CART_DRONEPHONE
bot_access_flags = MULE_BOT | CLEAN_BOT
/obj/item/cartridge/hos
name = "\improper R.O.B.U.S.T. DELUXE cartridge"
icon_state = "cart-hos"
access = CART_MANIFEST | CART_STATUS_DISPLAY | CART_SECURITY
bot_access_flags = SEC_BOT
/obj/item/cartridge/ce
name = "\improper Power-On DELUXE cartridge"
icon_state = "cart-ce"
access = CART_MANIFEST | CART_STATUS_DISPLAY | CART_ENGINE | CART_ATMOS | CART_DRONEPHONE
bot_access_flags = FLOOR_BOT | FIRE_BOT
/obj/item/cartridge/cmo
name = "\improper Med-U DELUXE cartridge"
icon_state = "cart-cmo"
access = CART_MANIFEST | CART_STATUS_DISPLAY | CART_REAGENT_SCANNER | CART_MEDICAL
bot_access_flags = MED_BOT
/obj/item/cartridge/rd
name = "\improper Signal Ace DELUXE cartridge"
icon_state = "cart-rd"
access = CART_MANIFEST | CART_STATUS_DISPLAY | CART_REAGENT_SCANNER | CART_ATMOS | CART_DRONEPHONE
bot_access_flags = FLOOR_BOT | CLEAN_BOT | MED_BOT | FIRE_BOT
/obj/item/cartridge/rd/Initialize()
. = ..()
radio = new(src)
/obj/item/cartridge/captain
name = "\improper Value-PAK cartridge"
desc = "Now with 350% more value!" //Give the Captain...EVERYTHING! (Except Mime, Clown, and Syndie)
icon_state = "cart-c"
access = ~(CART_CLOWN | CART_MIME | CART_REMOTE_DOOR)
bot_access_flags = SEC_BOT | MULE_BOT | FLOOR_BOT | CLEAN_BOT | MED_BOT | FIRE_BOT
spam_enabled = 1
/obj/item/cartridge/captain/New()
..()
radio = new(src)
/obj/item/cartridge/proc/post_status(command, data1, data2)
var/datum/radio_frequency/frequency = SSradio.return_frequency(FREQ_STATUS_DISPLAYS)
if(!frequency)
return
var/datum/signal/status_signal = new(list("command" = command))
switch(command)
if("message")
status_signal.data["msg1"] = data1
status_signal.data["msg2"] = data2
if("alert")
status_signal.data["picture_state"] = data1
frequency.post_signal(src, status_signal)
/obj/item/cartridge/proc/generate_menu(mob/user)
if(!host_pda)
return
switch(host_pda.mode)
if(40) //signaller
menu = "<h4>[PDAIMG(signaler)] Remote Signaling System</h4>"
menu += {"
<a href='byond://?src=[REF(src)];choice=Send Signal'>Send Signal</A><BR>
Frequency:
<a href='byond://?src=[REF(src)];choice=Signal Frequency;sfreq=-10'>-</a>
<a href='byond://?src=[REF(src)];choice=Signal Frequency;sfreq=-2'>-</a>
[format_frequency(radio.frequency)]
<a href='byond://?src=[REF(src)];choice=Signal Frequency;sfreq=2'>+</a>
<a href='byond://?src=[REF(src)];choice=Signal Frequency;sfreq=10'>+</a><br>
<br>
Code:
<a href='byond://?src=[REF(src)];choice=Signal Code;scode=-5'>-</a>
<a href='byond://?src=[REF(src)];choice=Signal Code;scode=-1'>-</a>
[radio.code]
<a href='byond://?src=[REF(src)];choice=Signal Code;scode=1'>+</a>
<a href='byond://?src=[REF(src)];choice=Signal Code;scode=5'>+</a><br>"}
if (41) //crew manifest
menu = "<h4>[PDAIMG(notes)] Crew Manifest</h4>"
menu += "Entries cannot be modified from this terminal.<br><br>"
if(GLOB.data_core.general)
for (var/datum/data/record/t in sortRecord(GLOB.data_core.general))
menu += "[t.fields["name"]] - [t.fields["rank"]]<br>"
menu += "<br>"
if (42) //status displays
menu = "<h4>[PDAIMG(status)] Station Status Display Interlink</h4>"
menu += "\[ <A HREF='?src=[REF(src)];choice=Status;statdisp=blank'>Clear</A> \]<BR>"
menu += "\[ <A HREF='?src=[REF(src)];choice=Status;statdisp=shuttle'>Shuttle ETA</A> \]<BR>"
menu += "\[ <A HREF='?src=[REF(src)];choice=Status;statdisp=message'>Message</A> \]"
menu += "<ul><li> Line 1: <A HREF='?src=[REF(src)];choice=Status;statdisp=setmsg1'>[ message1 ? message1 : "(none)"]</A>"
menu += "<li> Line 2: <A HREF='?src=[REF(src)];choice=Status;statdisp=setmsg2'>[ message2 ? message2 : "(none)"]</A></ul><br>"
menu += "\[ Alert: <A HREF='?src=[REF(src)];choice=Status;statdisp=alert;alert=default'>None</A> |"
menu += " <A HREF='?src=[REF(src)];choice=Status;statdisp=alert;alert=redalert'>Red Alert</A> |"
menu += " <A HREF='?src=[REF(src)];choice=Status;statdisp=alert;alert=lockdown'>Lockdown</A> |"
menu += " <A HREF='?src=[REF(src)];choice=Status;statdisp=alert;alert=biohazard'>Biohazard</A> \]<BR>"
if (43)
menu = "<h4>[PDAIMG(power)] Power Monitors - Please select one</h4><BR>"
powmonitor = null
powermonitors = list()
var/powercount = 0
var/turf/pda_turf = get_turf(src)
for(var/obj/machinery/computer/monitor/pMon in GLOB.machines)
if(pMon.stat & (NOPOWER | BROKEN)) //check to make sure the computer is functional
continue
if(pda_turf.z != pMon.z) //and that we're on the same zlevel as the computer (lore: limited signal strength)
continue
if(pMon.is_secret_monitor) //make sure it isn't a secret one (ie located on a ruin), allowing people to metagame that the location exists
continue
powercount++
powermonitors += pMon
if(!powercount)
menu += "<span class='danger'>No connection<BR></span>"
else
menu += "<FONT SIZE=-1>"
var/count = 0
for(var/obj/machinery/computer/monitor/pMon in powermonitors)
count++
menu += "<a href='byond://?src=[REF(src)];choice=Power Select;target=[count]'>[pMon] - [get_area_name(pMon, TRUE)] </a><BR>"
menu += "</FONT>"
if (433)
menu = "<h4>[PDAIMG(power)] Power Monitor </h4><BR>"
if(!powmonitor || !powmonitor.get_powernet())
menu += "<span class='danger'>No connection<BR></span>"
else
var/list/L = list()
var/datum/powernet/connected_powernet = powmonitor.get_powernet()
for(var/obj/machinery/power/terminal/term in connected_powernet.nodes)
if(istype(term.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = term.master
L += A
menu += "<PRE>Location: [get_area_name(powmonitor, TRUE)]<BR>Total power: [DisplayPower(connected_powernet.viewavail)]<BR>Total load: [DisplayPower(connected_powernet.viewload)]<BR>"
menu += "<FONT SIZE=-1>"
if(L.len > 0)
menu += "Area Eqp./Lgt./Env. Load Cell<HR>"
var/list/S = list(" Off","AOff"," On", " AOn")
var/list/chg = list("N","C","F")
for(var/obj/machinery/power/apc/A in L)
menu += copytext(add_tspace(A.area.name, 30), 1, 30)
menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_lspace(DisplayPower(A.lastused_total), 6)] [A.cell ? "[add_lspace(round(A.cell.percent()), 3)]% [chg[A.charging+1]]" : " N/C"]<BR>"
menu += "</FONT></PRE>"
if (44) //medical records //This thing only displays a single screen so it's hard to really get the sub-menu stuff working.
menu = "<h4>[PDAIMG(medical)] Medical Record List</h4>"
if(GLOB.data_core.general)
for(var/datum/data/record/R in sortRecord(GLOB.data_core.general))
menu += "<a href='byond://?src=[REF(src)];choice=Medical Records;target=[R.fields["id"]]'>[R.fields["id"]]: [R.fields["name"]]<br>"
menu += "<br>"
if(441)
menu = "<h4>[PDAIMG(medical)] Medical Record</h4>"
if(active1 in GLOB.data_core.general)
menu += "Name: [active1.fields["name"]] ID: [active1.fields["id"]]<br>"
menu += "Sex: [active1.fields["sex"]]<br>"
menu += "Age: [active1.fields["age"]]<br>"
menu += "Rank: [active1.fields["rank"]]<br>"
menu += "Fingerprint: [active1.fields["fingerprint"]]<br>"
menu += "Physical Status: [active1.fields["p_stat"]]<br>"
menu += "Mental Status: [active1.fields["m_stat"]]<br>"
else
menu += "<b>Record Lost!</b><br>"
menu += "<br>"
menu += "<h4>[PDAIMG(medical)] Medical Data</h4>"
if(active2 in GLOB.data_core.medical)
menu += "Blood Type: [active2.fields["blood_type"]]<br><br>"
menu += "Minor Disabilities: [active2.fields["mi_dis"]]<br>"
menu += "Details: [active2.fields["mi_dis_d"]]<br><br>"
menu += "Major Disabilities: [active2.fields["ma_dis"]]<br>"
menu += "Details: [active2.fields["ma_dis_d"]]<br><br>"
menu += "Allergies: [active2.fields["alg"]]<br>"
menu += "Details: [active2.fields["alg_d"]]<br><br>"
menu += "Current Diseases: [active2.fields["cdi"]]<br>"
menu += "Details: [active2.fields["cdi_d"]]<br><br>"
menu += "Important Notes: [active2.fields["notes"]]<br>"
else
menu += "<b>Record Lost!</b><br>"
menu += "<br>"
if (45) //security records
menu = "<h4>[PDAIMG(cuffs)] Security Record List</h4>"
if(GLOB.data_core.general)
for (var/datum/data/record/R in sortRecord(GLOB.data_core.general))
menu += "<a href='byond://?src=[REF(src)];choice=Security Records;target=[R.fields["id"]]'>[R.fields["id"]]: [R.fields["name"]]<br>"
menu += "<br>"
if(451)
menu = "<h4>[PDAIMG(cuffs)] Security Record</h4>"
if(active1 in GLOB.data_core.general)
menu += "Name: [active1.fields["name"]] ID: [active1.fields["id"]]<br>"
menu += "Sex: [active1.fields["sex"]]<br>"
menu += "Age: [active1.fields["age"]]<br>"
menu += "Rank: [active1.fields["rank"]]<br>"
menu += "Fingerprint: [active1.fields["fingerprint"]]<br>"
menu += "Physical Status: [active1.fields["p_stat"]]<br>"
menu += "Mental Status: [active1.fields["m_stat"]]<br>"
else
menu += "<b>Record Lost!</b><br>"
menu += "<br>"
menu += "<h4>[PDAIMG(cuffs)] Security Data</h4>"
if(active3 in GLOB.data_core.security)
menu += "Criminal Status: [active3.fields["criminal"]]<br>"
menu += text("<BR>\nMinor Crimes:")
menu +={"<table style="text-align:center;" border="1" cellspacing="0" width="100%">
<tr>
<th>Crime</th>
<th>Details</th>
<th>Author</th>
<th>Time Added</th>
</tr>"}
for(var/datum/data/crime/c in active3.fields["mi_crim"])
menu += "<tr><td>[c.crimeName]</td>"
menu += "<td>[c.crimeDetails]</td>"
menu += "<td>[c.author]</td>"
menu += "<td>[c.time]</td>"
menu += "</tr>"
menu += "</table>"
menu += text("<BR>\nMajor Crimes:")
menu +={"<table style="text-align:center;" border="1" cellspacing="0" width="100%">
<tr>
<th>Crime</th>
<th>Details</th>
<th>Author</th>
<th>Time Added</th>
</tr>"}
for(var/datum/data/crime/c in active3.fields["ma_crim"])
menu += "<tr><td>[c.crimeName]</td>"
menu += "<td>[c.crimeDetails]</td>"
menu += "<td>[c.author]</td>"
menu += "<td>[c.time]</td>"
menu += "</tr>"
menu += "</table>"
menu += "<BR>\nImportant Notes:<br>"
menu += "[active3.fields["notes"]]"
else
menu += "<b>Record Lost!</b><br>"
menu += "<br>"
if (47) //quartermaster order records
menu = "<h4>[PDAIMG(crate)] Supply Record Interlink</h4>"
menu += "<BR><B>Supply shuttle</B><BR>"
menu += "Location: "
switch(SSshuttle.supply.mode)
if(SHUTTLE_CALL)
menu += "Moving to "
if(!is_station_level(SSshuttle.supply.z))
menu += "station"
else
menu += "CentCom"
menu += " ([SSshuttle.supply.timeLeft(600)] Mins)"
else
menu += "At "
if(!is_station_level(SSshuttle.supply.z))
menu += "CentCom"
else
menu += "station"
menu += "<BR>Current approved orders: <BR><ol>"
for(var/S in SSshuttle.shoppinglist)
var/datum/supply_order/SO = S
menu += "<li>#[SO.id] - [SO.pack.name] approved by [SO.orderer] [SO.reason ? "([SO.reason])":""]</li>"
menu += "</ol>"
menu += "Current requests: <BR><ol>"
for(var/S in SSshuttle.requestlist)
var/datum/supply_order/SO = S
menu += "<li>#[SO.id] - [SO.pack.name] requested by [SO.orderer]</li>"
menu += "</ol><font size=\"-3\">Upgrade NOW to Space Parts & Space Vendors PLUS for full remote order control and inventory management."
