Revert "Merge branch 'punishesarchie' of https://github.com/MalricB/Hyper-Station-13 into punishesarchie"

This reverts commit 1945c166b4, reversing
changes made to c8d20ea83c.
This commit is contained in:
CygnusB
2021-01-19 06:40:28 -03:00
parent 1945c166b4
commit 8cda8bbd16
1465 changed files with 202589 additions and 377073 deletions

View File

@@ -202,11 +202,6 @@
if(filename == P.filename)
return P
/datum/ntnet/proc/get_chat_channel_by_id(id)
for(var/datum/ntnet_conversation/chan in chat_channels)
if(chan.id == id)
return chan
// Resets the IDS alarm
/datum/ntnet/proc/resetIDS()
intrusion_detection_alarm = FALSE

View File

@@ -9,9 +9,6 @@
icon_state = "bus"
density = TRUE
circuit = /obj/item/circuitboard/machine/ntnet_relay
ui_x = 400
ui_y = 300
var/datum/ntnet/NTNet = null // This is mostly for backwards reference and to allow varedit modifications from ingame.
var/enabled = 1 // Set to 0 if the relay was turned off
var/dos_failure = 0 // Set to 1 if the relay failed due to (D)DoS attack
@@ -69,7 +66,7 @@
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "ntnet_relay", "NTNet Quantum Relay", ui_x, ui_y, master_ui, state)
ui = new(user, src, ui_key, "ntnet_relay", "NTNet Quantum Relay", 500, 300, master_ui, state)
ui.open()
@@ -91,12 +88,10 @@
dos_failure = 0
update_icon()
SSnetworks.station_network.add_log("Quantum relay manually restarted from overload recovery mode to normal operation mode.")
return TRUE
if("toggle")
enabled = !enabled
SSnetworks.station_network.add_log("Quantum relay manually [enabled ? "enabled" : "disabled"].")
update_icon()
return TRUE
/obj/machinery/ntnet_relay/Initialize()
uid = gl_uid++
@@ -118,4 +113,4 @@
D.target = null
D.error = "Connection to quantum relay severed"
return ..()
return ..()

View File

@@ -238,7 +238,7 @@
dat+="<HR><B>Feed Security functions:</B><BR>"
dat+="<BR><A href='?src=[REF(src)];[HrefToken()];ac_menu_wanted=1'>[(wanted_already) ? ("Manage") : ("Publish")] \"Wanted\" Issue</A>"
dat+="<BR><A href='?src=[REF(src)];[HrefToken()];ac_menu_censor_story=1'>Censor Feed Stories</A>"
dat+="<BR><A href='?src=[REF(src)];[HrefToken()];ac_menu_censor_channel=1'>Mark Feed Channel with Kinaris D-Notice (disables and locks the channel).</A>"
dat+="<BR><A href='?src=[REF(src)];[HrefToken()];ac_menu_censor_channel=1'>Mark Feed Channel with Nanotrasen D-Notice (disables and locks the channel).</A>"
dat+="<BR><HR><A href='?src=[REF(src)];[HrefToken()];ac_set_signature=1'>The newscaster recognises you as:<BR> <FONT COLOR='green'>[src.admin_signature]</FONT></A>"
if(1)
dat+= "Station Feed Channels<HR>"
@@ -292,7 +292,7 @@
if(9)
dat+="<B>[admincaster_feed_channel.channel_name]: </B><FONT SIZE=1>\[created by: <FONT COLOR='maroon'>[admincaster_feed_channel.returnAuthor(-1)]</FONT>\]</FONT><HR>"
if(src.admincaster_feed_channel.censored)
dat+="<FONT COLOR='red'><B>ATTENTION: </B></FONT>This channel has been deemed as threatening to the welfare of the station, and marked with a Kinaris D-Notice.<BR>"
dat+="<FONT COLOR='red'><B>ATTENTION: </B></FONT>This channel has been deemed as threatening to the welfare of the station, and marked with a Nanotrasen D-Notice.<BR>"
dat+="No further feed story additions are allowed while the D-Notice is in effect.</FONT><BR><BR>"
else
if( isemptylist(src.admincaster_feed_channel.messages) )
@@ -313,7 +313,7 @@
dat+="<BR><HR><A href='?src=[REF(src)];[HrefToken()];ac_refresh=1'>Refresh</A>"
dat+="<BR><A href='?src=[REF(src)];[HrefToken()];ac_setScreen=[1]'>Back</A>"
if(10)
dat+="<B>Kinaris Feed Censorship Tool</B><BR>"
dat+="<B>Nanotrasen Feed Censorship Tool</B><BR>"
dat+="<FONT SIZE=1>NOTE: Due to the nature of news Feeds, total deletion of a Feed Story is not possible.<BR>"
dat+="Keep in mind that users attempting to view a censored feed will instead see the \[REDACTED\] tag above it.</FONT>"
dat+="<HR>Select Feed channel to get Stories from:<BR>"
@@ -324,7 +324,7 @@
dat+="<A href='?src=[REF(src)];[HrefToken()];ac_pick_censor_channel=[REF(CHANNEL)]'>[CHANNEL.channel_name]</A> [(CHANNEL.censored) ? ("<FONT COLOR='red'>***</FONT>") : ""]<BR>"
dat+="<BR><A href='?src=[REF(src)];[HrefToken()];ac_setScreen=[0]'>Cancel</A>"
if(11)
dat+="<B>Kinaris D-Notice Handler</B><HR>"
dat+="<B>Nanotrasen D-Notice Handler</B><HR>"
dat+="<FONT SIZE=1>A D-Notice is to be bestowed upon the channel if the handling Authority deems it as harmful for the station's"
dat+="morale, integrity or disciplinary behaviour. A D-Notice will render a channel unable to be updated by anyone, without deleting any feed"
dat+="stories it might contain at the time. You can lift a D-Notice if you have the required access at any time.</FONT><HR>"
@@ -353,7 +353,7 @@
dat+="<B>[src.admincaster_feed_channel.channel_name]: </B><FONT SIZE=1>\[ created by: <FONT COLOR='maroon'>[src.admincaster_feed_channel.returnAuthor(-1)]</FONT> \]</FONT><BR>"
dat+="Channel messages listed below. If you deem them dangerous to the station, you can <A href='?src=[REF(src)];[HrefToken()];ac_toggle_d_notice=[REF(src.admincaster_feed_channel)]'>Bestow a D-Notice upon the channel</A>.<HR>"
if(src.admincaster_feed_channel.censored)
dat+="<FONT COLOR='red'><B>ATTENTION: </B></FONT>This channel has been deemed as threatening to the welfare of the station, and marked with a Kinaris D-Notice.<BR>"
dat+="<FONT COLOR='red'><B>ATTENTION: </B></FONT>This channel has been deemed as threatening to the welfare of the station, and marked with a Nanotrasen D-Notice.<BR>"
dat+="No further feed story additions are allowed while the D-Notice is in effect.</FONT><BR><BR>"
else
if( isemptylist(src.admincaster_feed_channel.messages) )
@@ -710,44 +710,20 @@
if(!check_rights(R_SPAWN))
return
var/turf/T = get_turf(usr)
var/chosen = pick_closest_path(object)
if(!chosen)
return
if(ispath(chosen, /turf))
var/turf/T = get_turf(usr.loc)
T.ChangeTurf(chosen)
else
var/atom/A = new chosen(T)
var/atom/A = new chosen(usr.loc)
A.flags_1 |= ADMIN_SPAWNED_1
log_admin("[key_name(usr)] spawned [chosen] at [AREACOORD(usr)]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Spawn Atom") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/podspawn_atom(object as text)
set category = "Debug"
set desc = "(atom path) Spawn an atom via supply drop"
set name = "Podspawn"
if(!check_rights(R_SPAWN))
return
var/chosen = pick_closest_path(object)
if(!chosen)
return
var/turf/T = get_turf(usr)
if(ispath(chosen, /turf))
T.ChangeTurf(chosen)
else
var/obj/structure/closet/supplypod/centcompod/pod = new()
var/atom/A = new chosen(pod)
A.flags_1 |= ADMIN_SPAWNED_1
new /obj/effect/abstract/DPtarget(T, pod)
log_admin("[key_name(usr)] pod-spawned [chosen] at [AREACOORD(usr)]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Podspawn Atom") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/spawn_cargo(object as text)
set category = "Debug"
set desc = "(atom path) Spawn a cargo crate"
@@ -1035,4 +1011,3 @@
log_admin("Man up global: [key_name(usr)] told everybody to man up")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] told everybody to man up.</span>")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Man Up Global")

View File

@@ -135,7 +135,7 @@ GLOBAL_PROTECT(protected_ranks)
var/previous_rights = 0
//load text from file and process each line separately
for(var/line in world.file2list("[global.config.directory]/admin_ranks.txt"))
if(!line || findtextEx_char(line,"#",1,2))
if(!line || findtextEx(line,"#",1,2))
continue
var/next = findtext(line, "=")
var/datum/admin_rank/R = new(ckeyEx(copytext(line, 1, next)))
@@ -145,7 +145,7 @@ GLOBAL_PROTECT(protected_ranks)
GLOB.protected_ranks += R
var/prev = findchar(line, "+-*", next, 0)
while(prev)
next = findchar(line, "+-*", prev + length(line[prev]), 0)
next = findchar(line, "+-*", prev + 1, 0)
R.process_keyword(copytext(line, prev, next), previous_rights)
prev = next
previous_rights = R.rights

View File

@@ -107,12 +107,11 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
/client/proc/smite,
/client/proc/spawn_floor_cluwne, // Yogs
/client/proc/spawn_random_floor_cluwne,
/client/proc/spawn_twitch_plays_clowncar,
/client/proc/admin_away,
/client/proc/roll_dices //CIT CHANGE - Adds dice verb
))
GLOBAL_PROTECT(admin_verbs_spawn)
GLOBAL_LIST_INIT(admin_verbs_spawn, list(/datum/admins/proc/spawn_atom, /datum/admins/proc/podspawn_atom, /datum/admins/proc/spawn_cargo, /datum/admins/proc/spawn_objasmob, /client/proc/respawn_character))
GLOBAL_LIST_INIT(admin_verbs_spawn, list(/datum/admins/proc/spawn_atom, /datum/admins/proc/spawn_cargo, /datum/admins/proc/spawn_objasmob, /client/proc/respawn_character))
GLOBAL_PROTECT(admin_verbs_server)
GLOBAL_LIST_INIT(admin_verbs_server, world.AVerbsServer())
/world/proc/AVerbsServer()
@@ -172,7 +171,6 @@ GLOBAL_LIST_INIT(admin_verbs_debug, world.AVerbsDebug())
/client/proc/cmd_display_overlay_log,
/client/proc/reload_configuration,
/datum/admins/proc/create_or_modify_area,
/client/proc/generate_wikichem_list //DO NOT PRESS UNLESS YOU WANT SUPERLAG
)
GLOBAL_PROTECT(admin_verbs_possess)
GLOBAL_LIST_INIT(admin_verbs_possess, list(/proc/possess, /proc/release))
@@ -448,9 +446,11 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
mob.name = initial(mob.name)
mob.mouse_opacity = initial(mob.mouse_opacity)
else
var/new_key = ckeyEx(stripped_input(usr, "Enter your desired display name.", "Fake Key", key, 26))
var/new_key = ckeyEx(input("Enter your desired display name.", "Fake Key", key) as text|null)
if(!new_key)
return
if(length(new_key) >= 26)
new_key = copytext(new_key, 1, 26)
holder.fakekey = new_key
createStealthKey()
if(isobserver(mob))
@@ -557,9 +557,9 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
set desc = "Gives a spell to a mob."
var/list/spell_list = list()
var/type_length = length_char("/obj/effect/proc_holder/spell") + 2
var/type_length = length("/obj/effect/proc_holder/spell") + 2
for(var/A in GLOB.spells)
spell_list[copytext_char("[A]", type_length)] = A
spell_list[copytext("[A]", type_length)] = A
var/obj/effect/proc_holder/spell/S = input("Choose the spell to give to that guy", "ABRAKADABRA") as null|anything in spell_list
if(!S)
return

View File

@@ -149,10 +149,10 @@
else
var/timeleft = SSshuttle.emergency.timeLeft()
if(SSshuttle.emergency.mode == SHUTTLE_CALL)
dat += "ETA: <a href='?_src_=holder;[HrefToken()];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_leading(num2text(timeleft % 60), 2, "0")]</a><BR>"
dat += "ETA: <a href='?_src_=holder;[HrefToken()];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
dat += "<a href='?_src_=holder;[HrefToken()];call_shuttle=2'>Send Back</a><br>"
else
dat += "ETA: <a href='?_src_=holder;[HrefToken()];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_leading(num2text(timeleft % 60), 2, "0")]</a><BR>"
dat += "ETA: <a href='?_src_=holder;[HrefToken()];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
dat += "<B>Continuous Round Status</B><BR>"
dat += "<a href='?_src_=holder;[HrefToken()];toggle_continuous=1'>[CONFIG_GET(keyed_list/continuous)[SSticker.mode.config_tag] ? "Continue if antagonists die" : "End on antagonist death"]</a>"
if(CONFIG_GET(keyed_list/continuous)[SSticker.mode.config_tag])

View File

@@ -48,7 +48,7 @@ GLOBAL_PROTECT(href_token)
target = ckey
name = "[ckey]'s admin datum ([R])"
rank = R
admin_signature = "Kinaris Officer #[rand(0,9)][rand(0,9)][rand(0,9)]"
admin_signature = "Nanotrasen Officer #[rand(0,9)][rand(0,9)][rand(0,9)]"
href_token = GenerateToken()
if(R.rights & R_DEBUG) //grant profile access
world.SetConfig("APP/admin", ckey, "role=admin")

View File

@@ -345,7 +345,7 @@
if(!SSticker.HasRoundStarted())
alert("The game hasn't started yet!")
return
var/objective = stripped_input(usr, "Enter an objective")
var/objective = copytext(sanitize(input("Enter an objective")),1,MAX_MESSAGE_LEN)
if(!objective)
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Traitor All", "[objective]"))

View File

@@ -52,11 +52,9 @@
edit_emitter(user)
/obj/effect/sound_emitter/AltClick(mob/user)
. = ..()
if(check_rights_for(user.client, R_SOUNDS))
activate(user)
to_chat(user, "<span class='notice'>Sound emitter activated.</span>")
return TRUE
/obj/effect/sound_emitter/proc/edit_emitter(mob/user)
var/dat = ""

View File

@@ -2399,7 +2399,7 @@
var/atom/target //Where the object will be spawned
var/where = href_list["object_where"]
if (!( where in list("onfloor","frompod","inhand","inmarked") ))
if (!( where in list("onfloor","inhand","inmarked") ))
where = "onfloor"
@@ -2410,7 +2410,7 @@
where = "onfloor"
target = usr
if("onfloor", "frompod")
if("onfloor")
switch(href_list["offset_type"])
if ("absolute")
target = locate(0 + X,0 + Y,0 + Z)
@@ -2426,10 +2426,7 @@
else
target = marked_datum
var/obj/structure/closet/supplypod/centcompod/pod
if(target)
if(where == "frompod")
pod = new()
for (var/path in paths)
for (var/i = 0; i < number; i++)
if(path in typesof(/turf))
@@ -2438,11 +2435,7 @@
if(N && obj_name)
N.name = obj_name
else
var/atom/O
if(where == "frompod")
O = new path(pod)
else
O = new path(target)
var/atom/O = new path(target)
if(!QDELETED(O))
O.flags_1 |= ADMIN_SPAWNED_1
if(obj_dir)
@@ -2462,8 +2455,6 @@
R.module.add_module(I, TRUE, TRUE)
R.activate_module(I)
if(pod)
new /obj/effect/abstract/DPtarget(target, pod)
if (number == 1)
log_admin("[key_name(usr)] created a [english_list(paths)]")
@@ -2492,6 +2483,8 @@
if(!check_rights(R_ADMIN))
return
src.admincaster_feed_channel.channel_name = stripped_input(usr, "Provide a Feed Channel Name.", "Network Channel Handler", "")
while (findtext(src.admincaster_feed_channel.channel_name," ") == 1)
src.admincaster_feed_channel.channel_name = copytext(src.admincaster_feed_channel.channel_name,2,length(src.admincaster_feed_channel.channel_name)+1)
src.access_news_network()
else if(href_list["ac_set_channel_lock"])
@@ -2531,7 +2524,9 @@
else if(href_list["ac_set_new_message"])
if(!check_rights(R_ADMIN))
return
src.admincaster_feed_message.body = adminscrub(stripped_input(usr, "Write your Feed story.", "Network Channel Handler", ""))
src.admincaster_feed_message.body = adminscrub(input(usr, "Write your Feed story.", "Network Channel Handler", ""))
while (findtext(src.admincaster_feed_message.returnBody(-1)," ") == 1)
src.admincaster_feed_message.body = copytext(src.admincaster_feed_message.returnBody(-1),2,length(src.admincaster_feed_message.returnBody(-1))+1)
src.access_news_network()
else if(href_list["ac_submit_new_message"])
@@ -2590,13 +2585,17 @@
else if(href_list["ac_set_wanted_name"])
if(!check_rights(R_ADMIN))
return
src.admincaster_wanted_message.criminal = adminscrub(stripped_input(usr, "Provide the name of the Wanted person.", "Network Security Handler", ""))
src.admincaster_wanted_message.criminal = adminscrub(input(usr, "Provide the name of the Wanted person.", "Network Security Handler", ""))
while(findtext(src.admincaster_wanted_message.criminal," ") == 1)
src.admincaster_wanted_message.criminal = copytext(admincaster_wanted_message.criminal,2,length(admincaster_wanted_message.criminal)+1)
src.access_news_network()
else if(href_list["ac_set_wanted_desc"])
if(!check_rights(R_ADMIN))
return
src.admincaster_wanted_message.body = adminscrub(stripped_input(usr, "Provide the a description of the Wanted person and any other details you deem important.", "Network Security Handler", ""))
src.admincaster_wanted_message.body = adminscrub(input(usr, "Provide the a description of the Wanted person and any other details you deem important.", "Network Security Handler", ""))
while (findtext(src.admincaster_wanted_message.body," ") == 1)
src.admincaster_wanted_message.body = copytext(src.admincaster_wanted_message.body,2,length(src.admincaster_wanted_message.body)+1)
src.access_news_network()
else if(href_list["ac_submit_wanted"])
@@ -2990,4 +2989,3 @@
else
to_chat(usr, "<span class='danger'>Failed to establish database connection. The changes will last only for the current round.</span>")
to_chat(usr, "<span class='adminnotice'>Mentor removed.</span>")

View File

@@ -862,8 +862,8 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
else if(ispath(expression[i]))
val = expression[i]
else if(expression[i][1] in list("'", "\""))
val = copytext_char(expression[i], 2, -1)
else if(copytext(expression[i], 1, 2) in list("'", "\""))
val = copytext(expression[i], 2, length(expression[i]))
else if(expression[i] == "\[")
var/list/expressions_list = expression[++i]
@@ -954,11 +954,11 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if(is_proper_datum(object))
D = object
if (object == world && (!long || expression[start + 1] == ".") && !(expression[start] in exclude)) //3 == length("SS") + 1
if (object == world && (!long || expression[start + 1] == ".") && !(expression[start] in exclude))
to_chat(usr, "<span class='danger'>World variables are not allowed to be accessed. Use global.</span>")
return null
else if(expression [start] == "{" && long) //3 == length("0x") + 1
else if(expression [start] == "{" && long)
if(lowertext(copytext(expression[start + 1], 1, 3)) != "0x")
to_chat(usr, "<span class='danger'>Invalid pointer syntax: [expression[start + 1]]</span>")
return null
@@ -1063,10 +1063,9 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/word = ""
var/list/query_list = list()
var/len = length(query_text)
var/char = ""
for(var/i = 1, i <= len, i += length(char))
char = query_text[i]
for(var/i = 1, i <= len, i++)
var/char = copytext(query_text, i, i + 1)
if(char in whitespace)
if(word != "")
@@ -1085,7 +1084,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
query_list += word
word = ""
var/char2 = query_text[i + length(char)]
var/char2 = copytext(query_text, i + 1, i + 2)
if(char2 in multi[char])
query_list += "[char][char2]"
@@ -1101,13 +1100,13 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
word = "'"
for(i += length(char), i <= len, i += length(char))
char = query_text[i]
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "'")
if(query_text[i + length(char)] == "'")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "'"
i += length(query_text[i + length(char)])
i++
else
break
@@ -1129,13 +1128,13 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
word = "\""
for(i += length(char), i <= len, i += length(char))
char = query_text[i]
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "\"")
if(query_text[i + length(char)] == "'")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "\""
i += length(query_text[i + length(char)])
i++
else
break

View File

@@ -256,7 +256,7 @@
node += "*"
i++
else if(token(i)[1] == "/")
else if (copytext(token(i), 1, 2) == "/")
i = object_type(i, node)
else
@@ -377,7 +377,7 @@
//object_type: <type path>
/datum/SDQL_parser/proc/object_type(i, list/node)
if(token(i)[1] != "/")
if (copytext(token(i), 1, 2) != "/")
return parse_error("Expected type, but it didn't begin with /")
var/path = text2path(token(i))
@@ -416,7 +416,7 @@
//string: ''' <some text> ''' | '"' <some text > '"'
/datum/SDQL_parser/proc/string(i, list/node)
if(token(i)[1] in list("'", "\""))
if(copytext(token(i), 1, 2) in list("'", "\""))
node += token(i)
else
@@ -427,7 +427,7 @@
//array: '[' expression, expression, ... ']'
/datum/SDQL_parser/proc/array(var/i, var/list/node)
// Arrays get turned into this: list("[", list(exp_1a = exp_1b, ...), ...), "[" is to mark the next node as an array.
if(token(i)[1] != "\[")
if(copytext(token(i), 1, 2) != "\[")
parse_error("Expected an array but found '[token(i)]'")
return i + 1
@@ -613,7 +613,7 @@
node += "null"
i++
else if(lowertext(copytext(token(i), 1, 3)) == "0x" && isnum(hex2num(copytext(token(i), 3))))//3 == length("0x") + 1
else if(lowertext(copytext(token(i), 1, 3)) == "0x" && isnum(hex2num(copytext(token(i), 3))))
node += hex2num(copytext(token(i), 3))
i++
@@ -621,12 +621,12 @@
node += text2num(token(i))
i++
else if(token(i)[1] in list("'", "\""))
else if(copytext(token(i), 1, 2) in list("'", "\""))
i = string(i, node)
else if(token(i)[1] == "\[") // Start a list.
else if(copytext(token(i), 1, 2) == "\[") // Start a list.
i = array(i, node)
else if(token(i)[1] == "/")
else if(copytext(token(i), 1, 2) == "/")
i = object_type(i, node)
else
i = variable(i, node)

View File

@@ -165,7 +165,7 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new)
//is_bwoink is TRUE if this ticket was started by an admin PM
/datum/admin_help/New(msg, client/C, is_bwoink)
//clean the input msg
msg = sanitize(copytext_char(msg,1,MAX_MESSAGE_LEN))
msg = sanitize(copytext(msg,1,MAX_MESSAGE_LEN))
if(!msg || !C || !C.mob)
qdel(src)
return

View File

@@ -41,7 +41,7 @@
return
var/client/C
if(istext(whom))
if(whom[1] == "@")
if(cmptext(copytext(whom,1,2),"@"))
whom = findStealthKey(whom)
C = GLOB.directory[whom]
else if(istype(whom, /client))
@@ -76,7 +76,7 @@
var/client/recipient
var/irc = 0
if(istext(whom))
if(whom[1] == "@")
if(cmptext(copytext(whom,1,2),"@"))
whom = findStealthKey(whom)
if(whom == "IRCKEY")
irc = 1
@@ -133,7 +133,7 @@
//clean the message if it's not sent by a high-rank admin
if(!check_rights(R_SERVER|R_DEBUG,0)||irc)//no sending html to the poor bots
msg = trim(sanitize(msg), MAX_MESSAGE_LEN)
msg = trim(sanitize(copytext(msg,1,MAX_MESSAGE_LEN)))
if(!msg)
return
@@ -287,7 +287,7 @@
if(!stealthkey)
stealthkey = GenIrcStealthKey()
msg = sanitize(copytext_char(msg, 1, MAX_MESSAGE_LEN))
msg = sanitize(copytext(msg,1,MAX_MESSAGE_LEN))
if(!msg)
return "Error: No message"

View File

@@ -5,7 +5,7 @@
if(!check_rights(0))
return
msg = copytext_char(sanitize(msg), 1, MAX_MESSAGE_LEN)
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
if(!msg)
return
msg = emoji_parse(msg)

View File

@@ -14,7 +14,7 @@
if (src.handle_spam_prevention(msg,MUTE_DEADCHAT))
return
msg = copytext_char(sanitize(msg), 1, MAX_MESSAGE_LEN)
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
mob.log_talk(msg, LOG_DSAY)
if (!msg)

View File

@@ -33,7 +33,7 @@
var/map = input(src, "Choose a Map Template to upload to template storage","Upload Map Template") as null|file
if(!map)
return
if(copytext("[map]", -4) != ".dmm")//4 == length(".dmm")
if(copytext("[map]",-4) != ".dmm")
to_chat(src, "<span class='warning'>Filename must end in '.dmm': [map]</span>")
return
var/datum/map_template/M

View File

@@ -1,377 +1,358 @@
//- Are all the floors with or without air, as they should be? (regular or airless)
//- Does the area have an APC?
//- Does the area have an Air Alarm?
//- Does the area have a Request Console?
//- Does the area have lights?
//- Does the area have a light switch?
//- Does the area have enough intercoms?
//- Does the area have enough security cameras? (Use the 'Camera Range Display' verb under Debug)
//- Is the area connected to the scrubbers air loop?
//- Is the area connected to the vent air loop? (vent pumps)
//- Is everything wired properly?
//- Does the area have a fire alarm and firedoors?
//- Do all pod doors work properly?
//- Are accesses set properly on doors, pod buttons, etc.
//- Are all items placed properly? (not below vents, scrubbers, tables)
//- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
//- Check for any misplaced or stacked piece of pipe (air and disposal)
//- Check for any misplaced or stacked piece of wire
//- Identify how hard it is to break into the area and where the weak points are
//- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.
GLOBAL_PROTECT(admin_verbs_debug_mapping)
GLOBAL_LIST_INIT(admin_verbs_debug_mapping, list(
/client/proc/camera_view, //-errorage
/client/proc/sec_camera_report, //-errorage
/client/proc/intercom_view, //-errorage
/client/proc/air_status, //Air things
/client/proc/Cell, //More air things
/client/proc/atmosscan, //check plumbing
/client/proc/powerdebug, //check power
/client/proc/count_objects_on_z_level,
/client/proc/count_objects_all,
/client/proc/cmd_assume_direct_control, //-errorage
/client/proc/startSinglo,
/client/proc/set_server_fps, //allows you to set the ticklag.
/client/proc/cmd_admin_grantfullaccess,
/client/proc/cmd_admin_areatest_all,
/client/proc/cmd_admin_areatest_station,
#ifdef TESTING
/client/proc/see_dirty_varedits,
#endif
/client/proc/cmd_admin_test_atmos_controllers,
/client/proc/cmd_admin_rejuvenate,
/datum/admins/proc/show_traitor_panel,
/client/proc/disable_communication,
/client/proc/cmd_show_at_list,
/client/proc/cmd_show_at_markers,
/client/proc/manipulate_organs,
/client/proc/start_line_profiling,
/client/proc/stop_line_profiling,
/client/proc/show_line_profiling,
/client/proc/create_mapping_job_icons,
/client/proc/debug_z_levels,
/client/proc/place_ruin
))
/obj/effect/debugging/mapfix_marker
name = "map fix marker"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "mapfixmarker"
desc = "I am a mappers mistake."
/obj/effect/debugging/marker
icon = 'icons/turf/areas.dmi'
icon_state = "yellow"
/obj/effect/debugging/marker/Move()
return 0
/client/proc/camera_view()
set category = "Mapping"
set name = "Camera Range Display"
var/on = FALSE
for(var/turf/T in world)
if(T.maptext)
on = TRUE
T.maptext = null
if(!on)
var/list/seen = list()
for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
for(var/turf/T in C.can_see())
seen[T]++
for(var/turf/T in seen)
T.maptext = "[seen[T]]"
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Camera Range") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Camera Range")
#ifdef TESTING
GLOBAL_LIST_EMPTY(dirty_vars)
/client/proc/see_dirty_varedits()
set category = "Mapping"
set name = "Dirty Varedits"
var/list/dat = list()
dat += "<h3>Abandon all hope ye who enter here</h3><br><br>"
for(var/thing in GLOB.dirty_vars)
dat += "[thing]<br>"
CHECK_TICK
var/datum/browser/popup = new(usr, "dirty_vars", "Dirty Varedits", 900, 750)
popup.set_content(dat.Join())
popup.open()
#endif
/client/proc/sec_camera_report()
set category = "Mapping"
set name = "Camera Report"
if(!Master)
alert(usr,"Master_controller not found.","Sec Camera Report")
return 0
var/list/obj/machinery/camera/CL = list()
for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
CL += C
var/output = {"<B>Camera Abnormalities Report</B><HR>
<B>The following abnormalities have been detected. The ones in red need immediate attention: Some of those in black may be intentional.</B><BR><ul>"}
for(var/obj/machinery/camera/C1 in CL)
for(var/obj/machinery/camera/C2 in CL)
if(C1 != C2)
if(C1.c_tag == C2.c_tag)
output += "<li><font color='red'>c_tag match for cameras at [ADMIN_VERBOSEJMP(C1)] and [ADMIN_VERBOSEJMP(C2)] - c_tag is [C1.c_tag]</font></li>"
if(C1.loc == C2.loc && C1.dir == C2.dir && C1.pixel_x == C2.pixel_x && C1.pixel_y == C2.pixel_y)
output += "<li><font color='red'>FULLY overlapping cameras at [ADMIN_VERBOSEJMP(C1)] Networks: [json_encode(C1.network)] and [json_encode(C2.network)]</font></li>"
if(C1.loc == C2.loc)
output += "<li>Overlapping cameras at [ADMIN_VERBOSEJMP(C1)] Networks: [json_encode(C1.network)] and [json_encode(C2.network)]</li>"
var/turf/T = get_step(C1,turn(C1.dir,180))
if(!T || !isturf(T) || !T.density )
if(!(locate(/obj/structure/grille) in T))
var/window_check = 0
for(var/obj/structure/window/W in T)
if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
window_check = 1
break
if(!window_check)
output += "<li><font color='red'>Camera not connected to wall at [ADMIN_VERBOSEJMP(C1)] Network: [json_encode(C1.network)]</font></li>"
output += "</ul>"
usr << browse(output,"window=airreport;size=1000x500")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Camera Report") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/intercom_view()
set category = "Mapping"
set name = "Intercom Range Display"
var/static/intercom_range_display_status = FALSE
intercom_range_display_status = !intercom_range_display_status //blame cyberboss if this breaks something
for(var/obj/effect/debugging/marker/M in world)
qdel(M)
if(intercom_range_display_status)
for(var/obj/item/radio/intercom/I in world)
for(var/turf/T in orange(7,I))
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if (!(F in view(7,I.loc)))
qdel(F)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Intercom Range") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_show_at_list()
set category = "Mapping"
set name = "Show roundstart AT list"
set desc = "Displays a list of active turfs coordinates at roundstart"
var/dat = {"<b>Coordinate list of Active Turfs at Roundstart</b>
<br>Real-time Active Turfs list you can see in Air Subsystem at active_turfs var<br>"}
for(var/t in GLOB.active_turfs_startlist)
var/turf/T = t
dat += "[ADMIN_VERBOSEJMP(T)]\n"
dat += "<br>"
usr << browse(dat, "window=at_list")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Roundstart Active Turfs") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_show_at_markers()
set category = "Mapping"
set name = "Show roundstart AT markers"
set desc = "Places a marker on all active-at-roundstart turfs"
var/count = 0
for(var/obj/effect/abstract/marker/at/AT in GLOB.all_abstract_markers)
qdel(AT)
count++
if(count)
to_chat(usr, "[count] AT markers removed.")
else
for(var/t in GLOB.active_turfs_startlist)
new /obj/effect/abstract/marker/at(t)
count++
to_chat(usr, "[count] AT markers placed.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Roundstart Active Turf Markers")
/client/proc/enable_debug_verbs()
set category = "Debug"
set name = "Debug verbs - Enable"
if(!check_rights(R_DEBUG))
return
verbs -= /client/proc/enable_debug_verbs
verbs.Add(/client/proc/disable_debug_verbs, GLOB.admin_verbs_debug_mapping)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Enable Debug Verbs") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/disable_debug_verbs()
set category = "Debug"
set name = "Debug verbs - Disable"
verbs.Remove(/client/proc/disable_debug_verbs, GLOB.admin_verbs_debug_mapping)
verbs += /client/proc/enable_debug_verbs
SSblackbox.record_feedback("tally", "admin_verb", 1, "Disable Debug Verbs") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/count_objects_on_z_level()
set category = "Mapping"
set name = "Count Objects On Level"
var/level = input("Which z-level?","Level?") as text
if(!level)
return
var/num_level = text2num(level)
if(!num_level)
return
if(!isnum(num_level))
return
var/type_text = input("Which type path?","Path?") as text
if(!type_text)
return
var/type_path = text2path(type_text)
if(!type_path)
return
var/count = 0
var/list/atom/atom_list = list()
for(var/atom/A in world)
if(istype(A,type_path))
var/atom/B = A
while(!(isturf(B.loc)))
if(B && B.loc)
B = B.loc
else
break
if(B)
if(B.z == num_level)
count++
atom_list += A
to_chat(world, "There are [count] objects of type [type_path] on z-level [num_level]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Count Objects Zlevel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/count_objects_all()
set category = "Mapping"
set name = "Count Objects All"
var/type_text = input("Which type path?","") as text
if(!type_text)
return
var/type_path = text2path(type_text)
if(!type_path)
return
var/count = 0
for(var/atom/A in world)
if(istype(A,type_path))
count++
to_chat(world, "There are [count] objects of type [type_path] in the game world")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Count Objects All") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//This proc is intended to detect lag problems relating to communication procs
GLOBAL_VAR_INIT(say_disabled, FALSE)
/client/proc/disable_communication()
set category = "Mapping"
set name = "Disable all communication verbs"
GLOB.say_disabled = !GLOB.say_disabled
if(GLOB.say_disabled)
message_admins("[key] used 'Disable all communication verbs', killing all communication methods.")
else
message_admins("[key] used 'Disable all communication verbs', restoring all communication methods.")
//This generates the icon states for job starting location landmarks.
/client/proc/create_mapping_job_icons()
set name = "Generate job landmarks icons"
set category = "Mapping"
var/icon/final = icon()
var/mob/living/carbon/human/dummy/D = new(locate(1,1,1)) //spawn on 1,1,1 so we don't have runtimes when items are deleted
D.setDir(SOUTH)
for(var/job in subtypesof(/datum/job))
var/datum/job/JB = new job
switch(JB.title)
if("AI")
final.Insert(icon('icons/mob/ai.dmi', "ai", SOUTH, 1), "AI")
if("Cyborg")
final.Insert(icon('icons/mob/robots.dmi', "robot", SOUTH, 1), "Cyborg")
else
for(var/obj/item/I in D)
qdel(I)
randomize_human(D)
JB.equip(D, TRUE, FALSE)
COMPILE_OVERLAYS(D)
var/icon/I = icon(getFlatIcon(D), frame = 1)
final.Insert(I, JB.title)
qdel(D)
//Also add the x
for(var/x_number in 1 to 4)
final.Insert(icon('icons/mob/screen_gen.dmi', "x[x_number == 1 ? "" : x_number]"), "x[x_number == 1 ? "" : x_number]")
fcopy(final, "icons/mob/landmarks.dmi")
/client/proc/debug_z_levels()
set name = "Debug Z-Levels"
set category = "Mapping"
var/list/z_list = SSmapping.z_list
var/list/messages = list()
messages += "<b>World</b>: [world.maxx] x [world.maxy] x [world.maxz]<br>"
var/list/linked_levels = list()
var/min_x = INFINITY
var/min_y = INFINITY
var/max_x = -INFINITY
var/max_y = -INFINITY
for(var/z in 1 to max(world.maxz, z_list.len))
if (z > z_list.len)
messages += "<b>[z]</b>: Unmanaged (out of bounds)<br>"
continue
var/datum/space_level/S = z_list[z]
if (!S)
messages += "<b>[z]</b>: Unmanaged (null)<br>"
continue
var/linkage
switch (S.linkage)
if (UNAFFECTED)
linkage = "no linkage"
if (SELFLOOPING)
linkage = "self-looping"
if (CROSSLINKED)
linkage = "linked at ([S.xi], [S.yi])"
linked_levels += S
min_x = min(min_x, S.xi)
min_y = min(min_y, S.yi)
max_x = max(max_x, S.xi)
max_y = max(max_y, S.yi)
else
linkage = "unknown linkage '[S.linkage]'"
messages += "<b>[z]</b>: [S.name], [linkage], traits: [json_encode(S.traits)]<br>"
if (S.z_value != z)
messages += "-- z_value is [S.z_value], should be [z]<br>"
if (S.name == initial(S.name))
messages += "-- name not set<br>"
if (z > world.maxz)
messages += "-- exceeds max z"
var/grid[max_x - min_x + 1][max_y - min_y + 1]
for(var/datum/space_level/S in linked_levels)
grid[S.xi - min_x + 1][S.yi - min_y + 1] = S.z_value
messages += "<table border='1'>"
for(var/y in max_y to min_y step -1)
var/list/part = list()
for(var/x in min_x to max_x)
part += "[grid[x - min_x + 1][y - min_y + 1]]"
messages += "<tr><td>[part.Join("</td><td>")]</td></tr>"
messages += "</table>"
to_chat(src, messages.Join(""))
//- Are all the floors with or without air, as they should be? (regular or airless)
//- Does the area have an APC?
//- Does the area have an Air Alarm?
//- Does the area have a Request Console?
//- Does the area have lights?
//- Does the area have a light switch?
//- Does the area have enough intercoms?
//- Does the area have enough security cameras? (Use the 'Camera Range Display' verb under Debug)
//- Is the area connected to the scrubbers air loop?
//- Is the area connected to the vent air loop? (vent pumps)
//- Is everything wired properly?
//- Does the area have a fire alarm and firedoors?
//- Do all pod doors work properly?
//- Are accesses set properly on doors, pod buttons, etc.
//- Are all items placed properly? (not below vents, scrubbers, tables)
//- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
//- Check for any misplaced or stacked piece of pipe (air and disposal)
//- Check for any misplaced or stacked piece of wire
//- Identify how hard it is to break into the area and where the weak points are
//- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.
GLOBAL_PROTECT(admin_verbs_debug_mapping)
GLOBAL_LIST_INIT(admin_verbs_debug_mapping, list(
/client/proc/camera_view, //-errorage
/client/proc/sec_camera_report, //-errorage
/client/proc/intercom_view, //-errorage
/client/proc/air_status, //Air things
/client/proc/Cell, //More air things
/client/proc/atmosscan, //check plumbing
/client/proc/powerdebug, //check power
/client/proc/count_objects_on_z_level,
/client/proc/count_objects_all,
/client/proc/cmd_assume_direct_control, //-errorage
/client/proc/startSinglo,
/client/proc/set_server_fps, //allows you to set the ticklag.
/client/proc/cmd_admin_grantfullaccess,
/client/proc/cmd_admin_areatest_all,
/client/proc/cmd_admin_areatest_station,
/client/proc/cmd_admin_test_atmos_controllers,
/client/proc/cmd_admin_rejuvenate,
/datum/admins/proc/show_traitor_panel,
/client/proc/disable_communication,
/client/proc/cmd_show_at_list,
/client/proc/cmd_show_at_markers,
/client/proc/manipulate_organs,
/client/proc/start_line_profiling,
/client/proc/stop_line_profiling,
/client/proc/show_line_profiling,
/client/proc/create_mapping_job_icons,
/client/proc/debug_z_levels,
/client/proc/place_ruin
))
/obj/effect/debugging/mapfix_marker
name = "map fix marker"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "mapfixmarker"
desc = "I am a mappers mistake."
/obj/effect/debugging/marker
icon = 'icons/turf/areas.dmi'
icon_state = "yellow"
/obj/effect/debugging/marker/Move()
return 0
/client/proc/camera_view()
set category = "Mapping"
set name = "Camera Range Display"
var/on = FALSE
for(var/turf/T in world)
if(T.maptext)
on = TRUE
T.maptext = null
if(!on)
var/list/seen = list()
for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
for(var/turf/T in C.can_see())
seen[T]++
for(var/turf/T in seen)
T.maptext = "[seen[T]]"
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Camera Range") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Camera Range")
/client/proc/sec_camera_report()
set category = "Mapping"
set name = "Camera Report"
if(!Master)
alert(usr,"Master_controller not found.","Sec Camera Report")
return 0
var/list/obj/machinery/camera/CL = list()
for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
CL += C
var/output = {"<B>Camera Abnormalities Report</B><HR>
<B>The following abnormalities have been detected. The ones in red need immediate attention: Some of those in black may be intentional.</B><BR><ul>"}
for(var/obj/machinery/camera/C1 in CL)
for(var/obj/machinery/camera/C2 in CL)
if(C1 != C2)
if(C1.c_tag == C2.c_tag)
output += "<li><font color='red'>c_tag match for cameras at [ADMIN_VERBOSEJMP(C1)] and [ADMIN_VERBOSEJMP(C2)] - c_tag is [C1.c_tag]</font></li>"
if(C1.loc == C2.loc && C1.dir == C2.dir && C1.pixel_x == C2.pixel_x && C1.pixel_y == C2.pixel_y)
output += "<li><font color='red'>FULLY overlapping cameras at [ADMIN_VERBOSEJMP(C1)] Networks: [json_encode(C1.network)] and [json_encode(C2.network)]</font></li>"
if(C1.loc == C2.loc)
output += "<li>Overlapping cameras at [ADMIN_VERBOSEJMP(C1)] Networks: [json_encode(C1.network)] and [json_encode(C2.network)]</li>"
var/turf/T = get_step(C1,turn(C1.dir,180))
if(!T || !isturf(T) || !T.density )
if(!(locate(/obj/structure/grille) in T))
var/window_check = 0
for(var/obj/structure/window/W in T)
if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
window_check = 1
break
if(!window_check)
output += "<li><font color='red'>Camera not connected to wall at [ADMIN_VERBOSEJMP(C1)] Network: [json_encode(C1.network)]</font></li>"
output += "</ul>"
usr << browse(output,"window=airreport;size=1000x500")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Camera Report") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/intercom_view()
set category = "Mapping"
set name = "Intercom Range Display"
var/static/intercom_range_display_status = FALSE
intercom_range_display_status = !intercom_range_display_status //blame cyberboss if this breaks something
for(var/obj/effect/debugging/marker/M in world)
qdel(M)
if(intercom_range_display_status)
for(var/obj/item/radio/intercom/I in world)
for(var/turf/T in orange(7,I))
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if (!(F in view(7,I.loc)))
qdel(F)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Intercom Range") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_show_at_list()
set category = "Mapping"
set name = "Show roundstart AT list"
set desc = "Displays a list of active turfs coordinates at roundstart"
var/dat = {"<b>Coordinate list of Active Turfs at Roundstart</b>
<br>Real-time Active Turfs list you can see in Air Subsystem at active_turfs var<br>"}
for(var/t in GLOB.active_turfs_startlist)
var/turf/T = t
dat += "[ADMIN_VERBOSEJMP(T)]\n"
dat += "<br>"
usr << browse(dat, "window=at_list")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Roundstart Active Turfs") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_show_at_markers()
set category = "Mapping"
set name = "Show roundstart AT markers"
set desc = "Places a marker on all active-at-roundstart turfs"
var/count = 0
for(var/obj/effect/abstract/marker/at/AT in GLOB.all_abstract_markers)
qdel(AT)
count++
if(count)
to_chat(usr, "[count] AT markers removed.")
else
for(var/t in GLOB.active_turfs_startlist)
new /obj/effect/abstract/marker/at(t)
count++
to_chat(usr, "[count] AT markers placed.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Roundstart Active Turf Markers")
/client/proc/enable_debug_verbs()
set category = "Debug"
set name = "Debug verbs - Enable"
if(!check_rights(R_DEBUG))
return
verbs -= /client/proc/enable_debug_verbs
verbs.Add(/client/proc/disable_debug_verbs, GLOB.admin_verbs_debug_mapping)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Enable Debug Verbs") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/disable_debug_verbs()
set category = "Debug"
set name = "Debug verbs - Disable"
verbs.Remove(/client/proc/disable_debug_verbs, GLOB.admin_verbs_debug_mapping)
verbs += /client/proc/enable_debug_verbs
SSblackbox.record_feedback("tally", "admin_verb", 1, "Disable Debug Verbs") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/count_objects_on_z_level()
set category = "Mapping"
set name = "Count Objects On Level"
var/level = input("Which z-level?","Level?") as text
if(!level)
return
var/num_level = text2num(level)
if(!num_level)
return
if(!isnum(num_level))
return
var/type_text = input("Which type path?","Path?") as text
if(!type_text)
return
var/type_path = text2path(type_text)
if(!type_path)
return
var/count = 0
var/list/atom/atom_list = list()
for(var/atom/A in world)
if(istype(A,type_path))
var/atom/B = A
while(!(isturf(B.loc)))
if(B && B.loc)
B = B.loc
else
break
if(B)
if(B.z == num_level)
count++
atom_list += A
to_chat(world, "There are [count] objects of type [type_path] on z-level [num_level]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Count Objects Zlevel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/count_objects_all()
set category = "Mapping"
set name = "Count Objects All"
var/type_text = input("Which type path?","") as text
if(!type_text)
return
var/type_path = text2path(type_text)
if(!type_path)
return
var/count = 0
for(var/atom/A in world)
if(istype(A,type_path))
count++
to_chat(world, "There are [count] objects of type [type_path] in the game world")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Count Objects All") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//This proc is intended to detect lag problems relating to communication procs
GLOBAL_VAR_INIT(say_disabled, FALSE)
/client/proc/disable_communication()
set category = "Mapping"
set name = "Disable all communication verbs"
GLOB.say_disabled = !GLOB.say_disabled
if(GLOB.say_disabled)
message_admins("[key] used 'Disable all communication verbs', killing all communication methods.")
else
message_admins("[key] used 'Disable all communication verbs', restoring all communication methods.")
//This generates the icon states for job starting location landmarks.
/client/proc/create_mapping_job_icons()
set name = "Generate job landmarks icons"
set category = "Mapping"
var/icon/final = icon()
var/mob/living/carbon/human/dummy/D = new(locate(1,1,1)) //spawn on 1,1,1 so we don't have runtimes when items are deleted
D.setDir(SOUTH)
for(var/job in subtypesof(/datum/job))
var/datum/job/JB = new job
switch(JB.title)
if("AI")
final.Insert(icon('icons/mob/ai.dmi', "ai", SOUTH, 1), "AI")
if("Cyborg")
final.Insert(icon('icons/mob/robots.dmi', "robot", SOUTH, 1), "Cyborg")
else
for(var/obj/item/I in D)
qdel(I)
randomize_human(D)
JB.equip(D, TRUE, FALSE)
COMPILE_OVERLAYS(D)
var/icon/I = icon(getFlatIcon(D), frame = 1)
final.Insert(I, JB.title)
qdel(D)
//Also add the x
for(var/x_number in 1 to 4)
final.Insert(icon('icons/mob/screen_gen.dmi', "x[x_number == 1 ? "" : x_number]"), "x[x_number == 1 ? "" : x_number]")
fcopy(final, "icons/mob/landmarks.dmi")
/client/proc/debug_z_levels()
set name = "Debug Z-Levels"
set category = "Mapping"
var/list/z_list = SSmapping.z_list
var/list/messages = list()
messages += "<b>World</b>: [world.maxx] x [world.maxy] x [world.maxz]<br>"
var/list/linked_levels = list()
var/min_x = INFINITY
var/min_y = INFINITY
var/max_x = -INFINITY
var/max_y = -INFINITY
for(var/z in 1 to max(world.maxz, z_list.len))
if (z > z_list.len)
messages += "<b>[z]</b>: Unmanaged (out of bounds)<br>"
continue
var/datum/space_level/S = z_list[z]
if (!S)
messages += "<b>[z]</b>: Unmanaged (null)<br>"
continue
var/linkage
switch (S.linkage)
if (UNAFFECTED)
linkage = "no linkage"
if (SELFLOOPING)
linkage = "self-looping"
if (CROSSLINKED)
linkage = "linked at ([S.xi], [S.yi])"
linked_levels += S
min_x = min(min_x, S.xi)
min_y = min(min_y, S.yi)
max_x = max(max_x, S.xi)
max_y = max(max_y, S.yi)
else
linkage = "unknown linkage '[S.linkage]'"
messages += "<b>[z]</b>: [S.name], [linkage], traits: [json_encode(S.traits)]<br>"
if (S.z_value != z)
messages += "-- z_value is [S.z_value], should be [z]<br>"
if (S.name == initial(S.name))
messages += "-- name not set<br>"
if (z > world.maxz)
messages += "-- exceeds max z"
var/grid[max_x - min_x + 1][max_y - min_y + 1]
for(var/datum/space_level/S in linked_levels)
grid[S.xi - min_x + 1][S.yi - min_y + 1] = S.z_value
messages += "<table border='1'>"
for(var/y in max_y to min_y step -1)
var/list/part = list()
for(var/x in min_x to max_x)
part += "[grid[x - min_x + 1][y - min_y + 1]]"
messages += "<tr><td>[part.Join("</td><td>")]</td></tr>"
messages += "</table>"
to_chat(src, messages.Join(""))

View File

@@ -307,9 +307,9 @@ GLOBAL_PROTECT(VVpixelmovement)
// the type with the base type removed from the begaining
var/fancytype = types[D.type]
if (findtext(fancytype, types[type]))
fancytype = copytext(fancytype, length(types[type]) + 1)
var/shorttype = copytext("[D.type]", length("[type]") + 1)
if (length_char(shorttype) > length_char(fancytype))
fancytype = copytext(fancytype, length(types[type])+1)
var/shorttype = copytext("[D.type]", length("[type]")+1)
if (length(shorttype) > length(fancytype))
shorttype = fancytype
if (!length(shorttype))
shorttype = "/"

View File

@@ -6,7 +6,7 @@
to_chat(usr, "<span class='danger'>Speech is currently admin-disabled.</span>")
return
msg = copytext_char(sanitize(msg), 1, MAX_MESSAGE_LEN)
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
if(!msg)
return
log_prayer("[src.key]/([src.name]): [msg]")
@@ -54,21 +54,21 @@
//log_admin("HELP: [key_name(src)]: [msg]")
/proc/CentCom_announce(text , mob/Sender)
var/msg = copytext_char(sanitize(text), 1, MAX_MESSAGE_LEN)
var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
msg = "<span class='adminnotice'><b><font color=orange>CENTCOM:</font>[ADMIN_FULLMONTY(Sender)] [ADMIN_CENTCOM_REPLY(Sender)]:</b> [msg]</span>"
to_chat(GLOB.admins, msg)
for(var/obj/machinery/computer/communications/C in GLOB.machines)
C.overrideCooldown()
/proc/Syndicate_announce(text , mob/Sender)
var/msg = copytext_char(sanitize(text), 1, MAX_MESSAGE_LEN)
var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
msg = "<span class='adminnotice'><b><font color=crimson>SYNDICATE:</font>[ADMIN_FULLMONTY(Sender)] [ADMIN_SYNDICATE_REPLY(Sender)]:</b> [msg]</span>"
to_chat(GLOB.admins, msg)
for(var/obj/machinery/computer/communications/C in GLOB.machines)
C.overrideCooldown()
/proc/Nuke_request(text , mob/Sender)
var/msg = copytext_char(sanitize(text), 1, MAX_MESSAGE_LEN)
var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
msg = "<span class='adminnotice'><b><font color=orange>NUKE CODE REQUEST:</font>[ADMIN_FULLMONTY(Sender)] [ADMIN_CENTCOM_REPLY(Sender)] [ADMIN_SET_SD_CODE]:</b> [msg]</span>"
to_chat(GLOB.admins, msg)
for(var/obj/machinery/computer/communications/C in GLOB.machines)

View File

@@ -1243,31 +1243,13 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggled Hub Visibility", "[GLOB.hub_visibility ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/breadify(atom/movable/target)
var/obj/item/reagent_containers/food/snacks/store/bread/plain/funnyBread = new(get_turf(target))
target.forceMove(funnyBread)
/client/proc/smite(mob/living/carbon/human/target as mob)
set name = "Smite"
set category = "Fun"
if(!check_rights(R_ADMIN) || !check_rights(R_FUN))
return
var/list/punishment_list = list(ADMIN_PUNISHMENT_PIE,
ADMIN_PUNISHMENT_FIREBALL,
ADMIN_PUNISHMENT_CLUWNE,
ADMIN_PUNISHMENT_LIGHTNING,
ADMIN_PUNISHMENT_BRAINDAMAGE,
ADMIN_PUNISHMENT_BSA,
ADMIN_PUNISHMENT_GIB,
ADMIN_PUNISHMENT_SUPPLYPOD_QUICK,
ADMIN_PUNISHMENT_SUPPLYPOD,
ADMIN_PUNISHMENT_MAZING,
ADMIN_PUNISHMENT_ROD,
ADMIN_PUNISHMENT_TABLETIDESTATIONWIDE,
ADMIN_PUNISHMENT_FAKEBWOINK,
ADMIN_PUNISHMENT_NUGGET,
ADMIN_PUNISHMENT_BREADIFY)
var/list/punishment_list = list(ADMIN_PUNISHMENT_PIE, ADMIN_PUNISHMENT_FIREBALL, ADMIN_PUNISHMENT_CLUWNE, ADMIN_PUNISHMENT_LIGHTNING, ADMIN_PUNISHMENT_BRAINDAMAGE, ADMIN_PUNISHMENT_BSA, ADMIN_PUNISHMENT_GIB, ADMIN_PUNISHMENT_SUPPLYPOD, ADMIN_PUNISHMENT_MAZING, ADMIN_PUNISHMENT_ROD)
var/punishment = input("Choose a punishment", "DIVINE SMITING") as null|anything in punishment_list
@@ -1305,22 +1287,6 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
var/turf/startT = spaceDebrisStartLoc(startside, T.z)
var/turf/endT = spaceDebrisFinishLoc(startside, T.z)
new /obj/effect/immovablerod(startT, endT,target)
if(ADMIN_PUNISHMENT_SUPPLYPOD_QUICK)
var/target_path = input(usr,"Enter typepath of an atom you'd like to send with the pod (type \"empty\" to send an empty pod):" ,"Typepath","/obj/item/reagent_containers/food/snacks/grown/harebell") as null|text
var/obj/structure/closet/supplypod/centcompod/pod = new()
pod.damage = 40
pod.explosionSize = list(0,0,0,2)
pod.effectStun = TRUE
if (isnull(target_path)) //The user pressed "Cancel"
return
if (target_path != "empty")//if you didn't type empty, we want to load the pod with a delivery
var/delivery = text2path(target_path)
if(!ispath(delivery))
delivery = pick_closest_path(target_path)
if(!delivery)
alert("ERROR: Incorrect / improper path given.")
new delivery(pod)
new /obj/effect/abstract/DPtarget(get_turf(target), pod)
if(ADMIN_PUNISHMENT_SUPPLYPOD)
var/datum/centcom_podlauncher/plaunch = new(usr)
if(!holder)
@@ -1333,7 +1299,6 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
plaunch.temp_pod.explosionSize = list(0,0,0,2)
plaunch.temp_pod.effectStun = TRUE
plaunch.ui_interact(usr)
return //We return here because punish_log() is handled by the centcom_podlauncher datum
if(ADMIN_PUNISHMENT_MAZING)
if(!puzzle_imprison(target))
@@ -1342,47 +1307,12 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
if(ADMIN_PUNISHMENT_PIE)
var/obj/item/reagent_containers/food/snacks/pie/cream/nostun/creamy = new(get_turf(target))
creamy.splat(target)
if(ADMIN_PUNISHMENT_TABLETIDESTATIONWIDE)
priority_announce(html_decode("[target] has brought the wrath of the gods upon themselves and is now being tableslammed across the station. Please stand by."), null, 'sound/misc/announce.ogg', "CentCom")
var/list/areas = list()
for(var/area/A in world)
if(A.z == SSmapping.station_start)
areas += A
SEND_SOUND(target, sound('hyperstation/sound/misc/slamofthenorthstar.ogg',volume=60))
for(var/area/A in areas)
for(var/obj/structure/table/T in A)
T.tablepush(target, target)
sleep(1)
if(ADMIN_PUNISHMENT_FAKEBWOINK)
SEND_SOUND(target, 'sound/effects/adminhelp.ogg')
if(ADMIN_PUNISHMENT_NUGGET)
if (!iscarbon(target))
return
var/mob/living/carbon/carbon_target = target
var/timer = 2 SECONDS
for (var/_limb in carbon_target.bodyparts)
var/obj/item/bodypart/limb = _limb
if (limb.body_part == HEAD || limb.body_part == CHEST)
continue
addtimer(CALLBACK(limb, /obj/item/bodypart/.proc/dismember), timer)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, carbon_target, 'sound/effects/cartoon_pop.ogg', 70), timer)
addtimer(CALLBACK(carbon_target, /mob/living/.proc/spin, 4, 1), timer - 0.4 SECONDS)
timer += 2 SECONDS
if(ADMIN_PUNISHMENT_BREADIFY)
#define BREADIFY_TIME (5 SECONDS)
var/mutable_appearance/bread_appearance = mutable_appearance('icons/obj/food/burgerbread.dmi', "bread")
var/mutable_appearance/transform_scanline = mutable_appearance('icons/effects/effects.dmi', "transform_effect")
target.transformation_animation(bread_appearance, time = BREADIFY_TIME, transform_overlay=transform_scanline, reset_after=TRUE)
addtimer(CALLBACK(GLOBAL_PROC, .proc/breadify, target), BREADIFY_TIME)
#undef BREADIFY_TIME
punish_log(target, punishment)
/client/proc/punish_log(var/whom, var/punishment)
var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]."
var/msg = "[key_name_admin(usr)] punished [key_name_admin(target)] with [punishment]."
message_admins(msg)
admin_ticket_log(whom, msg)
log_admin("[key_name(usr)] punished [key_name(whom)] with [punishment].")
admin_ticket_log(target, msg)
log_admin("[key_name(usr)] punished [key_name(target)] with [punishment].")
/client/proc/trigger_centcom_recall()
if(!check_rights(R_ADMIN))
@@ -1452,4 +1382,3 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
else
message_admins("[key_name_admin(usr)] has [newstate ? "activated" : "deactivated"] job exp exempt status on [key_name_admin(C)]")
log_admin("[key_name(usr)] has [newstate ? "activated" : "deactivated"] job exp exempt status on [key_name(C)]")

View File

@@ -0,0 +1,33 @@
/client/proc/spawn_floor_cluwne()
set category = "Fun"
set name = "Unleash Targeted Floor Cluwne"
set desc = "Pick a specific target. Be warned: spawning more than one may cause issues!"
var/target
if(!check_rights(R_FUN))
return
target = input("Any specific target in mind? Please note only live, non cluwned, human targets are valid.", "Target", target) as null|anything in GLOB.player_list
if(target && ishuman(target))
var/mob/living/carbon/human/H = target
var/mob/living/simple_animal/hostile/floor_cluwne/FC = new /mob/living/simple_animal/hostile/floor_cluwne(H.loc)
FC.forced = TRUE
FC.Acquire_Victim(H)
FC.target = H
FC.current_victim = H
log_admin("[key_name(usr)] spawned floor cluwne.")
message_admins("[key_name(usr)] spawned floor cluwne.")
deadchat_broadcast("<span class='deadsay'><b>Floor Cluwne</b> has just been spawned!</span>")
/client/proc/spawn_random_floor_cluwne()
set category = "Fun"
set name = "Unleash Random Floor Cluwne"
set desc = "Goes after a random player in your Z level. Be warned: spawning more than one may cause issues!"
if(!check_rights(R_FUN))
return
var/turf/T = get_turf(usr)
new /mob/living/simple_animal/hostile/floor_cluwne(T)
log_admin("[key_name(usr)] spawned a random target floor cluwne.")
message_admins("[key_name(usr)] spawned a random target floor cluwne.")