if (48) // quartermaster ore logs
menu = list("<h4>[PDAIMG(crate)] Ore Silo Logs</h4>")
if (GLOB.ore_silo_default)
var/list/logs = GLOB.silo_access_logs[REF(GLOB.ore_silo_default)]
var/len = LAZYLEN(logs)
var/i = 0
for(var/M in logs)
if (++i > 30)
menu += "(... older logs not shown ...)"
break
var/datum/ore_silo_log/entry = M
menu += "[len - i]. [entry.formatted]<br><br>"
if(i == 0)
menu += "Nothing!"
else
menu += "<b>No ore silo detected!</b>"
menu = jointext(menu, "")
if (49) //janitorial locator
menu = "<h4>[PDAIMG(bucket)] Persistent Custodial Object Locator</h4>"
var/turf/cl = get_turf(src)
if (cl)
menu += "Current Orbital Location: <b>\[[cl.x],[cl.y]\]</b>"
menu += "<h4>Located Mops:</h4>"
var/ldat
for (var/obj/item/mop/M in world)
var/turf/ml = get_turf(M)
if(ml)
if (ml.z != cl.z)
continue
var/direction = get_dir(src, M)
ldat += "Mop - <b>\[[ml.x],[ml.y] ([uppertext(dir2text(direction))])\]</b> - [M.reagents.total_volume ? "Wet" : "Dry"]<br>"
if (!ldat)
menu += "None"
else
menu += "[ldat]"
menu += "<h4>Pimpin' Ride:</h4>"
ldat = null
for (var/obj/vehicle/ridden/janicart/M in world)
var/turf/ml = get_turf(M)
if(ml)
if (ml.z != cl.z)
continue
var/direction = get_dir(src, M)
ldat += "Ride - <b>\[[ml.x],[ml.y] ([uppertext(dir2text(direction))])\]</b><br>"
if (!ldat)
menu += "None"
else
menu += "[ldat]"
menu += "<h4>Located Janitorial Cart:</h4>"
ldat = null
for (var/obj/structure/janitorialcart/B in world)
var/turf/bl = get_turf(B)
if(bl)
if (bl.z != cl.z)
continue
var/direction = get_dir(src, B)
ldat += "Cart - <b>\[[bl.x],[bl.y] ([uppertext(dir2text(direction))])\]</b> - Water level: [B.reagents.total_volume]/100<br>"
if (!ldat)
menu += "None"
else
menu += "[ldat]"
menu += "<h4>Located Cleanbots:</h4>"
ldat = null
for (var/mob/living/simple_animal/bot/cleanbot/B in GLOB.alive_mob_list)
var/turf/bl = get_turf(B)
if(bl)
if (bl.z != cl.z)
continue
var/direction = get_dir(src, B)
ldat += "Cleanbot - <b>\[[bl.x],[bl.y] ([uppertext(dir2text(direction))])\]</b> - [B.on ? "Online" : "Offline"]<br>"
if (!ldat)
menu += "None"
else
menu += "[ldat]"
else
menu += "ERROR: Unable to determine current location."
menu += "<br><br><A href='byond://?src=[REF(src)];choice=49'>Refresh GPS Locator</a>"
if (53) // Newscaster
menu = "<h4>[PDAIMG(notes)] Newscaster Access</h4>"
menu += "<br> Current Newsfeed: <A href='byond://?src=[REF(src)];choice=Newscaster Switch Channel'>[current_channel ? current_channel : "None"]</a> <br>"
var/datum/newscaster/feed_channel/current
for(var/datum/newscaster/feed_channel/chan in GLOB.news_network.network_channels)
if (chan.channel_name == current_channel)
current = chan
if(!current)
menu += "<h5> ERROR : NO CHANNEL FOUND </h5>"
return
var/i = 1
for(var/datum/newscaster/feed_message/msg in current.messages)
menu +="-[msg.returnBody(-1)] <BR><FONT SIZE=1>\[Story by <FONT COLOR='maroon'>[msg.returnAuthor(-1)]</FONT>\]</FONT><BR>"
menu +="<b><font size=1>[msg.comments.len] comment[msg.comments.len > 1 ? "s" : ""]</font></b><br>"
if(msg.img)
user << browse_rsc(msg.img, "tmp_photo[i].png")
menu +="<img src='tmp_photo[i].png' width = '180'><BR>"
i++
for(var/datum/newscaster/feed_comment/comment in msg.comments)
menu +="<font size=1><small>[comment.body]</font><br><font size=1><small><small><small>[comment.author] [comment.time_stamp]</small></small></small></small></font><br>"
menu += "<br> <A href='byond://?src=[REF(src)];choice=Newscaster Message'>Post Message</a>"
if (54) // Beepsky, Medibot, Floorbot, and Cleanbot access
menu = "<h4>[PDAIMG(medbot)] Bots Interlink</h4>"
bot_control()
if (99) //Newscaster message permission error
menu = "<h5> ERROR : NOT AUTHORIZED [host_pda.id ? "" : "- ID SLOT EMPTY"] </h5>"
return menu
/obj/item/cartridge/Topic(href, href_list)
..()
if(!usr.canUseTopic(src, !issilicon(usr)))
usr.unset_machine()
usr << browse(null, "window=pda")
return
switch(href_list["choice"])
if("Medical Records")
active1 = find_record("id", href_list["target"], GLOB.data_core.general)
if(active1)
active2 = find_record("id", href_list["target"], GLOB.data_core.medical)
host_pda.mode = 441
if(!active2)
active1 = null
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Security Records")
active1 = find_record("id", href_list["target"], GLOB.data_core.general)
if(active1)
active3 = find_record("id", href_list["target"], GLOB.data_core.security)
host_pda.mode = 451
if(!active3)
active1 = null
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Send Signal")
INVOKE_ASYNC(radio, /obj/item/integrated_signaler.proc/send_activation)
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Signal Frequency")
var/new_frequency = sanitize_frequency(radio.frequency + text2num(href_list["sfreq"]))
radio.set_frequency(new_frequency)
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Signal Code")
radio.code += text2num(href_list["scode"])
radio.code = round(radio.code)
radio.code = min(100, radio.code)
radio.code = max(1, radio.code)
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Status")
switch(href_list["statdisp"])
if("message")
post_status("message", message1, message2)
if("alert")
post_status("alert", href_list["alert"])
if("setmsg1")
message1 = reject_bad_text(input("Line 1", "Enter Message Text", message1) as text|null, 40)
updateSelfDialog()
if("setmsg2")
message2 = reject_bad_text(input("Line 2", "Enter Message Text", message2) as text|null, 40)
updateSelfDialog()
else
post_status(href_list["statdisp"])
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Power Select")
var/pnum = text2num(href_list["target"])
powmonitor = powermonitors[pnum]
host_pda.mode = 433
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Supply Orders")
host_pda.mode =47
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Newscaster Access")
host_pda.mode = 53
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Newscaster Message")
var/host_pda_owner_name = host_pda.id ? "[host_pda.id.registered_name] ([host_pda.id.assignment])" : "Unknown"
var/message = host_pda.msg_input()
var/datum/newscaster/feed_channel/current
for(var/datum/newscaster/feed_channel/chan in GLOB.news_network.network_channels)
if (chan.channel_name == current_channel)
current = chan
if(current.locked && current.author != host_pda_owner_name)
host_pda.mode = 99
host_pda.Topic(null,list("choice"="Refresh"))
return
GLOB.news_network.SubmitArticle(message,host_pda.owner,current_channel)
host_pda.Topic(null,list("choice"=num2text(host_pda.mode)))
return
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if("Newscaster Switch Channel")
current_channel = host_pda.msg_input()
host_pda.Topic(null,list("choice"=num2text(host_pda.mode)))
return
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
//Bot control section! Viciously ripped from radios for being laggy and terrible.
if(href_list["op"])
switch(href_list["op"])
if("control")
active_bot = locate(href_list["bot"])
if("botlist")
active_bot = null
if("summon") //Args are in the correct order, they are stated here just as an easy reminder.
active_bot.bot_control(command= "summon", user_turf= get_turf(usr), user_access= host_pda.GetAccess())
else //Forward all other bot commands to the bot itself!
active_bot.bot_control(command= href_list["op"], user= usr)
playsound(src, 'sound/machines/terminal_select.ogg', 50, 1)
if(href_list["mule"]) //MULEbots are special snowflakes, and need different args due to how they work.
active_bot.bot_control(command= href_list["mule"], user= usr, pda= 1)
if(!host_pda)
return
host_pda.attack_self(usr)
/obj/item/cartridge/proc/bot_control()
var/mob/living/simple_animal/bot/Bot
if(active_bot)
menu += "<B>[active_bot]</B><BR> Status: (<A href='byond://?src=[REF(src)];op=control;bot=[REF(active_bot)]'>[PDAIMG(refresh)]<i>refresh</i></A>)<BR>"
menu += "Model: [active_bot.model]<BR>"
menu += "Location: [get_area(active_bot)]<BR>"
menu += "Mode: [active_bot.get_mode()]"
if(active_bot.allow_pai)
menu += "<BR>pAI: "
if(active_bot.paicard && active_bot.paicard.pai)
menu += "[active_bot.paicard.pai.name]"
if(active_bot.bot_core.allowed(usr))
menu += " (<A href='byond://?src=[REF(src)];op=ejectpai'><i>eject</i></A>)"
else
menu += "<i>none</i>"
//MULEs!
if(active_bot.bot_type == MULE_BOT)
var/mob/living/simple_animal/bot/mulebot/MULE = active_bot
var/atom/Load = MULE.load
menu += "<BR>Current Load: [ !Load ? "<i>none</i>" : "[Load.name] (<A href='byond://?src=[REF(src)];mule=unload'><i>unload</i></A>)" ]<BR>"
menu += "Destination: [MULE.destination ? MULE.destination : "<i>None</i>"] (<A href='byond://?src=[REF(src)];mule=destination'><i>set</i></A>)<BR>"
menu += "Set ID: [MULE.suffix] <A href='byond://?src=[REF(src)];mule=setid'><i> Modify</i></A><BR>"
menu += "Power: [MULE.cell ? MULE.cell.percent() : 0]%<BR>"
menu += "Home: [!MULE.home_destination ? "<i>none</i>" : MULE.home_destination ]<BR>"
menu += "Delivery Reporting: <A href='byond://?src=[REF(src)];mule=report'>[MULE.report_delivery ? "(<B>On</B>)": "(<B>Off</B>)"]</A><BR>"
menu += "Auto Return Home: <A href='byond://?src=[REF(src)];mule=autoret'>[MULE.auto_return ? "(<B>On</B>)": "(<B>Off</B>)"]</A><BR>"
menu += "Auto Pickup Crate: <A href='byond://?src=[REF(src)];mule=autopick'>[MULE.auto_pickup ? "(<B>On</B>)": "(<B>Off</B>)"]</A><BR><BR>" //Hue.