View File

@@ -211,7 +211,7 @@ GLOBAL_LIST_EMPTY(antagonists)
return
/datum/antagonist/proc/edit_memory(mob/user)
var/new_memo = stripped_multiline_input(user, "Write new memory", "Memory", antag_memory, MAX_MESSAGE_LEN)
var/new_memo = copytext(trim(input(user,"Write new memory", "Memory", antag_memory) as null|message),1,MAX_MESSAGE_LEN)
if (isnull(new_memo))
return
antag_memory = new_memo

View File

@@ -44,7 +44,6 @@
owner.assigned_role = "[name] [sub_role]"
owner.objectives += team.objectives
finalize_abductor()
ADD_TRAIT(owner, TRAIT_ABDUCTOR_TRAINING, ABDUCTOR_ANTAGONIST)
return ..()
/datum/antagonist/abductor/on_removal()
@@ -52,7 +51,6 @@
if(owner.current)
to_chat(owner.current,"<span class='userdanger'>You are no longer the [owner.special_role]!</span>")
owner.special_role = null
REMOVE_TRAIT(owner, TRAIT_ABDUCTOR_TRAINING, ABDUCTOR_ANTAGONIST)
return ..()
/datum/antagonist/abductor/greet()
@@ -76,15 +74,11 @@
update_abductor_icons_added(owner,"abductor")
/datum/antagonist/abductor/scientist/on_gain()
ADD_TRAIT(owner, TRAIT_ABDUCTOR_SCIENTIST_TRAINING, ABDUCTOR_ANTAGONIST)
ADD_TRAIT(owner, TRAIT_SURGEON, ABDUCTOR_ANTAGONIST)
. = ..()
/datum/antagonist/abductor/scientist/on_removal()
REMOVE_TRAIT(owner, TRAIT_ABDUCTOR_SCIENTIST_TRAINING, ABDUCTOR_ANTAGONIST)
REMOVE_TRAIT(owner, TRAIT_SURGEON, ABDUCTOR_ANTAGONIST)
. = ..()
/datum/antagonist/abductor/scientist/finalize_abductor()
..()
var/mob/living/carbon/human/H = owner.current
var/datum/species/abductor/A = H.dna.species
A.scientist = TRUE
/datum/antagonist/abductor/admin_add(datum/mind/new_owner,mob/admin)
var/list/current_teams = list()
@@ -219,4 +213,4 @@
/datum/antagonist/proc/update_abductor_icons_removed(datum/mind/alien_mind)
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_ABDUCTOR]
hud.leave_hud(alien_mind.current)
set_antag_hud(alien_mind.current, null)
set_antag_hud(alien_mind.current, null)

View File

@@ -132,24 +132,22 @@
/obj/item/abductor
icon = 'icons/obj/abductor.dmi'
/obj/item/abductor/proc/AbductorCheck(mob/user)
if(HAS_TRAIT(user, TRAIT_ABDUCTOR_TRAINING))
/obj/item/abductor/proc/AbductorCheck(user)
if(isabductor(user))
return TRUE
to_chat(user, "<span class='warning'>You can't figure how this works!</span>")
return FALSE
/obj/item/abductor/proc/ScientistCheck(mob/user)
var/training = HAS_TRAIT(user, TRAIT_ABDUCTOR_TRAINING)
var/sci_training = HAS_TRAIT(user, TRAIT_ABDUCTOR_SCIENTIST_TRAINING)
/obj/item/abductor/proc/ScientistCheck(user)
if(!AbductorCheck(user))
return FALSE
if(training && !sci_training)
to_chat(user, "<span class='warning'>You're not trained to use this!</span>")
. = FALSE
else if(!training && !sci_training)
to_chat(user, "<span class='warning'>You can't figure how this works!</span>")
. = FALSE
else
. = TRUE
var/mob/living/carbon/human/H = user
var/datum/species/abductor/S = H.dna.species
if(S.scientist)
return TRUE
to_chat(user, "<span class='warning'>You're not trained to use this!</span>")
return FALSE
/obj/item/abductor/gizmo
name = "science tool"
@@ -683,7 +681,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
desc = "Abduct with style - spiky style. Prevents digital tracking."
icon_state = "alienhelmet"
item_state = "alienhelmet"
blockTracking = TRUE
blockTracking = 1
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
// Operating Table / Beds / Lockers
@@ -759,7 +757,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
can_buckle = 1
buckle_lying = 1
var/static/list/injected_reagents = list(/datum/reagent/medicine/corazone)
var/static/list/injected_reagents = list("corazone")
/obj/structure/table/optable/abductor/Crossed(atom/movable/AM)
. = ..()

View File

@@ -5,7 +5,6 @@
icon_state = "gland"
status = ORGAN_ROBOTIC
beating = TRUE
var/true_name = "baseline placebo referencer"
var/cooldown_low = 300
var/cooldown_high = 300
var/next_activation = 0
@@ -17,11 +16,6 @@
var/mind_control_duration = 1800
var/active_mind_control = FALSE
/obj/item/organ/heart/gland/examine(mob/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_ABDUCTOR_SCIENTIST_TRAINING) || isobserver(user))
to_chat(user, "<span class='notice'>It is \a [true_name].</span>")
/obj/item/organ/heart/gland/proc/ownerCheck()
if(ishuman(owner))
return TRUE
@@ -101,7 +95,6 @@
return
/obj/item/organ/heart/gland/heals
true_name = "coherency harmonizer"
cooldown_low = 200
cooldown_high = 400
uses = -1
@@ -116,7 +109,6 @@
owner.adjustOxyLoss(-20)
/obj/item/organ/heart/gland/slime
true_name = "gastric animation galvanizer"
cooldown_low = 600
cooldown_high = 1200
uses = -1
@@ -138,7 +130,6 @@
Slime.Leader = owner
/obj/item/organ/heart/gland/mindshock
true_name = "neural crosstalk uninhibitor"
cooldown_low = 400
cooldown_high = 700
uses = -1
@@ -165,7 +156,6 @@
H.hallucination += 60
/obj/item/organ/heart/gland/pop
true_name = "anthropmorphic translocator"
cooldown_low = 900
cooldown_high = 1800
uses = -1
@@ -181,7 +171,6 @@
owner.set_species(species)
/obj/item/organ/heart/gland/ventcrawling
true_name = "pliant cartilage enabler"
cooldown_low = 1800
cooldown_high = 2400
uses = 1
@@ -194,7 +183,6 @@
owner.ventcrawler = VENTCRAWLER_ALWAYS
/obj/item/organ/heart/gland/viral
true_name = "contamination incubator"
cooldown_low = 1800
cooldown_high = 2400
uses = 1
@@ -229,7 +217,6 @@
return A
/obj/item/organ/heart/gland/trauma
true_name = "white matter randomiser"
cooldown_low = 800
cooldown_high = 1200
uses = 5
@@ -248,7 +235,6 @@
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
/obj/item/organ/heart/gland/spiderman
true_name = "araneae cloister accelerator"
cooldown_low = 450
cooldown_high = 900
uses = -1
@@ -263,7 +249,6 @@
S.directive = "Protect your nest inside [owner.real_name]."
/obj/item/organ/heart/gland/egg
true_name = "roe/enzymatic synthesizer"
cooldown_low = 300
cooldown_high = 400
uses = -1
@@ -279,7 +264,6 @@
new /obj/item/reagent_containers/food/snacks/egg/gland(T)
/obj/item/organ/heart/gland/electric
true_name = "electron accumulator/discharger"
cooldown_low = 800
cooldown_high = 1200
uses = -1
@@ -305,7 +289,6 @@
playsound(get_turf(owner), 'sound/magic/lightningshock.ogg', 50, 1)
/obj/item/organ/heart/gland/chem
true_name = "intrinsic pharma-provider"
cooldown_low = 50
cooldown_high = 50
uses = -1
@@ -314,18 +297,24 @@
var/list/possible_reagents = list()
/obj/item/organ/heart/gland/chem/Initialize()
. = ..()
for(var/R in subtypesof(/datum/reagent/drug) + subtypesof(/datum/reagent/medicine) + typesof(/datum/reagent/toxin))
possible_reagents += R
..()
for(var/X in subtypesof(/datum/reagent/drug))
var/datum/reagent/R = X
possible_reagents += initial(R.id)
for(var/X in subtypesof(/datum/reagent/medicine))
var/datum/reagent/R = X
possible_reagents += initial(R.id)
for(var/X in typesof(/datum/reagent/toxin))
var/datum/reagent/R = X
possible_reagents += initial(R.id)
/obj/item/organ/heart/gland/chem/activate()
var/chem_to_add = pick(possible_reagents)
owner.reagents.add_reagent(chem_to_add, 2)
owner.adjustToxLoss(-5, TRUE, TRUE)
owner.adjustToxLoss(-2, TRUE, TRUE)
..()
/obj/item/organ/heart/gland/plasma
true_name = "effluvium sanguine-synonym emitter"
cooldown_low = 1200
cooldown_high = 1800
uses = -1

View File

@@ -55,7 +55,8 @@
actions += set_droppoint_action
/obj/machinery/computer/camera_advanced/abductor/proc/IsScientist(mob/living/carbon/human/H)
return HAS_TRAIT(H, TRAIT_ABDUCTOR_SCIENTIST_TRAINING)
var/datum/species/abductor/S = H.dna.species
return S.scientist
/datum/action/innate/teleport_in
name = "Send To"

View File

@@ -28,7 +28,7 @@
. = ..()
if(.)
return
if(!HAS_TRAIT(user, TRAIT_ABDUCTOR_TRAINING))
if(!isabductor(user))
to_chat(user, "<span class='warning'>You start mashing alien buttons at random!</span>")
if(do_after(user,100, target = src))
TeleporterSend()

View File

@@ -53,4 +53,4 @@
. = ..()
var/datum/effect_system/spark_spread/S = new
S.set_up(10,0,loc)
S.start()
S.start()

View File

@@ -143,9 +143,9 @@
create_reagents(10)
if(overmind && overmind.blob_reagent_datum)
reagents.add_reagent(overmind.blob_reagent_datum.type, 10)
reagents.add_reagent(overmind.blob_reagent_datum.id, 10)
else
reagents.add_reagent(/datum/reagent/toxin/spore, 10)
reagents.add_reagent("spore", 10)
// Attach the smoke spreader and setup/start it.
S.attach(location)

View File

@@ -203,7 +203,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
/mob/camera/blob/proc/blob_talk(message)
message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (!message)
return

View File

@@ -1,84 +0,0 @@
// Getting Flaws:
//
// Killing crew
//
// Gaining ranks
// * COMPULSION * Things you must do
//
// SELECTIVE: -Gender/BloodType/Job sustains you, but others give you less.
//
// * WEAKNESSES * Things that may harm you
//
// LIGHTS: -Bright light nullifies the Examine benefits of Masquerade.
// -Bright lights disable your healing (including in Torpor)
//
// STAKES: -Stakes kill you immediately.
//
// PAINFUL: -Your feed victims scream, despite being unconscious.
//
// FIRE: -You only need your max health (not x2) in fire damage to die.
//
// CORPSE: -Your Masquerade turns off when unconscious or crit.
//
// FERAL: -
//
// CRAVEN
// BANES //
// These are basically small weaknesses that affect your character in certain circumstances.
// As a rule, they should be specific as to when they happen, or have only some certain
// drawback.
// (core ideas)
// SENSITIVE: You are slightly blinded by bright lights.
// DARKFRIEND: Your automatic healing is at a crawl when in bright light.
// TRADITIONAL: Every five minutes spent outside a coffin lowers your rate of automatic healing.
// CONSUMED: Every five minutes spent outside a coffin increases the rate at which your blood ticks down.
// GOURMAND: Animals and blood bags offer you no nourishment when feeding.
// DEATHMASK: You no longer fake having a heartbeat, and always show up as pale when examined.
// BESTIAL: When your blood is low, you will twitch involuntarily.
// (alternate ideas)
// STERILE: There is a high chance that turning corpses to Bloodsuckers will fail, and further attempts on them by you are impossible.
// FERAL: You're a threat to Vampire-kind: New Bloodsuckers may have an Objective to destroy you.
// UNHOLY: The Chapel, the Bible, and Holy Water set you on fire.
// PARANOID: Only your own claimed coffin counts for healing and banes.
// ON LEVEL-UP:
// Burn Damage increases
// Regen Rate increases
// Max Punch Damage increase
// Reset Level Timer
// Select Bane
// How to Burn Vamps:
// C.adjustFireLoss(20)
// C.adjust_fire_stacks(6)
// C.IgniteMob()
/datum/antagonist/bloodsucker/proc/AssignRandomBane()
return

View File

@@ -1,148 +0,0 @@
// INTEGRATION: Adding Procs and Datums to existing "classes"
/mob/living/proc/AmBloodsucker(falseIfInDisguise=FALSE)
// No Datum
if(!mind || !mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
return FALSE
return TRUE
/mob/living/proc/HaveBloodsuckerBodyparts(var/displaymessage="") // displaymessage can be something such as "rising from death" for Torpid Sleep. givewarningto is the person receiving messages.
if(!getorganslot(ORGAN_SLOT_HEART))
if(displaymessage != "")
to_chat(src, "<span class='warning'>Without a heart, you are incapable of [displaymessage].</span>")
return FALSE
if(!get_bodypart(BODY_ZONE_HEAD))
if(displaymessage != "")
to_chat(src, "<span class='warning'>Without a head, you are incapable of [displaymessage].</span>")
return FALSE
if(!getorgan(/obj/item/organ/brain)) // NOTE: This is mostly just here so we can do one scan for all needed parts when creating a vamp. You probably won't be trying to use powers w/out a brain.
if(displaymessage != "")
to_chat(src, "<span class='warning'>Without a brain, you are incapable of [displaymessage].</span>")
return FALSE
return TRUE
// GET DAMAGE
// Do NOT count the damage on prosthetics for this.
/mob/living/proc/getBruteLoss_nonProsthetic()
return getBruteLoss()
/mob/living/proc/getFireLoss_nonProsthetic()
return getFireLoss()
/mob/living/carbon/getBruteLoss_nonProsthetic()
var/amount = 0
for(var/obj/item/bodypart/BP in bodyparts)
if(BP.status < 2)
amount += BP.brute_dam
return amount
/mob/living/carbon/getFireLoss_nonProsthetic()
var/amount = 0
for(var/obj/item/bodypart/BP in bodyparts)
if(BP.status < 2)
amount += BP.burn_dam
return amount
/mob/living/carbon
// EXAMINING
/mob/living/carbon/human/proc/ReturnVampExamine(var/mob/viewer)
if(!mind || !viewer.mind)
return ""
// Target must be a Vamp
var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!bloodsuckerdatum)
return ""
// Viewer is Target's Vassal?
if(viewer.mind.has_antag_datum(ANTAG_DATUM_VASSAL) in bloodsuckerdatum.vassals)
var/returnString = "\[<span class='warning'><EM>This is your Master!</EM></span>\]"
var/returnIcon = "[icon2html('icons/misc/language.dmi', world, "bloodsucker")]"
returnString += "\n"
return returnIcon + returnString
// Viewer not a Vamp AND not the target's vassal?
if(!viewer.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) && !(viewer in bloodsuckerdatum.vassals))
return ""
// Default String
var/returnString = "\[<span class='warning'><EM>[bloodsuckerdatum.ReturnFullName(1)]</EM></span>\]"
var/returnIcon = "[icon2html('icons/misc/language.dmi', world, "bloodsucker")]"
// In Disguise (Veil)?
//if (name_override != null)
// returnString += "<span class='suicide'> ([real_name] in disguise!) </span>"
//returnString += "\n" Don't need spacers. Using . += "" in examine.dm does this on its own.
return returnIcon + returnString
/mob/living/carbon/human/proc/ReturnVassalExamine(var/mob/viewer)
if(!mind || !viewer.mind)
return ""
// Am I not even a Vassal? Then I am not marked.
var/datum/antagonist/vassal/vassaldatum = mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(!vassaldatum)
return ""
// Only Vassals and Bloodsuckers can recognize marks.
if(!viewer.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) && !viewer.mind.has_antag_datum(ANTAG_DATUM_VASSAL))
return ""
// Default String
var/returnString = "\[<span class='warning'>"
var/returnIcon = ""
// Am I Viewer's Vassal?
if(vassaldatum.master.owner == viewer.mind)
returnString += "This [dna.species.name] bears YOUR mark!"
returnIcon = "[icon2html('icons/misc/mark_icons.dmi', world, "vassal")]"
// Am I someone ELSE'S Vassal?
else if(viewer.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
returnString += "This [dna.species.name] bears the mark of <span class='boldwarning'>[vassaldatum.master.ReturnFullName(vassaldatum.master.owner.current,1)]</span>"
returnIcon = "[icon2html('icons/misc/mark_icons.dmi', world, "vassal_grey")]"
// Are you serving the same master as I am?
else if(viewer.mind.has_antag_datum(ANTAG_DATUM_VASSAL) in vassaldatum.master.vassals)
returnString += "[p_they(TRUE)] bears the mark of your Master"
returnIcon = "[icon2html('icons/misc/mark_icons.dmi', world, "vassal")]"
// You serve a different Master than I do.
else
returnString += "[p_they(TRUE)] bears the mark of another Bloodsucker"
returnIcon = "[icon2html('icons/misc/mark_icons.dmi', world, "vassal_grey")]"
returnString += "</span>\]" // \n" Don't need spacers. Using . += "" in examine.dm does this on its own.
return returnIcon + returnString
// Am I "pale" when examined? Bloodsuckers can trick this.
/mob/living/carbon/proc/ShowAsPaleExamine()
// Normal Creatures:
if(!mind || !mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
return blood_volume < (BLOOD_VOLUME_SAFE * blood_ratio)
var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(bloodsuckerdatum.poweron_masquerade)
return FALSE
// If a Bloodsucker is malnourished, AND if his temperature matches his surroundings (aka he hasn't fed recently and looks COLD)...
return blood_volume < (BLOOD_VOLUME_OKAY * blood_ratio) // && !(bodytemperature <= get_temperature() + 2)
/mob/living/carbon/human/ShowAsPaleExamine()
// Check for albino, as per human/examine.dm's check.
if(dna.species.use_skintones && skin_tone == "albino")
return TRUE
return ..() // Return vamp check
/mob/living/carbon/proc/scan_blood_volume()
// Vamps don't show up normally to scanners unless Masquerade power is on ----> scanner.dm
if(mind)
var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (istype(bloodsuckerdatum) && bloodsuckerdatum.poweron_masquerade)
return BLOOD_VOLUME_NORMAL
return blood_volume
/mob/living/proc/IsFrenzied()
return FALSE
/mob/living/proc/StartFrenzy(inTime = 120)
set waitfor = FALSE

View File

@@ -1,361 +0,0 @@
// TO PLUG INTO LIFE:
// Cancel BLOOD life
// Cancel METABOLISM life (or find a way to control what gets digested)
// Create COLDBLOODED trait (thermal homeostasis)
// EXAMINE
//
// Show as dead when...
/datum/antagonist/bloodsucker/proc/LifeTick()// Should probably run from life.dm, same as handle_changeling, but will be an utter pain to move
set waitfor = FALSE // Don't make on_gain() wait for this function to finish. This lets this code run on the side.
var/notice_healing = FALSE
while(owner && !AmFinalDeath()) // owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) == src
if(owner.current.stat == CONSCIOUS && !poweron_feed && !HAS_TRAIT(owner.current, TRAIT_DEATHCOMA)) // Deduct Blood
AddBloodVolume(-0.1) // -.15 (before tick went from 10 to 30, but we also charge more for faking life now)
if(HandleHealing(1)) // Heal
if(notice_healing == FALSE && owner.current.blood_volume > 0)
to_chat(owner, "<span class='notice'>The power of your blood begins knitting your wounds...</span>")
notice_healing = TRUE
else if(notice_healing == TRUE)
notice_healing = FALSE // Apply Low Blood Effects
HandleStarving() // Death
HandleDeath() // Standard Update
update_hud()// Daytime Sleep in Coffin
if (SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker"))
if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
Torpor_Begin()
// Wait before next pass
sleep(10)
FreeAllVassals() // Free my Vassals! (if I haven't yet)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BLOOD
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/antagonist/bloodsucker/proc/AddBloodVolume(value)
owner.current.blood_volume = CLAMP(owner.current.blood_volume + value, 0, maxBloodVolume)
update_hud()
/datum/antagonist/bloodsucker/proc/HandleFeeding(mob/living/carbon/target, mult=1)
// mult: SILENT feed is 1/3 the amount
var/blood_taken = min(feedAmount, target.blood_volume) * mult // Starts at 15 (now 8 since we doubled the Feed time)
target.blood_volume -= blood_taken
// Simple Animals lose a LOT of blood, and take damage. This is to keep cats, cows, and so forth from giving you insane amounts of blood.
if(!ishuman(target))
target.blood_volume -= (blood_taken / max(target.mob_size, 0.1)) * 3.5 // max() to prevent divide-by-zero
target.apply_damage_type(blood_taken / 3.5) // Don't do too much damage, or else they die and provide no blood nourishment.
if(target.blood_volume <= 0)
target.blood_volume = 0
target.death(0)
///////////
// Shift Body Temp (toward Target's temp, by volume taken)
owner.current.bodytemperature = ((owner.current.blood_volume * owner.current.bodytemperature) + (blood_taken * target.bodytemperature)) / (owner.current.blood_volume + blood_taken)
// our volume * temp, + their volume * temp, / total volume
///////////
// Reduce Value Quantity
if(target.stat == DEAD) // Penalty for Dead Blood
blood_taken /= 3
if(!ishuman(target)) // Penalty for Non-Human Blood
blood_taken /= 2
//if (!iscarbon(target)) // Penalty for Animals (they're junk food)
// Apply to Volume
AddBloodVolume(blood_taken)
// Reagents (NOT Blood!)
if(target.reagents && target.reagents.total_volume)
target.reagents.reaction(owner.current, INGEST, 1) // Run Reaction: what happens when what they have mixes with what I have?
target.reagents.trans_to(owner.current, 1) // Run transfer of 1 unit of reagent from them to me.
// Blood Gulp Sound
owner.current.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// HEALING
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/antagonist/bloodsucker/proc/HandleHealing(mult = 1)
// NOTE: Mult of 0 is just a TEST to see if we are injured and need to go into Torpor!
//It is called from your coffin on close (by you only)
if(poweron_masquerade == TRUE || owner.current.AmStaked())
return FALSE
owner.current.adjustStaminaLoss(-1.5 + (regenRate * -7) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
owner.current.adjustCloneLoss(-0.1 * (regenRate * 2) * mult, 0)
owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (regenRate * 4) * mult) //adjustBrainLoss(-1 * (regenRate * 4) * mult, 0)
// No Bleeding
if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
var/mob/living/carbon/human/H = owner.current
H.bleed_rate = 0
if(iscarbon(owner.current)) // Damage Heal: Do I have damage to ANY bodypart?
var/mob/living/carbon/C = owner.current
var/costMult = 1 // Coffin makes it cheaper
var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
if(amInCoffinWhileTorpor)
mult *= 5 // Increase multiplier if we're sleeping in a coffin.
fireheal = min(C.getFireLoss_nonProsthetic(), regenRate) // NOTE: Burn damage ONLY heals in torpor.
costMult = 0.25
C.ExtinguishMob()
CureDisabilities() // Extinguish Fire
C.remove_all_embedded_objects() // Remove Embedded!
owner.current.regenerate_organs() // Heal Organs (will respawn original eyes etc. but we replace right away, next)
CheckVampOrgans() // Heart, Eyes
else
if(owner.current.blood_volume <= 0) // No Blood? Lower Mult
mult = 0.25
// Crit from burn? Lower damage to maximum allowed.
//if (C.getFireLoss() > owner.current.getMaxHealth())
// fireheal = regenRate / 2
// BRUTE: Always Heal
var/bruteheal = min(C.getBruteLoss_nonProsthetic(), regenRate)
var/toxinheal = min(C.getToxLoss(), regenRate)
// Heal if Damaged
if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return.
if(mult == 0)
return TRUE
// We have damage. Let's heal (one time)
C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body.
C.adjustFireLoss(-fireheal * mult, forced = TRUE)
C.adjustToxLoss(-toxinheal * mult * 2, forced = TRUE) //Toxin healing because vamps arent immune
//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
AddBloodVolume((bruteheal * -0.5 + fireheal * -1) / mult * costMult) // Costs blood to heal
return TRUE // Healed! Done for this tick.
if(amInCoffinWhileTorpor) // Limbs? (And I have no other healing)
var/list/missing = owner.current.get_missing_limbs() // Heal Missing
if (missing.len) // Cycle through ALL limbs and regen them!
for (var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
owner.current.regenerate_limb(targetLimbZone, 0) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
var/obj/item/bodypart/L = owner.current.get_bodypart( targetLimbZone ) // 2) Limb returns Damaged
AddBloodVolume(50 * costMult) // Costs blood to heal
L.brute_dam = 60
to_chat(owner.current, "<span class='notice'>Your flesh knits as it regrows [L]!</span>")
playsound(owner.current, 'sound/magic/demon_consume.ogg', 50, 1)
// DONE! After regenerating ANY number of limbs, we stop here.
return TRUE
/*else // REMOVED: For now, let's just leave prosthetics on. Maybe you WANT to be a robovamp.
// Remove Prosthetic/False Limb
for(var/obj/item/bodypart/BP in C.bodyparts)
message_admins("T1: [BP] ")
if (istype(BP) && BP.status == 2)
message_admins("T2: [BP] ")
BP.drop_limb()
return TRUE */
// NOTE: Limbs have a "status", like their hosts "stat". 2 is dead (aka Prosthetic). 1 seems to be idle/alive.*/
return FALSE
/datum/antagonist/bloodsucker/proc/CureDisabilities()
var/mob/living/carbon/C = owner.current
C.cure_blind(list(EYE_DAMAGE))//()
C.cure_nearsighted(EYE_DAMAGE)
C.set_blindness(0) // Added 9/2/19
C.set_blurriness(0) // Added 9/2/19
C.update_tint() // Added 9/2/19
C.update_sight() // Added 9/2/19
for(var/O in C.internal_organs) //owner.current.adjust_eye_damage(-100) // This was removed by TG
var/obj/item/organ/organ = O
organ.setOrganDamage(0)
owner.current.cure_husk()
// I am thirsty for blud!
/datum/antagonist/bloodsucker/proc/HandleStarving()
// High: Faster Healing
// Med: Pale
// Low: Twitch
// V.Low: Blur Vision
// EMPTY: Frenzy!
// BLOOD_VOLUME_GOOD: [336] Pale (handled in bloodsucker_integration.dm
// BLOOD_VOLUME_BAD: [224] Jitter
if(owner.current.blood_volume < BLOOD_VOLUME_BAD && !prob(0.5))
owner.current.Jitter(3)
// BLOOD_VOLUME_SURVIVE: [122] Blur Vision
if(owner.current.blood_volume < BLOOD_VOLUME_BAD / 2)
owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
// Nutrition
owner.current.nutrition = min(owner.current.blood_volume, NUTRITION_LEVEL_FED) // <-- 350 //NUTRITION_LEVEL_FULL
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// DEATH
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/antagonist/bloodsucker/proc/HandleDeath()
// FINAL DEATH
// Fire Damage? (above double health)
if (owner.current.getFireLoss_nonProsthetic() >= owner.current.getMaxHealth() * 2)
FinalDeath()
return
// Staked while "Temp Death" or Asleep
if (owner.current.StakeCanKillMe() && owner.current.AmStaked())
FinalDeath()
return
// Not "Alive"?
if (!owner.current || !isliving(owner.current) || isbrain(owner.current) || !get_turf(owner.current))
FinalDeath()
return
// Missing Brain or Heart?
if (!owner.current.HaveBloodsuckerBodyparts())
FinalDeath()
return
// Disable Powers: Masquerade * NOTE * This should happen as a FLAW!
//if (stat >= UNCONSCIOUS)
// for (var/datum/action/bloodsucker/masquerade/P in powers)
// P.Deactivate()
// TEMP DEATH
var/total_brute = owner.current.getBruteLoss_nonProsthetic()
var/total_burn = owner.current.getFireLoss_nonProsthetic()
var/total_toxloss = owner.current.getToxLoss() //This is neater than just putting it in total_damage
var/total_damage = total_brute + total_burn + total_toxloss
// Died? Convert to Torpor (fake death)
if (owner.current.stat >= DEAD)
Torpor_Begin()
to_chat(owner, "<span class='danger'>Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor.</span>")
if (poweron_masquerade == TRUE)
to_chat(owner, "<span class='warning'>Your wounds will not heal until you disable the <span class='boldnotice'>Masquerade</span> power.</span>")
// End Torpor:
else // No damage, OR toxin healed AND brute healed and NOT in coffin (since you cannot heal burn)
if (total_damage <= 0 || total_toxloss <= 0 && total_brute <= 0 && !istype(owner.current.loc, /obj/structure/closet/crate/coffin))
// Not Daytime, Not in Torpor
if (!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker"))
Torpor_End()
// Fake Unconscious
if (poweron_masquerade == TRUE && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT)
owner.current.Unconscious(20,1)
//HEALTH_THRESHOLD_CRIT 0
//HEALTH_THRESHOLD_FULLCRIT -30
//HEALTH_THRESHOLD_DEAD -100
/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin=FALSE)
owner.current.stat = UNCONSCIOUS
owner.current.fakedeath("bloodsucker") // Come after UNCONSCIOUS or else it fails
ADD_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker") // Without this, you'll just keep dying while you recover.
ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
// Visuals
owner.current.update_sight()
owner.current.reload_fullscreen()
// Disable ALL Powers
for (var/datum/action/bloodsucker/power in powers)
if (power.active && !power.can_use_in_torpor)
power.DeactivatePower()
/datum/antagonist/bloodsucker/proc/Torpor_End()
owner.current.stat = SOFT_CRIT
owner.current.cure_fakedeath("bloodsucker") // Come after SOFT_CRIT or else it fails
REMOVE_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker")
REMOVE_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker")
REMOVE_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
to_chat(owner, "<span class='warning'>You have recovered from Torpor.</span>")
/datum/antagonist/proc/AmFinalDeath()
// Standard Antags can be dead OR final death
return owner && (owner.current && owner.current.stat >= DEAD || owner.AmFinalDeath())
/datum/antagonist/bloodsucker/AmFinalDeath()
return owner && owner.AmFinalDeath()
/datum/antagonist/changeling/AmFinalDeath()
return owner && owner.AmFinalDeath()
/datum/mind/proc/AmFinalDeath()
return !current || QDELETED(current) || !isliving(current) || isbrain(current) || !get_turf(current) // NOTE: "isliving()" is not the same as STAT == CONSCIOUS. This is to make sure you're not a BORG (aka silicon)
/datum/antagonist/bloodsucker/proc/FinalDeath()
if(!iscarbon(owner.current)) //Check for non carbons.
owner.current.gib()
return
playsound(get_turf(owner.current), 'sound/effects/tendril_destroyed.ogg', 60, 1)
owner.current.drop_all_held_items()
owner.current.unequip_everything()
var/mob/living/carbon/C = owner.current
C.remove_all_embedded_objects()
// Make me UN-CLONEABLE
owner.current.hellbound = TRUE // This was done during creation, but let's do it again one more time...to make SURE this guy stays dead, but they dont stay dead because brains can be cloned!
// Free my Vassals!
FreeAllVassals()
// Elders get Dusted
if (vamplevel >= 4) // (vamptitle)
owner.current.visible_message("<span class='warning'>[owner.current]'s skin crackles and dries, their skin and bones withering to dust. A hollow cry whips from what is now a sandy pile of remains.</span>", \
"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
"<span class='italics'>You hear a dry, crackling sound.</span>")
owner.current.dust()
// Fledglings get Gibbed
else
owner.current.visible_message("<span class='warning'>[owner.current]'s skin bursts forth in a spray of gore and detritus. A horrible cry echoes from what is now a wet pile of decaying meat.</span>", \
"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
"<span class='italics'>You hear a wet, bursting sound.</span>")
owner.current.gib(TRUE, FALSE, FALSE)//Brain cloning is wierd and allows hellbounds. Lets destroy the brain for safety.
playsound(owner.current.loc, 'sound/effects/tendril_destroyed.ogg', 40, 1)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// HUMAN FOOD
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/mob/proc/CheckBloodsuckerEatFood(var/food_nutrition)
if (!isliving(src))
return
var/mob/living/L = src
if (!L.AmBloodsucker())
return
// We're a vamp? Try to eat food...
var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
bloodsuckerdatum.handle_eat_human_food(food_nutrition)
/datum/antagonist/bloodsucker/proc/handle_eat_human_food(var/food_nutrition) // Called from snacks.dm and drinks.dm
set waitfor = FALSE
if (!owner.current || !iscarbon(owner.current))
return
var/mob/living/carbon/C = owner.current
// Remove Nutrition, Give Bad Food
C.nutrition -= food_nutrition
foodInGut += food_nutrition
// Already ate some bad clams? Then we can back out, because we're already sick from it.
if (foodInGut != food_nutrition)
return
// Haven't eaten, but I'm in a Human Disguise.
else if (poweron_masquerade)
to_chat(C, "<span class='notice'>Your stomach turns, but your \"human disguise\" keeps the food down...for now.</span>")
// Keep looping until we purge. If we have activated our Human Disguise, we ignore the food. But it'll come up eventually...
var/sickphase = 0
while (foodInGut)
sleep(50)
C.adjust_disgust(10 * sickphase)
// Wait an interval...
sleep(50 + 50 * sickphase) // At intervals of 100, 150, and 200. (10 seconds, 15 seconds, and 20 seconds)
// Died? Cancel
if(C.stat == DEAD)
return
// Put up disguise? Then hold off the vomit.
if(poweron_masquerade)
if(sickphase > 0)
to_chat(C, "<span class='notice'>Your stomach settles temporarily. You regain your composure...for now.</span>")
sickphase = 0
continue
switch(sickphase)
if (1)
to_chat(C, "<span class='warning'>You feel unwell. You can taste ash on your tongue.</span>")
C.Stun(10)
if (2)
to_chat(C, "<span class='warning'>Your stomach turns. Whatever you ate tastes of grave dirt and brimstone.</span>")
C.Dizzy(15)
C.Stun(13)
if (3)
to_chat(C, "<span class='warning'>You purge the food of the living from your viscera! You've never felt worse.</span>")
C.vomit(foodInGut * 4, foodInGut * 2, 0) // (var/lost_nutrition = 10, var/blood = 0, var/stun = 1, var/distance = 0, var/message = 1, var/toxic = 0)
C.blood_volume = max(0, C.blood_volume - foodInGut * 2)
C.Stun(30)
//C.Dizzy(50)
foodInGut = 0
sickphase ++