menu += "\[<A href='byond://?src=[REF(src)];mule=stop'>Stop</A>\] "
menu += "\[<A href='byond://?src=[REF(src)];mule=go'>Proceed</A>\] "
menu += "\[<A href='byond://?src=[REF(src)];mule=home'>Return Home</A>\]<BR>"
else
menu += "<BR>\[<A href='byond://?src=[REF(src)];op=patroloff'>Stop Patrol</A>\] " //patrolon
menu += "\[<A href='byond://?src=[REF(src)];op=patrolon'>Start Patrol</A>\] " //patroloff
menu += "\[<A href='byond://?src=[REF(src)];op=summon'>Summon Bot</A>\]<BR>" //summon
menu += "Keep an ID inserted to upload access codes upon summoning."
menu += "<HR><A href='byond://?src=[REF(src)];op=botlist'>[PDAIMG(back)]Return to bot list</A>"
else
menu += "<BR><A href='byond://?src=[REF(src)];op=botlist'>[PDAIMG(refresh)]Scan for active bots</A><BR><BR>"
var/turf/current_turf = get_turf(src)
var/zlevel = current_turf.z
var/botcount = 0
for(Bot in GLOB.alive_mob_list) //Git da botz
if(!Bot.on || Bot.z != zlevel || Bot.remote_disabled || !(bot_access_flags & Bot.bot_type)) //Only non-emagged bots on the same Z-level are detected!
continue //Also, the PDA must have access to the bot type.
menu += "<A href='byond://?src=[REF(src)];op=control;bot=[REF(Bot)]'><b>[Bot.name]</b> ([Bot.get_mode()])<BR>"
botcount++
if(!botcount) //No bots at all? Lame.
menu += "No bots found.<BR>"
return
return menu
//If the cartridge adds a special line to the top of the messaging app
/obj/item/cartridge/proc/message_header()
return ""
//If the cartridge adds something to each potetial messaging target
/obj/item/cartridge/proc/message_special(obj/item/pda/target)
return ""
//This is called for special abilities of cartridges
/obj/item/cartridge/proc/special(mov/living/user, list/params)
@@ -0,0 +1,38 @@
// Radio Cartridge, essentially a remote signaler with limited spectrum.
/obj/item/integrated_signaler
name = "\improper PDA radio module"
desc = "An electronic radio system of Nanotrasen origin."
icon = 'icons/obj/module.dmi'
icon_state = "power_mod"
/obj/item/integrated_signaler
var/frequency = FREQ_SIGNALER
var/code = DEFAULT_SIGNALER_CODE
var/last_transmission
var/datum/radio_frequency/radio_connection
/obj/item/integrated_signaler/Destroy()
radio_connection = null
return ..()
/obj/item/integrated_signaler/Initialize()
. = ..()
if (frequency < MIN_FREE_FREQ || frequency > MAX_FREE_FREQ)
frequency = sanitize_frequency(frequency)
set_frequency(frequency)
/obj/item/integrated_signaler/proc/set_frequency(new_frequency)
frequency = new_frequency
radio_connection = SSradio.return_frequency(frequency)
/obj/item/integrated_signaler/proc/send_activation()
if(last_transmission && world.time < (last_transmission + 5))
return
last_transmission = world.time
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
GLOB.lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location [AREACOORD(T)] <B>:</B> [format_frequency(frequency)]/[code]")
var/datum/signal/signal = new(list("code" = code))
radio_connection.post_signal(src, signal, filter = RADIO_SIGNALER)
@@ -0,0 +1,108 @@
/obj/item/cartridge/virus
name = "Generic Virus PDA cart"
var/charges = 5
/obj/item/cartridge/virus/proc/send_virus(obj/item/pda/target, mob/living/U)
return
/obj/item/cartridge/virus/message_header()
return "<b>[charges] viral files left.</b><HR>"
/obj/item/cartridge/virus/message_special(obj/item/pda/target)
if (!istype(loc, /obj/item/pda))
return "" //Sanity check, this shouldn't be possible.
return " (<a href='byond://?src=[REF(loc)];choice=cart;special=virus;target=[REF(target)]'>*Send Virus*</a>)"
/obj/item/cartridge/virus/special(mob/living/user, list/params)
var/obj/item/pda/P = locate(params["target"])//Leaving it alone in case it may do something useful, I guess.
send_virus(P,user)
/obj/item/cartridge/virus/clown
name = "\improper Honkworks 5.0 cartridge"
icon_state = "cart-clown"
desc = "A data cartridge for portable microcomputers. It smells vaguely of bananas."
access = CART_CLOWN
/obj/item/cartridge/virus/clown/send_virus(obj/item/pda/target, mob/living/U)
if(charges <= 0)
to_chat(U, "<span class='notice'>Out of charges.</span>")
return
if(!isnull(target) && !target.toff)
charges--
to_chat(U, "<span class='notice'>Virus Sent!</span>")
target.honkamt = (rand(15,20))
else
to_chat(U, "PDA not found.")
/obj/item/cartridge/virus/mime
name = "\improper Gestur-O 1000 cartridge"
icon_state = "cart-mi"
access = CART_MIME
/obj/item/cartridge/virus/mime/send_virus(obj/item/pda/target, mob/living/U)
if(charges <= 0)
to_chat(U, "<span class='notice'>Out of charges.</span>")
return
if(!isnull(target) && !target.toff)
charges--
to_chat(U, "<span class='notice'>Virus Sent!</span>")
target.silent = TRUE
target.ttone = "silence"
else
to_chat(U, "PDA not found.")
/obj/item/cartridge/virus/syndicate
name = "\improper Detomatix cartridge"
access = CART_REMOTE_DOOR
remote_door_id = "smindicate" //Make sure this matches the syndicate shuttle's shield/door id!! //don't ask about the name, testing.
charges = 4
/obj/item/cartridge/virus/syndicate/send_virus(obj/item/pda/target, mob/living/U)
if(charges <= 0)
to_chat(U, "<span class='notice'>Out of charges.</span>")
return
if(!isnull(target) && !target.toff)
charges--
var/difficulty = 0
if(target.cartridge)
difficulty += BitCount(target.cartridge.access&(CART_MEDICAL | CART_SECURITY | CART_ENGINE | CART_CLOWN | CART_JANITOR | CART_MANIFEST))
if(target.cartridge.access & CART_MANIFEST)
difficulty++ //if cartridge has manifest access it has extra snowflake difficulty
else
difficulty += 2
GET_COMPONENT_FROM(hidden_uplink, /datum/component/uplink, target)
if(!target.detonatable || prob(difficulty * 15) || (hidden_uplink))
U.show_message("<span class='danger'>An error flashes on your [src].</span>", 1)
else
message_admins("[!is_special_character(U) ? "Non-antag " : ""][ADMIN_LOOKUPFLW(U)] triggered a PDA explosion on [target.name] at [ADMIN_VERBOSEJMP(target)].")
var/message_log = "triggered a PDA explosion on [target.name] at [AREACOORD(target)]."
U.log_message(message_log, LOG_ATTACK)
U.show_message("<span class='notice'>Success!</span>", 1)
target.explode()
else
to_chat(U, "PDA not found.")
/obj/item/cartridge/virus/frame
name = "\improper F.R.A.M.E. cartridge"
icon_state = "cart-f"
var/telecrystals = 0
/obj/item/cartridge/virus/frame/send_virus(obj/item/pda/target, mob/living/U)
if(charges <= 0)
to_chat(U, "<span class='notice'>Out of charges.</span>")
return
if(!isnull(target) && !target.toff)
charges--
var/lock_code = "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]"
to_chat(U, "<span class='notice'>Virus Sent! The unlock code to the target is: [lock_code]</span>")
GET_COMPONENT_FROM(hidden_uplink, /datum/component/uplink, target)
if(!hidden_uplink)
hidden_uplink = target.AddComponent(/datum/component/uplink)
hidden_uplink.unlock_code = lock_code
else
hidden_uplink.hidden_crystals += hidden_uplink.telecrystals //Temporarially hide the PDA's crystals, so you can't steal telecrystals.
hidden_uplink.telecrystals = telecrystals
telecrystals = 0
hidden_uplink.active = TRUE
else
to_chat(U, "PDA not found.")
+97
View File
@@ -0,0 +1,97 @@
/obj/item/aicard
name = "intelliCard"
desc = "A storage device for AIs. Patent pending."
icon = 'icons/obj/aicards.dmi'
icon_state = "aicard" // aicard-full
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
item_flags = NOBLUDGEON
var/flush = FALSE
var/mob/living/silicon/ai/AI
/obj/item/aicard/aitater
name = "intelliTater"
desc = "A stylish upgrade (?) to the intelliCard."
icon_state = "aitater"
/obj/item/aicard/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is trying to upload [user.p_them()]self into [src]! That's not going to work out well!</span>")
return BRUTELOSS
/obj/item/aicard/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity || !target)
return
if(AI) //AI is on the card, implies user wants to upload it.
target.transfer_ai(AI_TRANS_FROM_CARD, user, AI, src)
log_combat(user, AI, "carded", src)
else //No AI on the card, therefore the user wants to download one.
target.transfer_ai(AI_TRANS_TO_CARD, user, null, src)
update_icon() //Whatever happened, update the card's state (icon, name) to match.
/obj/item/aicard/update_icon()
cut_overlays()
if(AI)
name = "[initial(name)]- [AI.name]"
if(AI.stat == DEAD)
icon_state = "[initial(icon_state)]-404"
else
icon_state = "[initial(icon_state)]-full"
if(!AI.control_disabled)
add_overlay("[initial(icon_state)]-on")
AI.cancel_camera()
else
name = initial(name)
icon_state = initial(icon_state)
/obj/item/aicard/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "intellicard", name, 500, 500, master_ui, state)
ui.open()
/obj/item/aicard/ui_data()
var/list/data = list()
if(AI)
data["name"] = AI.name
data["laws"] = AI.laws.get_law_list(include_zeroth = 1)
data["health"] = (AI.health + 100) / 2
data["wireless"] = !AI.control_disabled //todo disabled->enabled
data["radio"] = AI.radio_enabled
data["isDead"] = AI.stat == DEAD
data["isBraindead"] = AI.client ? FALSE : TRUE
data["wiping"] = flush
return data
/obj/item/aicard/ui_act(action,params)
if(..())
return
switch(action)
if("wipe")
if(flush)
flush = FALSE
else
var/confirm = alert("Are you sure you want to wipe this card's memory?", name, "Yes", "No")
if(confirm == "Yes" && !..())
flush = TRUE
if(AI && AI.loc == src)
to_chat(AI, "Your core files are being wiped!")
while(AI.stat != DEAD && flush)
AI.adjustOxyLoss(1)
AI.updatehealth()
sleep(5)
flush = FALSE
. = TRUE
if("wireless")
AI.control_disabled = !AI.control_disabled
to_chat(AI, "[src]'s wireless port has been [AI.control_disabled ? "disabled" : "enabled"]!")
. = TRUE
if("radio")
AI.radio_enabled = !AI.radio_enabled
to_chat(AI, "Your Subspace Transceiver has been [AI.radio_enabled ? "enabled" : "disabled"]!")
. = TRUE
update_icon()
@@ -0,0 +1,21 @@
/obj/item/anomaly_neutralizer
name = "anomaly neutralizer"
desc = "A one-use device capable of instantly neutralizing anomalies."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer2"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
item_flags = NOBLUDGEON
/obj/item/anomaly_neutralizer/afterattack(atom/target, mob/user, proximity)
..()
if(!proximity || !target)
return
if(istype(target, /obj/effect/anomaly))
var/obj/effect/anomaly/A = target
to_chat(user, "<span class='notice'>The circuitry of [src] fries from the strain of neutralizing [A]!</span>")
A.anomalyNeutralize()
qdel(src)
+44
View File
@@ -0,0 +1,44 @@
/obj/item/beacon
name = "\improper tracking beacon"
desc = "A beacon used by a teleporter."
icon = 'icons/obj/device.dmi'
icon_state = "beacon"
item_state = "beacon"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/enabled = TRUE
var/renamed = FALSE
/obj/item/beacon/Initialize()
. = ..()
if (enabled)
GLOB.teleportbeacons += src
else
icon_state = "beacon-off"
/obj/item/beacon/Destroy()
GLOB.teleportbeacons.Remove(src)
return ..()
/obj/item/beacon/attack_self(mob/user)
enabled = !enabled
if (enabled)
icon_state = "beacon"
GLOB.teleportbeacons += src
else
icon_state = "beacon-off"
GLOB.teleportbeacons.Remove(src)
to_chat(user, "<span class='notice'>You [enabled ? "enable" : "disable"] the beacon.</span>")
return
/obj/item/beacon/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/pen)) // needed for things that use custom names like the locator
var/new_name = stripped_input(user, "What would you like the name to be?")
if(!user.canUseTopic(src, BE_CLOSE))
return
if(new_name)
name = new_name
renamed = TRUE
return
else
return ..()
@@ -0,0 +1,308 @@
#define BUGMODE_LIST 0
#define BUGMODE_MONITOR 1
#define BUGMODE_TRACK 2
/obj/item/camera_bug
name = "camera bug"
desc = "For illicit snooping through the camera network."
icon = 'icons/obj/device.dmi'
icon_state = "camera_bug"
w_class = WEIGHT_CLASS_TINY
item_state = "camera_bug"
throw_speed = 4
throw_range = 20
item_flags = NOBLUDGEON
var/obj/machinery/camera/current = null
var/last_net_update = 0
var/list/bugged_cameras = list()
var/track_mode = BUGMODE_LIST
var/last_tracked = 0
var/refresh_interval = 50
var/tracked_name = null
var/atom/tracking = null
var/last_found = null
var/last_seen = null
/obj/item/camera_bug/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/camera_bug/Destroy()
get_cameras()
for(var/cam_tag in bugged_cameras)
var/obj/machinery/camera/camera = bugged_cameras[cam_tag]
if(camera.bug == src)
camera.bug = null
bugged_cameras = list()
if(tracking)
tracking = null
return ..()
/obj/item/camera_bug/interact(mob/user)
ui_interact(user)
/obj/item/camera_bug/ui_interact(mob/user = usr)
. = ..()
var/datum/browser/popup = new(user, "camerabug","Camera Bug",nref=src)
popup.set_content(menu(get_cameras()))
popup.open()
/obj/item/camera_bug/attack_self(mob/user)
user.set_machine(src)
interact(user)
/obj/item/camera_bug/check_eye(mob/user)
if ( loc != user || user.incapacitated() || user.eye_blind || !current )
user.unset_machine()
return 0
var/turf/T_user = get_turf(user.loc)
var/turf/T_current = get_turf(current)
if(T_user.z != T_current.z || !current.can_use())
to_chat(user, "<span class='danger'>[src] has lost the signal.</span>")
current = null
user.unset_machine()
return 0
return 1
/obj/item/camera_bug/on_unset_machine(mob/user)
user.reset_perspective(null)
/obj/item/camera_bug/proc/get_cameras()
if( world.time > (last_net_update + 100))
bugged_cameras = list()
for(var/obj/machinery/camera/camera in GLOB.cameranet.cameras)
if(camera.stat || !camera.can_use())
continue
if(length(list("ss13","mine", "rd", "labor", "toxins", "minisat")&camera.network))
bugged_cameras[camera.c_tag] = camera
return sortList(bugged_cameras)
/obj/item/camera_bug/proc/menu(list/cameras)
if(!cameras || !cameras.len)
return "No bugged cameras found."
var/html
switch(track_mode)
if(BUGMODE_LIST)
html = "<h3>Select a camera:</h3> <a href='?src=[REF(src)];view'>\[Cancel camera view\]</a><hr><table>"
for(var/entry in cameras)
var/obj/machinery/camera/C = cameras[entry]
var/functions = ""
if(C.bug == src)
functions = " - <a href='?src=[REF(src)];monitor=[REF(C)]'>\[Monitor\]</a> <a href='?src=[REF(src)];emp=[REF(C)]'>\[Disable\]</a>"
else
functions = " - <a href='?src=[REF(src)];monitor=[REF(C)]'>\[Monitor\]</a>"
html += "<tr><td><a href='?src=[REF(src)];view=[REF(C)]'>[entry]</a></td><td>[functions]</td></tr>"
if(BUGMODE_MONITOR)
if(current)
html = "Analyzing Camera '[current.c_tag]' <a href='?[REF(src)];mode=0'>\[Select Camera\]</a><br>"
html += camera_report()
else
track_mode = BUGMODE_LIST
return .(cameras)
if(BUGMODE_TRACK)
if(tracking)
html = "Tracking '[tracked_name]' <a href='?[REF(src)];mode=0'>\[Cancel Tracking\]</a> <a href='?src=[REF(src)];view'>\[Cancel camera view\]</a><br>"
if(last_found)
var/time_diff = round((world.time - last_seen) / 150)
var/obj/machinery/camera/C = bugged_cameras[last_found]
var/outstring
if(C)
outstring = "<a href='?[REF(src)];view=[REF(C)]'>[last_found]</a>"
else
outstring = last_found
if(!time_diff)
html += "Last seen near [outstring] (now)<br>"
else
// 15 second intervals ~ 1/4 minute
var/m = round(time_diff/4)
var/s = (time_diff - 4*m) * 15
if(!s)
s = "00"
html += "Last seen near [outstring] ([m]:[s] minute\s ago)<br>"
if( C && (C.bug == src)) //Checks to see if the camera has a bug
html += "<a href='?src=[REF(src)];emp=[REF(C)]'>\[Disable\]</a>"
else
html += "Not yet seen."
else
track_mode = BUGMODE_LIST
return .(cameras)
return html
/obj/item/camera_bug/proc/get_seens()
if(current && current.can_use())
var/list/seen = current.can_see()
return seen
/obj/item/camera_bug/proc/camera_report()
// this should only be called if current exists
var/dat = ""
var/list/seen = get_seens()
if(seen && seen.len >= 1)
var/list/names = list()
for(var/obj/singularity/S in seen) // god help you if you see more than one
if(S.name in names)
names[S.name]++
dat += "[S.name] ([names[S.name]])"
else
names[S.name] = 1
dat += "[S.name]"
var/stage = round(S.current_size / 2)+1
dat += " (Stage [stage])"
dat += " <a href='?[REF(src)];track=[REF(S)]'>\[Track\]</a><br>"
for(var/obj/mecha/M in seen)
if(M.name in names)
names[M.name]++
dat += "[M.name] ([names[M.name]])"
else
names[M.name] = 1
dat += "[M.name]"
dat += " <a href='?[REF(src)];track=[REF(M)]'>\[Track\]</a><br>"
for(var/mob/living/M in seen)
if(M.name in names)
names[M.name]++
dat += "[M.name] ([names[M.name]])"
else
names[M.name] = 1
dat += "[M.name]"
if(M.buckled && !M.lying)
dat += " (Sitting)"
if(M.lying)
dat += " (Laying down)"
dat += " <a href='?[REF(src)];track=[REF(M)]'>\[Track\]</a><br>"
if(length(dat) == 0)
dat += "No motion detected."
return dat
else
return "Camera Offline<br>"
/obj/item/camera_bug/Topic(href,list/href_list)
if(usr != loc)
usr.unset_machine()
usr << browse(null, "window=camerabug")
return
usr.set_machine(src)
if("mode" in href_list)
track_mode = text2num(href_list["mode"])
if("monitor" in href_list)
//You can't locate on a list with keys
var/list/cameras = flatten_list(bugged_cameras)
var/obj/machinery/camera/C = locate(href_list["monitor"]) in cameras
if(C && istype(C))
if(!same_z_level(C))
return
track_mode = BUGMODE_MONITOR
current = C
usr.reset_perspective(null)
interact()
if("track" in href_list)
var/list/seen = get_seens()
if(seen && seen.len >= 1)
var/atom/A = locate(href_list["track"]) in seen
if(A && istype(A))
tracking = A
tracked_name = A.name
last_found = current.c_tag
last_seen = world.time
track_mode = BUGMODE_TRACK
if("emp" in href_list)
//You can't locate on a list with keys
var/list/cameras = flatten_list(bugged_cameras)
var/obj/machinery/camera/C = locate(href_list["emp"]) in cameras
if(C && istype(C) && C.bug == src)
if(!same_z_level(C))
return
C.emp_act(EMP_HEAVY)
C.bug = null
bugged_cameras -= C.c_tag
interact()
return
if("close" in href_list)
usr.unset_machine()
current = null
return
if("view" in href_list)
//You can't locate on a list with keys
var/list/cameras = flatten_list(bugged_cameras)
var/obj/machinery/camera/C = locate(href_list["view"]) in cameras
if(C && istype(C))
if(!same_z_level(C))
return
if(!C.can_use())
to_chat(usr, "<span class='warning'>Something's wrong with that camera! You can't get a feed.</span>")
return
current = C
spawn(6)
if(src.check_eye(usr))
usr.reset_perspective(C)
interact()
else
usr.unset_machine()
usr << browse(null, "window=camerabug")
return
else
usr.unset_machine()
interact()
/obj/item/camera_bug/process()
if(track_mode == BUGMODE_LIST || (world.time < (last_tracked + refresh_interval)))
return
last_tracked = world.time
if(track_mode == BUGMODE_TRACK ) // search for user
// Note that it will be tricked if your name appears to change.
// This is not optimal but it is better than tracking you relentlessly despite everything.
if(!tracking)
src.updateSelfDialog()
return
if(tracking.name != tracked_name) // Hiding their identity, tricksy
var/mob/M = tracking
if(istype(M))
if(!(tracked_name == "Unknown" && findtext(tracking.name,"Unknown"))) // we saw then disguised before
if(!(tracked_name == M.real_name && findtext(tracking.name,M.real_name))) // or they're still ID'd
src.updateSelfDialog()//But if it's neither of those cases
return // you won't find em on the cameras
else
src.updateSelfDialog()
return
var/list/tracking_cams = list()
var/list/b_cams = get_cameras()
for(var/entry in b_cams)
tracking_cams += b_cams[entry]
var/list/target_region = view(tracking)
for(var/obj/machinery/camera/C in (target_region & tracking_cams))
if(!can_see(C,tracking)) // target may have xray, that doesn't make them visible to cameras
continue
if(C.can_use())
last_found = C.c_tag
last_seen = world.time
break
src.updateSelfDialog()
/obj/item/camera_bug/proc/same_z_level(var/obj/machinery/camera/C)
var/turf/T_cam = get_turf(C)
var/turf/T_bug = get_turf(loc)
if(!T_bug || T_cam.z != T_bug.z)
to_chat(usr, "<span class='warning'>You can't get a signal!</span>")
return FALSE
return TRUE
#undef BUGMODE_LIST
#undef BUGMODE_MONITOR
#undef BUGMODE_TRACK
@@ -0,0 +1,176 @@
/obj/item/chameleon
name = "chameleon-projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 5
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/can_use = 1
var/obj/effect/dummy/chameleon/active_dummy = null
var/saved_appearance = null
/obj/item/chameleon/New()
..()
var/obj/item/cigbutt/butt = /obj/item/cigbutt
saved_appearance = initial(butt.appearance)
/obj/item/chameleon/dropped()
..()
disrupt()
/obj/item/chameleon/equipped()
..()
disrupt()
/obj/item/chameleon/attack_self(mob/user)
if (isturf(user.loc) || istype(user.loc, /obj/structure) || active_dummy)
toggle(user)
else
to_chat(user, "<span class='warning'>You can't use [src] while inside something!</span>")
/obj/item/chameleon/afterattack(atom/target, mob/user , proximity)
. = ..()
if(!proximity)
return
if(!check_sprite(target))
return
if(active_dummy)//I now present you the blackli(f)st
return
if(isturf(target))
return
if(ismob(target))
return
if(istype(target, /obj/structure/falsewall))
return
if(iseffect(target))
if(!(istype(target, /obj/effect/decal))) //be a footprint
return
playsound(get_turf(src), 'sound/weapons/flash.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>Scanned [target].</span>")
var/obj/temp = new/obj()
temp.appearance = target.appearance
temp.layer = initial(target.layer) // scanning things in your inventory
temp.plane = initial(target.plane)
saved_appearance = temp.appearance
/obj/item/chameleon/proc/check_sprite(atom/target)
if(target.icon_state in icon_states(target.icon))
return TRUE
return FALSE
/obj/item/chameleon/proc/toggle(mob/user)
if(!can_use || !saved_appearance)
return
if(active_dummy)
eject_all()
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
qdel(active_dummy)
active_dummy = null
to_chat(user, "<span class='notice'>You deactivate \the [src].</span>")
new /obj/effect/temp_visual/emp/pulse(get_turf(src))
else
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(user.drop_location())
C.activate(user, saved_appearance, src)
to_chat(user, "<span class='notice'>You activate \the [src].</span>")
new /obj/effect/temp_visual/emp/pulse(get_turf(src))
user.cancel_camera()
/obj/item/chameleon/proc/disrupt(delete_dummy = 1)
if(active_dummy)
for(var/mob/M in active_dummy)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
eject_all()
if(delete_dummy)
qdel(active_dummy)
active_dummy = null
can_use = 0
spawn(50) can_use = 1
/obj/item/chameleon/proc/eject_all()
for(var/atom/movable/A in active_dummy)
A.forceMove(active_dummy.loc)
if(ismob(A))
var/mob/M = A
M.reset_perspective(null)
/obj/effect/dummy/chameleon
name = ""
desc = ""
density = FALSE
var/can_move = 0
var/obj/item/chameleon/master = null
/obj/effect/dummy/chameleon/proc/activate(mob/M, saved_appearance, obj/item/chameleon/C)
appearance = saved_appearance
if(istype(M.buckled, /obj/vehicle))
var/obj/vehicle/V = M.buckled
GET_COMPONENT_FROM(VRD, /datum/component/riding, V)
if(VRD)
VRD.force_dismount(M)
else
V.unbuckle_mob(M, force = TRUE)
M.forceMove(src)
master = C
master.active_dummy = src
/obj/effect/dummy/chameleon/attackby()
master.disrupt()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/effect/dummy/chameleon/attack_hand()
master.disrupt()
/obj/effect/dummy/chameleon/attack_animal()
master.disrupt()
/obj/effect/dummy/chameleon/attack_slime()
master.disrupt()
/obj/effect/dummy/chameleon/attack_alien()
master.disrupt()
/obj/effect/dummy/chameleon/ex_act(S, T)
contents_explosion(S, T)
master.disrupt()
/obj/effect/dummy/chameleon/bullet_act()
..()
master.disrupt()
/obj/effect/dummy/chameleon/relaymove(mob/user, direction)
if(isspaceturf(loc) || !direction)
return //No magical space movement!