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@@ -1,350 +0,0 @@
// Hide a random object somewhere on the station:
// var/turf/targetturf = get_random_station_turf()
// var/turf/targetturf = get_safe_random_station_turf()
/datum/objective/bloodsucker
martyr_compatible = TRUE
// GENERATE!
/datum/objective/bloodsucker/proc/generate_objective()
update_explanation_text()
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// // PROCS // //
/datum/objective/bloodsucker/proc/return_possible_targets()
var/list/possible_targets = list()
// Look at all crew members, and for/loop through.
for(var/datum/mind/possible_target in get_crewmember_minds())
// Check One: Default Valid User
if(possible_target != owner && ishuman(possible_target.current) && possible_target.current.stat != DEAD)// && is_unique_objective(possible_target))
// Check Two: Am Bloodsucker? OR in Bloodsucker list?
if (possible_target.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) || (possible_target in SSticker.mode.bloodsuckers))
continue
else
possible_targets += possible_target
return possible_targets
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/objective/bloodsucker/lair
// EXPLANATION
/datum/objective/bloodsucker/lair/update_explanation_text()
explanation_text = "Create a lair by claiming a coffin, and protect it until the end of the shift"// Make sure to keep it safe!"
// WIN CONDITIONS?
/datum/objective/bloodsucker/lair/check_completion()
var/datum/antagonist/bloodsucker/antagdatum = owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (antagdatum && antagdatum.coffin && antagdatum.lair)
return TRUE
return FALSE
// Space_Station_13_areas.dm <--- all the areas
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Vassal becomes a Head, or part of a department
/datum/objective/bloodsucker/protege
// LOOKUP: /datum/crewmonitor/proc/update_data(z) for .assignment to see how to get a person's PDA.
var/list/roles = list(
"Captain",
"Head of Personnel",
"Research Director",
"Chief Engineer",
"Chief Medical Officer",
"Quartermaster"
)
var/list/departs = list(
"Research Director",
"Chief Engineer",
"Chief Medical Officer",
"Quartermaster"
)
var/target_role // Equals "HEAD" when it's not a department role.
var/department_string
// GENERATE!
/datum/objective/bloodsucker/protege/generate_objective()
target_role = rand(0,2) == 0 ? "HEAD" : pick(departs)
// Heads?
if (target_role == "HEAD")
target_amount = rand(1, round(SSticker.mode.num_players() / 20))
target_amount = CLAMP(target_amount,1,3)
// Department?
else
switch(target_role)
if("Research Director")
department_string = "Science"
if("Chief Engineer")
department_string = "Engineering"
if("Chief Medical Officer")
department_string = "Medical"
if("Quartermaster")
department_string = "Cargo"
target_amount = rand(round(SSticker.mode.num_players() / 20), round(SSticker.mode.num_players() / 10))
target_amount = CLAMP(target_amount, 2, 4)
..()
// EXPLANATION
/datum/objective/bloodsucker/protege/update_explanation_text()
if (target_role == "HEAD")
if (target_amount == 1)
explanation_text = "Guarantee a Vassal ends up as a Department Head or in a Leadership role."
else
explanation_text = "Guarantee [target_amount] Vassals end up as different Leadership or Department Heads."
else
explanation_text = "Have [target_amount] Vassal[target_amount==1?"":"s"] in the [department_string] department."
// WIN CONDITIONS?
/datum/objective/bloodsucker/protege/check_completion()
var/datum/antagonist/bloodsucker/antagdatum = owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (!antagdatum || antagdatum.vassals.len == 0)
return FALSE
// Get list of all jobs that are qualified (for HEAD, this is already done)
var/list/valid_jobs
if (target_role == "HEAD")
valid_jobs = roles
else
valid_jobs = list()
var/list/alljobs = subtypesof(/datum/job) // This is just a list of TYPES, not the actual variables!
for(var/T in alljobs)
var/datum/job/J = SSjob.GetJobType(T) //
if (!istype(J))
continue
// Found a job whose Dept Head matches either list of heads, or this job IS the head
if ((target_role in J.department_head) || target_role == J.title)
valid_jobs += J.title
// Check Vassals, and see if they match
var/objcount = 0
var/list/counted_roles = list() // So you can't have more than one Captain count.
for(var/datum/antagonist/vassal/V in antagdatum.vassals)
if (!V || !V.owner || !V.owner.current) // Must exist somewhere, as a vassal and have a living body.
continue
var/thisRole = "none"
// Mind Assigned
if ((V.owner.assigned_role in valid_jobs) && !(V.owner.assigned_role in counted_roles))
//to_chat(owner, "<span class='userdanger'>PROTEGE OBJECTIVE: (MIND ROLE)</span>")
thisRole = V.owner.assigned_role
// Mob Assigned
else if ((V.owner.current.job in valid_jobs) && !(V.owner.current.job in counted_roles))
//to_chat(owner, "<span class='userdanger'>PROTEGE OBJECTIVE: (MOB JOB)</span>")
thisRole = V.owner.current.job
// PDA Assigned
else if (V.owner.current && ishuman(V.owner.current))
var/mob/living/carbon/human/H = V.owner.current
var/obj/item/card/id/I = H.wear_id ? H.wear_id.GetID() : null
if (I && (I.assignment in valid_jobs) && !(I.assignment in counted_roles))
//to_chat(owner, "<span class='userdanger'>PROTEGE OBJECTIVE: (GET ID)</span>")
thisRole = I.assignment
// NO MATCH
if (thisRole == "none")
continue
// SUCCESS!
objcount ++
if (target_role == "HEAD")
counted_roles += thisRole // Add to list so we don't count it again (but only if it's a Head)
// NOTE!!!!!!!!!!!
// Look for jobs value on mobs! This is assigned at start, but COULD be assigned from HoP?
//
// ALSO - Search through all jobs (look for prefs earlier that look for all jobs, and search through all jobs to see if their head matches the head listed, or it IS the head)
//
// ALSO - registered_account in _vending.dm for banks, and assigning new ones.
//to_chat(antagdatum.owner, "<span class='userdanger'>PROTEGE OBJECTIVE: Final Count: [objcount] of [antagdatum.vassals.len] vassals</span>")
return objcount >= target_amount
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Eat blood from a lot of people
/datum/objective/bloodsucker/gourmand
// HOW: Track each feed (if human). Count victory.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Convert a crewmate
/datum/objective/bloodsucker/embrace
// HOW: Find crewmate. Check if person is a bloodsucker
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Defile a facility with blood
/datum/objective/bloodsucker/desecrate
// Space_Station_13_areas.dm <--- all the areas
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Destroy the Solar Arrays
/datum/objective/bloodsucker/solars
// Space_Station_13_areas.dm <--- all the areas
/datum/objective/bloodsucker/solars/update_explanation_text()
explanation_text = "Prevent all solar arrays on the station from functioning."
/datum/objective/bloodsucker/solars/check_completion()
// Sort through all /obj/machinery/power/solar_control in the station ONLY, and check that they are functioning.
// Make sure that lastgen is 0 or connected_panels.len is 0. Doesnt matter if it's tracking.
for (var/obj/machinery/power/solar_control/SC in SSsun.solars)
// Check On Station:
var/turf/T = get_turf(SC)
if(!T || !is_station_level(T.z)) // <------ Taken from NukeOp
//message_admins("DEBUG A: [SC] not on station!")
continue // Not on station! We don't care about this.
if (SC && SC.lastgen > 0 && SC.connected_panels.len > 0 && SC.connected_tracker)
return FALSE
return TRUE
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Steal hearts. You just really wanna have some hearts.
/datum/objective/bloodsucker/heartthief
// NOTE: Look up /steal in objective.dm for inspiration.
// GENERATE!
/datum/objective/bloodsucker/heartthief/generate_objective()
target_amount = rand(1,3)
update_explanation_text()
//dangerrating += target_amount * 2
// EXPLANATION
/datum/objective/bloodsucker/heartthief/update_explanation_text()
explanation_text = "Steal and keep [target_amount] heart[target_amount == 1 ? "" : "s"]." // TO DO: Limit them to Human Only!
// WIN CONDITIONS?
/datum/objective/bloodsucker/heartthief/check_completion()
// -Must have a body.
if(!owner.current)
return FALSE
// Taken from /steal in objective.dm
var/list/all_items = owner.current.GetAllContents() // Includes items inside other items.
var/itemcount = FALSE
for(var/obj/I in all_items) //Check for items
if(istype(I, /obj/item/organ/heart/))
itemcount++
if(itemcount >= target_amount) // Got the right amount?
return TRUE
return FALSE
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/objective/bloodsucker/survive
martyr_compatible = FALSE
// EXPLANATION
/datum/objective/bloodsucker/survive/update_explanation_text()
explanation_text = "Survive the entire shift without succumbing to Final Death."
// WIN CONDITIONS?
/datum/objective/bloodsucker/survive/check_completion()
// -Must have a body.
if (!owner.current || !isliving(owner.current))
return FALSE
// Dead, without a head or heart? Cya
return owner.current.stat != DEAD// || owner.current.HaveBloodsuckerBodyparts()
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/objective/bloodsucker/vamphunter
// GENERATE!
/datum/objective/bloodsucker/vamphunter/generate_objective()
update_explanation_text()
// EXPLANATION
/datum/objective/bloodsucker/vamphunter/update_explanation_text()
explanation_text = "Destroy all Bloodsuckers on [station_name()]."
// WIN CONDITIONS?
/datum/objective/bloodsucker/vamphunter/check_completion()
for (var/datum/mind/M in SSticker.mode.bloodsuckers)
if (M && M.current && M.current.stat != DEAD && get_turf(M.current))
return FALSE
return TRUE
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/objective/bloodsucker/monsterhunter
// GENERATE!
/datum/objective/bloodsucker/monsterhunter/generate_objective()
update_explanation_text()
// EXPLANATION
/datum/objective/bloodsucker/monsterhunter/update_explanation_text()
explanation_text = "Destroy all monsters on [station_name()]."
// WIN CONDITIONS?
/datum/objective/bloodsucker/monsterhunter/check_completion()
var/list/datum/mind/monsters = list()
monsters += SSticker.mode.bloodsuckers
monsters += SSticker.mode.devils
monsters += SSticker.mode.cult
monsters += SSticker.mode.wizards
monsters += SSticker.mode.apprentices
//monsters += SSticker.mode.servants_of_ratvar
//monsters += SSticker.mode.changelings disabled anyways
for (var/datum/mind/M in monsters)
if (M && M != owner && M.current && M.current.stat != DEAD && get_turf(M.current))
return FALSE
return TRUE
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/objective/bloodsucker/vassal
// GENERATE!
/datum/objective/bloodsucker/vassal/generate_objective()
update_explanation_text()
// EXPLANATION
/datum/objective/bloodsucker/vassal/update_explanation_text()
explanation_text = "Guarantee the success of your Master's mission!"
// WIN CONDITIONS?
/datum/objective/bloodsucker/vassal/check_completion()
var/datum/antagonist/vassal/antag_datum = owner.has_antag_datum(ANTAG_DATUM_VASSAL)
return antag_datum.master && antag_datum.master.owner && antag_datum.master.owner.current && antag_datum.master.owner.current.stat != DEAD

View File

@@ -1,284 +0,0 @@
/datum/action/bloodsucker
name = "Vampiric Gift"
desc = "A vampiric gift."
button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
background_icon_state = "vamp_power_off" //And this is the state for the background icon
var/background_icon_state_on = "vamp_power_on" // FULP: Our "ON" icon alternative.
var/background_icon_state_off = "vamp_power_off" // FULP: Our "OFF" icon alternative.
icon_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the ACTION icon
button_icon_state = "power_feed" //And this is the state for the action icon
buttontooltipstyle = "cult"
// Action-Related
//var/amPassive = FALSE // REMOVED: Just made it its own kind. // Am I just "on" at all times? (aka NO ICON)
var/amTargetted = FALSE // Am I asked to choose a target when enabled? (Shows as toggled ON when armed)
var/amToggle = FALSE // Can I be actively turned on and off?
var/amSingleUse = FALSE // Am I removed after a single use?
var/active = FALSE
var/cooldown = 20 // 10 ticks, 1 second.
var/cooldownUntil = 0 // From action.dm: next_use_time = world.time + cooldown_time
// Power-Related
var/level_current = 0 // Can increase to yield new abilities. Each power goes up in strength each Rank.
//var/level_max = 1 //
var/bloodcost = 10
var/needs_button = TRUE // Taken from Changeling - for passive abilities that dont need a button
var/bloodsucker_can_buy = FALSE // Must be a bloodsucker to use this power.
var/warn_constant_cost = FALSE // Some powers charge you for staying on. Masquerade, Cloak, Veil, etc.
var/can_use_in_torpor = FALSE // Most powers don't function if you're in torpor.
var/must_be_capacitated = FALSE // Some powers require you to be standing and ready.
var/can_be_immobilized = FALSE // Brawn can be used when incapacitated/laying if it's because you're being immobilized. NOTE: If must_be_capacitated is FALSE, this is irrelevant.
var/can_be_staked = FALSE // Only Feed can happen with a stake in you.
var/cooldown_static = FALSE // Feed, Masquerade, and One-Shot powers don't improve their cooldown.
//var/not_bloodsucker = FALSE // This goes to Vassals or Hunters, but NOT bloodsuckers.
/datum/action/bloodsucker/New()
if (bloodcost > 0)
desc += "<br><br><b>COST:</b> [bloodcost] Blood" // Modify description to add cost.
if (warn_constant_cost)
desc += "<br><br><i>Your over-time blood consumption increases while [name] is active.</i>"
if (amSingleUse)
desc += "<br><br><i>Useable once per night.</i>"
..()
// NOTES
//
// click.dm <--- Where we can take over mouse clicks
// spells.dm /add_ranged_ability() <--- How we take over the mouse click to use a power on a target.
/datum/action/bloodsucker/Trigger()
// Active? DEACTIVATE AND END!
if (active && CheckCanDeactivate(TRUE))
DeactivatePower()
return
if (!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE))
return
PayCost()
if (amToggle)
active = !active
UpdateButtonIcon()
if (!amToggle || !active)
StartCooldown() // Must come AFTER UpdateButton(), otherwise icon will revert.
ActivatePower() // NOTE: ActivatePower() freezes this power in place until it ends.
if (active) // Did we not manually disable? Handle it here.
DeactivatePower()
if (amSingleUse)
RemoveAfterUse()
/datum/action/bloodsucker/proc/CheckCanPayCost(display_error)
if(!owner || !owner.mind)
return FALSE
// Cooldown?
if (cooldownUntil > world.time)
if (display_error)
to_chat(owner, "[src] is unavailable. Wait [(cooldownUntil - world.time) / 10] seconds.")
return FALSE
// Have enough blood?
var/mob/living/L = owner
if (L.blood_volume < bloodcost)
if (display_error)
to_chat(owner, "<span class='warning'>You need at least [bloodcost] blood to activate [name]</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/proc/CheckCanUse(display_error) // These checks can be scanned every frame while a ranged power is on.
if(!owner || !owner.mind)
return FALSE
// Torpor?
if(!can_use_in_torpor && HAS_TRAIT(owner, TRAIT_DEATHCOMA))
if(display_error)
to_chat(owner, "<span class='warning'>Not while you're in Torpor.</span>")
return FALSE
// Stake?
if(!can_be_staked && owner.AmStaked())
if(display_error)
to_chat(owner, "<span class='warning'>You have a stake in your chest! Your powers are useless.</span>")
return FALSE
// Incap?
if(must_be_capacitated)
var/mob/living/L = owner
if (L.incapacitated(TRUE, TRUE) || L.resting && !can_be_immobilized)
if(display_error)
to_chat(owner, "<span class='warning'>Not while you're incapacitated!</span>")
return FALSE
// Constant Cost (out of blood)
if(warn_constant_cost)
var/mob/living/L = owner
if(L.blood_volume <= 0)
if(display_error)
to_chat(owner, "<span class='warning'>You don't have the blood to upkeep [src].</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/proc/StartCooldown()
set waitfor = FALSE
// Alpha Out
button.color = rgb(128,0,0,128)
button.alpha = 100
// Calculate Cooldown (by power's level)
var/this_cooldown = (cooldown_static || amSingleUse) ? cooldown : max(cooldown / 2, cooldown - (cooldown / 16 * (level_current-1)))
// NOTE: With this formula, you'll hit half cooldown at level 8 for that power.
// Wait for cooldown
cooldownUntil = world.time + this_cooldown
spawn(this_cooldown)
// Alpha In
button.color = rgb(255,255,255,255)
button.alpha = 255
/datum/action/bloodsucker/proc/CheckCanDeactivate(display_error)
return TRUE
/datum/action/bloodsucker/UpdateButtonIcon(force = FALSE)
background_icon_state = active? background_icon_state_on : background_icon_state_off
..()//UpdateButtonIcon()
/datum/action/bloodsucker/proc/PayCost()
// owner for actions is the mob, not mind.
var/mob/living/L = owner
L.blood_volume -= bloodcost
/datum/action/bloodsucker/proc/ActivatePower()
/datum/action/bloodsucker/proc/DeactivatePower(mob/living/user = owner, mob/living/target)
active = FALSE
UpdateButtonIcon()
StartCooldown()
/datum/action/bloodsucker/proc/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
return active && user && (!warn_constant_cost || user.blood_volume > 0)
/datum/action/bloodsucker/proc/RemoveAfterUse()
// Un-Learn Me! (GO HOME
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (istype(bloodsuckerdatum))
bloodsuckerdatum.powers -= src
Remove(owner)
/datum/action/bloodsucker/proc/Upgrade()
level_current ++
/////////////////////////////////// PASSIVE POWERS ///////////////////////////////////
// New Type: Passive (Always on, no button)
/datum/action/bloodsucker/passive
/datum/action/bloodsucker/passive/New()
// REMOVED: DO NOTHBING!
..()
// Don't Display Button! (it doesn't do anything anyhow)
button.screen_loc = DEFAULT_BLOODSPELLS
button.moved = DEFAULT_BLOODSPELLS
button.ordered = FALSE
/datum/action/bloodsucker/passive/Destroy()
if(owner)
Remove(owner)
target = null
/////////////////////////////////// TARGETTED POWERS ///////////////////////////////////
/datum/action/bloodsucker/targeted
// NOTE: All Targeted spells are Toggles! We just don't bother checking here.
var/target_range = 99
var/message_Trigger = "Select a target."
var/obj/effect/proc_holder/bloodsucker/bs_proc_holder
var/power_activates_immediately = TRUE // Most powers happen the moment you click. Some, like Mesmerize, require time and shouldn't cost you if they fail.
var/power_in_use = FALSE // Is this power LOCKED due to being used?
/datum/action/bloodsucker/targeted/New(Target)
desc += "<br>\[<i>Targeted Power</i>\]" // Modify description to add notice that this is aimed.
..()
// Create Proc Holder for intercepting clicks
bs_proc_holder = new ()
bs_proc_holder.linked_power = src
// Click power: Begin Aim
/datum/action/bloodsucker/targeted/Trigger()
if(active && CheckCanDeactivate(TRUE))
DeactivateRangedAbility()
DeactivatePower()
return
if(!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE))
return
active = !active
UpdateButtonIcon()
// Create & Link Targeting Proc
var/mob/living/L = owner
if(L.ranged_ability)
L.ranged_ability.remove_ranged_ability()
bs_proc_holder.add_ranged_ability(L)
if(message_Trigger != "")
to_chat(owner, "<span class='announce'>[message_Trigger]</span>")
/datum/action/bloodsucker/targeted/CheckCanUse(display_error)
. = ..()
if(!.)
return
if(!owner.client) // <--- We don't allow non client usage so that using powers like mesmerize will FAIL if you try to use them as ghost. Why? because ranged_abvility in spell.dm
return FALSE // doesn't let you remove powers if you're not there. So, let's just cancel the power entirely.
return TRUE
/datum/action/bloodsucker/targeted/DeactivatePower(mob/living/user = owner, mob/living/target)
// Don't run ..(), we don't want to engage the cooldown until we USE this power!
active = FALSE
UpdateButtonIcon()
/datum/action/bloodsucker/targeted/proc/DeactivateRangedAbility()
// Only Turned off when CLICK is disabled...aka, when you successfully clicked (or
bs_proc_holder.remove_ranged_ability()
// Check if target is VALID (wall, turf, or character?)
/datum/action/bloodsucker/targeted/proc/CheckValidTarget(atom/A)
return FALSE // FALSE targets nothing.
// Check if valid target meets conditions
/datum/action/bloodsucker/targeted/proc/CheckCanTarget(atom/A, display_error)
// Out of Range
if(!(A in view(target_range, owner)))
if(display_error && target_range > 1) // Only warn for range if it's greater than 1. Brawn doesn't need to announce itself.
to_chat(owner, "<span class='warning'>Your target is out of range.</span>")
return FALSE
return istype(A)
// Click Target
/datum/action/bloodsucker/targeted/proc/ClickWithPower(atom/A)
// CANCEL RANGED TARGET check
if(power_in_use || !CheckValidTarget(A))
return FALSE
// Valid? (return true means DON'T cancel power!)
if(!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE) || !CheckCanTarget(A, TRUE))
return TRUE
// Skip this part so we can return TRUE right away.
if(power_activates_immediately)
PowerActivatedSuccessfully() // Mesmerize pays only after success.
power_in_use = TRUE // Lock us into this ability until it successfully fires off. Otherwise, we pay the blood even if we fail.
FireTargetedPower(A) // We use this instead of ActivatePower(), which has no input
power_in_use = FALSE
return TRUE
/datum/action/bloodsucker/targeted/proc/FireTargetedPower(atom/A)
// Like ActivatePower, but specific to Targeted (and takes an atom input). We don't use ActivatePower for targeted.
/datum/action/bloodsucker/targeted/proc/PowerActivatedSuccessfully()
// The power went off! We now pay the cost of the power.
PayCost()
DeactivateRangedAbility()
DeactivatePower()
StartCooldown() // Do AFTER UpdateIcon() inside of DeactivatePower. Otherwise icon just gets wiped.
/datum/action/bloodsucker/targeted/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
return ..()
// Target Proc Holder
/obj/effect/proc_holder/bloodsucker
var/datum/action/bloodsucker/targeted/linked_power
/obj/effect/proc_holder/bloodsucker/remove_ranged_ability(msg)
..()
linked_power.DeactivatePower()
/obj/effect/proc_holder/bloodsucker/InterceptClickOn(mob/living/caller, params, atom/A)
return linked_power.ClickWithPower(A)

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@@ -1,195 +0,0 @@
#define TIME_BLOODSUCKER_DAY_WARN 90 // 1.5 minutes
#define TIME_BLOODSUCKER_DAY_FINAL_WARN 25 // 25 sec
#define TIME_BLOODSUCKER_DAY 60 // 1.5 minutes // 10 is a second, 600 is a minute.
#define TIME_BLOODSUCKER_BURN_INTERVAL 40 // 4 sec
// Over Time, tick down toward a "Solar Flare" of UV buffeting the station. This period is harmful to vamps.
/obj/effect/sunlight
//var/amDay = FALSE
var/cancel_me = FALSE
var/amDay = FALSE
var/time_til_cycle = 0
var/nightime_duration = 900 //15 minutes
/obj/effect/sunlight/Initialize()
countdown()
hud_tick()
/obj/effect/sunlight/proc/countdown()
set waitfor = FALSE
while(!cancel_me)
time_til_cycle = nightime_duration
// Part 1: Night (all is well)
while(time_til_cycle > TIME_BLOODSUCKER_DAY_WARN)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_NIGHT - TIME_BLOODSUCKER_DAY_WARN)
warn_daylight(1,"<span class = 'danger'>Solar Flares will bombard the station with dangerous UV in [TIME_BLOODSUCKER_DAY_WARN / 60] minutes. <b>Prepare to seek cover in a coffin or closet.</b></span>") // time2text <-- use Help On
give_home_power() // Give VANISHING ACT power to all vamps with a lair!
// Part 2: Night Ending
while(time_til_cycle > TIME_BLOODSUCKER_DAY_FINAL_WARN)
sleep(10)
if(cancel_me)
return
//sleep(TIME_BLOODSUCKER_DAY_WARN - TIME_BLOODSUCKER_DAY_FINAL_WARN)
message_admins("BLOODSUCKER NOTICE: Daylight beginning in [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds.)")
warn_daylight(2,"<span class = 'userdanger'>Solar Flares are about to bombard the station! You have [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds to find cover!</span>",\
"<span class = 'danger'>In [TIME_BLOODSUCKER_DAY_FINAL_WARN / 10], your master will be at risk of a Solar Flare. Make sure they find cover!</span>")
// (FINAL LIL WARNING)
while(time_til_cycle > 5)
sleep(10)
if (cancel_me)
return
//sleep(TIME_BLOODSUCKER_DAY_FINAL_WARN - 50)
warn_daylight(3,"<span class = 'userdanger'>Seek cover, for Sol rises!</span>")
// Part 3: Night Ending
while (time_til_cycle > 0)
sleep(10)
if (cancel_me)
return
//sleep(50)
warn_daylight(4,"<span class = 'userdanger'>Solar flares bombard the station with deadly UV light!</span><br><span class = ''>Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!</span>",\
"<span class = 'danger'>Solar flares bombard the station with UV light!</span>")
// Part 4: Day
amDay = TRUE
message_admins("BLOODSUCKER NOTICE: Daylight Beginning (Lasts for [TIME_BLOODSUCKER_DAY / 60] minutes.)")
time_til_cycle = TIME_BLOODSUCKER_DAY
sleep(10) // One second grace period.
//var/daylight_time = TIME_BLOODSUCKER_DAY
var/issued_XP = FALSE
while(time_til_cycle > 0)
punish_vamps()
sleep(TIME_BLOODSUCKER_BURN_INTERVAL)
if (cancel_me)
return
//daylight_time -= TIME_BLOODSUCKER_BURN_INTERVAL
// Issue Level Up!
if(!issued_XP && time_til_cycle <= 15)
issued_XP = TRUE
vamps_rank_up()
warn_daylight(5,"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>",\
"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>")
amDay = FALSE
day_end() // Remove VANISHING ACT power from all vamps who have it! Clear Warnings (sunlight, locker protection)
nightime_duration += 100 //Each day makes the night a minute longer.
message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [nightime_duration / 60] minutes.)")
/obj/effect/sunlight/proc/hud_tick()
set waitfor = FALSE
while(!cancel_me)
// Update all Bloodsucker sunlight huds
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.update_sunlight(max(0, time_til_cycle), amDay) // This pings all HUDs
sleep(10)
time_til_cycle --
/obj/effect/sunlight/proc/warn_daylight(danger_level=0, vampwarn = "", vassalwarn = "")
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M))
continue
to_chat(M,vampwarn)
if(M.current)
if(danger_level == 1)
M.current.playsound_local(null, 'sound/chatter/griffin_3.ogg', 50 + danger_level, 1)
else if(danger_level == 2)
M.current.playsound_local(null, 'sound/chatter/griffin_5.ogg', 50 + danger_level, 1)
else if(danger_level == 3)
M.current.playsound_local(null, 'sound/effects/alert.ogg', 75, 1)
else if(danger_level == 4)
M.current.playsound_local(null, 'sound/ambience/ambimystery.ogg', 100, 1)
else if(danger_level == 5)
M.current.playsound_local(null, 'sound/spookoween/ghosty_wind.ogg', 90, 1)
if(vassalwarn != "")
for(var/datum/mind/M in SSticker.mode.vassals)
if(!istype(M))
continue
to_chat(M,vassalwarn)
/obj/effect/sunlight/proc/punish_vamps()
// Cycle through all vamp antags and check if they're inside a closet.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(bloodsuckerdatum))
continue
// Closets offer SOME protection
if(istype(M.current.loc, /obj/structure))
// Coffins offer the BEST protection
if(istype(M.current.loc, /obj/structure/closet/crate/coffin))
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/coffinsleep)
continue
else
if(!bloodsuckerdatum.warn_sun_locker)
to_chat(M, "<span class='warning'>Your skin sizzles. The [M.current.loc] doesn't protect well against UV bombardment.</span>")
bloodsuckerdatum.warn_sun_locker = TRUE
M.current.adjustFireLoss(0.5 + bloodsuckerdatum.vamplevel / 2) // M.current.fireloss += 0.5 + bloodsuckerdatum.vamplevel / 2 // Do DIRECT damage. Being spaced was causing this to not occur. setFireLoss(bloodsuckerdatum.vamplevel)
M.current.updatehealth()
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_1)
// Out in the Open? Buh Bye
else
if(!bloodsuckerdatum.warn_sun_burn)
if(bloodsuckerdatum.vamplevel > 0)
to_chat(M, "<span class='userdanger'>The solar flare sets your skin ablaze!</span>")
else
to_chat(M, "<span class='userdanger'>The solar flare scalds your neophyte skin!</span>")
bloodsuckerdatum.warn_sun_burn = TRUE
if(M.current.fire_stacks <= 0)
M.current.fire_stacks = 0
if(bloodsuckerdatum.vamplevel > 0)
M.current.adjust_fire_stacks(0.2 + bloodsuckerdatum.vamplevel / 10)
M.current.IgniteMob()
M.current.adjustFireLoss(2 + bloodsuckerdatum.vamplevel) // M.current.fireloss += 2 + bloodsuckerdatum.vamplevel // Do DIRECT damage. Being spaced was causing this to not occur. //setFireLoss(2 + bloodsuckerdatum.vamplevel)
M.current.updatehealth()
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_2)
/obj/effect/sunlight/proc/day_end()
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(bloodsuckerdatum))
continue
// Reset Warnings
bloodsuckerdatum.warn_sun_locker = FALSE
bloodsuckerdatum.warn_sun_burn = FALSE
// Remove Dawn Powers
for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/bloodsucker/gohome))
bloodsuckerdatum.powers -= P
P.Remove(M.current)
/obj/effect/sunlight/proc/vamps_rank_up()
set waitfor = FALSE
// Cycle through all vamp antags and check if they're inside a closet.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum))
bloodsuckerdatum.RankUp() // Rank up! Must still be in a coffin to level!
/obj/effect/sunlight/proc/give_home_power()
// It's late...! Give the "Vanishing Act" gohome power to bloodsuckers.
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum) && bloodsuckerdatum.lair && !(locate(/datum/action/bloodsucker/gohome) in bloodsuckerdatum.powers))
bloodsuckerdatum.BuyPower(new /datum/action/bloodsucker/gohome)

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@@ -1,110 +0,0 @@
// For all things visual, such as leveling up
// Look up: _vending.dm proc/ui_interact()
// Malf_Modules.dm proc/use()
/*
/datum/antagonist/bloodsucker/proc/LevelUpMenu()
var/list/dat = list()
dat += "<h3>You have become more ancient.<BR>Direct the path of your blood</h3>"
dat += "<HR>"
// Step One: Decide powers you CAN buy.
for(var/pickedpower in typesof(/datum/action/bloodsucker))
var/obj/effect/proc_holder/spell/bloodsucker/power = pickedpower
// NAME
dat += "<A href='byond://?src=[REF(src)];[module.mod_pick_name]=1'>[power.name]</A>"
// COST
dat += "<td align='right'><b>[power.name]&nbsp;</b><a href='byond://?src=[REF(src)];vend=[REF(R)]'>Vend</a></td>"
dat == "<BR>"
var/datum/browser/popup = new(owner.current, "bloodsuckerrank", "Bloodsucker Rank Up")
popup.set_content(dat.Join())
popup.open()
/datum/antagonist/bloodsucker/Topic(href, href_list)
if(..())
return
*/
// From browser.dm: /datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null)
/*
var/list/dat = list()
dat += "<B>Select use of processing time: (currently #[processing_time] left.)</B><BR>"
dat += "<HR>"
dat += "<B>Install Module:</B><BR>"
dat += "<I>The number afterwards is the amount of processing time it consumes.</I><BR>"
for(var/datum/AI_Module/large/module in possible_modules)
dat += "<A href='byond://?src=[REF(src)];[module.mod_pick_name]=1'>[module.module_name]</A><A href='byond://?src=[REF(src)];showdesc=[module.mod_pick_name]'>\[?\]</A> ([module.cost])<BR>"
for(var/datum/AI_Module/small/module in possible_modules)
dat += "<A href='byond://?src=[REF(src)];[module.mod_pick_name]=1'>[module.module_name]</A><A href='byond://?src=[REF(src)];showdesc=[module.mod_pick_name]'>\[?\]</A> ([module.cost])<BR>"
dat += "<HR>"
if(temp)
dat += "[temp]"
var/datum/browser/popup = new(user, "modpicker", "Malf Module Menu")
popup.set_content(dat.Join())
popup.open()
*/
/*
var/dat = ""
var/datum/bank_account/account
var/mob/living/carbon/human/H
var/obj/item/card/id/C
if(ishuman(user))
H = user
C = H.get_idcard(TRUE)
if(!C)
dat += "<font color = 'red'><h3>No ID Card detected!</h3></font>"
else if (!C.registered_account)
dat += "<font color = 'red'><h3>No account on registered ID card!</h3></font>"
if(onstation && C && C.registered_account)
account = C.registered_account
dat += "<h3>Select an item</h3>"
dat += "<div class='statusDisplay'>"
if(!product_records.len)
dat += "<font color = 'red'>No product loaded!</font>"
else
var/list/display_records = product_records + coin_records
if(extended_inventory)
display_records = product_records + coin_records + hidden_records
dat += "<table>"
for (var/datum/data/vending_product/R in display_records)
var/price_listed = "$[default_price]"
var/is_hidden = hidden_records.Find(R)
if(is_hidden && !extended_inventory)
continue
if(R.custom_price)
price_listed = "$[R.custom_price]"
if(!onstation || account && account.account_job && account.account_job.paycheck_department == payment_department)
price_listed = "FREE"
if(coin_records.Find(R) || is_hidden)
price_listed = "$[R.custom_premium_price ? R.custom_premium_price : extra_price]"
dat += "<tr><td><img src='data:image/jpeg;base64,[GetIconForProduct(R)]'/></td>"
dat += "<td style=\"width: 100%\"><b>[sanitize(R.name)] ([price_listed])</b></td>"
if(R.amount > 0 && ((C && C.registered_account && onstation) || (!onstation && isliving(user))))
dat += "<td align='right'><b>[R.amount]&nbsp;</b><a href='byond://?src=[REF(src)];vend=[REF(R)]'>Vend</a></td>"
else
dat += "<td align='right'><span class='linkOff'>Not&nbsp;Available</span></td>"
dat += "</tr>"
dat += "</table>"
dat += "</div>"
if(onstation && C && C.registered_account)
dat += "<b>Balance: $[account.account_balance]</b>"
if(istype(src, /obj/machinery/vending/snack))
dat += "<h3>Chef's Food Selection</h3>"
dat += "<div class='statusDisplay'>"
for (var/O in dish_quants)
if(dish_quants[O] > 0)
var/N = dish_quants[O]
dat += "<a href='byond://?src=[REF(src)];dispense=[sanitize(O)]'>Dispense</A> "
dat += "<B>[capitalize(O)] ($[default_price]): [N]</B><br>"
dat += "</div>"
var/datum/browser/popup = new(user, "vending", (name))
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
*/

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@@ -1,790 +0,0 @@
/datum/team/vampireclan
name = "Clan" // Teravanni,
/datum/antagonist/bloodsucker
name = "Bloodsucker"
roundend_category = "bloodsuckers"
antagpanel_category = "Bloodsucker"
job_rank = ROLE_BLOODSUCKER
// NAME
var/vampname // My Dracula name
var/vamptitle // My Dracula title
var/vampreputation // My "Surname" or description of my deeds
// CLAN
var/datum/team/vampireclan/clan
var/list/datum/antagonist/vassal/vassals = list()// Vassals under my control. Periodically remove the dead ones.
var/datum/mind/creator // Who made me? For both Vassals AND Bloodsuckers (though Master Vamps won't have one)
// POWERS
var/list/datum/action/powers = list()// Purchased powers
var/poweron_feed = FALSE // Am I feeding?
var/poweron_masquerade = FALSE
// STATS
var/vamplevel = 0
var/vamplevel_unspent = 1
var/regenRate = 0.3 // How many points of Brute do I heal per tick?
var/feedAmount = 15 // Amount of blood drawn from a target per tick.
var/maxBloodVolume = 600 // Maximum blood a Vamp can hold via feeding. // BLOOD_VOLUME_NORMAL 550 // BLOOD_VOLUME_SAFE 475 //BLOOD_VOLUME_OKAY 336 //BLOOD_VOLUME_BAD 224 // BLOOD_VOLUME_SURVIVE 122
// OBJECTIVES
var/list/datum/objective/objectives_given = list() // For removal if needed.
var/area/lair
var/obj/structure/closet/crate/coffin
// TRACKING
var/foodInGut = 0 // How much food to throw up later. You shouldn't have eaten that.
var/warn_sun_locker = FALSE // So we only get the locker burn message once per day.
var/warn_sun_burn = FALSE // So we only get the sun burn message once per day.
var/had_toxlover = FALSE
// LISTS
var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_VIRUSIMMUNE, TRAIT_NIGHT_VISION, \
TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_NOCLONE)
// NOTES: TRAIT_AGEUSIA <-- Doesn't like flavors.
// REMOVED: TRAIT_NODEATH
// TO ADD:
//var/static/list/defaultOrgans = list (/obj/item/organ/heart/vampheart,/obj/item/organ/heart/vampeyes)
var/traitorwin = TRUE
/datum/antagonist/bloodsucker/on_gain()
SSticker.mode.bloodsuckers |= owner // Add if not already in here (and you might be, if you were picked at round start)
SSticker.mode.check_start_sunlight()// Start Sunlight? (if first Vamp)
SelectFirstName()// Name & Title
SelectTitle(am_fledgling=TRUE) // If I have a creator, then set as Fledgling.
SelectReputation(am_fledgling=TRUE)
AssignStarterPowersAndStats()// Give Powers & Stats
forge_bloodsucker_objectives()// Objectives & Team
update_bloodsucker_icons_added(owner.current, "bloodsucker") // Add Antag HUD
LifeTick() // Run Life Function
. = ..()
/datum/antagonist/bloodsucker/on_removal()
SSticker.mode.bloodsuckers -= owner
SSticker.mode.check_cancel_sunlight()// End Sunlight? (if last Vamp)
ClearAllPowersAndStats()// Clear Powers & Stats
clear_bloodsucker_objectives() // Objectives
update_bloodsucker_icons_removed(owner.current)// Clear Antag HUD
. = ..()
/datum/antagonist/bloodsucker/greet()
var/fullname = ReturnFullName(TRUE)
to_chat(owner, "<span class='userdanger'>You are [fullname], a strain of vampire dubbed bloodsucker!</span><br>")
owner.announce_objectives()
to_chat(owner, "<span class='boldannounce'>* You regenerate your health slowly, you're weak to fire, and you depend on blood to survive. Allow your stolen blood to run too low, and you will find yourself at \
risk of being discovered!</span><br>")
//to_chat(owner, "<span class='boldannounce'>As an immortal, your power is linked to your age. The older you grow, the more abilities you will have access to.<span>")
var/bloodsucker_greet
bloodsucker_greet += "<span class='boldannounce'>* Other Bloodsuckers are not necessarily your friends, but your survival may depend on cooperation. Betray them at your own discretion and peril.</span><br>"
bloodsucker_greet += "<span class='boldannounce'><i>* Use \",b\" to speak your ancient Bloodsucker language.</span><br>"
bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: Rest in a <i>Coffin</i> to claim it, and that area, as your lair.</span><br>"
bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: Fear the daylight! Solar flares will bombard the station periodically, and only your coffin can guarantee your safety.</span><br>"
bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: You wont loose blood if you are unconcious or sleeping. Use this to your advantage to conserve blood.</span><br>"
to_chat(owner, bloodsucker_greet)
owner.current.playsound_local(null, 'sound/bloodsucker/BloodsuckerAlert.ogg', 100, FALSE, pressure_affected = FALSE)
antag_memory += "Although you were born a mortal, in un-death you earned the name <b>[fullname]</b>.<br>"
/datum/antagonist/bloodsucker/farewell()
owner.current.visible_message("[owner.current]'s skin flushes with color, their eyes growing glossier. They look...alive.",\
"<span class='userdanger'><FONT size = 3>With a snap, your curse has ended. You are no longer a Bloodsucker. You live once more!</FONT></span>")
// Refill with Blood
owner.current.blood_volume = max(owner.current.blood_volume,BLOOD_VOLUME_SAFE)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/antagonist/bloodsucker/proc/SelectFirstName()
// Names (EVERYONE gets one))
if (owner.current.gender == MALE)
vampname = pick("Desmond","Rudolph","Dracul","Vlad","Pyotr","Gregor","Cristian","Christoff","Marcu","Andrei","Constantin","Gheorghe","Grigore","Ilie","Iacob","Luca","Mihail","Pavel","Vasile","Octavian","Sorin", \
"Sveyn","Aurel","Alexe","Iustin","Theodor","Dimitrie","Octav","Damien","Magnus","Caine","Abel", // Romanian/Ancient
"Lucius","Gaius","Otho","Balbinus","Arcadius","Romanos","Alexios","Vitellius", // Latin
"Melanthus","Teuthras","Orchamus","Amyntor","Axion", // Greek
"Thoth","Thutmose","Osorkon,","Nofret","Minmotu","Khafra", // Egyptian
"Dio") //lol yes
else
vampname = pick("Islana","Tyrra","Greganna","Pytra","Hilda","Andra","Crina","Viorela","Viorica","Anemona","Camelia","Narcisa","Sorina","Alessia","Sophia","Gladda","Arcana","Morgan","Lasarra","Ioana","Elena", \
"Alina","Rodica","Teodora","Denisa","Mihaela","Svetla","Stefania","Diyana","Kelssa","Lilith", // Romanian/Ancient
"Alexia","Athanasia","Callista","Karena","Nephele","Scylla","Ursa", // Latin
"Alcestis","Damaris","Elisavet","Khthonia","Teodora", // Greek
"Nefret","Ankhesenpep") // Egyptian
/datum/antagonist/bloodsucker/proc/SelectTitle(am_fledgling = 0, forced = FALSE)
// Already have Title
if (!forced && vamptitle != null)
return
// Titles [Master]
if (!am_fledgling)
if (owner.current.gender == MALE)
vamptitle = pick ("Count","Baron","Viscount","Prince","Duke","Tzar","Dreadlord","Lord","Master")
else
vamptitle = pick ("Countess","Baroness","Viscountess","Princess","Duchess","Tzarina","Dreadlady","Lady","Mistress")
to_chat(owner, "<span class='announce'>You have earned a title! You are now known as <i>[ReturnFullName(TRUE)]</i>!</span>")
// Titles [Fledgling]
else
vamptitle = null
/datum/antagonist/bloodsucker/proc/SelectReputation(am_fledgling = 0, forced=FALSE)
// Already have Reputation
if (!forced && vampreputation != null)
return
// Reputations [Master]
if (!am_fledgling)
vampreputation = pick("Butcher","Blood Fiend","Crimson","Red","Black","Terror","Nightman","Feared","Ravenous","Fiend","Malevolent","Wicked","Ancient","Plaguebringer","Sinister","Forgotten","Wretched","Baleful", \
"Inqisitor","Harvester","Reviled","Robust","Betrayer","Destructor","Damned","Accursed","Terrible","Vicious","Profane","Vile","Depraved","Foul","Slayer","Manslayer","Sovereign","Slaughterer", \
"Forsaken","Mad","Dragon","Savage","Villainous","Nefarious","Inquisitor","Marauder","Horrible","Immortal","Undying","Overlord","Corrupt","Hellspawn","Tyrant","Sanguineous")
if (owner.current.gender == MALE)
if (prob(10)) // Gender override
vampreputation = pick("King of the Damned", "Blood King", "Emperor of Blades", "Sinlord", "God-King")
else
if (prob(10)) // Gender override
vampreputation = pick("Queen of the Damned", "Blood Queen", "Empress of Blades", "Sinlady", "God-Queen")
to_chat(owner, "<span class='announce'>You have earned a reputation! You are now known as <i>[ReturnFullName(TRUE)]</i>!</span>")
// Reputations [Fledgling]
else
vampreputation = pick ("Crude","Callow","Unlearned","Neophyte","Novice","Unseasoned","Fledgling","Young","Neonate","Scrapling","Untested","Unproven","Unknown","Newly Risen","Born","Scavenger","Unknowing",\
"Unspoiled","Disgraced","Defrocked","Shamed","Meek","Timid","Broken")//,"Fresh")
/datum/antagonist/bloodsucker/proc/AmFledgling()
return !vamptitle
/datum/antagonist/bloodsucker/proc/ReturnFullName(var/include_rep=0)
var/fullname
// Name First
fullname = (vampname ? vampname : owner.current.name)
// Title
if(vamptitle)
fullname = vamptitle + " " + fullname
// Rep
if(include_rep && vampreputation)
fullname = fullname + " the " + vampreputation
return fullname
/datum/antagonist/bloodsucker/proc/BuyPower(datum/action/bloodsucker/power)//(obj/effect/proc_holder/spell/power)
powers += power
power.Grant(owner.current)// owner.AddSpell(power)
/datum/antagonist/bloodsucker/proc/AssignStarterPowersAndStats()
// Blood/Rank Counter
add_hud()
update_hud(TRUE) // Set blood value, current rank
// Powers
BuyPower(new /datum/action/bloodsucker/feed)
BuyPower(new /datum/action/bloodsucker/masquerade)
BuyPower(new /datum/action/bloodsucker/veil)
// Traits
for (var/T in defaultTraits)
ADD_TRAIT(owner.current, T, "bloodsucker")
if(HAS_TRAIT(owner.current, TRAIT_TOXINLOVER)) //No slime bonuses here, no thank you
had_toxlover = TRUE
REMOVE_TRAIT(owner.current, TRAIT_TOXINLOVER, "species")
// Traits: Species
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
var/datum/species/S = H.dna.species
S.species_traits |= DRINKSBLOOD
// Clear Addictions
owner.current.reagents.addiction_list = list() // Start over from scratch. Lucky you! At least you're not addicted to blood anymore (if you were)
// Stats
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
var/datum/species/S = H.dna.species
// Make Changes
S.brutemod *= 0.5 // <-------------------- Start small, but burn mod increases based on rank!
S.coldmod = 0
S.stunmod *= 0.25
S.siemens_coeff *= 0.75 //base electrocution coefficient 1
//S.heatmod += 0.5 // Heat shouldn't affect. Only Fire.
//S.punchstunthreshold = 8 //damage at which punches from this race will stun 9
S.punchdamagelow += 1 //lowest possible punch damage 0
S.punchdamagehigh += 1 //highest possible punch damage 9
// Clown
if(istype(H) && owner.assigned_role == "Clown")
H.dna.remove_mutation(CLOWNMUT)
to_chat(H, "As a vampiric clown, you are no longer a danger to yourself. Your nature is subdued.")
// Physiology
CheckVampOrgans() // Heart, Eyes
// Language
owner.current.grant_language(/datum/language/vampiric)
// Soul
//owner.current.hellbound = TRUE Causes wierd stuff
owner.hasSoul = FALSE // If false, renders the character unable to sell their soul.
owner.isholy = FALSE // is this person a chaplain or admin role allowed to use bibles
// Disabilities
CureDisabilities()
/datum/antagonist/bloodsucker/proc/ClearAllPowersAndStats()
// Blood/Rank Counter
remove_hud()
// Powers
while(powers.len)
var/datum/action/bloodsucker/power = pick(powers)
powers -= power
power.Remove(owner.current)
// owner.RemoveSpell(power)
// Traits
for(var/T in defaultTraits)
REMOVE_TRAIT(owner.current, T, "bloodsucker")
if(had_toxlover == TRUE)
ADD_TRAIT(owner.current, TRAIT_TOXINLOVER, "species")
// Traits: Species
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
H.set_species(H.dna.species.type)
// Stats
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
H.set_species(H.dna.species.type)
// Clown
if(istype(H) && owner.assigned_role == "Clown")
H.dna.add_mutation(CLOWNMUT)
// NOTE: Use initial() to return things to default!
// Physiology
owner.current.regenerate_organs()
// Update Health
owner.current.setMaxHealth(100)
// Language
owner.current.remove_language(/datum/language/vampiric)
// Soul
if (owner.soulOwner == owner) // Return soul, if *I* own it.
owner.hasSoul = TRUE
//owner.current.hellbound = FALSE
datum/antagonist/bloodsucker/proc/RankUp()
set waitfor = FALSE
if(!owner || !owner.current)
return
vamplevel_unspent ++
// Spend Rank Immediately?
if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
SpendRank()
else
to_chat(owner, "<EM><span class='notice'>You have grown more ancient! Sleep in a coffin that you have claimed to thicken your blood and become more powerful.</span></EM>")
if(vamplevel_unspent >= 2)
to_chat(owner, "<span class='announce'>Bloodsucker Tip: If you cannot find or steal a coffin to use, they can be built from wooden planks.</span><br>")
datum/antagonist/bloodsucker/proc/LevelUpPowers()
for(var/datum/action/bloodsucker/power in powers)
power.level_current ++
datum/antagonist/bloodsucker/proc/SpendRank()
set waitfor = FALSE
if (vamplevel_unspent <= 0 || !owner || !owner.current || !owner.current.client)
return
/////////
// Powers
//TODO: Make this into a radial
// Purchase Power Prompt
var/list/options = list() // Taken from gasmask.dm, for Clown Masks.
for(var/pickedpower in typesof(/datum/action/bloodsucker))
var/datum/action/bloodsucker/power = pickedpower
// If I don't own it, and I'm allowed to buy it.
if(!(locate(power) in powers) && initial(power.bloodsucker_can_buy))
options[initial(power.name)] = power // TESTING: After working with TGUI, it seems you can use initial() to view the variables inside a path?
options["\[ Not Now \]"] = null
// Abort?
if(options.len > 1)
var/choice = input(owner.current, "You have the opportunity to grow more ancient. Select a power to advance your Rank.", "Your Blood Thickens...") in options
// Cheat-Safety: Can't keep opening/closing coffin to spam levels
if(vamplevel_unspent <= 0) // Already spent all your points, and tried opening/closing your coffin, pal.
return
if(!istype(owner.current.loc, /obj/structure/closet/crate/coffin))
to_chat(owner.current, "<span class='warning'>Return to your coffin to advance your Rank.</span>")
return
if(!choice || !options[choice] || (locate(options[choice]) in powers)) // ADDED: Check to see if you already have this power, due to window stacking.
to_chat(owner.current, "<span class='notice'>You prevent your blood from thickening just yet, but you may try again later.</span>")
return
// Buy New Powers
var/datum/action/bloodsucker/P = options[choice]
BuyPower(new P)
to_chat(owner.current, "<span class='notice'>You have learned [initial(P.name)]!</span>")
else
to_chat(owner.current, "<span class='notice'>You grow more ancient by the night!</span>")
/////////
// Advance Powers (including new)
LevelUpPowers()
////////
// Advance Stats
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
var/datum/species/S = H.dna.species
S.burnmod *= 1.025 // Slightly more burn damage
S.stunmod *= 0.95 // Slightly less stun time.
S.punchdamagelow += 0.75
S.punchdamagehigh += 0.75 // NOTE: This affects the hitting power of Brawn.
// More Health
owner.current.setMaxHealth(owner.current.maxHealth + 5)
// Vamp Stats
regenRate += 0.05 // Points of brute healed (starts at 0.3)
feedAmount += 2 // Increase how quickly I munch down vics (15)
maxBloodVolume += 50 // Increase my max blood (600)
/////////
vamplevel ++
vamplevel_unspent --
// Assign True Reputation
if(vamplevel == 4)
SelectReputation(am_fledgling = FALSE, forced = TRUE)
to_chat(owner.current, "<span class='notice'>You are now a rank [vamplevel] Bloodsucker. Your strength, resistence, health, feed rate, regen rate, and maximum blood have all increased!</span>")
to_chat(owner.current, "<span class='notice'>Your existing powers have all ranked up as well!</span>")
update_hud(TRUE)
owner.current.playsound_local(null, 'sound/effects/pope_entry.ogg', 25, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//This handles the application of antag huds/special abilities
/datum/antagonist/bloodsucker/apply_innate_effects(mob/living/mob_override)
return
//This handles the removal of antag huds/special abilities
/datum/antagonist/bloodsucker/remove_innate_effects(mob/living/mob_override)
return
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/bloodsucker/create_team(datum/team/team)
return
// Create Objectives
/datum/antagonist/bloodsucker/proc/forge_bloodsucker_objectives() // Fledgling vampires can have different objectives.
// TEAM
//clan = new /datum/team/vampireclan(owner)
// Lair Objective: Create a Lair
var/datum/objective/bloodsucker/lair/lair_objective = new
lair_objective.owner = owner
lair_objective.generate_objective()
add_objective(lair_objective)
// Protege Objective
var/datum/objective/bloodsucker/protege/protege_objective = new
protege_objective.owner = owner
protege_objective.generate_objective()
add_objective(protege_objective)
if (rand(0,1) == 0)
// Heart Thief Objective
var/datum/objective/bloodsucker/heartthief/heartthief_objective = new
heartthief_objective.owner = owner
heartthief_objective.generate_objective()
add_objective(heartthief_objective)
else
// Solars Objective
var/datum/objective/bloodsucker/solars/solars_objective = new
solars_objective.owner = owner
solars_objective.generate_objective()
add_objective(solars_objective)
// Survive Objective
var/datum/objective/bloodsucker/survive/survive_objective = new
survive_objective.owner = owner
survive_objective.generate_objective()
add_objective(survive_objective)
/datum/antagonist/bloodsucker/proc/add_objective(var/datum/objective/O)
objectives += O
objectives_given += O
/datum/antagonist/bloodsucker/proc/clear_bloodsucker_objectives()
var/datum/team/team = get_team()
if(team)
team.remove_member(owner)
for(var/O in objectives_given)
objectives -= O
qdel(O)
objectives_given = list() // Traitors had this, so I added it. Not sure why.
/datum/antagonist/bloodsucker/get_team()
return clan
//Name shown on antag list
/datum/antagonist/bloodsucker/antag_listing_name()
return ..() + "([ReturnFullName(TRUE)])"
//Whatever interesting things happened to the antag admins should know about
//Include additional information about antag in this part
/datum/antagonist/bloodsucker/antag_listing_status()
if (owner && owner.AmFinalDeath())
return "<font color=red>Final Death</font>"
return ..()
//Individual roundend report
/datum/antagonist/bloodsucker/roundend_report()
// Get the default Objectives
var/list/report = list()
// Vamp Name
report += "<br><span class='header'><b>\[[ReturnFullName(TRUE)]\]</b></span>"
// Default Report
//report += ..() //Hyperstation fix until https://github.com/Citadel-Station-13/Citadel-Station-13/pull/10623 is pulled
report += printplayer(owner)
var/objectives_text = ""
if(objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
else
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
traitorwin = FALSE
count++
report += objectives_text
// Now list their vassals
if (vassals.len > 0)
report += "<span class='header'>Their Vassals were...</span>"
for (var/datum/antagonist/vassal/V in vassals)
if (V.owner)
var/jobname = V.owner.assigned_role ? "the [V.owner.assigned_role]" : ""
report += "<b>[V.owner.name]</b> [jobname]"
var/special_role_text = lowertext(name)
if(traitorwin)
report += "<span class='greentext'>The [special_role_text] was successful!</span>"
else
report += "<span class='redtext'>The [special_role_text] has failed!</span>"
SEND_SOUND(owner.current, 'sound/ambience/ambifailure.ogg')
return report.Join("<br>")
//Displayed at the start of roundend_category section, default to roundend_category header
/datum/antagonist/bloodsucker/roundend_report_header()
return "<span class='header'>Lurking in the darkness, the Bloodsuckers were:</span><br>"
// 2019 Breakdown of Bloodsuckers:
// G A M E P L A Y
//
// Bloodsuckers should be inherrently powerful: they never stay dead, and they can hide in plain sight
// better than any other antagonist aboard the station.
//
// However, only elder Bloodsuckers are the powerful creatures of legend. Ranking up as a Bloodsucker
// should impart slight strength and health benefits, as well as powers that can grow over time. But
// their weaknesses should grow as well, and not just to fire.
// A B I L I T I E S
//
// * Bloodsuckers can FEIGN LIFE + DEATH.
// Feigning LIFE:
// - Warms up the body
// - Creates a heartbeat
// - Fake blood amount (550)
// Feign DEATH: Not yet done
// - When lying down or sitting, you appear "dead and lifeless"
// * Bloodsuckers REGENERATE
// - Brute damage heals rather rapidly. Burn damage heals slowly.
// - Healing is reduced when hungry or starved.
// - Burn does not heal when starved. A starved vampire remains "dead" until burns can heal.
// - Bodyparts and organs regrow in Torpor (except for the Heart and Brain).
//
// * Bloodsuckers are IMMORTAL
// - Brute damage cannot destroy them (and it caps very low, so they don't stack too much)
// - Burn damage can only kill them at very high amounts.
// - Removing the head kills the vamp forever.
// - Removing the heart kills the vamp until replaced.
//
// * Bloodsuckers are DEAD
// - They do not breathe.
// - Cold affects them less.
// - They are immune to disease (but can spread it)
// - Food is useless and cause sickness.
// - Nothing can heal the vamp other than his own blood.
//
// * Bloodsuckers are PREDATORS
// - They detect life/heartbeats nearby.
// - They know other predators instantly (Vamps, Werewolves, and alien types) regardless of disguise.
//
//
//
// * Bloodsuckers enter Torpor when DEAD or RESTING in coffin
// - Torpid vampires regenerate their health. Coffins negate cost and speed up the process.
// ** To rest in a coffin, either SLEEP or CLOSE THE LID while you're in it. You will be given a prompt to sleep until healed. Healing in a coffin costs NO blood!
//
// O B J E C T I V E S
//
//
//
//
// 1) GROOM AN HEIR: Find a person with appropriate traits (hair, blood type, gender) to be turned as a Vampire. Before they rise, they must be properly trained. Raise them to great power after their change.
//
// 2) BIBLIOPHILE: Research objects of interest, study items looking for clues of ancient secrets, and hunt down the clues to a Vampiric artifact of horrible power.
//
// 3) CRYPT LORD: Build a terrifying sepulcher to your evil, with servants to lavish upon you in undeath. The trappings of a true crypt lord come at grave cost.
//
// 4) GOURMOND: Oh, to taste all the delicacies the station has to offer! DRINK ## BLOOD FROM VICTIMS WHO LIVE, EAT ## ORGANS FROM VICTIMS WHO LIVE
// Vassals
//
// - Loyal to (and In Love With) Master
// - Master can speak to, summon, or punish his Vassals, even while asleep or torpid.
// - Master may have as many Vassals as Rank
// - Vassals see their Master's speech emboldened!
// Dev Notes
//
// HEALING: Maybe Vamps metabolize specially? Like, they slowly drip their own blood into their system?
// - Give Vamps their own metabolization proc, perhaps?
// ** shadowpeople.dm has rules for healing.
//
// KILLING: It's almost impossible to track who someone has directly killed. But an Admin could be given
// an easy way to whip a Bloodsucker for cruel behavior, as a RP mechanic but not a punishment.
// **
//
// HUNGER: Just keep adjusting mob's nutrition to Blood Hunger level. No need to cancel nutrition from eating.
// ** mob.dm /set_nutrition()
// ** snacks.dm / attack() <-- Stop food from doing anything?
// ORGANS: Liver
// ** life.dm /handle_liver()
//
// CORPSE: Most of these effects likely go away when using "Masquerade" to appear alive.
// ** status_procs.dm /adjust_bodytemperature()
// ** traits.dm /TRAIT_NOBREATH /TRAIT_SLEEPIMMUNE /TRAIT_RESISTCOLD /TRAIT_RADIMMUNE /TRAIT_VIRUSIMMUNE
// * MASQUERADE ON/OFF: /TRAIT_FAKEDEATH (M)
// * /TRAIT_NIGHT_VISION
// * /TRAIT_DEATHCOMA <-- This basically makes you immobile. When using status_procs /fakedeath(), make sure to remove Coma unless we're in Torpor!
// * /TRAIT_NODEATH <--- ???
// ** species /NOZOMBIE
// * ADD: TRAIT_COLDBLOODED <-- add to carbon/life.dm /natural_bodytemperature_stabilization()
//
// MASQUERADE Appear as human!
// ** examine.dm /examine() <-- Change "blood_volume < BLOOD_VOLUME_SAFE" to a new examine
//
// NOSFERATU ** human.add_trait(TRAIT_DISFIGURED, "insert_vamp_datum_here") <-- Makes you UNKNOWN unless your ID says otherwise.
// STEALTH ** human_helpers.dm /get_visible_name() ** shadowpeople.dm has rules for Light.
//
// FRENZY ** living.dm /update_mobility() (USED TO be update_canmove)
//
// PREDATOR See other Vamps!
// * examine.dm /examine()
//
// WEAKNESSES: -Poor mood in Chapel or near Chaplain. -Stamina damage from Bible
//message_admins("DEBUG3: attempt_cast() [name] / [user_C.handcuffed] ")
// TODO:
//
// Death (fire, heart, brain, head)
// Disable Life: BLOOD
// Body Temp
// Spend blood over time (more if imitating life) (none if sleeping in coffin)
// Auto-Heal (brute to 0, fire to 99) (toxin/o2 always 0)
//
// Hud Icons
// UI Blood Counter
// Examine Name (+Masquerade, only "Dead and lifeless" if not standing?)
//
//
// Turn vamps
// Create vassals
//
// FIX LIST
//
/////////////////////////////////////
// HUD! //
/datum/antagonist/bloodsucker/proc/update_bloodsucker_icons_added(datum/mind/m)
var/datum/atom_hud/antag/vamphud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
vamphud.join_hud(owner.current)
set_antag_hud(owner.current, "bloodsucker") // "bloodsucker"
owner.current.hud_list[ANTAG_HUD].icon = image('icons/mob/hud.dmi', owner.current, "bloodsucker") //Check prepare_huds in mob.dm to see why.
/datum/antagonist/bloodsucker/proc/update_bloodsucker_icons_removed(datum/mind/m)
var/datum/atom_hud/antag/vamphud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
vamphud.leave_hud(owner.current)
set_antag_hud(owner.current, null)
/datum/atom_hud/antag/bloodsucker // from hud.dm in /datums/ Also see data_huds.dm + antag_hud.dm
/datum/atom_hud/antag/bloodsucker/add_to_single_hud(mob/M, atom/A)
if (!check_valid_hud_user(M,A)) // FULP: This checks if the Mob is a Vassal, and if the Atom is his master OR on his team.
return
..()
/datum/atom_hud/antag/bloodsucker/proc/check_valid_hud_user(mob/M, atom/A) // Remember: A is being added to M's hud. Because M's hud is a /antag/vassal hud, this means M is the vassal here.
// Ghost Admins always see Bloodsuckers/Vassals
if (isobserver(M))
return TRUE
// GOAL: Vassals see their Master and his other Vassals.
// GOAL: Vassals can BE seen by their Bloodsucker and his other Vassals.
// GOAL: Bloodsuckers can see each other.
if (!M || !A || !ismob(A) || !M.mind)// || !A.mind)
return FALSE
var/mob/A_mob = A
if (!A_mob.mind)
return FALSE
// Find Datums: Bloodsucker
var/datum/antagonist/bloodsucker/atom_B = A_mob.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/datum/antagonist/bloodsucker/mob_B = M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// Check 1) Are we both Bloodsuckers?
if (atom_B && mob_B)
return TRUE
// Find Datums: Vassal
var/datum/antagonist/vassal/atom_V = A_mob.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
var/datum/antagonist/vassal/mob_V = M.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
// Check 2) If they are a BLOODSUCKER, then are they my Master?
if (mob_V && atom_B == mob_V.master)
return TRUE // SUCCESS!
// Check 3) If I am a BLOODSUCKER, then are they my Vassal?
if (mob_B && atom_V && (atom_V in mob_B.vassals))
return TRUE // SUCCESS!
// Check 4) If we are both VASSAL, then do we have the same master?
if (atom_V && mob_V && atom_V.master == mob_V.master)
return TRUE // SUCCESS!
return FALSE
/////////////////////////////////////
// BLOOD COUNTER & RANK MARKER ! //
#define ui_sunlight_display "WEST:6,CENTER-0:0" // 6 pixels to the right, zero tiles & 5 pixels DOWN.
#define ui_blood_display "WEST:6,CENTER-1:0" // 1 tile down
#define ui_vamprank_display "WEST:6,CENTER-2:-5" // 2 tiles down
/datum/hud
var/obj/screen/bloodsucker/blood_counter/blood_display
var/obj/screen/bloodsucker/rank_counter/vamprank_display
var/obj/screen/bloodsucker/sunlight_counter/sunlight_display
/datum/antagonist/bloodsucker/proc/add_hud()
return
/datum/antagonist/bloodsucker/proc/remove_hud()
// No Hud? Get out.
if (!owner.current.hud_used)
return
owner.current.hud_used.blood_display.invisibility = INVISIBILITY_ABSTRACT
owner.current.hud_used.vamprank_display.invisibility = INVISIBILITY_ABSTRACT
owner.current.hud_used.sunlight_display.invisibility = INVISIBILITY_ABSTRACT
/datum/antagonist/bloodsucker/proc/update_hud(updateRank=FALSE)
// No Hud? Get out.
if(!owner.current.hud_used)
return
// Update Blood Counter
if (owner.current.hud_used.blood_display)
var/valuecolor = "#FF6666"
if(owner.current.blood_volume > BLOOD_VOLUME_SAFE)
valuecolor = "#FFDDDD"
else if(owner.current.blood_volume > BLOOD_VOLUME_BAD)
valuecolor = "#FFAAAA"
owner.current.hud_used.blood_display.update_counter(owner.current.blood_volume, valuecolor)
// Update Rank Counter
if(owner.current.hud_used.vamprank_display)
var/valuecolor = vamplevel_unspent ? "#FFFF00" : "#FF0000"
owner.current.hud_used.vamprank_display.update_counter(vamplevel, valuecolor)
if(updateRank) // Only change icon on special request.
owner.current.hud_used.vamprank_display.icon_state = (vamplevel_unspent > 0) ? "rank_up" : "rank"
/obj/screen/bloodsucker
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/bloodsucker/proc/clear()
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/bloodsucker/proc/update_counter(value, valuecolor)
invisibility = 0 // Make Visible
/obj/screen/bloodsucker/blood_counter // NOTE: Look up /obj/screen/devil/soul_counter in _onclick / hud / human.dm
icon = 'icons/mob/actions/bloodsucker.dmi'//'icons/mob/screen_gen.dmi'
name = "Blood Consumed"
icon_state = "blood_display"//"power_display"
screen_loc = ui_blood_display
/obj/screen/bloodsucker/blood_counter/update_counter(value, valuecolor)
..()
maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[round(value,1)]</font></div>"
/obj/screen/bloodsucker/rank_counter
name = "Bloodsucker Rank"
icon = 'icons/mob/actions/bloodsucker.dmi'
icon_state = "rank"
screen_loc = ui_vamprank_display
/obj/screen/bloodsucker/rank_counter/update_counter(value, valuecolor)
..()
maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[round(value,1)]</font></div>"
/obj/screen/bloodsucker/sunlight_counter
icon = 'icons/mob/actions/bloodsucker.dmi'
name = "Solar Flare Timer"
icon_state = "sunlight_night"
screen_loc = ui_sunlight_display
/datum/antagonist/bloodsucker/proc/update_sunlight(value, amDay = FALSE)
// No Hud? Get out.
if (!owner.current.hud_used)
return
// Update Sun Time
if (owner.current.hud_used.sunlight_display)
var/valuecolor = "#BBBBFF"
if (amDay)
valuecolor = "#FF5555"
else if(value <= 25)
valuecolor = "#FFCCCC"
else if(value < 10)
valuecolor = "#FF5555"
var/value_string = (value >= 60) ? "[round(value / 60, 1)] m" : "[round(value,1)] s"
owner.current.hud_used.sunlight_display.update_counter( value_string, valuecolor )
owner.current.hud_used.sunlight_display.icon_state = "sunlight_" + (amDay ? "day":"night")
/obj/screen/bloodsucker/sunlight_counter/update_counter(value, valuecolor)
..()
maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
/datum/antagonist/bloodsucker/proc/count_vassals(datum/mind/master)
var/datum/antagonist/bloodsucker/B = master.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/vassal_amount = B.vassals.len
return vassal_amount