if(can_move < world.time)
var/amount
switch(user.bodytemperature)
if(300 to INFINITY)
amount = 10
if(295 to 300)
amount = 13
if(280 to 295)
amount = 16
if(260 to 280)
amount = 20
else
amount = 25
can_move = world.time + amount
step(src, direction)
return
/obj/effect/dummy/chameleon/Destroy()
master.disrupt(0)
return ..()
@@ -0,0 +1,127 @@
/obj/item/compressionkit
name = "bluespace compression kit"
desc = "An illegally modified BSRPED, capable of reducing the size of most items."
icon = 'icons/obj/tools.dmi'
icon_state = "compression_c"
item_state = "RPED"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
var/charges = 5
// var/damage_multiplier = 0.2 Not in use yet.
var/mode = 0
/obj/item/compressionkit/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It has [charges] charges left. Recharge with bluespace crystals.</span>")
to_chat(user, "<span class='notice'>Use in-hand to swap toggle compress/expand mode (expand mode not yet implemented).</span>")
/obj/item/compressionkit/attack_self(mob/user)
if(mode == 0)
mode = 1
icon_state = "compression_e"
to_chat(user, "<span class='notice'>You switch the compressor to expand mode. This isn't implemented yet, so right now it wont do anything different!</span>")
return
if(mode == 1)
mode = 0
icon_state = "compression_c"
to_chat(user, "<span class='notice'>You switch the compressor to compress mode. Usage will now reduce the size of objects.</span>")
return
else
mode = 0
icon_state = "compression_c"
to_chat(user, "<span class='notice'>Some coder cocked up or an admin broke your compressor. It's been set back to compress mode..</span>")
/obj/item/compressionkit/proc/sparks()
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, get_turf(src))
s.start()
/obj/item/compressionkit/suicide_act(mob/living/carbon/M)
M.visible_message("<span class='suicide'>[M] is sticking their head in [src] and turning it on! [M.p_theyre(TRUE)] going to compress their own skull!</span>")
var/obj/item/bodypart/head = M.get_bodypart("head")
if(!head)
return
var/turf/T = get_turf(M)
var/list/organs = M.getorganszone("head") + M.getorganszone("eyes") + M.getorganszone("mouth")
for(var/internal_organ in organs)
var/obj/item/organ/I = internal_organ
I.Remove(M)
I.forceMove(T)
head.drop_limb()
qdel(head)
new M.gib_type(T,1,M.get_static_viruses())
M.add_splatter_floor(T)
playsound(M, 'sound/weapons/flash.ogg', 50, 1)
playsound(M, 'sound/effects/splat.ogg', 50, 1)
return OXYLOSS
/obj/item/compressionkit/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity || !target)
return
else
if(charges == 0)
playsound(get_turf(src), 'sound/machines/buzz-two.ogg', 50, 1)
to_chat(user, "<span class='notice'>The bluespace compression kit is out of charges! Recharge it with bluespace crystals.</span>")
return
if(istype(target, /obj/item))
var/obj/item/O = target
if(O.w_class == 1)
playsound(get_turf(src), 'sound/machines/buzz-two.ogg', 50, 1)
to_chat(user, "<span class='notice'>[target] cannot be compressed smaller!.</span>")
return
if(O.GetComponent(/datum/component/storage))
to_chat(user, "<span class='notice'>You feel like compressing an item that stores other items would be counterproductive.</span>")
return
if(O.w_class > 1)
playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 1)
user.visible_message("<span class='warning'>[user] is compressing [O] with their bluespace compression kit!</span>")
if(do_mob(user, O, 40) && charges > 0 && O.w_class > 1)
playsound(get_turf(src), 'sound/weapons/emitter2.ogg', 50, 1)
sparks()
flash_lighting_fx(3, 3, LIGHT_COLOR_CYAN)
O.w_class -= 1
// O.force_mult -= damage_multiplier
charges -= 1
to_chat(user, "<span class='notice'>You successfully compress [target]! The compressor now has [charges] charges.</span>")
else
to_chat(user, "<span class='notice'>Anomalous error. Summon a coder.</span>")
if(istype(target, /mob/living))
var/mob/living/victim = target
if(istype(victim, /mob/living/carbon/human))
if(user.zone_selected == "groin") // pp smol. There's probably a smarter way to do this but im retarded. If you have a simpler method let me know.
var/list/organs = victim.getorganszone("groin")
for(var/internal_organ in organs)
if(istype(internal_organ, /obj/item/organ/genital/penis))
var/obj/item/organ/genital/penis/O = internal_organ
playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 1)
victim.visible_message("<span class='warning'>[user] is preparing to shrink [victim]\'s [O.name] with their bluespace compression kit!</span>")
if(do_mob(user, victim, 40) && charges > 0 && O.length > 0)
victim.visible_message("<span class='warning'>[user] has shrunk [victim]\'s [O.name]!</span>")
playsound(get_turf(src), 'sound/weapons/emitter2.ogg', 50, 1)
sparks()
flash_lighting_fx(3, 3, LIGHT_COLOR_CYAN)
charges -= 1
O.length -= 5
if(O.length < 1)
victim.visible_message("<span class='warning'>[user]\'s [O.name] vanishes!</span>")
qdel(O) // no pp for you
else
O.update_size()
O.update_appearance()
/obj/item/compressionkit/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/ore/bluespace_crystal))
var/obj/item/stack/ore/bluespace_crystal/B = I
charges += 2
to_chat(user, "<span class='notice'>You insert [I] into [src]. It now has [charges] charges.</span>")
if(B.amount > 1)
B.amount -= 1
else
qdel(I)
@@ -0,0 +1,547 @@
// Dogborg Sleeper units
/obj/item/dogborg/sleeper
name = "hound sleeper"
desc = "nothing should see this."
icon = 'icons/mob/dogborg.dmi'
icon_state = "sleeper"
w_class = WEIGHT_CLASS_TINY
var/mob/living/carbon/patient = null
var/mob/living/silicon/robot/hound = null
var/inject_amount = 10
var/min_health = -100
var/cleaning = FALSE
var/cleaning_cycles = 10
var/patient_laststat = null
var/list/injection_chems = list("antitoxin", "epinephrine", "salbutamol", "bicaridine", "kelotane")
var/eject_port = "ingestion"
var/escape_in_progress = FALSE
var/message_cooldown
var/breakout_time = 150
var/tmp/last_hearcheck = 0
var/tmp/list/hearing_mobs
var/list/items_preserved = list()
var/static/list/important_items = typecacheof(list(
/obj/item/hand_tele,
/obj/item/card/id,
/obj/item/aicard,
/obj/item/gun,
/obj/item/pinpointer,
/obj/item/clothing/shoes/magboots,
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/suit/space,
/obj/item/reagent_containers/hypospray/CMO,
/obj/item/tank/jetpack/oxygen/captain,
/obj/item/clothing/accessory/medal/gold/captain,
/obj/item/clothing/suit/armor,
/obj/item/documents,
/obj/item/nuke_core,
/obj/item/nuke_core_container,
/obj/item/areaeditor/blueprints,
/obj/item/documents/syndicate,
/obj/item/disk/nuclear,
/obj/item/bombcore,
/obj/item/grenade,
/obj/item/storage
))
// Bags are prohibited from this due to the potential explotation of objects, same with brought
/obj/item/dogborg/sleeper/Initialize()
. = ..()
update_icon()
item_flags |= NOBLUDGEON //No more attack messages
START_PROCESSING(SSobj, src)
/obj/item/dogborg/sleeper/Destroy()
STOP_PROCESSING(SSobj, src)
go_out() //just... sanity I guess, edge case shit
return ..()
/obj/item/dogborg/sleeper/Exit(atom/movable/O)
return 0
/obj/item/dogborg/sleeper/afterattack(mob/living/carbon/target, mob/living/silicon/user, proximity)
hound = loc
if(!proximity)
return
if(!iscarbon(target))
return
var/voracious = TRUE
if(!target.client || !(target.client.prefs.cit_toggles & MEDIHOUND_SLEEPER) || !hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
voracious = FALSE
if(target.buckled)
to_chat(user, "<span class='warning'>The user is buckled and can not be put into your [src].</span>")
return
if(patient)
to_chat(user, "<span class='warning'>Your [src] is already occupied.</span>")
return
user.visible_message("<span class='warning'>[hound.name] is carefully inserting [target.name] into their [src].</span>", "<span class='notice'>You start placing [target] into your [src]...</span>")
if(!patient && iscarbon(target) && !target.buckled && do_after (user, 100, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
if(patient) return //If you try to eat two people at once, you can only eat one.
else //If you don't have someone in you, proceed.
if(!isjellyperson(target) && ("toxin" in injection_chems))
injection_chems -= "toxin"
injection_chems += "antitoxin"
if(isjellyperson(target) && !("toxin" in injection_chems))
injection_chems -= "antitoxin"
injection_chems += "toxin"
target.forceMove(src)
target.reset_perspective(src)
target.ExtinguishMob() //The tongue already puts out fire stacks but being put into the sleeper shouldn't allow you to keep burning.
update_gut()
user.visible_message("<span class='warning'>[voracious ? "[hound]'s [src.name] lights up and expands as [target] slips inside into their [src.name]." : "[hound]'s sleeper indicator lights up as [target] is scooped up into [hound.p_their()] [src]."]</span>", \
"<span class='notice'>Your [voracious ? "[src.name] lights up as [target] slips into" : "sleeper indicator light shines brightly as [target] is scooped inside"] your [src]. Life support functions engaged.</span>")
message_admins("[key_name(hound)] has sleeper'd [key_name(patient)] as a dogborg. [ADMIN_JMP(src)]")
playsound(hound, 'sound/effects/bin_close.ogg', 100, 1)
/obj/item/dogborg/sleeper/container_resist(mob/living/user)
hound = loc
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
if(user.a_intent == INTENT_HELP)
return
var/voracious = TRUE
if(!user.client || !(user.client.prefs.cit_toggles & MEDIHOUND_SLEEPER) || !hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
voracious = FALSE
user.visible_message("<span class='notice'>You see [voracious ? "[user] struggling against the expanded material of [hound]'s gut!" : "and hear [user] pounding against something inside of [hound]'s [src.name]!"]</span>", \
"<span class='notice'>[voracious ? "You start struggling inside of [src]'s tight, flexible confines," : "You start pounding against the metallic walls of [src],"] trying to trigger the release... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a [voracious ? "couple of thumps" : "loud banging noise"] coming from within [hound].</span>")
if(do_after(user, breakout_time, target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [hound.name]!</span>", \
"<span class='notice'>You successfully break out of [hound.name]!</span>")
go_out()
/obj/item/dogborg/sleeper/proc/go_out(var/target)
hound = loc
hound.setClickCooldown(50)
var/voracious = TRUE
if(!hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
voracious = FALSE
else
for(var/mob/M in contents)
if(!M.client || !(M.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
voracious = FALSE
if(length(contents) > 0)
hound.visible_message("<span class='warning'>[voracious ? "[hound] empties out [hound.p_their()] contents via [hound.p_their()] release port." : "[hound]'s underside slides open with an audible clunk before [hound.p_their()] [src] flips over, carelessly dumping its contents onto the ground below [hound.p_them()] before closing right back up again."]</span>", \
"<span class='notice'>[voracious ? "You empty your contents via your release port." : "You open your sleeper hatch, quickly releasing all of the contents within before closing it again."]</span>")
if(target)
if(iscarbon(target))
var/mob/living/carbon/person = target
person.forceMove(get_turf(src))
person.reset_perspective()
else
var/obj/T = target
T.loc = hound.loc
else
for(var/C in contents)
if(iscarbon(C))
var/mob/living/carbon/person = C
person.forceMove(get_turf(src))
person.reset_perspective()
else
var/obj/T = C
T.loc = hound.loc
items_preserved.Cut()
update_gut()
cleaning = FALSE
playsound(loc, voracious ? 'sound/effects/splat.ogg' : 'sound/effects/bin_close.ogg', 50, 1)
else //You clicked eject with nothing in you, let's just reset stuff to be sure.