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@@ -1,229 +0,0 @@
/*
#define HUNTER_SCAN_MIN_DISTANCE 8
#define HUNTER_SCAN_MAX_DISTANCE 35
#define HUNTER_SCAN_PING_TIME 20 //5s update time.
/datum/antagonist/vamphunter
name = "Hunter"
roundend_category = "hunters"
antagpanel_category = "Monster Hunter"
job_rank = ROLE_MONSTERHUNTER
var/list/datum/action/powers = list()// Purchased powers
var/list/datum/objective/objectives_given = list() // For removal if needed.
var/datum/martial_art/my_kungfu // Hunters know a lil kung fu.
var/bad_dude = FALSE // Every first hunter spawned is a SHIT LORD.
/datum/antagonist/vamphunter/on_gain()
SSticker.mode.vamphunters |= owner // Add if not already in here (and you might be, if you were picked at round start)
// Hunter Pinpointer
//owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
// Give Hunter Power
var/datum/action/P = new /datum/action/bloodsucker/trackvamp
P.Grant(owner.current)
// Give Hunter Martial Arts
//if (rand(1,3) == 1)
// var/datum/martial_art/pick_type = pick (/datum/martial_art/cqc, /datum/martial_art/krav_maga, /datum/martial_art/cqc, /datum/martial_art/krav_maga, /datum/martial_art/wrestling) // /datum/martial_art/boxing <--- doesn't include grabbing, so don't use!
// my_kungfu = new pick_type //pick (/datum/martial_art/boxing, /datum/martial_art/cqc) // ick_type
// my_kungfu.teach(owner.current, 0)
// Give Hunter Objective
var/datum/objective/bloodsucker/monsterhunter/monsterhunter_objective = new
monsterhunter_objective.owner = owner
monsterhunter_objective.generate_objective()
objectives += monsterhunter_objective
objectives_given += monsterhunter_objective
// Badguy Hunter? (Give him BADGUY objectives)
if (bad_dude)
// Stolen DIRECTLY from datum_traitor.dm
if(prob(15) && !(locate(/datum/objective/download) in objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
var/datum/objective/download/download_objective = new
download_objective.owner = owner
download_objective.gen_amount_goal()
objectives += download_objective
objectives_given += download_objective
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
objectives += steal_objective
objectives_given += steal_objective
. = ..()
/datum/antagonist/vamphunter/on_removal()
SSticker.mode.vamphunters -= owner // Add if not already in here (and you might be, if you were picked at round start)
// Master Pinpointer
//owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
// Take Hunter Power
if (owner.current)
for (var/datum/action/bloodsucker/P in owner.current.actions)
P.Remove(owner.current)
// Take Hunter Martial Arts
//my_kungfu.remove(owner.current)
// Remove Hunter Objectives
for(var/O in objectives_given)
objectives -= O
qdel(O)
objectives_given = list()
. = ..()
/datum/antagonist/vamphunter/greet()
var/vamp_hunter_greet = "<span class='userdanger'>You are a fearless Monster Hunter!</span>"
vamp_hunter_greet += "<span class='boldannounce'>You know there's one or more filthy creature onboard the station, though their identities elude you.<span>"
vamp_hunter_greet += "<span class='boldannounce'>It's your job to root them out, destroy their nests, and save the crew.<span>"
vamp_hunter_greet += "<span class='boldannounce'>Use <b>WHATEVER MEANS NECESSARY</b> to find these creatures...no matter who gets hurt or what you have to destroy to do it.</span>"
vamp_hunter_greet += "There are greater stakes at hand than the safety of the station!<span>"
vamp_hunter_greet += "<span class='boldannounce'>However, security may detain you if they discover your mission...<span>"
antag_memory += "You remember your training:<br>"
antag_memory += " -Bloodsuckers are weak to fire, or a stake to the heart. Removing their head or heart will also destroy them permanently.<br>"
antag_memory += " -Wooden stakes can be made from planks, and hardened by a welding tool. Your recipes list has ways of making them even stronger.<br>"
antag_memory += " -Changelings return to life unless their body is destroyed. Not even decapitation can stop them for long.<br>"
antag_memory += " -Cultists are weak to the Chaplain's holy water.<br>"
antag_memory += " -Wizards are notoriously hard to outmatch. Rob or steal whatever weapons you need to destroy them, and shoot before asking questions.<br><br>"
if (my_kungfu != null)
vamp_hunter_greet += "<span class='announce'>Hunter Tip: Use your [my_kungfu.name] techniques to give you an advantage over the enemy.</span><br>"
antag_memory += "You remember your training: You are skilled in the [my_kungfu.name] style of combat.<br>"
to_chat(owner, vamp_hunter_greet)
/datum/antagonist/vamphunter/farewell()
to_chat(owner, "<span class='userdanger'>Your hunt has ended: you are no longer a monster hunter!</span>")
// TAKEN FROM: /datum/action/changeling/pheromone_receptors // pheromone_receptors.dm for a version of tracking that Changelings have!
/datum/status_effect/agent_pinpointer/hunter_edition
alert_type = /obj/screen/alert/status_effect/agent_pinpointer/hunter_edition
minimum_range = HUNTER_SCAN_MIN_DISTANCE
tick_interval = HUNTER_SCAN_PING_TIME
duration = 160 // Lasts 10s
range_fuzz_factor = 5//PINPOINTER_EXTRA_RANDOM_RANGE
/obj/screen/alert/status_effect/agent_pinpointer/hunter_edition
name = "Monster Tracking"
desc = "You always know where the hellspawn are."
/datum/status_effect/agent_pinpointer/hunter_edition/on_creation(mob/living/new_owner, ...)
..()
// Pick target
var/turf/my_loc = get_turf(owner)
var/list/mob/living/carbon/vamps = list()
for(var/datum/mind/M in SSticker.mode.bloodsuckers)
if (!M.current || M.current == owner || !get_turf(M.current) || !get_turf(new_owner))
continue
var/datum/antagonist/bloodsucker/antag_datum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(antag_datum))
continue
var/their_loc = get_turf(M.current)
var/distance = get_dist_euclidian(my_loc, their_loc)
if (distance < HUNTER_SCAN_MAX_DISTANCE)
vamps[M.current] = (HUNTER_SCAN_MAX_DISTANCE ** 2) - (distance ** 2)
// Found one!
if(vamps.len)
scan_target = pickweight(vamps) //Point at a 'random' vamp, biasing heavily towards closer ones.
to_chat(owner, "<span class='warning'>You detect signs of monsters to the <b>[dir2text(get_dir(my_loc,get_turf(scan_target)))]!</b></span>")
// Will yield a "?"
else
to_chat(owner, "<span class='notice'>There are no monsters nearby.</span>")
// Force Point-To Immediately
point_to_target()
/datum/status_effect/agent_pinpointer/hunter_edition/scan_for_target()
// Lose target? Done. Otherwise, scan for target's current position.
if (!scan_target && owner)
owner.remove_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
// NOTE: Do NOT run ..(), or else we'll remove our target.
/datum/status_effect/agent_pinpointer/hunter_edition/Destroy()
if (scan_target)
to_chat(owner, "<span class='notice'>You've lost the trail.</span>")
..()
*/
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
/datum/action/bloodsucker/trackvamp/
name = "Track Monster"//"Cellular Emporium"
desc = "Take a moment to look for clues of any nearby monsters.<br>These creatures are slippery, and often look like the crew."
button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
background_icon_state = "vamp_power_off" //And this is the state for the background icon
icon_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the ACTION icon
button_icon_state = "power_hunter" //And this is the state for the action icon
amToggle = FALSE // Action-Related
cooldown = 300 // 10 ticks, 1 second.
bloodcost = 0
/datum/action/bloodsucker/trackvamp/ActivatePower()
var/mob/living/user = owner
to_chat(user, "<span class='notice'>You look around, scanning your environment and discerning signs of any filthy, wretched affronts to the natural order.</span>")
if (!do_mob(user,owner,80))
return
// Add Power
// REMOVED //user.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
// We don't track direction anymore!
// Return text indicating direction
display_proximity()
// NOTE: DON'T DEACTIVATE!
//DeactivatePower()
/datum/action/bloodsucker/trackvamp/proc/display_proximity()
// Pick target
var/turf/my_loc = get_turf(owner)
//var/list/mob/living/carbon/vamps = list()
var/best_dist = 9999
var/mob/living/best_vamp
// Track ALL MONSTERS in Game Mode
var/list/datum/mind/monsters = list()
monsters += SSticker.mode.bloodsuckers
monsters += SSticker.mode.devils
//monsters += SSticker.mode.cult
monsters += SSticker.mode.wizards
monsters += SSticker.mode.apprentices
monsters += SSticker.mode.servants_of_ratvar
//monsters += SSticker.mode.changelings Disabled anyways
//
for(var/datum/mind/M in monsters)
if (!M.current || M.current == owner)// || !get_turf(M.current) || !get_turf(owner))
continue
for(var/a in M.antag_datums)
var/datum/antagonist/antag_datum = a // var/datum/antagonist/antag_datum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(antag_datum) || antag_datum.AmFinalDeath())
continue
var/their_loc = get_turf(M.current)
var/distance = get_dist_euclidian(my_loc, their_loc)
// Found One: Closer than previous/max distance
if (distance < best_dist && distance <= HUNTER_SCAN_MAX_DISTANCE)
best_dist = distance
best_vamp = M.current
break // Stop searching through my antag datums and go to the next guy
// Found one!
if(best_vamp)
var/distString = best_dist <= HUNTER_SCAN_MAX_DISTANCE / 2 ? "<b>somewhere closeby!</b>" : "somewhere in the distance."
//to_chat(owner, "<span class='warning'>You detect signs of Bloodsuckers to the <b>[dir2text(get_dir(my_loc,get_turf(targetVamp)))]!</b></span>")
to_chat(owner, "<span class='warning'>You detect signs of monsters [distString]</span>")
// Will yield a "?"
else
to_chat(owner, "<span class='notice'>There are no monsters nearby.</span>")
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// From martial.dm
/*
/datum/martial_art/hunter
name = "Hunter-Fu"
id = "MARTIALART_HUNTER" //ID, used by mind/has_martialart
//streak = ""
//max_streak_length = 6
//current_target
//datum/martial_art/base // The permanent style. This will be null unless the martial art is temporary
//deflection_chance = 0 //Chance to deflect projectiles
//reroute_deflection = FALSE //Delete the bullet, or actually deflect it in some direction?
//block_chance = 0 //Chance to block melee attacks using items while on throw mode.
//restraining = 0 //used in cqc's disarm_act to check if the disarmed is being restrained and so whether they should be put in a chokehold or not
//help_verb
//no_guns = FALSE
//allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
/datum/martial_art/hunter/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return FALSE
/datum/martial_art/hunter/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return FALSE
/datum/martial_art/hunter/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return FALSE
/datum/martial_art/hunter/can_use(mob/living/carbon/human/H)
return TRUE
/datum/martial_art/hunter/add_to_streak(element,mob/living/carbon/human/D)
if(D != current_target)
current_target = D
streak = ""
restraining = 0
streak = streak+element
if(length_char(streak) > max_streak_length)
streak = streak[1]
return
/datum/martial_art/hunter/basic_hit(mob/living/carbon/human/A,mob/living/carbon/human/D)
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
*/
*/

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@@ -1,151 +0,0 @@
#define VASSAL_SCAN_MIN_DISTANCE 5
#define VASSAL_SCAN_MAX_DISTANCE 500
#define VASSAL_SCAN_PING_TIME 20 //2s update time.
/datum/antagonist/bloodsucker/proc/attempt_turn_vassal(mob/living/carbon/C)
C.silent = 0
return SSticker.mode.make_vassal(C,owner)
/datum/antagonist/bloodsucker/proc/FreeAllVassals()
for (var/datum/antagonist/vassal/V in vassals)
SSticker.mode.remove_vassal(V.owner)
/datum/antagonist/vassal
name = "Vassal"//WARNING: DO NOT SELECT" // "Vassal"
roundend_category = "vassals"
antagpanel_category = "Bloodsucker"
job_rank = ROLE_BLOODSUCKER
var/datum/antagonist/bloodsucker/master // Who made me?
var/list/datum/action/powers = list()// Purchased powers
var/list/datum/objective/objectives_given = list() // For removal if needed.
/datum/antagonist/vassal/can_be_owned(datum/mind/new_owner)
// If we weren't created by a bloodsucker, then we cannot be a vassal (assigned from antag panel)
if (!master)
return FALSE
return ..()
/datum/antagonist/vassal/on_gain()
SSticker.mode.vassals |= owner // Add if not already in here (and you might be, if you were picked at round start)
// Mindslave Add
if(master)
var/datum/antagonist/bloodsucker/B = master.owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(B)
B.vassals |= src
owner.enslave_mind_to_creator(master.owner.current)
// Master Pinpointer
owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
// Powers
var/datum/action/bloodsucker/vassal/recuperate/new_Recuperate = new ()
new_Recuperate.Grant(owner.current)
powers += new_Recuperate
// Give Vassal Objective
var/datum/objective/bloodsucker/vassal/vassal_objective = new
vassal_objective.owner = owner
vassal_objective.generate_objective()
objectives += vassal_objective
objectives_given += vassal_objective
give_thrall_eyes()
owner.current.grant_language(/datum/language/vampiric)
// Add Antag HUD
update_vassal_icons_added(owner.current, "vassal")
. = ..()
/datum/antagonist/vassal/proc/give_thrall_eyes()
var/obj/item/organ/eyes/vassal/E = new
E.Insert(owner.current)
/obj/item/organ/eyes/vassal/
lighting_alpha = 180 // LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE <--- This is too low a value at 128. We need to SEE what the darkness is so we can hide in it.
see_in_dark = 12
flash_protect = -1 //These eyes are weaker to flashes, but let you see in the dark
/datum/antagonist/vassal/proc/remove_thrall_eyes()
var/obj/item/organ/eyes/E = new
E.Insert(owner.current)
/datum/antagonist/vassal/on_removal()
SSticker.mode.vassals -= owner // Add if not already in here (and you might be, if you were picked at round start)
// Mindslave Remove
if (master && master.owner)
master.vassals -= src
if (owner.enslaved_to == master.owner.current)
owner.enslaved_to = null
// Master Pinpointer
owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
// Powers
while(powers.len)
var/datum/action/power = pick(powers)
powers -= power
power.Remove(owner.current)
// Remove Hunter Objectives
for(var/O in objectives_given)
objectives -= O
qdel(O)
objectives_given = list()
remove_thrall_eyes()
owner.current.remove_language(/datum/language/vampiric)
// Clear Antag HUD
update_vassal_icons_removed(owner.current)
. = ..()
/datum/antagonist/vassal/greet()
to_chat(owner, "<span class='userdanger'>You are now the mortal servant of [master.owner.current], a bloodsucking vampire!</span>")
to_chat(owner, "<span class='boldannounce'>The power of [master.owner.current.p_their()] immortal blood compells you to obey [master.owner.current.p_them()] in all things, even offering your own life to prolong theirs.<br>\
You are not required to obey any other Bloodsucker, for only [master.owner.current] is your master. The laws of Nanotransen do not apply to you now; only your vampiric master's word must be obeyed.<span>")
// Effects...
owner.current.playsound_local(null, 'sound/magic/mutate.ogg', 100, FALSE, pressure_affected = FALSE)
//owner.store_memory("You became the mortal servant of [master.owner.current], a bloodsucking vampire!")
antag_memory += "You became the mortal servant of <b>[master.owner.current]</b>, a bloodsucking vampire!<br>"
// And to your new Master...
to_chat(master.owner, "<span class='userdanger'>[owner.current] has become addicted to your immortal blood. [owner.current.p_they(TRUE)] [owner.current.p_are()] now your undying servant!</span>")
master.owner.current.playsound_local(null, 'sound/magic/mutate.ogg', 100, FALSE, pressure_affected = FALSE)
/datum/antagonist/vassal/farewell()
owner.current.visible_message("[owner.current]'s eyes dart feverishly from side to side, and then stop. [owner.current.p_they(TRUE)] seem[owner.current.p_s()] calm, \
like [owner.current.p_they()] [owner.current.p_have()] regained some lost part of [owner.current.p_them()]self.",\
"<span class='userdanger'><FONT size = 3>With a snap, you are no longer enslaved to [master.owner]! You breathe in heavily, having regained your free will.</FONT></span>")
owner.current.playsound_local(null, 'sound/magic/mutate.ogg', 100, FALSE, pressure_affected = FALSE)
// And to your former Master...
//if (master && master.owner)
// to_chat(master.owner, "<span class='userdanger'>You feel the bond with your vassal [owner.current] has somehow been broken!</span>")
/datum/status_effect/agent_pinpointer/vassal_edition
id = "agent_pinpointer"
alert_type = /obj/screen/alert/status_effect/agent_pinpointer/vassal_edition
minimum_range = VASSAL_SCAN_MIN_DISTANCE
tick_interval = VASSAL_SCAN_PING_TIME
duration = -1 // runs out fast
range_fuzz_factor = 0
/obj/screen/alert/status_effect/agent_pinpointer/vassal_edition
name = "Blood Bond"
desc = "You always know where your master is."
//icon = 'icons/obj/device.dmi'
//icon_state = "pinon"
/datum/status_effect/agent_pinpointer/vassal_edition/on_creation(mob/living/new_owner, ...)
..()
var/datum/antagonist/vassal/antag_datum = new_owner.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
scan_target = antag_datum?.master?.owner?.current
/datum/status_effect/agent_pinpointer/vassal_edition/scan_for_target()
// DO NOTHING. We already have our target, and don't wanna do anything from agent_pinpointer
/datum/antagonist/vassal/proc/update_vassal_icons_added(mob/living/vassal, icontype="vassal")
var/datum/atom_hud/antag/bloodsucker/hud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
hud.join_hud(vassal)
set_antag_hud(vassal, icontype) // Located in icons/mob/hud.dmi
owner.current.hud_list[ANTAG_HUD].icon = image('icons/mob/hud.dmi', owner.current, "bloodsucker")
/datum/antagonist/vassal/proc/update_vassal_icons_removed(mob/living/vassal)
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
hud.leave_hud(vassal)
set_antag_hud(vassal, null)
//Displayed at the start of roundend_category section, default to roundend_category header
/*/datum/antagonist/vassal/roundend_report_header()
return "<span class='header'>Loyal to their bloodsucking masters, the Vassals were:</span><br><br>"*/

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@@ -1,67 +0,0 @@
/datum/antagonist/bloodsucker/proc/CheckVampOrgans()
// Do I have any parts that need replacing?
var/obj/item/organ/O
// Heart
O = owner.current.getorganslot(ORGAN_SLOT_HEART)
if(!istype(O, /obj/item/organ/heart/vampheart))
qdel(O)
var/obj/item/organ/heart/vampheart/H = new
H.Insert(owner.current)
H.Stop() // Now...stop beating!
// Eyes
O = owner.current.getorganslot(ORGAN_SLOT_EYES)
if(!istype(O, /obj/item/organ/eyes/vassal/bloodsucker))
qdel(O)
var/obj/item/organ/eyes/vassal/bloodsucker/E = new
E.Insert(owner.current)
/datum/antagonist/bloodsucker/proc/RemoveVampOrgans()
// Heart
var/obj/item/organ/heart/H = new
H.Insert(owner.current)
// Eyes
var/obj/item/organ/eyes/E = new
E.Insert(owner.current)
// HEART: OVERWRITE //
// HEART //
/obj/item/organ/heart/vampheart
beating = 0
var/fakingit = 0
/obj/item/organ/heart/vampheart/prepare_eat()
..()
// Do cool stuff for eating vamp heart?
/obj/item/organ/heart/vampheart/Restart()
beating = 0 // DONT run ..(). We don't want to start beating again.
return 0
/obj/item/organ/heart/vampheart/Stop()
fakingit = 0
return ..()
/obj/item/organ/heart/vampheart/proc/FakeStart()
fakingit = 1 // We're pretending to beat, to fool people.
/obj/item/organ/heart/vampheart/HeartStrengthMessage()
if(fakingit)
return "a healthy"
return "<span class='danger'>no</span>" // Bloodsuckers don't have a heartbeat at all when stopped (default is "an unstable")
// EYES //
/obj/item/organ/eyes/vassal/bloodsucker
flash_protect = 2 //Eye healing isnt working properly
sight_flags = SEE_MOBS // Taken from augmented_eyesight.dm
/*
// LIVER //
/obj/item/organ/liver/vampliver
// Livers run on_life(), which calls reagents.metabolize() in holder.dm, which calls on_mob_life.dm in the cheam (medicine_reagents.dm)
// Holder also calls reagents.reaction_mob for the moment it happens
/obj/item/organ/liver/vampliver/on_life()
var/mob/living/carbon/C = owner
if(!istype(C))
return
*/

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@@ -1,176 +0,0 @@
// organ_internal.dm -- /obj/item/organ
// Do I have a stake in my heart?
/mob/living/AmStaked()
var/obj/item/bodypart/BP = get_bodypart("chest")
if (!BP)
return FALSE
for(var/obj/item/I in BP.embedded_objects)
if (istype(I,/obj/item/stake/))
return TRUE
return FALSE
/mob/proc/AmStaked()
return FALSE
/mob/living/proc/StakeCanKillMe()
return IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_DEATHCOMA) // NOTE: You can't go to sleep in a coffin with a stake in you.
///obj/item/weapon/melee/stake
/obj/item/stake/
name = "wooden stake"
desc = "A simple wooden stake carved to a sharp point."
icon = 'icons/obj/stake.dmi'
icon_state = "wood" // Inventory Icon
item_state = "wood" // In-hand Icon
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' // File for in-hand icon
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
attack_verb = list("staked")
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
hitsound = 'sound/weapons/bladeslice.ogg'
force = 6
throwforce = 10
embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
//embed_chance = 25 // Look up "is_pointed" to see where we set stakes able to do this.
//embedded_fall_chance = 0.5 // Chance it will fall out.
obj_integrity = 30
max_integrity = 30
//embedded_fall_pain_multiplier
var/staketime = 120 // Time it takes to embed the stake into someone's chest.
/obj/item/stake/basic
name = "wooden stake"
// This exists so Hardened/Silver Stake can't have a welding torch used on them.
/obj/item/stake/basic/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weldingtool))
//if (amWelded)
// to_chat(user, "<span class='warning'>This stake has already been treated with fire.</span>")
// return
//amWelded = TRUE
// Weld it
var/obj/item/weldingtool/WT = W
if(WT.use(0))//remove_fuel(0,user))
user.visible_message("[user.name] scorched the pointy end of [src] with the welding tool.", \
"<span class='notice'>You scorch the pointy end of [src] with the welding tool.</span>", \
"<span class='italics'>You hear welding.</span>")
// 8 Second Timer
if(!do_mob(user, src, 80))
return
// Create the Stake
qdel(src)
var/obj/item/stake/hardened/new_item = new(usr.loc)
user.put_in_hands(new_item)
else
return ..()
/obj/item/stake/afterattack(atom/target, mob/user, proximity)
//to_chat(world, "<span class='notice'>DEBUG: Staking </span>")
// Invalid Target, or not targetting chest with HARM intent?
if(!iscarbon(target) || check_zone(user.zone_selected) != "chest" || user.a_intent != INTENT_HARM)
return
var/mob/living/carbon/C = target
// Needs to be Down/Slipped in some way to Stake.
if(!C.can_be_staked() || target == user)
to_chat(user, "<span class='danger'>You cant stake [target] when they are moving moving about! They have to be laying down!</span>")
return
// Oops! Can't.
if(HAS_TRAIT(C, TRAIT_PIERCEIMMUNE))
to_chat(user, "<span class='danger'>[target]'s chest resists the stake. It won't go in.</span>")
return
// Make Attempt...
to_chat(user, "<span class='notice'>You put all your weight into embedding the stake into [target]'s chest...</span>")
playsound(user, 'sound/magic/Demon_consume.ogg', 50, 1)
if(!do_mob(user, C, staketime, 0, 1, extra_checks=CALLBACK(C, /mob/living/carbon/proc/can_be_staked))) // user / target / time / uninterruptable / show progress bar / extra checks
return
// Drop & Embed Stake
user.visible_message("<span class='danger'>[user.name] drives the [src] into [target]'s chest!</span>", \
"<span class='danger'>You drive the [src] into [target]'s chest!</span>")
playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
user.dropItemToGround(src, TRUE) //user.drop_item() // "drop item" doesn't seem to exist anymore. New proc is user.dropItemToGround() but it doesn't seem like it's needed now?
var/obj/item/bodypart/B = C.get_bodypart("chest") // This was all taken from hitby() in human_defense.dm
B.embedded_objects |= src
add_mob_blood(target)//Place blood on the stake
loc = C // Put INSIDE the character
B.receive_damage(w_class * embedding.embedded_impact_pain_multiplier)
if(C.mind)
var/datum/antagonist/bloodsucker/bloodsucker = C.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(bloodsucker)
// If DEAD or TORPID...kill vamp!
if(C.StakeCanKillMe()) // NOTE: This is the ONLY time a staked Torpid vamp dies.
bloodsucker.FinalDeath()
return
else
to_chat(target, "<span class='userdanger'>You have been staked! Your powers are useless, your death forever, while it remains in place.</span>")
to_chat(user, "<span class='warning'>You missed [C.p_their(TRUE)]'s heart! It would be easier if [C.p_they(TRUE)] weren't struggling so much.</span>")
// Can this target be staked? If someone stands up before this is complete, it fails. Best used on someone stationary.
/mob/living/carbon/proc/can_be_staked()
//return resting || IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (has_trait(TRAIT_FAKEDEATH)) || resting || IsStun() || IsFrozen() || (pulledby && pulledby.grab_state >= GRAB_NECK)
return (src.resting || src.lying)
// ABOVE: Taken from update_mobility() in living.dm
/obj/item/stake/hardened
// Created by welding and acid-treating a simple stake.
name = "hardened stake"
desc = "A hardened wooden stake carved to a sharp point and scorched at the end."
icon_state = "hardened" // Inventory Icon
force = 8
throwforce = 12
armour_penetration = 10
embedding = list("embed_chance" = 50, "embedded_fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
obj_integrity = 120
max_integrity = 120
staketime = 80
/obj/item/stake/hardened/silver
name = "silver stake"
desc = "Polished and sharp at the end. For when some mofo is always trying to iceskate uphill."
icon_state = "silver" // Inventory Icon
item_state = "silver" // In-hand Icon
siemens_coefficient = 1 //flags = CONDUCT // var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
force = 9
armour_penetration = 25
embedding = list("embed_chance" = 65) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
obj_integrity = 300
max_integrity = 300
staketime = 60
// Convert back to Silver
/obj/item/stake/hardened/silver/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = I
if(WT.use(0))//remove_fuel(0, user))
var/obj/item/stack/sheet/mineral/silver/newsheet = new (user.loc)
for(var/obj/item/stack/sheet/mineral/silver/S in user.loc)
if(S == newsheet)
continue
if(S.amount >= S.max_amount)
continue
S.attackby(newsheet, user)
to_chat(user, "<span class='notice'>You melt down the stake and add it to the stack. It now contains [newsheet.amount] sheet\s.</span>")
qdel(src)
else
return ..()
// Look up recipes.dm OR pneumaticCannon.dm
/datum/crafting_recipe/silver_stake
name = "Silver Stake"
result = /obj/item/stake/hardened/silver
tools = list(/obj/item/weldingtool)
reqs = list(/obj/item/stack/sheet/mineral/silver = 1,
/obj/item/stake/hardened = 1)
///obj/item/stack/packageWrap = 8,
///obj/item/pipe = 2)
time = 80
category = CAT_WEAPONRY
subcategory = CAT_WEAPON

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@@ -1,243 +0,0 @@
// TRAIT_DEATHCOMA - Activate this when you're in your coffin to simulate sleep/death.
// Coffins...
// -heal all wounds, and quickly.
// -restore limbs & organs
//
// Without Coffins...
// -
// -limbs stay lost
// To put to sleep: use owner.current.fakedeath("bloodsucker") but change name to "bloodsucker_coffin" so you continue to stay fakedeath despite healing in the main thread!
/datum/antagonist/bloodsucker/proc/ClaimCoffin(obj/structure/closet/crate/claimed) // NOTE: This can be any "closet" that you are resting AND inside of.
// ALREADY CLAIMED
if(claimed.resident)
if(claimed.resident == owner.current)
to_chat(owner, "This is your [src].")
else
to_chat(owner, "This [src] has already been claimed by another.")
return FALSE
// Bloodsucker Learns new Recipes!
owner.teach_crafting_recipe(/datum/crafting_recipe/bloodsucker/vassalrack)
owner.teach_crafting_recipe(/datum/crafting_recipe/bloodsucker/candelabrum)
// This is my Lair
coffin = claimed
lair = get_area(claimed)
// DONE
to_chat(owner, "<span class='userdanger'>You have claimed the [claimed] as your place of immortal rest! Your lair is now [lair].</span>")
to_chat(owner, "<span class='danger'>You have learned new construction recipes to improve your lair.</span>")
to_chat(owner, "<span class='announce'>Bloodsucker Tip: Find new lair recipes in the misc tab of the <i>Crafting Menu</i> at the bottom of the screen, including the <i>Persuasion Rack</i> for converting crew into Vassals.</span><br><br>")
RunLair() // Start
return TRUE
// crate.dm
/obj/structure/closet/crate
var/mob/living/resident // This lets bloodsuckers claim any "closet" as a Coffin, so long as they could get into it and close it. This locks it in place, too.
/obj/structure/closet/crate/coffin
var/pryLidTimer = 250
can_weld_shut = FALSE
breakout_time = 200
max_mob_size = MOB_SIZE_LARGE
/obj/structure/closet/crate/coffin/blackcoffin
name = "black coffin"
desc = "For those departed who are not so dear."
icon_state = "coffin"
icon = 'icons/obj/vamp_obj.dmi'
can_weld_shut = FALSE
resistance_flags = 0 // Start off with no bonuses.
open_sound = 'sound/bloodsucker/coffin_open.ogg'
close_sound = 'sound/bloodsucker/coffin_close.ogg'
breakout_time = 600
pryLidTimer = 400
resistance_flags = NONE
/obj/structure/closet/crate/coffin/meatcoffin
name = "meat coffin"
desc = "When you're ready to meat your maker, the steaks can never be too high."
icon_state = "meatcoffin"
icon = 'icons/obj/vamp_obj.dmi'
can_weld_shut = FALSE
resistance_flags = 0 // Start off with no bonuses.
open_sound = 'sound/effects/footstep/slime1.ogg'
close_sound = 'sound/effects/footstep/slime1.ogg'
breakout_time = 200
pryLidTimer = 200
resistance_flags = NONE
material_drop = /obj/item/reagent_containers/food/snacks/meat/slab
material_drop_amount = 3
/obj/structure/closet/crate/coffin/metalcoffin
name = "metal coffin"
desc = "A big metal sardine can inside of another big metal sardine can, in space."
icon_state = "metalcoffin"
icon = 'icons/obj/vamp_obj.dmi'
can_weld_shut = FALSE
resistance_flags = FIRE_PROOF | LAVA_PROOF
open_sound = 'sound/effects/pressureplate.ogg'
close_sound = 'sound/effects/pressureplate.ogg'
breakout_time = 300
pryLidTimer = 200
resistance_flags = NONE
material_drop = /obj/item/stack/sheet/metal
material_drop_amount = 5
//////////////////////////////////////////////
/obj/structure/closet/crate/proc/ClaimCoffin(mob/living/claimant) // NOTE: This can be any "closet" that you are resting AND inside of.
// Bloodsucker Claim
var/datum/antagonist/bloodsucker/bloodsuckerdatum = claimant.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(bloodsuckerdatum)
// Vamp Successfuly Claims Me?
if(bloodsuckerdatum.ClaimCoffin(src))
resident = claimant
anchored = 1 // No moving this
/obj/structure/closet/crate/coffin/Destroy()
UnclaimCoffin()
return ..()
/obj/structure/closet/crate/proc/UnclaimCoffin()
if (resident)
// Vamp Un-Claim
if (resident.mind)
var/datum/antagonist/bloodsucker/bloodsuckerdatum = resident.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (bloodsuckerdatum && bloodsuckerdatum.coffin == src)
bloodsuckerdatum.coffin = null
bloodsuckerdatum.lair = null
to_chat(resident, "<span class='danger'><span class='italics'>You sense that the link with your coffin, your sacred place of rest, has been broken! You will need to seek another.</span></span>")
resident = null // Remove resident. Because this object isnt removed from the game immediately (GC?) we need to give them a way to see they don't have a home anymore.
/obj/structure/closet/crate/coffin/can_open(mob/living/user)
// You cannot lock in/out a coffin's owner. SORRY.
if (locked)
if(user == resident)
if (welded)
welded = FALSE
update_icon()
//to_chat(user, "<span class='notice'>You flip a secret latch and unlock [src].</span>") // Don't bother. We know it's unlocked.
locked = FALSE
return 1
else
playsound(get_turf(src), 'sound/machines/door_locked.ogg', 20, 1)
to_chat(user, "<span class='notice'>[src] is locked tight from the inside.</span>")
return ..()
/obj/structure/closet/crate/coffin/close(mob/living/user)
var/turf/Turf = get_turf(src)
var/area/A = get_area(src)
if (!..())
return FALSE
// Only the User can put themself into Torpor (if you're already in it, you'll start to heal)
if((user in src))
// Bloodsucker Only
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(bloodsuckerdatum)
LockMe(user)
Turf = get_turf(user) //we may have moved. adjust as needed...
A = get_area(src)
// Claim?
if(!bloodsuckerdatum.coffin && !resident && (is_station_level(Turf.z) || !A.map_name == "Space"))
switch(alert(user,"Do you wish to claim this as your coffin? [get_area(src)] will be your lair.","Claim Lair","Yes", "No"))
if("Yes")
ClaimCoffin(user)
if (user.AmStaked()) // Stake? No Heal!
to_chat(bloodsuckerdatum.owner.current, "<span class='userdanger'>You are staked! Remove the offending weapon from your heart before sleeping.</span>")
return
// Heal
if(bloodsuckerdatum.HandleHealing(0)) // Healing Mult 0 <--- We only want to check if healing is valid!
to_chat(bloodsuckerdatum.owner.current, "<span class='notice'>You enter the horrible slumber of deathless Torpor. You will heal until you are renewed.</span>")
bloodsuckerdatum.Torpor_Begin()
// Level Up?
bloodsuckerdatum.SpendRank() // Auto-Fails if not appropriate
return TRUE
/obj/structure/closet/crate/coffin/attackby(obj/item/W, mob/user, params)
// You cannot weld or deconstruct an owned coffin. STILL NOT SORRY.
if (resident != null && user != resident) // Owner can destroy their own coffin.
if(opened)
if(istype(W, cutting_tool))
to_chat(user, "<span class='notice'>This is a much more complex mechanical structure than you thought. You don't know where to begin cutting [src].</span>")
return
else if(anchored && istype(W, /obj/item/wrench)) // Can't unanchor unless owner.
to_chat(user, "<span class='danger'>The coffin won't come unanchored from the floor.</span>")
return
if(locked && istype(W, /obj/item/crowbar))
var/pry_time = pryLidTimer * W.toolspeed // Pry speed must be affected by the speed of the tool.
user.visible_message("<span class='notice'>[user] tries to pry the lid off of [src] with [W].</span>", \
"<span class='notice'>You begin prying the lid off of [src] with [W]. This should take about [DisplayTimeText(pry_time)].</span>")
if (!do_mob(user,src,pry_time))
return
bust_open()
user.visible_message("<span class='notice'>[user] snaps the door of [src] wide open.</span>", \
"<span class='notice'>The door of [src] snaps open.</span>")
return
..()
/obj/structure/closet/crate/coffin/AltClick(mob/user)
// Distance Check (Inside Of)
if (user in src) // user.Adjacent(src)
LockMe(user, !locked)
/obj/structure/closet/crate/proc/LockMe(mob/user, inLocked = TRUE)
// Lock
if (user == resident)
if (!broken)
locked = inLocked
to_chat(user, "<span class='notice'>You flip a secret latch and [locked?"":"un"]lock yourself inside [src].</span>")
else
to_chat(resident, "<span class='notice'>The secret latch to lock [src] from the inside is broken. You set it back into place...</span>")
if (do_mob(resident, src, 50))//sleep(10)
if (broken) // Spam Safety
to_chat(resident, "<span class='notice'>You fix the mechanism and lock it.</span>")
broken = FALSE
locked = TRUE
// Look up recipes.dm OR pneumaticCannon.dm
/datum/crafting_recipe/bloodsucker/blackcoffin
name = "Black Coffin"
result = /obj/structure/closet/crate/coffin/blackcoffin
tools = list(/obj/item/weldingtool,
/obj/item/screwdriver)
reqs = list(/obj/item/stack/sheet/cloth = 1,
/obj/item/stack/sheet/mineral/wood = 5,
/obj/item/stack/sheet/metal = 1)
///obj/item/stack/packageWrap = 8,
///obj/item/pipe = 2)
time = 150
category = CAT_MISC
always_availible = TRUE
/datum/crafting_recipe/bloodsucker/meatcoffin
name = "Meat Coffin"
result =/obj/structure/closet/crate/coffin/meatcoffin
tools = list(/obj/item/kitchen/knife,
/obj/item/kitchen/rollingpin)
reqs = list(/obj/item/reagent_containers/food/snacks/meat/slab = 5,
/obj/item/restraints/handcuffs/cable = 1)
time = 150
category = CAT_MISC
always_availible = TRUE
/datum/crafting_recipe/bloodsucker/metalcoffin
name = "Metal Coffin"
result =/obj/structure/closet/crate/coffin/metalcoffin
tools = list(/obj/item/weldingtool,
/obj/item/screwdriver)
reqs = list(/obj/item/stack/sheet/metal = 5)
time = 100
category = CAT_MISC
always_availible = TRUE

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@@ -1,494 +0,0 @@
// IDEAS --
// An object that disguises your coffin while you're in it!
//
// An object that lets your lair itself protect you from sunlight, like a coffin would (no healing tho)
// Hide a random object somewhere on the station:
// var/turf/targetturf = get_random_station_turf()
// var/turf/targetturf = get_safe_random_station_turf()
// CRYPT OBJECTS
//
//
// PODIUM Stores your Relics
//
// ALTAR Transmute items into sacred items.
//
// PORTRAIT Gaze into your past to: restore mood boost?
//
// BOOKSHELF Discover secrets about crew and locations. Learn languages. Learn marial arts.
//
// BRAZER Burn rare ingredients to gleen insights.
//
// RUG Ornate, and creaks when stepped upon by any humanoid other than yourself and your vassals.
//
// X COFFIN (Handled elsewhere)
//
// X CANDELABRA (Handled elsewhere)
//
// THRONE Your mental powers work at any range on anyone inside your crypt.
//
// MIRROR Find any person
//
// BUST/STATUE Create terror, but looks just like you (maybe just in Examine?)
// RELICS
//
// RITUAL DAGGER
//
// SKULL
//
// VAMPIRIC SCROLL
//
// SAINTS BONES
//
// GRIMOIRE
// RARE INGREDIENTS
// Ore
// Books (Manuals)
// NOTE: Look up AI and Sentient Disease to see how the game handles the selector logo that only one player is allowed to see. We could add hud for vamps to that?
// ALTERNATIVELY, use the Vamp Huds on relics to mark them, but only show to relevant vamps?
/obj/structure/bloodsucker
var/mob/living/owner
/*
/obj/structure/bloodsucker/bloodthrone
name = "wicked throne"
desc = "Twisted metal shards jut from the arm rests. Very uncomfortable looking. It would take a sadistic sort to sit on this jagged piece of furniture."
/obj/structure/bloodsucker/bloodaltar
name = "bloody altar"
desc = "It is marble, lined with basalt, and radiates an unnerving chill that puts your skin on edge."
/obj/structure/bloodsucker/bloodstatue
name = "bloody countenance"
desc = "It looks upsettingly familiar..."
/obj/structure/bloodsucker/bloodportrait
name = "oil portrait"
desc = "A disturbingly familiar face stares back at you. On second thought, the reds don't seem to be painted in oil..."
/obj/structure/bloodsucker/bloodbrazer
name = "lit brazer"
desc = "It burns slowly, but doesn't radiate any heat."
/obj/structure/bloodsucker/bloodmirror
name = "faded mirror"
desc = "You get the sense that the foggy reflection looking back at you has an alien intelligence to it."
*/
/obj/structure/bloodsucker/vassalrack
name = "persuasion rack"
desc = "If this wasn't meant for torture, then someone has some fairly horrifying hobbies."
icon = 'icons/obj/vamp_obj.dmi'
icon_state = "vassalrack"
buckle_lying = FALSE
anchored = FALSE
density = TRUE // Start dense. Once fixed in place, go non-dense.
can_buckle = TRUE
var/useLock = FALSE // So we can't just keep dragging ppl on here.
var/mob/buckled
var/convert_progress = 3 // Resets on each new character to be added to the chair. Some effects should lower it...
var/disloyalty_confirm = FALSE // Command & Antags need to CONFIRM they are willing to lose their role (and will only do it if the Vassal'ing succeeds)
var/disloyalty_offered = FALSE // Has the popup been issued? Don't spam them.
var/convert_cost = 100
/obj/structure/bloodsucker/vassalrack/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal(src.loc, 4)
new /obj/item/stack/rods(loc, 4)
qdel(src)
/obj/structure/bloodsucker/vassalrack/examine(mob/user)
. = ..()
if((user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)) || isobserver(user))
. += {"<span class='cult'>This is the vassal rack, which allows you to thrall crewmembers into loyal minions in your service.</span>"}
. += {"<span class='cult'>You need to first secure the vassal rack by clicking on it while it is in your lair.</span>"}
. += {"<span class='cult'>Simply click and hold on a victim, and then drag their sprite on the vassal rack.</span>"}
. += {"<span class='cult'>Make sure that the victim is handcuffed, or else they can simply run away or resist, as the process is not instant.</span>"}
. += {"<span class='cult'>To convert the victim, simply click on the vassal rack itself. Sharp weapons work faster than other tools.</span>"}
/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
. += {"<span class='cult'>This is the vassal rack, which allows your master to thrall crewmembers into his minions.\n
Aid your master in bringing their victims here and keeping them secure.\n
You can secure victims to the vassal rack by click dragging the victim onto the rack while it is secured</span>"} */
/obj/structure/bloodsucker/vassalrack/MouseDrop_T(atom/movable/O, mob/user)
if(!O.Adjacent(src) || O == user || !isliving(O) || !isliving(user) || useLock || has_buckled_mobs() || user.incapacitated())
return
if(!anchored && user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
to_chat(user, "<span class='danger'>Until this rack is secured in place, it cannot serve its purpose.</span>")
return
// PULL TARGET: Remember if I was pullin this guy, so we can restore this
var/waspulling = (O == owner.pulling)
var/wasgrabstate = owner.grab_state
// * MOVE! *
O.forceMove(drop_location())
// PULL TARGET: Restore?
if(waspulling)
owner.start_pulling(O, wasgrabstate, TRUE)
// NOTE: in bs_lunge.dm, we use [target.grabbedby(owner)], which simulates doing a grab action. We don't want that though...we're cutting directly back to where we were in a grab.
// Do Action!
useLock = TRUE
if(do_mob(user, O, 50))
attach_victim(O,user)
useLock = FALSE
/obj/structure/bloodsucker/vassalrack/AltClick(mob/user)
if(!has_buckled_mobs() || !isliving(user) || useLock)
return
// Attempt Release (Owner vs Non Owner)
var/mob/living/carbon/C = pick(buckled_mobs)
if(C)
if(user == owner)
unbuckle_mob(C)
else
user_unbuckle_mob(C,user)
/obj/structure/bloodsucker/vassalrack/proc/attach_victim(mob/living/M, mob/living/user)
// Standard Buckle Check
if(!buckle_mob(M)) // force=TRUE))
return
// Attempt Buckle
user.visible_message("<span class='notice'>[user] straps [M] into the rack, immobilizing them.</span>", \
"<span class='boldnotice'>You secure [M] tightly in place. They won't escape you now.</span>")
playsound(src.loc, 'sound/effects/pop_expl.ogg', 25, 1)
//M.forceMove(drop_location()) <--- CANT DO! This cancels the buckle_mob() we JUST did (even if we foced the move)
M.setDir(2)
density = TRUE
var/matrix/m180 = matrix(M.transform)
m180.Turn(180)//90)//180
animate(M, transform = m180, time = 2)
M.pixel_y = -2 //M.get_standard_pixel_y_offset(120)//180)
update_icon()
// Torture Stuff
convert_progress = 2 // Goes down unless you start over.
disloyalty_confirm = FALSE // New guy gets the chance to say NO if he's special.
disloyalty_offered = FALSE // Prevents spamming torture window.
/obj/structure/bloodsucker/vassalrack/user_unbuckle_mob(mob/living/M, mob/user)
// Attempt Unbuckle
if(!user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if(M == user)
M.visible_message("<span class='danger'>[user] tries to release themself from the rack!</span>",\
"<span class='danger'>You attempt to release yourself from the rack!</span>") // For sound if not seen --> "<span class='italics'>You hear a squishy wet noise.</span>")
else
M.visible_message("<span class='danger'>[user] tries to pull [M] rack!</span>",\
"<span class='danger'>[user] attempts to release you from the rack!</span>") // For sound if not seen --> "<span class='italics'>You hear a squishy wet noise.</span>")
if(!do_mob(user, M, 100))
return
// Did the time. Now try to do it.
..()
unbuckle_mob(M)
/obj/structure/bloodsucker/vassalrack/unbuckle_mob(mob/living/buckled_mob, force = FALSE)
if(!..())
return
var/matrix/m180 = matrix(buckled_mob.transform)
m180.Turn(180)//-90)//180
animate(buckled_mob, transform = m180, time = 2)
buckled_mob.pixel_y = buckled_mob.get_standard_pixel_y_offset(180)
src.visible_message(text("<span class='danger'>[buckled_mob][buckled_mob.stat==DEAD?"'s corpse":""] slides off of the rack.</span>"))
density = FALSE
buckled_mob.AdjustKnockdown(30)
update_icon()
useLock = FALSE // Failsafe
/obj/structure/bloodsucker/vassalrack/attackby(obj/item/W, mob/user, params)
if(has_buckled_mobs()) // Attack w/weapon vs guy standing there? Don't do an attack.
attack_hand(user)
return FALSE
return ..()
/obj/structure/bloodsucker/vassalrack/attack_hand(mob/user)
//. = ..() // Taken from sacrificial altar in divine.dm
//if(.)
// return
// Go away. Torturing.
if(useLock)
return
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// CHECK ONE: Am I claiming this? Is it in the right place?
if(istype(bloodsuckerdatum) && !owner)
if(!bloodsuckerdatum.lair)
to_chat(user, "<span class='danger'>You don't have a lair. Claim a coffin to make that location your lair.</span>")
if(bloodsuckerdatum.lair != get_area(src))
to_chat(user, "<span class='danger'>You may only activate this structure in your lair: [bloodsuckerdatum.lair].</span>")
return
switch(alert(user,"Do you wish to afix this structure here? Be aware you wont be able to unsecure it anymore","Secure [src]","Yes", "No"))
if("Yes")
owner = user
density = FALSE
anchored = TRUE
return //No, you cant move this ever again
// No One Home
if(!has_buckled_mobs())
return
// CHECK TWO: Am I a non-bloodsucker?
var/mob/living/carbon/C = pick(buckled_mobs)
if(!istype(bloodsuckerdatum))
// Try to release this guy
user_unbuckle_mob(C, user)
return
// Bloodsucker Owner! Let the boy go.
if(C.mind)
var/datum/antagonist/vassal/vassaldatum = C.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if (istype(vassaldatum) && vassaldatum.master == bloodsuckerdatum || C.stat >= DEAD)
unbuckle_mob(C)
useLock = FALSE // Failsafe
return
// Just torture the boy
torture_victim(user, C)
/obj/structure/bloodsucker/vassalrack/proc/torture_victim(mob/living/user, mob/living/target)
// Check Bloodmob/living/M, force = FALSE, check_loc = TRUE
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(user.blood_volume < convert_cost + 5)
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target].</span>")
return
if(!bloodsuckerdatum || bloodsuckerdatum.vassals.len * 5 > bloodsuckerdatum.vamplevel)
to_chat(user, "<span class='notice'>Your power is yet too weak to bring more vassals under your control....</span>")
return
// Prep...
useLock = TRUE
// Step One: Tick Down Conversion from 3 to 0
// Step Two: Break mindshielding/antag (on approve)
// Step Three: Blood Ritual
// Conversion Process
if(convert_progress > 0)
to_chat(user, "<span class='notice'>You prepare to initiate [target] into your service.</span>")
if(!do_torture(user,target))
to_chat(user, "<span class='danger'><i>The ritual has been interrupted!</i></span>")
else
convert_progress -- // Ouch. Stop. Don't.
// All done!
if(convert_progress <= 0)
// FAIL: Can't be Vassal
if(!SSticker.mode.can_make_vassal(target, user, display_warning=FALSE) || HAS_TRAIT(target, TRAIT_MINDSHIELD)) // If I'm an unconvertable Antag ONLY
to_chat(user, "<span class='danger'>[target] doesn't respond to your persuasion. It doesn't appear they can be converted to follow you, they either have a mindshield or their external loyalties are too difficult for you to break.<i>\[ALT+click to release\]</span>")
convert_progress ++ // Pop it back up some. Avoids wasting Blood on a lost cause.
// SUCCESS: All done!
else
if(RequireDisloyalty(target))
to_chat(user, "<span class='boldwarning'>[target] has external loyalties! [target.p_they(TRUE)] will require more <i>persuasion</i> to break [target.p_them()] to your will!</span>")
else
to_chat(user, "<span class='notice'>[target] looks ready for the <b>Dark Communion</b>.</span>")
// Still Need More Persuasion...
else
to_chat(user, "<span class='notice'>[target] could use [convert_progress == 1?"a little":"some"] more <i>persuasion</i>.</span>")
useLock = FALSE
return
// Check: Mindshield & Antag
if(!disloyalty_confirm && RequireDisloyalty(target))
if(!do_disloyalty(user,target))
to_chat(user, "<span class='danger'><i>The ritual has been interrupted!</i></span>")
else if (!disloyalty_confirm)
to_chat(user, "<span class='danger'>[target] refuses to give into your persuasion. Perhaps a little more?</span>")
else
to_chat(user, "<span class='notice'>[target] looks ready for the <b>Dark Communion</b>.</span>")
useLock = FALSE
return
// Check: Blood
if(user.blood_volume < convert_cost)
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target].</span>")
useLock = FALSE
return
bloodsuckerdatum.AddBloodVolume(-convert_cost)
target.add_mob_blood(user)
user.visible_message("<span class='notice'>[user] marks a bloody smear on [target]'s forehead and puts a wrist up to [target.p_their()] mouth!</span>", \
"<span class='notice'>You paint a bloody marking across [target]'s forehead, place your wrist to [target.p_their()] mouth, and subject [target.p_them()] to the Dark Communion.</span>")
if(!do_mob(user, src, 50))
to_chat(user, "<span class='danger'><i>The ritual has been interrupted!</i></span>")
useLock = FALSE
return
// Convert to Vassal!
if(bloodsuckerdatum && bloodsuckerdatum.attempt_turn_vassal(target))
//remove_loyalties(target) // In case of Mindshield, or appropriate Antag (Traitor, Internal, etc)
//if (!target.buckled)
// to_chat(user, "<span class='danger'><i>The ritual has been interrupted!</i></span>")
// useLock = FALSE
// return
user.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
target.Jitter(25)
target.emote("laugh")
//remove_victim(target) // Remove on CLICK ONLY!
useLock = FALSE
/obj/structure/bloodsucker/vassalrack/proc/do_torture(mob/living/user, mob/living/target, mult=1)
var/torture_time = 15 // Fifteen seconds if you aren't using anything. Shorter with weapons and such.
var/torture_dmg_brute = 2
var/torture_dmg_burn = 0
// Get Bodypart
var/target_string = ""
var/obj/item/bodypart/BP = null
if(iscarbon(target))
var/mob/living/carbon/C = target
BP = pick(C.bodyparts)
if(BP)
target_string += BP.name
// Get Weapon
var/obj/item/I = user.get_active_held_item()
if(!istype(I))
I = user.get_inactive_held_item()
// Create Strings
var/method_string = I?.attack_verb?.len ? pick(I.attack_verb) : pick("harmed","tortured","wrenched","twisted","scoured","beaten","lashed","scathed")
var/weapon_string = I ? I.name : pick("bare hands","hands","fingers","fists")
// Weapon Bonus + SFX
if(I)
torture_time -= I.force / 4
torture_dmg_brute += I.force / 4
//torture_dmg_burn += I.
if(I.sharpness == IS_SHARP)
torture_time -= 1
else if(I.sharpness == IS_SHARP_ACCURATE)
torture_time -= 2
if(istype(I, /obj/item/weldingtool))
var/obj/item/weldingtool/welder = I
welder.welding = TRUE
torture_time -= 5
torture_dmg_burn += 5
I.play_tool_sound(target)
torture_time = max(50, torture_time * 10) // Minimum 5 seconds.
// Now run process.
if(!do_mob(user, target, torture_time * mult))
return FALSE
// SUCCESS
if(I)
playsound(loc, I.hitsound, 30, 1, -1)
I.play_tool_sound(target)
target.visible_message("<span class='danger'>[user] has [method_string] [target]'s [target_string] with [user.p_their()] [weapon_string]!</span>", \
"<span class='userdanger'>[user] has [method_string] your [target_string] with [user.p_their()] [weapon_string]!</span>")
if(!target.is_muzzled())
target.emote("scream")
target.Jitter(5)
target.apply_damages(brute = torture_dmg_brute, burn = torture_dmg_burn, def_zone = (BP ? BP.body_zone : null)) // take_overall_damage(6,0)
return TRUE
/obj/structure/bloodsucker/vassalrack/proc/do_disloyalty(mob/living/user, mob/living/target)
// OFFER YES/NO NOW!
spawn(10)
if(useLock && target && target.client) // Are we still torturing? Did we cancel? Are they still here?
to_chat(user, "<span class='notice'>[target] has been given the opportunity for servitude. You await their decision...</span>")
var/alert_text = "You are being tortured! Do you want to give in and pledge your undying loyalty to [user]?"
/* if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
alert_text += "\n\nYou will no longer be loyal to the station!"
if(SSticker.mode.AmValidAntag(target.mind)) */
alert_text += "\n\nYou will not lose your current objectives, but they come second to the will of your new master!"
switch(alert(target, alert_text,"THE HORRIBLE PAIN! WHEN WILL IT END?!","Yes, Master!", "NEVER!"))
if("Yes, Master!")
disloyalty_accept(target)
else
disloyalty_refuse(target)
if(!do_torture(user,target, 2))
return FALSE
// NOTE: We only remove loyalties when we're CONVERTED!
return TRUE
/obj/structure/bloodsucker/vassalrack/proc/RequireDisloyalty(mob/living/target)
return SSticker.mode.AmValidAntag(target.mind) //|| HAS_TRAIT(target, TRAIT_MINDSHIELD)
/obj/structure/bloodsucker/vassalrack/proc/disloyalty_accept(mob/living/target)
// FAILSAFE: Still on the rack?
if(!(locate(target) in buckled_mobs))
return
// NOTE: You can say YES after torture. It'll apply to next time.
disloyalty_confirm = TRUE
/*if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
to_chat(target, "<span class='boldnotice'>You give in to the will of your torturer. If they are successful, you will no longer be loyal to the station!</span>")
*/
/obj/structure/bloodsucker/vassalrack/proc/disloyalty_refuse(mob/living/target)
// FAILSAFE: Still on the rack?
if(!(locate(target) in buckled_mobs))
return
// Failsafe: You already said YES.
if(disloyalty_confirm)
return
to_chat(target, "<span class='notice'>You refuse to give in! You <i>will not</i> break!</span>")
/obj/structure/bloodsucker/vassalrack/proc/remove_loyalties(mob/living/target)
// Find Mind Implant & Destroy
if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
for(var/obj/item/implant/I in target.implants)
if(I.type == /obj/item/implant/mindshield)
I.removed(target,silent=TRUE)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/structure/bloodsucker/candelabrum
name = "candelabrum"
desc = "It burns slowly, but doesn't radiate any heat."
icon = 'icons/obj/vamp_obj.dmi'
icon_state = "candelabrum"
light_color = "#66FFFF"//LIGHT_COLOR_BLUEGREEN // lighting.dm
light_power = 3
light_range = 0 // to 2
density = FALSE
anchored = FALSE
var/lit = FALSE
///obj/structure/bloodsucker/candelabrum/is_hot() // candle.dm
//return FALSE
/obj/structure/bloodsucker/candelabrum/Destroy()
STOP_PROCESSING(SSobj, src)
/obj/structure/bloodsucker/candelabrum/update_icon()
icon_state = "candelabrum[lit ? "_lit" : ""]"
/obj/structure/bloodsucker/candelabrum/examine(mob/user)
. = ..()
if((user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)) || isobserver(user))
. += {"<span class='cult'>This is a magical candle which drains at the sanity of mortals who are not under your command while it is active.</span>"}
. += {"<span class='cult'>You can alt click on it from any range to turn it on remotely, or simply be next to it and click on it to turn it on and off normally.</span>"}
/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
. += {"<span class='cult'>This is a magical candle which drains at the sanity of the fools who havent yet accepted your master, as long as it is active.\n
You can turn it on and off by clicking on it while you are next to it</span>"} */
/obj/structure/bloodsucker/candelabrum/attack_hand(mob/user)
var/datum/antagonist/bloodsucker/V = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) //I wish there was a better way to do this
var/datum/antagonist/vassal/T = user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(istype(V) || istype(T))
toggle()
/obj/structure/bloodsucker/candelabrum/AltClick(mob/user)
var/datum/antagonist/bloodsucker/V = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// Bloodsuckers can turn their candles on from a distance. SPOOOOKY.
if(istype(V))
toggle()
/obj/structure/bloodsucker/candelabrum/proc/toggle(mob/user)
lit = !lit
if(lit)
set_light(2, 3, "#66FFFF")
START_PROCESSING(SSobj, src)
else
set_light(0)
STOP_PROCESSING(SSobj, src)
update_icon()
/obj/structure/bloodsucker/candelabrum/process()
if(lit)
for(var/mob/living/carbon/human/H in viewers(7, src))
var/datum/antagonist/vassal/T = H.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
var/datum/antagonist/bloodsucker/V = H.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(V || T) //We dont want vassals or vampires affected by this
return
H.hallucination = 20
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// OTHER THINGS TO USE: HUMAN BLOOD. /obj/effect/decal/cleanable/blood
/obj/item/restraints/legcuffs/beartrap/bloodsucker