items_preserved.Cut()
cleaning = FALSE
update_gut()
/obj/item/dogborg/sleeper/attack_self(mob/user)
if(..())
return
ui_interact(user)
/obj/item/dogborg/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "dogborg_sleeper", name, 375, 550, master_ui, state)
ui.open()
/obj/item/dogborg/sleeper/ui_data()
var/list/data = list()
data["occupied"] = patient ? 1 : 0
if(cleaning && length(contents - items_preserved))
data["items"] = "Self-cleaning mode active: [length(contents - items_preserved)] object(s) remaining."
data["cleaning"] = cleaning
if(injection_chems != null)
data["chem"] = list()
for(var/chem in injection_chems)
var/datum/reagent/R = GLOB.chemical_reagents_list[chem]
data["chem"] += list(list("name" = R.name, "id" = R.id))
data["occupant"] = list()
var/mob/living/mob_occupant = patient
if(mob_occupant)
data["occupant"]["name"] = mob_occupant.name
switch(mob_occupant.stat)
if(CONSCIOUS)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "good"
if(SOFT_CRIT)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "average"
if(UNCONSCIOUS)
data["occupant"]["stat"] = "Unconscious"
data["occupant"]["statstate"] = "average"
if(DEAD)
data["occupant"]["stat"] = "Dead"
data["occupant"]["statstate"] = "bad"
data["occupant"]["health"] = mob_occupant.health
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["occupant"]["bruteLoss"] = mob_occupant.getBruteLoss()
data["occupant"]["oxyLoss"] = mob_occupant.getOxyLoss()
data["occupant"]["toxLoss"] = mob_occupant.getToxLoss()
data["occupant"]["fireLoss"] = mob_occupant.getFireLoss()
data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss()
data["occupant"]["brainLoss"] = mob_occupant.getBrainLoss()
data["occupant"]["reagents"] = list()
if(mob_occupant.reagents.reagent_list.len)
for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
data["occupant"]["reagents"] += list(list("name" = R.name, "volume" = R.volume))
return data
/obj/item/dogborg/sleeper/ui_act(action, params)
if(..())
return
switch(action)
if("eject")
go_out()
. = TRUE
if("inject")
var/chem = params["chem"]
if(!patient)
return
inject_chem(chem)
. = TRUE
if("cleaning")
if(!contents)
to_chat(src, "Your [src] is already cleaned.")
return
if(patient)
to_chat(patient, "<span class='danger'>[hound.name]'s [src] fills with caustic enzymes around you!</span>")
to_chat(src, "<span class='danger'>Cleaning process enabled.</span>")
clean_cycle()
. = TRUE
/obj/item/dogborg/sleeper/proc/update_gut()
//Well, we HAD one, what happened to them?
var/prociconupdate = FALSE
var/currentenvy = hound.sleeper_nv
hound.sleeper_nv = FALSE
if(patient in contents)
if(patient_laststat != patient.stat)
if(patient.stat & DEAD)
hound.sleeper_r = 1
hound.sleeper_g = 0
patient_laststat = patient.stat
else
hound.sleeper_r = 0
hound.sleeper_g = 1
patient_laststat = patient.stat
prociconupdate = TRUE
if(!patient.client || !(patient.client.prefs.cit_toggles & MEDIHOUND_SLEEPER) || !hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
hound.sleeper_nv = TRUE
else
hound.sleeper_nv = FALSE
if(hound.sleeper_nv != currentenvy)
prociconupdate = TRUE
//Update icon
if(prociconupdate)
hound.update_icons()
//Return original patient
return(patient)
//Check for a new patient
else
for(var/mob/living/carbon/human/C in contents)
patient = C
if(patient.stat & DEAD)
hound.sleeper_r = 1
hound.sleeper_g = 0
patient_laststat = patient.stat
else
hound.sleeper_r = 0
hound.sleeper_g = 1
patient_laststat = patient.stat
if(!patient.client || !(patient.client.prefs.cit_toggles & MEDIHOUND_SLEEPER) || !hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
hound.sleeper_nv = TRUE
else
hound.sleeper_nv = FALSE
//Update icon and return new patient
hound.update_icons()
return(C)
//Cleaning looks better with red on, even with nobody in it
if(cleaning && !patient)
hound.sleeper_r = 1
hound.sleeper_g = 0
//Couldn't find anyone, and not cleaning
else if(!cleaning && !patient)
hound.sleeper_r = 0
hound.sleeper_g = 0
patient_laststat = null
patient = null
hound.update_icons()
//Gurgleborg process
/obj/item/dogborg/sleeper/proc/clean_cycle()
//Sanity
for(var/I in items_preserved)
if(!(I in contents))
items_preserved -= I
var/list/touchable_items = contents - items_preserved
var/sound/prey_digest = sound(get_sfx("digest_prey"))
var/sound/prey_death = sound(get_sfx("death_prey"))
var/sound/pred_digest = sound(get_sfx("digest_pred"))
var/sound/pred_death = sound(get_sfx("death_pred"))
if(cleaning_cycles)
cleaning_cycles--
cleaning = TRUE
for(var/mob/living/carbon/human/T in (touchable_items))
if((T.status_flags & GODMODE) || !T.digestable)
items_preserved += T
else
T.adjustBruteLoss(2)
T.adjustFireLoss(3)
update_gut()
if(contents)
var/atom/target = pick(touchable_items)
if(iscarbon(target)) //Handle the target being a mob
var/mob/living/carbon/T = target
if(T.stat == DEAD && T.digestable) //Mob is now dead
message_admins("[key_name(hound)] has digested [key_name(T)] as a dogborg. ([hound ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[hound.x];Y=[hound.y];Z=[hound.z]'>JMP</a>" : "null"])")
to_chat(hound,"<span class='notice'>You feel your belly slowly churn around [T], breaking them down into a soft slurry to be used as power for your systems.</span>")
to_chat(T,"<span class='notice'>You feel [hound]'s belly slowly churn around your form, breaking you down into a soft slurry to be used as power for [hound]'s systems.</span>")
hound.cell.give(30000) //Fueeeeellll
if((world.time - NORMIE_HEARCHECK) > last_hearcheck)
var/turf/source = get_turf(hound)
LAZYCLEARLIST(hearing_mobs)
for(var/mob/H in get_hearers_in_view(3, source))
if(!H.client || !(H.client.prefs.cit_toggles & DIGESTION_NOISES))
continue
LAZYADD(hearing_mobs, H)
last_hearcheck = world.time
for(var/mob/H in hearing_mobs)
if(!istype(H.loc, /obj/item/dogborg/sleeper))
H.playsound_local(source, null, 45, falloff = 0, S = pred_death)
else if(H in contents)
H.playsound_local(source, null, 65, falloff = 0, S = prey_death)
for(var/belly in T.vore_organs)
var/obj/belly/B = belly
for(var/atom/movable/thing in B)
thing.forceMove(src)
if(ismob(thing))
to_chat(thing, "As [T] melts away around you, you find yourself in [hound]'s [name]")
for(var/obj/item/W in T)
if(!T.dropItemToGround(W))
qdel(W)
qdel(T)
update_gut()
//Handle the target being anything but a mob
else if(isobj(target))
var/obj/T = target
if(T.type in important_items) //If the object is in the items_preserved global list
items_preserved += T
//If the object is not one to preserve
else
qdel(T)
update_gut()
hound.cell.give(10)
else
cleaning_cycles = initial(cleaning_cycles)
cleaning = FALSE
to_chat(hound, "<span class='notice'>Your [src] chimes it ends its self-cleaning cycle.</span>")//Belly is entirely empty
update_gut()
if(!length(contents))
to_chat(hound, "<span class='notice'>Your [src] is now clean. Ending self-cleaning cycle.</span>")
cleaning = FALSE
update_gut()
//sound effects
if(prob(50))
if((world.time - NORMIE_HEARCHECK) > last_hearcheck)
var/turf/source = get_turf(hound)
LAZYCLEARLIST(hearing_mobs)
for(var/mob/H in get_hearers_in_view(3, source))
if(!H.client || !(H.client.prefs.cit_toggles & DIGESTION_NOISES))
continue
LAZYADD(hearing_mobs, H)
last_hearcheck = world.time
for(var/mob/H in hearing_mobs)
if(!istype(H.loc, /obj/item/dogborg/sleeper))
H.playsound_local(source, null, 45, falloff = 0, S = pred_digest)
else if(H in contents)
H.playsound_local(source, null, 65, falloff = 0, S = prey_digest)
if(cleaning)
addtimer(CALLBACK(src, .proc/clean_cycle), 50)
/obj/item/dogborg/sleeper/proc/CheckAccepted(obj/item/I)
return is_type_in_typecache(I, important_items)
/obj/item/dogborg/sleeper/proc/inject_chem(chem)
if(hound.cell.charge <= 800) //This is so borgs don't kill themselves with it. Remember, 750 charge used every injection.
to_chat(hound, "<span class='notice'>You don't have enough power to synthesize fluids.</span>")
return
if(patient.reagents.get_reagent_amount(chem) + 10 >= 20) //Preventing people from accidentally killing themselves by trying to inject too many chemicals!
to_chat(hound, "<span class='notice'>Your stomach is currently too full of fluids to secrete more fluids of this kind.</span>")
return
patient.reagents.add_reagent(chem, 10)
hound.cell.use(750) //-750 charge per injection
var/units = round(patient.reagents.get_reagent_amount(chem))
to_chat(hound, "<span class='notice'>Injecting [units] unit\s of [chem] into occupant.</span>") //If they were immersed, the reagents wouldn't leave with them.
/obj/item/dogborg/sleeper/medihound //Medihound sleeper
name = "Mobile Sleeper"
desc = "Equipment for medical hound. A mounted sleeper that stabilizes patients and can inject reagents in the borg's reserves."
icon = 'icons/mob/dogborg.dmi'
icon_state = "sleeper"
breakout_time = 30 //Medical sleepers should be designed to be as easy as possible to get out of.
/obj/item/dogborg/sleeper/K9 //The K9 portabrig
name = "Mobile Brig"
desc = "Equipment for a K9 unit. A mounted portable-brig that holds criminals."
icon = 'icons/mob/dogborg.dmi'
icon_state = "sleeperb"
inject_amount = 0
min_health = -100
injection_chems = null //So they don't have all the same chems as the medihound!
breakout_time = 300
/obj/item/storage/attackby(obj/item/dogborg/sleeper/K9, mob/user, proximity)
if(istype(K9))
K9.afterattack(src, user ,1)
else
. = ..()
/obj/item/dogborg/sleeper/K9/afterattack(var/atom/movable/target, mob/living/silicon/user, proximity)
hound = loc
if(!istype(target))
return
if(!proximity)
return
if(target.anchored)
return
if(isobj(target))
to_chat(user, "You are above putting such trash inside of yourself.")
return
if(iscarbon(target))
var/mob/living/carbon/brigman = target
if (!brigman.devourable)
to_chat(user, "The target registers an error code. Unable to insert into [src].")
return
if(patient)
to_chat(user,"<span class='warning'>Your [src] is already occupied.</span>")
return
if(brigman.buckled)
to_chat(user,"<span class='warning'>[brigman] is buckled and can not be put into your [src].</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [brigman] into their [src].</span>", "<span class='notice'>You start ingesting [brigman] into your [src.name]...</span>")
if(do_after(user, 30, target = brigman) && !patient && !brigman.buckled)
if(!in_range(src, brigman)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
brigman.forceMove(src)
brigman.reset_perspective(src)
update_gut()
user.visible_message("<span class='warning'>[hound.name]'s mobile brig clunks in series as [brigman] slips inside.</span>", "<span class='notice'>Your mobile brig groans lightly as [brigman] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1) // Really don't need ERP sound effects for robots
return
return
/obj/item/dogborg/sleeper/compactor //Janihound gut.
name = "garbage processor"
desc = "A mounted garbage compactor unit with fuel processor."
icon = 'icons/mob/dogborg.dmi'
icon_state = "compactor"
inject_amount = 0
min_health = -100
injection_chems = null //So they don't have all the same chems as the medihound!
var/max_item_count = 30
/obj/item/storage/attackby(obj/item/dogborg/sleeper/compactor, mob/user, proximity) //GIT CIRCUMVENTED YO!
if(istype(compactor))
compactor.afterattack(src, user ,1)
else
. = ..()
/obj/item/dogborg/sleeper/compactor/afterattack(var/atom/movable/target, mob/living/silicon/user, proximity)//GARBO NOMS
hound = loc
var/obj/item/target_obj = target
if(!istype(target))
return
if(!proximity)
return
if(target.anchored)
return
if(length(contents) > (max_item_count - 1))
to_chat(user,"<span class='warning'>Your [src] is full. Eject or process contents to continue.</span>")
return
if(isobj(target))
if(CheckAccepted(target))
to_chat(user,"<span class='warning'>\The [target] registers an error code to your [src]</span>")
return
if(target_obj.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user,"<span class='warning'>\The [target] is too large to fit into your [src]</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [target.name] into their [src.name].</span>", "<span class='notice'>You start ingesting [target] into your [src.name]...</span>")
if(do_after(user, 15, target = target) && length(contents) < max_item_count)
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them. This still applies to items, don't magically eat things I picked up already.
target.forceMove(src)
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [target.name] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [target] slips inside.</span>")
playsound(hound, 'sound/machines/disposalflush.ogg', 50, 1)
if(length(contents) > 11) //grow that tum after a certain junk amount
hound.sleeper_r = 1
hound.update_icons()
else
hound.sleeper_r = 0
hound.update_icons()
return
else if(iscarbon(target))
var/mob/living/carbon/trashman = target
if (!trashman.devourable)
to_chat(user, "<span class='warning'>[target] registers an error code to your [src]</span>")
return
if(patient)
to_chat(user,"<span class='warning'>Your [src] is already occupied.</span>")
return
if(trashman.buckled)
to_chat(user,"<span class='warning'>[trashman] is buckled and can not be put into your [src].</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [trashman] into their [src].</span>", "<span class='notice'>You start ingesting [trashman] into your [src.name]...</span>")
if(do_after(user, 30, target = trashman) && !patient && !trashman.buckled && length(contents) < max_item_count)
if(!in_range(src, trashman)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
trashman.forceMove(src)
trashman.reset_perspective(src)
update_gut()
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [trashman] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [trashman] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1)
return
return
@@ -0,0 +1,42 @@
/obj/item/doorCharge
name = "airlock charge"
desc = null //Different examine for traitors
icon = 'icons/obj/device.dmi'
item_state = "electronic"
icon_state = "doorCharge"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
throw_range = 4
throw_speed = 1
item_flags = NOBLUDGEON
force = 3
attack_verb = list("blown up", "exploded", "detonated")
materials = list(MAT_METAL=50, MAT_GLASS=30)
/obj/item/doorCharge/ex_act(severity, target)
switch(severity)
if(1)
visible_message("<span class='warning'>[src] detonates!</span>")
explosion(src.loc,0,2,1,flame_range = 4)
qdel(src)
if(2)
if(prob(50))
ex_act(EXPLODE_DEVASTATE)
if(3)
if(prob(25))
ex_act(EXPLODE_DEVASTATE)
/obj/item/doorCharge/Destroy()
if(istype(loc, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = loc
if(A.charge == src)
A.charge = null
return ..()
/obj/item/doorCharge/examine(mob/user)
..()
if(user.mind && user.mind.has_antag_datum(/datum/antagonist/traitor)) //No nuke ops because the device is excluded from nuclear
to_chat(user, "A small explosive device that can be used to sabotage airlocks to cause an explosion upon opening. To apply, remove the airlock's maintenance panel and place it within.")
else
to_chat(user, "A small, suspicious object that feels lukewarm when held.")
@@ -0,0 +1,65 @@
//Used by engineering cyborgs in place of generic circuits.
/obj/item/electroadaptive_pseudocircuit
name = "electroadaptive pseudocircuit"
desc = "An all-in-one circuit imprinter, designer, synthesizer, outfitter, creator, and chef. It can be used in place of any generic circuit board during construction."
icon = 'icons/obj/module.dmi'
icon_state = "boris"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 50, MAT_GLASS = 300)
var/recharging = FALSE
var/circuits = 5 //How many circuits the pseudocircuit has left
var/static/recycleable_circuits = typecacheof(list(/obj/item/electronics/firelock, /obj/item/electronics/airalarm, /obj/item/electronics/firealarm, \
/obj/item/electronics/apc))//A typecache of circuits consumable for material
/obj/item/electroadaptive_pseudocircuit/Initialize()
. = ..()
maptext = "[circuits]"
/obj/item/electroadaptive_pseudocircuit/examine(mob/user)
..()
if(iscyborg(user))
to_chat(user, "<span class='notice'>It has material for <b>[circuits]</b> circuit[circuits == 1 ? "" : "s"]. Use the pseudocircuit on existing circuits to gain material.</span>")
to_chat(user, "<span class='notice'>Serves as a substitute for <b>fire/air alarm</b>, <b>firelock</b>, and <b>APC</b> electronics.</span>")
to_chat(user, "<span class='notice'>It can also be used on an APC with no power cell to <b>fabricate a low-capacity cell</b> at a high power cost.</span>")
/obj/item/electroadaptive_pseudocircuit/proc/adapt_circuit(mob/living/silicon/robot/R, circuit_cost = 0)
if(QDELETED(R) || !istype(R))
return
if(!R.cell)
to_chat(R, "<span class='warning'>You need a power cell installed for that.</span>")
return
if(!R.cell.use(circuit_cost))
to_chat(R, "<span class='warning'>You don't have the energy for that (you need [DisplayEnergy(circuit_cost)].)</span>")
return
if(recharging)
to_chat(R, "<span class='warning'>[src] needs some time to recharge first.</span>")
return
if(!circuits)
to_chat(R, "<span class='warning'>You need more material. Use [src] on existing simple circuits to break them down.</span>")
return
playsound(R, 'sound/items/rped.ogg', 50, TRUE)
recharging = TRUE
circuits--
maptext = "[circuits]"
icon_state = "[initial(icon_state)]_recharging"
var/recharge_time = min(600, circuit_cost * 5) //40W of cost for one fabrication = 20 seconds of recharge time; this is to prevent spamming
addtimer(CALLBACK(src, .proc/recharge), recharge_time)
return TRUE //The actual circuit magic itself is done on a per-object basis
/obj/item/electroadaptive_pseudocircuit/afterattack(atom/target, mob/living/user, proximity)
. = ..()
if(!proximity)
return
if(!is_type_in_typecache(target, recycleable_circuits))
return
circuits++
maptext = "[circuits]"
user.visible_message("<span class='notice'>User breaks down [target] with [src].</span>", \
"<span class='notice'>You recycle [target] into [src]. It now has material for <b>[circuits]</b> circuits.</span>")
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
qdel(target)
/obj/item/electroadaptive_pseudocircuit/proc/recharge()
playsound(src, 'sound/machines/chime.ogg', 25, TRUE)
recharging = FALSE
icon_state = initial(icon_state)
@@ -0,0 +1,545 @@
/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = FALSE
var/brightness_on = 4 //range of light when on
var/flashlight_power = 0.8 //strength of the light when on
light_color = "#FFCC66"
/obj/item/flashlight/Initialize()
. = ..()
if(icon_state == "[initial(icon_state)]-on")
on = TRUE
update_brightness()
/obj/item/flashlight/proc/update_brightness(mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(flashlight_power)
set_light(l_range = brightness_on, l_power = flashlight_power)
else
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/flashlight/attack_self(mob/user)
on = !on
update_brightness(user)
playsound(user, on ? 'sound/weapons/magin.ogg' : 'sound/weapons/magout.ogg', 40, 1)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
if (user.eye_blind)
user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on ... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
add_fingerprint(user)
if(istype(M) && on && user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))
if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(!M.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
return
if(flashlight_power < 0.3)
to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
return
switch(user.zone_selected)
if(BODY_ZONE_PRECISE_EYES)
if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
to_chat(user, "<span class='notice'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>")
return
var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
if(!E)
to_chat(user, "<span class='danger'>[M] doesn't have any eyes!</span>")
return
if(M == user) //they're using it on themselves
if(M.flash_act(visual = 1))
M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_BLIND)) || !M.flash_act(visual = 1)) //mob is dead or fully blind
to_chat(user, "<span class='warning'>[M]'s pupils don't react to the light!</span>")
else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision
to_chat(user, "<span class='danger'>[M]'s pupils give an eerie glow!</span>")
else //they're okay!
to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
if(BODY_ZONE_PRECISE_MOUTH)
if((M.head && M.head.flags_cover & HEADCOVERSMOUTH) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
to_chat(user, "<span class='notice'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first.</span>")
return
var/their = M.p_their()
var/list/mouth_organs = new
for(var/obj/item/organ/O in M.internal_organs)
if(O.zone == BODY_ZONE_PRECISE_MOUTH)
mouth_organs.Add(O)
var/organ_list = ""
var/organ_count = LAZYLEN(mouth_organs)
if(organ_count)
for(var/I in 1 to organ_count)
if(I > 1)
if(I == mouth_organs.len)
organ_list += ", and "
else
organ_list += ", "
var/obj/item/organ/O = mouth_organs[I]
organ_list += (O.gender == "plural" ? O.name : "\an [O.name]")
var/pill_count = 0
for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions)
pill_count++
if(M == user)
var/can_use_mirror = FALSE
if(isturf(user.loc))
var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
if(mirror)
switch(user.dir)
if(NORTH)
can_use_mirror = mirror.pixel_y > 0
if(SOUTH)
can_use_mirror = mirror.pixel_y < 0
if(EAST)
can_use_mirror = mirror.pixel_x > 0
if(WEST)
can_use_mirror = mirror.pixel_x < 0
M.visible_message("[M] directs [src] to [their] mouth.", \
"<span class='notice'>You point [src] into your mouth.</span>")
if(!can_use_mirror)
to_chat(user, "<span class='notice'>You can't see anything without a mirror.</span>")
return
if(organ_count)
to_chat(user, "<span class='notice'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
else
to_chat(user, "<span class='notice'>There's nothing inside your mouth.</span>")
if(pill_count)
to_chat(user, "<span class='notice'>You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].</span>")
else
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s mouth.</span>",\
"<span class='notice'>You direct [src] to [M]'s mouth.</span>")
if(organ_count)
to_chat(user, "<span class='notice'>Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
else
to_chat(user, "<span class='notice'>[M] doesn't have any organs in [their] mouth.</span>")
if(pill_count)
to_chat(user, "<span class='notice'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.</span>")
else
return ..()
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
icon_state = "penlight"
item_state = ""
flags_1 = CONDUCT_1
brightness_on = 2
light_color = "#FFDDCC"
flashlight_power = 0.3
var/holo_cooldown = 0
/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!proximity_flag)
if(holo_cooldown > world.time)
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 100
return
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
if(creator)
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
/obj/item/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
light_color = "#CDDDFF"
flashlight_power = 0.9
hitsound = 'sound/weapons/genhit1.ogg'
// the desk lamps are a bit special
/obj/item/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
brightness_on = 5
light_color = "#FFDDBB"
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
materials = list()
on = TRUE
// green-shaded desk lamp
/obj/item/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
/obj/item/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
//Bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// FLARES
/obj/item/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
light_color = "#FA421A"
icon_state = "flare"
item_state = "flare"
actions_types = list()
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
light_color = LIGHT_COLOR_FLARE
grind_results = list("sulfur" = 15)
/obj/item/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
..()
/obj/item/flashlight/flare/process()
open_flame(heat)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/ignition_effect(atom/A, mob/user)
if(fuel && on)
. = "<span class='notice'>[user] lights [A] with [src] like a real \
badass.</span>"
else
. = ""
/obj/item/flashlight/flare/proc/turn_off()
on = FALSE
force = initial(src.force)
damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/flashlight/flare/update_brightness(mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
force = on_damage
damtype = "fire"
START_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/is_hot()
return on * heat
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
light_color = "#FAA44B"
icon_state = "torch"
item_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
light_color = LIGHT_COLOR_ORANGE
on_damage = 10
slot_flags = null
/obj/item/flashlight/lantern
name = "lantern"
icon_state = "lantern"
item_state = "lantern"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
light_color = "#FFAA44"
flashlight_power = 0.75
/obj/item/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
item_state = "slime"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
materials = list()
brightness_on = 6 //luminosity when on
light_color = "#FFEEAA"
flashlight_power = 0.6
/obj/item/flashlight/emp
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/flashlight/emp/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/flashlight/emp/process()
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M, mob/living/user)
if(on && user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH)) // call original attack when examining organs
..()
return
/obj/item/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(A))
var/mob/M = A
log_combat(user, M, "attacked", "EMP-light")
M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
"<span class='userdanger'>[user] blinks \the [src] at you.")
else
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
A.emp_act(EMP_HEAVY)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flashlight/emp/debug //for testing emp_act()
name = "debug EMP flashlight"
emp_max_charges = 100
emp_cur_charges = 100
// Glowsticks, in the uncomfortable range of similar to flares,
// but not similar enough to make it worth a refactor
/obj/item/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
grind_results = list("phenol" = 15, "hydrogen" = 10, "oxygen" = 5) //Meth-in-a-stick
var/fuel = 0
/obj/item/flashlight/glowstick/Initialize()
fuel = rand(1600, 2000)
light_color = color
. = ..()
/obj/item/flashlight/glowstick/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/flashlight/glowstick/process()
fuel = max(fuel - 1, 0)
if(!fuel)
turn_off()
STOP_PROCESSING(SSobj, src)
update_icon()
/obj/item/flashlight/glowstick/proc/turn_off()
on = FALSE
update_icon()
/obj/item/flashlight/glowstick/update_icon()
item_state = "glowstick"
cut_overlays()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
set_light(0)
else if(on)
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
add_overlay(glowstick_overlay)
item_state = "glowstick-on"
set_light(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/flashlight/glowstick/attack_self(mob/user)
if(!fuel)
to_chat(user, "<span class='notice'>[src] is spent.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
return
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
activate()
/obj/item/flashlight/glowstick/proc/activate()
if(!on)
on = TRUE
START_PROCESSING(SSobj, src)
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
/obj/item/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
brightness_on = 0
flashlight_power = 1
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/flashlight/flashdark
name = "flashdark"
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
icon_state = "flashdark"
item_state = "flashdark"
brightness_on = 2.5
flashlight_power = -3
/obj/item/flashlight/eyelight
name = "eyelight"
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
brightness_on = 15
flags_1 = CONDUCT_1
item_flags = DROPDEL
actions_types = list()
@@ -0,0 +1,115 @@
/obj/item/forcefield_projector
name = "forcefield projector"
desc = "An experimental device that can create several forcefields at a distance."
icon = 'icons/obj/device.dmi'
icon_state = "signmaker_engi"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NOBLUDGEON
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_METAL=250, MAT_GLASS=500)
var/max_shield_integrity = 250
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
var/field_distance_limit = 7
/obj/item/forcefield_projector/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!check_allowed_items(target, 1))
return
if(istype(target, /obj/structure/projected_forcefield))
var/obj/structure/projected_forcefield/F = target
if(F.generator == src)
to_chat(user, "<span class='notice'>You deactivate [F].</span>")
qdel(F)
return
var/turf/T = get_turf(target)
if(T.density)
return
if(get_dist(T,src) > field_distance_limit)
return
if(LAZYLEN(current_fields) >= max_fields)
to_chat(user, "<span class='notice'>[src] cannot sustain any more forcefields!</span>")
return
var/obj/structure/projected_forcefield/same = locate() in T
if(same)
to_chat(user, "<span class='notice'>There is already a forcefield on [T]!</span>")
return
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
user.visible_message("<span class='warning'>[user] projects a forcefield!</span>","<span class='notice'>You project a forcefield.</span>")
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
to_chat(user, "<span class='notice'>You deactivate [src], disabling all active forcefields.</span>")
for(var/obj/structure/projected_forcefield/F in current_fields)
qdel(F)
/obj/item/forcefield_projector/examine(mob/user)
..()
var/percent_charge = round((shield_integrity/max_shield_integrity)*100)
to_chat(user, "<span class='notice'>It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [percent_charge]% charged.</span>")
/obj/item/forcefield_projector/Initialize(mapload)
. = ..()
current_fields = list()
START_PROCESSING(SSobj, src)
/obj/item/forcefield_projector/Destroy()
STOP_PROCESSING(SSobj, src)
for(var/i in current_fields)
qdel(i)
return ..()
/obj/item/forcefield_projector/process()
if(!LAZYLEN(current_fields))
shield_integrity = min(shield_integrity + 4, max_shield_integrity)
else
shield_integrity = max(shield_integrity - LAZYLEN(current_fields), 0) //fields degrade slowly over time
for(var/obj/structure/projected_forcefield/F in current_fields)
if(shield_integrity <= 0 || get_dist(F,src) > field_distance_limit)
qdel(F)
/obj/structure/projected_forcefield
name = "forcefield"
desc = "A glowing barrier, generated by a projector nearby. It could be overloaded if hit enough times."
icon = 'icons/effects/effects.dmi'
icon_state = "forcefield"
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
density = TRUE
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
. = ..()
generator = origin
/obj/structure/projected_forcefield/Destroy()
visible_message("<span class='warning'>[src] flickers and disappears!</span>")
playsound(src,'sound/weapons/resonator_blast.ogg',25,1)
generator.current_fields -= src
generator = null
return ..()
/obj/structure/projected_forcefield/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGLASS))
return 1
return !density
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0)
@@ -0,0 +1,224 @@
#define RAD_LEVEL_NORMAL 9
#define RAD_LEVEL_MODERATE 100
#define RAD_LEVEL_HIGH 400
#define RAD_LEVEL_VERY_HIGH 800
#define RAD_LEVEL_CRITICAL 1500
#define RAD_MEASURE_SMOOTHING 5
#define RAD_GRACE_PERIOD 2
/obj/item/geiger_counter //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
name = "\improper Geiger counter"
desc = "A handheld device used for detecting and measuring radiation pulses."
icon = 'icons/obj/device.dmi'
icon_state = "geiger_off"
item_state = "multitool"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
var/grace = RAD_GRACE_PERIOD
var/datum/looping_sound/geiger/soundloop
var/scanning = FALSE
var/radiation_count = 0
var/current_tick_amount = 0
var/last_tick_amount = 0
var/fail_to_receive = 0
var/current_warning = 1
/obj/item/geiger_counter/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
soundloop = new(list(src), FALSE)
/obj/item/geiger_counter/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/geiger_counter/process()
update_icon()
update_sound()
if(!scanning)
current_tick_amount = 0
return
radiation_count -= radiation_count/RAD_MEASURE_SMOOTHING
radiation_count += current_tick_amount/RAD_MEASURE_SMOOTHING
if(current_tick_amount)
grace = RAD_GRACE_PERIOD
last_tick_amount = current_tick_amount
else if(!(obj_flags & EMAGGED))
grace--
if(grace <= 0)
radiation_count = 0
current_tick_amount = 0
/obj/item/geiger_counter/examine(mob/user)
..()
if(!scanning)
return 1
to_chat(user, "<span class='info'>Alt-click it to clear stored radiation levels.</span>")
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>The display seems to be incomprehensible.</span>")
return 1
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
to_chat(user, "<span class='notice'>Ambient radiation level count reports that all is well.</span>")
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
to_chat(user, "<span class='disarm'>Ambient radiation levels slightly above average.</span>")
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
to_chat(user, "<span class='warning'>Ambient radiation levels above average.</span>")
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
to_chat(user, "<span class='danger'>Ambient radiation levels highly above average.</span>")
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
to_chat(user, "<span class='suicide'>Ambient radiation levels nearing critical level.</span>")
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
to_chat(user, "<span class='boldannounce'>Ambient radiation levels above critical level!</span>")
to_chat(user, "<span class='notice'>The last radiation amount detected was [last_tick_amount]</span>")
/obj/item/geiger_counter/update_icon()
if(!scanning)
icon_state = "geiger_off"
return 1
if(obj_flags & EMAGGED)
icon_state = "geiger_on_emag"
return 1
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
icon_state = "geiger_on_1"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
icon_state = "geiger_on_4"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
icon_state = "geiger_on_5"
..()
/obj/item/geiger_counter/proc/update_sound()
var/datum/looping_sound/geiger/loop = soundloop
if(!scanning)
loop.stop()
return
if(!radiation_count)
loop.stop()
return
loop.last_radiation = radiation_count
loop.start()
/obj/item/geiger_counter/rad_act(amount)
. = ..()
if(amount <= RAD_BACKGROUND_RADIATION || !scanning)
return
current_tick_amount += amount
update_icon()
/obj/item/geiger_counter/attack_self(mob/user)
scanning = !scanning
update_icon()
to_chat(user, "<span class='notice'>[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src].</span>")
/obj/item/geiger_counter/afterattack(atom/target, mob/user)
. = ..()
if(user.a_intent == INTENT_HELP)
if(!(obj_flags & EMAGGED))
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='notice'>You scan [target]'s radiation levels with [src]...</span>")
addtimer(CALLBACK(src, .proc/scan, target, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
else
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='danger'>You project [src]'s stored radiation into [target]!</span>")
target.rad_act(radiation_count)
radiation_count = 0
return TRUE
/obj/item/geiger_counter/proc/scan(atom/A, mob/user)
var/rad_strength = 0
for(var/i in get_rad_contents(A)) // Yes it's intentional that you can't detect radioactive things under rad protection. Gives traitors a way to hide their glowing green rocks.
var/atom/thing = i
if(!thing)
continue
var/datum/component/radioactive/radiation = thing.GetComponent(/datum/component/radioactive)
if(radiation)
rad_strength += radiation.strength
if(isliving(A))
var/mob/living/M = A
if(!M.radiation)
to_chat(user, "<span class='notice'>[icon2html(src, user)] Radiation levels within normal boundaries.</span>")
else
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation].</span>")
if(rad_strength)
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]</span>")
else
to_chat(user, "<span class='notice'>[icon2html(src, user)] Target is free of radioactive contamination.</span>")
/obj/item/geiger_counter/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver) && (obj_flags & EMAGGED))
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return 0
user.visible_message("<span class='notice'>[user] unscrews [src]'s maintenance panel and begins fiddling with its innards...</span>", "<span class='notice'>You begin resetting [src]...</span>")
if(!I.use_tool(src, user, 40, volume=50))
return 0
user.visible_message("<span class='notice'>[user] refastens [src]'s maintenance panel!</span>", "<span class='notice'>You reset [src] to its factory settings!</span>")
obj_flags &= ~EMAGGED
radiation_count = 0
update_icon()
return 1
else
return ..()
/obj/item/geiger_counter/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return ..()
if(!scanning)
to_chat(usr, "<span class='warning'>[src] must be on to reset its radiation level!</span>")
return 0
radiation_count = 0
to_chat(usr, "<span class='notice'>You flush [src]'s radiation counts, resetting it to normal.</span>")
update_icon()
/obj/item/geiger_counter/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return 0
to_chat(user, "<span class='warning'>You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan.</span>")
obj_flags |= EMAGGED
/obj/item/geiger_counter/cyborg
var/datum/component/mobhook
/obj/item/geiger_counter/cyborg/equipped(mob/user)
. = ..()
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_ATOM_RAD_ACT = CALLBACK(src, .proc/redirect_rad_act)))
/obj/item/geiger_counter/cyborg/proc/redirect_rad_act(datum/source, amount)
rad_act(amount)
/obj/item/geiger_counter/cyborg/dropped()
. = ..()
QDEL_NULL(mobhook)
#undef RAD_LEVEL_NORMAL
#undef RAD_LEVEL_MODERATE
#undef RAD_LEVEL_HIGH
#undef RAD_LEVEL_VERY_HIGH
#undef RAD_LEVEL_CRITICAL

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