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@@ -1,85 +0,0 @@
// Created by claiming a Coffin.
// THINGS TO SPAWN:
//
// /obj/effect/decal/cleanable/cobweb && /obj/effect/decal/cleanable/cobweb/cobweb2
// /obj/effect/decal/cleanable/generic
// /obj/effect/decal/cleanable/dirt/dust <-- Pretty cool, just stains the tile itself.
// /obj/effect/decal/cleanable/blood/old
/*
/area/
// All coffins assigned to this area
var/list/obj/structure/closet/crate/laircoffins = new list()
// Called by Coffin when an area is claimed as a vamp's lair
/area/proc/ClaimAsLair(/obj/structure/closet/crate/inClaimant)
set waitfor = FALSE // Don't make on_gain() wait for this function to finish. This lets this code run on the side.
laircoffins += laircoffins
sleep()
// Cancel!
if (laircoffins.len == 0)
return
*/
/datum/antagonist/bloodsucker/proc/RunLair()
set waitfor = FALSE // Don't make on_gain() wait for this function to finish. This lets this code run on the side.
while(!AmFinalDeath() && coffin && lair)
// WAit 2 min and Repeat
sleep(120)
// Coffin Moved SOMEHOW?
if(lair != get_area(coffin))
if(coffin)
coffin.UnclaimCoffin()
//lair = get_area(coffin)
break // DONE
var/list/turf/area_turfs = get_area_turfs(lair)
// Create Dirt etc.
var/turf/T_Dirty = pick(area_turfs)
if(T_Dirty && !T_Dirty.density)
// Default: Dirt
// CHECK: Cobweb already there?
//if (!locate(var/obj/effect/decal/cleanable/cobweb) in T_Dirty) // REMOVED! Cleanables don't stack.
// STEP ONE: COBWEBS
// CHECK: Wall to North?
var/turf/check_N = get_step(T_Dirty, NORTH)
if(istype(check_N, /turf/closed/wall))
// CHECK: Wall to West?
var/turf/check_W = get_step(T_Dirty, WEST)
if(istype(check_W, /turf/closed/wall))
new /obj/effect/decal/cleanable/cobweb (T_Dirty)
// CHECK: Wall to East?
var/turf/check_E = get_step(T_Dirty, EAST)
if(istype(check_E, /turf/closed/wall))
new /obj/effect/decal/cleanable/cobweb/cobweb2 (T_Dirty)
// STEP TWO: DIRT
new /obj/effect/decal/cleanable/dirt (T_Dirty)
// Find Animals in Area
/* if(rand(0,2) == 0)
var/mobCount = 0
var/mobMax = CLAMP(area_turfs.len / 25, 1, 4)
for (var/turf/T in area_turfs)
if(!T) continue
var/mob/living/simple_animal/SA = locate() in T
if(SA)
mobCount ++
if (mobCount >= mobMax) // Already at max
break
Spawn One
if(mobCount < mobMax)
Seek Out Location
while(area_turfs.len > 0)
var/turf/T = pick(area_turfs) // We use while&pick instead of a for/loop so it's random, rather than from the top of the list.
if(T && !T.density)
var/mob/living/simple_animal/SA = /mob/living/simple_animal/mouse // pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
new SA (T)
break
area_turfs -= T*/
// NOTE: area_turfs is now cleared out!
if(coffin)
coffin.UnclaimCoffin()
// Done (somehow)
lair = null

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@@ -1,174 +0,0 @@
/datum/action/bloodsucker/targeted/brawn
name = "Brawn"//"Cellular Emporium"
desc = "Snap restraints with ease, or deal terrible damage with your bare hands."
button_icon_state = "power_strength"
bloodcost = 10
cooldown = 130
target_range = 1
power_activates_immediately = TRUE
message_Trigger = ""//"Whom will you subvert to your will?"
must_be_capacitated = TRUE
can_be_immobilized = TRUE
bloodsucker_can_buy = TRUE
// Level Up
var/upgrade_canLocker = FALSE
var/upgrade_canDoor = FALSE
/datum/action/bloodsucker/targeted/brawn/CheckCanUse(display_error)
. = ..()
if(!.)
return
. = TRUE
// Break Out of Restraints! (And then cancel)
if(CheckBreakRestraints())
//PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!DEACTIVATE!
. = FALSE //return FALSE
// Throw Off Attacker! (And then cancel)
if(CheckEscapePuller())
//PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!DEACTIVATE!
. = FALSE //return FALSE
/*if(CheckBreakLocker())
.= FALSE */
// Did we successfuly use power to BREAK CUFFS and/or ESCAPE PULLER and/or escape from a locker?
// Then PAY COST!
if(. == FALSE)
PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!DEACTIVATE!
// NOTE: We use . = FALSE so that we can break cuffs AND throw off our attacker in one use!
//return TRUE
/datum/action/bloodsucker/targeted/brawn/CheckValidTarget(atom/A)
return isliving(A) || istype(A, /obj/machinery/door)
/datum/action/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
// DEFAULT CHECKS (Distance)
if(!..()) // Disable range notice for Brawn.
return FALSE
// Must outside Closet to target anyone!
if(!isturf(owner.loc))
return FALSE
// Check: Self
if(A == owner)
return FALSE
// Target Type: Living
if(isliving(A))
return TRUE
// Target Type: Door
else if(istype(A, /obj/machinery/door))
return TRUE
return ..() // yes, FALSE! You failed if you got here! BAD TARGET
/datum/action/bloodsucker/targeted/brawn/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/mob/living/user = owner
// Target Type: Mob
if(isliving(target))
var/mob/living/carbon/user_C = user
var/hitStrength = user_C.dna.species.punchdamagehigh * 2.0 + 5
// Knockdown!
var/powerlevel = min(5, 1 + level_current)
target.visible_message("<span class='danger'>[user] lands a vicious punch, sending [target] away!</span>", \
"<span class='userdanger'>[user] has landed a horrifying punch on you, sending you flying!!</span>", null, COMBAT_MESSAGE_RANGE)
if(rand(0, 5 + powerlevel) >= 5)
target.Knockdown(min(5, rand(10, 10 * powerlevel)) )
// Chance of KO
if(rand(0, 6 + powerlevel) >= 6 && target.stat <= UNCONSCIOUS)
target.Unconscious(40)
// Attack!
playsound(get_turf(target), 'sound/weapons/punch4.ogg', 60, 1, -1)
user.do_attack_animation(target, ATTACK_EFFECT_SMASH)
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(target.zone_selected))
target.apply_damage(hitStrength, BRUTE, affecting)
// Knockback
var/send_dir = get_dir(owner, target)
var/turf/T = get_ranged_target_turf(target, send_dir, powerlevel)
owner.newtonian_move(send_dir) // Bounce back in 0 G
target.throw_at(T, powerlevel, TRUE, owner) //new /datum/forced_movement(target, get_ranged_target_turf(target, send_dir, (hitStrength / 4)), 1, FALSE)
// Target Type: Door
else if(istype(target, /obj/machinery/door))
var/obj/machinery/door/D = target
playsound(get_turf(usr), 'sound/machines/airlock_alien_prying.ogg', 40, 1, -1)
to_chat(user, "<span class='notice'>You prepare to tear open [D].</span>")
if(do_mob(usr,target,25))
if (D.Adjacent(user))
to_chat(user, "<span class='notice'>You tear open the [D].</span>")
user.Stun(10)
user.do_attack_animation(D, ATTACK_EFFECT_SMASH)
playsound(get_turf(D), 'sound/effects/bang.ogg', 30, 1, -1)
D.open(2) // open(2) is like a crowbar or jaws of life.
// Target Type: Closet
/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakRestraints()
if(!iscarbon(owner)) // || !owner.restrained()
return FALSE
// (NOTE: Just like biodegrade.dm, we only remove one thing per use //
// Destroy Cuffs
var/mob/living/carbon/user_C = owner
//message_admins("DEBUG3: attempt_cast() [name] / [user_C.handcuffed] ")
if(user_C.handcuffed)
var/obj/O = user_C.get_item_by_slot(SLOT_HANDCUFFED)
if(istype(O))
//user_C.visible_message("<span class='warning'>[user_C] attempts to remove [O]!</span>",
// "<span class='warning'>You snap [O] like it's nothing!</span>")
user_C.clear_cuffs(O,TRUE)
playsound(get_turf(usr), 'sound/effects/grillehit.ogg', 80, 1, -1)
return TRUE
/* Doesnt work
// Destroy Straightjacket
if(ishuman(owner))
var/mob/living/carbon/human/user_H = owner
if(user_H.wear_suit && user_H.wear_suit.breakouttime)
var/obj/item/clothing/suit/straight_jacket/S = user_H.get_item_by_slot(ITEM_SLOT_ICLOTHING)
if(istype(S))
user_C.visible_message("<span class='warning'>[user_C] attempts to remove [S]!</span>",
"<span class='warning'>You rip through [S] like it's nothing!</span>")
user_C.clear_cuffs(S,TRUE)
playsound(get_turf(usr), 'sound/effects/grillehit.ogg', 80, 1, -1)
return TRUE */
// Destroy Leg Cuffs
if(user_C.legcuffed)
var/obj/O = user_C.get_item_by_slot(SLOT_LEGCUFFED)
if(istype(O))
//user_C.visible_message("<span class='warning'>[user_C] attempts to remove [O]!</span>",
// "<span class='warning'>You snap [O] like it's nothing!</span>")
user_C.clear_cuffs(O,TRUE)
playsound(get_turf(usr), 'sound/effects/grillehit.ogg', 80, 1, -1)
return TRUE
return FALSE
/datum/action/bloodsucker/targeted/brawn/proc/CheckEscapePuller()
if(!owner.pulledby)// || owner.pulledby.grab_state <= GRAB_PASSIVE)
return FALSE
var/mob/M = owner.pulledby
var/pull_power = M.grab_state
playsound(get_turf(M), 'sound/effects/woodhit.ogg', 75, 1, -1)
// Knock Down (if Living)
if (isliving(M))
var/mob/living/L = M
L.Knockdown(pull_power * 10 + 20)
// Knock Back (before Knockdown, which probably cancels pull)
var/send_dir = get_dir(owner, M)
var/turf/T = get_ranged_target_turf(M, send_dir, pull_power)
owner.newtonian_move(send_dir) // Bounce back in 0 G
M.throw_at(T, pull_power, TRUE, owner, FALSE) // Throw distance based on grab state! Harder grabs punished more aggressively.
// /proc/log_combat(atom/user, atom/target, what_done, atom/object=null, addition=null)
log_combat(owner, M, "used Brawn power")
owner.visible_message("<span class='warning'>[owner] tears free of [M]'s grasp!</span>", \
"<span class='warning'>You shrug off [M]'s grasp!</span>")
owner.pulledby = null // It's already done, but JUST IN CASE.
return TRUE
/* Doesnt work
/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakLocker()
if(!istype(owner.loc, /obj/structure/closet))
return FALSE
playsound(get_turf(owner), 'sound/machines/airlock_alien_prying.ogg', 40, 1, -1)
if(do_mob(owner ,target, 25))
var/obj/structure/closet/C = owner.loc
to_chat(owner, "<span class='notice'>You prepare to tear open the [C].</span>")
owner.do_attack_animation(C, ATTACK_EFFECT_SMASH)
playsound(get_turf(C), 'sound/effects/bang.ogg', 30, 1, -1)
C.bust_open()
return TRUE
*/

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@@ -1,72 +0,0 @@
/datum/action/bloodsucker/cloak
name = "Cloak of Darkness"
desc = "Blend into the shadows and become invisible to the untrained eye. Movement is slowed in lightly lit areas."
button_icon_state = "power_cloak"
bloodcost = 5
cooldown = 50
bloodsucker_can_buy = TRUE
amToggle = TRUE
warn_constant_cost = TRUE
var/was_running
var/moveintent_was_run
var/walk_threshold = 0.4 // arbitrary number, to be changed. edit in last commit: this is fine after testing on box station for a bit
var/lum
/datum/action/bloodsucker/cloak/CheckCanUse(display_error)
. = ..()
if(!.)
return
// Must have nobody around to see the cloak
var/watchers = viewers(9,get_turf(owner))
for(var/mob/living/M in watchers)
if(M != owner)
to_chat(owner, "<span class='warning'>You may only vanish into the shadows unseen.</span>")
return FALSE
/datum/action/bloodsucker/cloak/ActivatePower()
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/mob/living/user = owner
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
// Pay Blood Toll (if awake)
owner.alpha = max(20, owner.alpha - min(75, 20 + 15 * level_current))
bloodsuckerdatum.AddBloodVolume(-0.2)
moveintent_was_run = (user.m_intent == MOVE_INTENT_RUN)
var/turf/T = get_turf(user)
lum = T.get_lumcount()
if(istype(owner.loc))
if(lum > walk_threshold)
if(moveintent_was_run)
user.toggle_move_intent()
ADD_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
if(lum < walk_threshold)
if(!moveintent_was_run)
user.toggle_move_intent()
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
sleep(5) // Check every few ticks
// Return to Running (if you were before)
if(was_running && user.m_intent != MOVE_INTENT_RUN)
user.toggle_move_intent()
/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
if (!..())
return FALSE
if(user.stat == !CONSCIOUS) // Must be CONSCIOUS
to_chat(owner, "<span class='warning'>Your cloak failed due to you falling unconcious! </span>")
return FALSE
return TRUE
/datum/action/bloodsucker/cloak/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
user.alpha = 255
if(moveintent_was_run)
user.toggle_move_intent()

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@@ -1,324 +0,0 @@
/datum/action/bloodsucker/feed
name = "Feed"
desc = "Draw the heartsblood of living victims in your grasp.<br><b>None/Passive:</b> Feed silently and unnoticed by your victim.<br><b>Aggressive: </b>Subdue your target quickly."
button_icon_state = "power_feed"
bloodcost = 0
cooldown = 30
amToggle = TRUE
bloodsucker_can_buy = TRUE
can_be_staked = TRUE
cooldown_static = TRUE
var/notice_range = 2 // Distance before silent feeding is noticed.
var/mob/living/feed_target // So we can validate more than just the guy we're grappling.
var/target_grappled = FALSE // If you started grappled, then ending it will end your Feed.
/datum/action/bloodsucker/feed/CheckCanUse(display_error)
. = ..()
if(!.)
return
// Wearing mask
var/mob/living/L = owner
if (L.is_mouth_covered())
if (display_error)
to_chat(owner, "<span class='warning'>You cannot feed with your mouth covered! Remove your mask.</span>")
return FALSE
// Find my Target!
if (!FindMyTarget(display_error)) // Sets feed_target within after Validating
return FALSE
// Not in correct state
// DONE!
return TRUE
/datum/action/bloodsucker/feed/proc/ValidateTarget(mob/living/target, display_error) // Called twice: validating a subtle victim, or validating your grapple victim.
// Bloodsuckers + Animals MUST be grabbed aggressively!
if (!owner.pulling || target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
// NOTE: It's OKAY that we are checking if(!target) below, AFTER animals here. We want passive check vs animal to warn you first, THEN the standard warning.
// Animals:
if (isliving(target) && !iscarbon(target))
if (display_error)
to_chat(owner, "<span class='warning'>Lesser beings require a tighter grip.</span>")
return FALSE
// Bloodsuckers:
else if (iscarbon(target) && target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if (display_error)
to_chat(owner, "<span class='warning'>Other Bloodsuckers will not fall for your subtle approach.</span>")
return FALSE
// Must have Target
if (!target) // || !ismob(target)
if (display_error)
to_chat(owner, "<span class='warning'>You must be next to or grabbing a victim to feed from them.</span>")
return FALSE
// Not even living!
if (!isliving(target) || issilicon(target))
if (display_error)
to_chat(owner, "<span class='warning'>You may only feed from living beings.</span>")
return FALSE
if (target.blood_volume <= 0)
if (display_error)
to_chat(owner, "<span class='warning'>Your victim has no blood to take.</span>")
return FALSE
if (ishuman(target))
var/mob/living/carbon/human/H = target
if(NOBLOOD in H.dna.species.species_traits)// || owner.get_blood_id() != target.get_blood_id())
if (display_error)
to_chat(owner, "<span class='warning'>Your victim's blood is not suitable for you to take.</span>")
return FALSE
return TRUE
// If I'm not grabbing someone, find me someone nearby.
/datum/action/bloodsucker/feed/proc/FindMyTarget(display_error)
// Default
feed_target = null
target_grappled = FALSE
// If you are pulling a mob, that's your target. If you don't like it, then release them.
if (owner.pulling && ismob(owner.pulling))
// Check grapple target Valid
if (!ValidateTarget(owner.pulling, display_error)) // Grabbed targets display error.
return FALSE
target_grappled = TRUE
feed_target = owner.pulling
return TRUE
// Find Targets
var/list/mob/living/seen_targets = view(1, owner)
var/list/mob/living/seen_mobs = list()
for(var/mob/living/M in seen_targets)
if (isliving(M) && M != owner)
seen_mobs += M
// None Seen!
if (seen_mobs.len == 0)
if (display_error)
to_chat(owner, "<span class='warning'>You must be next to or grabbing a victim to feed from them.</span>")
return FALSE
// Check Valids...
var/list/targets_valid = list()
var/list/targets_dead = list()
for(var/mob/living/M in seen_mobs)
// Check adjecent Valid target
if (M != owner && ValidateTarget(M, display_error = FALSE)) // Do NOT display errors. We'll be doing this again in CheckCanUse(), which will rule out grabbed targets.
// Prioritize living, but remember dead as backup
if (M.stat < DEAD)
targets_valid += M
else
targets_dead += M
// No Living? Try dead.
if (targets_valid.len == 0 && targets_dead.len > 0)
targets_valid = targets_dead
// No Targets
if (targets_valid.len == 0)
// Did I see targets? Then display at least one error
if (seen_mobs.len > 1)
if (display_error)
to_chat(owner, "<span class='warning'>None of these are valid targets to feed from subtly.</span>")
else
ValidateTarget(seen_mobs[1], display_error)
return FALSE
// Too Many Targets
//else if (targets.len > 1)
// if (display_error)
// to_chat(owner, "<span class='warning'>You are adjecent to too many witnesses. Either grab your victim or move away.</span>")
// return FALSE
// One Target!
else
feed_target = pick(targets_valid)//targets[1]
return TRUE
/datum/action/bloodsucker/feed/ActivatePower()
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up Activate(), so Deactivate() can happen after.
var/mob/living/target = feed_target // Stored during CheckCanUse(). Can be a grabbed OR adjecent character.
var/mob/living/user = owner
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// Am I SECRET or LOUD? It stays this way the whole time! I must END IT to try it the other way.
var/amSilent = (!target_grappled || owner.grab_state <= GRAB_PASSIVE) // && iscarbon(target) // Non-carbons (animals) not passive. They go straight into aggressive.
// Initial Wait
var/feed_time = (amSilent ? 45 : 25) - (2.5 * level_current)
feed_time = max(15, feed_time)
if (amSilent)
to_chat(user, "<span class='notice'>You lean quietly toward [target] and secretly draw out your fangs...</span>")
else
to_chat(user, "<span class='warning'>You pull [target] close to you and draw out your fangs...</span>")
if (!do_mob(user, target, feed_time,0,1,extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
to_chat(user, "<span class='warning'>Your feeding was interrupted.</span>")
//DeactivatePower(user,target)
return
// Put target to Sleep (Bloodsuckers are immune to their own bite's sleep effect)
if (!amSilent)
ApplyVictimEffects(target) // Sleep, paralysis, immobile, unconscious, and mute
if(target.stat <= UNCONSCIOUS)
sleep(1)
// Wait, then Cancel if Invalid
if (!ContinueActive(user,target)) // Cancel. They're gone.
//DeactivatePower(user,target)
return
// Pull Target Close
if (!target.density) // Pull target to you if they don't take up space.
target.Move(user.loc)
// Broadcast Message
if (amSilent)
//if (!iscarbon(target))
// user.visible_message("<span class='notice'>[user] shifts [target] closer to [user.p_their()] mouth.</span>",
// "<span class='notice'>You secretly slip your fangs into [target]'s flesh.</span>",
// vision_distance = 2, ignored_mobs=target) // Only people who AREN'T the target will notice this action.
//else
var/deadmessage = target.stat == DEAD ? "" : " <i>[target.p_they(TRUE)] looks dazed, and will not remember this.</i>"
user.visible_message("<span class='notice'>[user] puts [target]'s wrist up to [user.p_their()] mouth.</span>", \
"<span class='notice'>You secretly slip your fangs into [target]'s wrist.[deadmessage]</span>", \
vision_distance = notice_range, ignored_mobs=target) // Only people who AREN'T the target will notice this action.
// Warn Feeder about Witnesses...
var/was_unnoticed = TRUE
for(var/mob/living/M in viewers(notice_range, owner))
if(M != owner && M != target && iscarbon(M) && M.mind && !M.has_unlimited_silicon_privilege && !M.eye_blind && !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
was_unnoticed = FALSE
break
if (was_unnoticed)
to_chat(user, "<span class='notice'>You think no one saw you...</span>")
else
to_chat(user, "<span class='warning'>Someone may have noticed...</span>")
else // /atom/proc/visible_message(message, self_message, blind_message, vision_distance, ignored_mobs)
user.visible_message("<span class='warning'>[user] closes [user.p_their()] mouth around [target]'s neck!</span>", \
"<span class='warning'>You sink your fangs into [target]'s neck.</span>")
// My mouth is full!
ADD_TRAIT(user, TRAIT_MUTE, "bloodsucker_feed")
// Begin Feed Loop
var/warning_target_inhuman = FALSE
var/warning_target_dead = FALSE
var/warning_full = FALSE
var/warning_target_bloodvol = 99999
var/amount_taken = 0
var/blood_take_mult = amSilent ? 0.3 : 1 // Quantity to take per tick, based on Silent or not.
var/was_alive = target.stat < DEAD && ishuman(target)
// Activate Effects
//target.add_trait(TRAIT_MUTE, "bloodsucker_victim") // <----- Make mute a power you buy?
// FEEEEEEEEED!!! //
bloodsuckerdatum.poweron_feed = TRUE
while (bloodsuckerdatum && target && active)
//user.mobility_flags &= ~MOBILITY_MOVE // user.canmove = 0 // Prevents spilling blood accidentally.
// Abort? A bloody mistake.
if (!do_mob(user, target, 20, 0, 0, extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))
// May have disabled Feed during do_mob
if (!active || !ContinueActive(user, target))
break
if (amSilent)
to_chat(user, "<span class='warning'>Your feeding has been interrupted...but [target.p_they()] didn't seem to notice you.<span>")
else
to_chat(user, "<span class='warning'>Your feeding has been interrupted!</span>")
user.visible_message("<span class='danger'>[user] is ripped from [target]'s throat. [target.p_their(TRUE)] blood sprays everywhere!</span>", \
"<span class='userdanger'>Your teeth are ripped from [target]'s throat. [target.p_their(TRUE)] blood sprays everywhere!</span>")
// Deal Damage to Target (should have been more careful!)
if (iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(15)
playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
if (ishuman(target))
var/mob/living/carbon/human/H = target
H.bleed_rate += 5
target.add_splatter_floor(get_turf(target))
user.add_mob_blood(target) // Put target's blood on us. The donor goes in the ( )
target.add_mob_blood(target)
target.take_overall_damage(10,0)
target.emote("scream")
// Killed Target?
if (was_alive)
CheckKilledTarget(user,target)
return
///////////////////////////////////////////////////////////
// Handle Feeding! User & Victim Effects (per tick)
bloodsuckerdatum.HandleFeeding(target, blood_take_mult)
amount_taken += amSilent ? 0.3 : 1
if (!amSilent)
ApplyVictimEffects(target) // Sleep, paralysis, immobile, unconscious, and mute
if (amount_taken > 5 && target.stat < DEAD && ishuman(target))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood) // GOOD // in bloodsucker_life.dm
///////////////////////////////////////////////////////////
// Not Human?
if (!ishuman(target))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood_bad) // BAD // in bloodsucker_life.dm
if (!warning_target_inhuman)
to_chat(user, "<span class='notice'>You recoil at the taste of a lesser lifeform.</span>")
warning_target_inhuman = TRUE
// Dead Blood?
if (target.stat >= DEAD)
if (ishuman(target))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood_dead) // BAD // in bloodsucker_life.dm
if (!warning_target_dead)
to_chat(user, "<span class='notice'>Your victim is dead. [target.p_their(TRUE)] blood barely nourishes you.</span>")
warning_target_dead = TRUE
// Full?
if (!warning_full && user.blood_volume >= bloodsuckerdatum.maxBloodVolume)
to_chat(user, "<span class='notice'>You are full. Further blood will be wasted.</span>")
warning_full = TRUE
// Blood Remaining? (Carbons/Humans only)
if (iscarbon(target) && !target.AmBloodsucker(1))
if (target.blood_volume <= BLOOD_VOLUME_BAD && warning_target_bloodvol > BLOOD_VOLUME_BAD)
to_chat(user, "<span class='warning'>Your victim's blood volume is fatally low!</span>")
else if (target.blood_volume <= BLOOD_VOLUME_OKAY && warning_target_bloodvol > BLOOD_VOLUME_OKAY)
to_chat(user, "<span class='warning'>Your victim's blood volume is dangerously low.</span>")
else if (target.blood_volume <= BLOOD_VOLUME_SAFE && warning_target_bloodvol > BLOOD_VOLUME_SAFE)
to_chat(user, "<span class='notice'>Your victim's blood is at an unsafe level.</span>")
warning_target_bloodvol = target.blood_volume // If we had a warning to give, it's been given by now.
// Done?
if (target.blood_volume <= 0)
to_chat(user, "<span class='notice'>You have bled your victim dry.</span>")
break
// Blood Gulp Sound
owner.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
// DONE!
//DeactivatePower(user,target)
if (amSilent)
to_chat(user, "<span class='notice'>You slowly release [target]'s wrist." + (target.stat == 0 ? " [target.p_their(TRUE)] face lacks expression, like you've already been forgotten.</span>" : ""))
else
user.visible_message("<span class='warning'>[user] unclenches their teeth from [target]'s neck.</span>", \
"<span class='warning'>You retract your fangs and release [target] from your bite.</span>")
// /proc/log_combat(atom/user, atom/target, what_done, atom/object=null, addition=null)
log_combat(owner, target, "fed on blood", addition="(and took [amount_taken] blood)")
// Killed Target?
if (was_alive)
CheckKilledTarget(user,target)
/datum/action/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
// Bad Vampire. You shouldn't do that.
if (target && target.stat >= DEAD && ishuman(target))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm
/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
return ..() && target && (!target_grappled || user.pulling == target)// Active, and still Antag,
// NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed.
/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
// Bloodsuckers not affected by "the Kiss" of another vampire
if (!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
target.Unconscious(50,0)
target.Knockdown(40 + 5 * level_current,1)
// NOTE: THis is based on level of power!
if (ishuman(target))
target.adjustStaminaLoss(5, forced = TRUE)// Base Stamina Damage
/datum/action/bloodsucker/feed/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// No longer Feeding
if (bloodsuckerdatum)
bloodsuckerdatum.poweron_feed = FALSE
feed_target = null
// My mouth is no longer full
REMOVE_TRAIT(owner, TRAIT_MUTE, "bloodsucker_feed")
// Let me move immediately
user.update_canmove()

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@@ -1,54 +0,0 @@
/datum/action/bloodsucker/fortitude
name = "Fortitude"//"Cellular Emporium"
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
button_icon_state = "power_fortitude"
bloodcost = 5
cooldown = 80
bloodsucker_can_buy = TRUE
amToggle = TRUE
warn_constant_cost = TRUE
var/this_resist // So we can raise and lower your brute resist based on what your level_current WAS.
/datum/action/bloodsucker/fortitude/ActivatePower()
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/mob/living/user = owner
to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
// Traits & Effects
ADD_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
if (ishuman(owner))
var/mob/living/carbon/human/H = owner
this_resist = max(0.3, 0.7 - level_current * 0.1)
H.physiology.brute_mod *= this_resist//0.5
H.physiology.burn_mod *= this_resist//0.5
// Stop Running (Taken from /datum/quirk/nyctophobia in negative.dm)
var/was_running = (user.m_intent == MOVE_INTENT_RUN)
if(was_running)
user.toggle_move_intent()
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
// Pay Blood Toll (if awake)
if (user.stat == CONSCIOUS)
bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
sleep(20) // Check every few ticks that we haven't disabled this power
// Return to Running (if you were before)
if(was_running && user.m_intent != MOVE_INTENT_RUN)
user.toggle_move_intent()
/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
// Restore Traits & Effects
REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
if (ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod /= this_resist//0.5
H.physiology.burn_mod /= this_resist//0.5

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@@ -1,115 +0,0 @@
/datum/action/bloodsucker/gohome
name = "Vanishing Act"
desc = "As dawn aproaches, disperse into mist and return directly to your Lair.<br><b>WARNING:</b> You will drop <b>ALL</b> of your possessions if observed by mortals."
button_icon_state = "power_gohome"
background_icon_state_on = "vamp_power_off_oneshot" // Even though this never goes off.
background_icon_state_off = "vamp_power_off_oneshot"
bloodcost = 25
cooldown = 99999 // It'll never come back.
amToggle = FALSE
amSingleUse = TRUE
bloodsucker_can_buy = FALSE // You only get this if you've claimed a lair, and only just before sunrise.
can_use_in_torpor = TRUE
must_be_capacitated = TRUE
can_be_immobilized = TRUE
/datum/action/bloodsucker/gohome/CheckCanUse(display_error)
. = ..()
if(!.)
return
// Have No Lair (NOTE: You only got this power if you had a lair, so this means it's destroyed)
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (!istype(bloodsuckerdatum) || !bloodsuckerdatum.coffin)
if (display_error)
to_chat(owner, "<span class='warning'>Your coffin has been destroyed!</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/gohome/ActivatePower()
var/mob/living/carbon/user = owner
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// IMPORTANT: Check for lair at every step! It might get destroyed.
to_chat(user, "<span class='notice'>You focus on separating your consciousness from your physical form...</span>")
// STEP ONE: Flicker Lights
for(var/obj/machinery/light/L in view(3, get_turf(owner))) // /obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
L.flicker(5)
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 20, 1)
sleep(50)
for(var/obj/machinery/light/L in view(3, get_turf(owner))) // /obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
L.flicker(5)
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1)
sleep(50)
for(var/obj/machinery/light/L in view(6, get_turf(owner))) // /obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
L.flicker(5)
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 60, 1)
// ( STEP TWO: Lights OFF? )
// CHECK: Still have Coffin?
if (!istype(bloodsuckerdatum) || !bloodsuckerdatum.coffin)
to_chat(user, "<span class='warning'>Your coffin has been destroyed! You no longer have a destination.</span>")
return FALSE
if (!owner)
return
// SEEN?: (effects ONLY if there are witnesses! Otherwise you just POOF)
// NOTE: Stolen directly from statue.dm, thanks guys!
var/am_seen = FALSE // Do Effects (seen by anyone)
var/drop_item = FALSE // Drop Stuff (seen by non-vamp)
if (isturf(owner.loc)) // Only check if I'm not in a Locker or something.
// A) Check for Darkness (we can just leave)
var/turf/T = get_turf(user)
if(T && T.lighting_object && T.get_lumcount()>= 0.1)
// B) Check for Viewers
for(var/mob/living/M in viewers(owner))
if(M != owner && isliving(M) && M.mind && !M.has_unlimited_silicon_privilege && !M.eye_blind) // M.client <--- add this in after testing!
am_seen = TRUE
if (!M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
drop_item = TRUE
break
// LOSE CUFFS
if(user.handcuffed)
var/obj/O = user.handcuffed
user.dropItemToGround(O)
if(user.legcuffed)
var/obj/O = user.legcuffed
user.dropItemToGround(O)
// SEEN!
if (drop_item)
// DROP: Clothes, held items, and cuffs etc
// NOTE: Taken from unequip_everything() in inventory.dm. We need to
// *force* all items to drop, so we had to just gut the code out of it.
var/list/items = list()
items |= user.get_equipped_items()
for(var/I in items)
user.dropItemToGround(I,TRUE)
for(var/obj/item/I in owner.held_items) // drop_all_held_items()
user.dropItemToGround(I, TRUE)
if (am_seen)
// POOF EFFECTS
playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', 60, 1)
var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
puff.set_up(3, 0, get_turf(owner))
puff.start()
// TELEPORT: Move to Coffin & Close it!
do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM) // in teleport.dm?
// SLEEP
user.resting = TRUE
//user.Unconscious(30,0)
user.Stun(30,1)
// CLOSE LID: If fail, force me in.
if (!bloodsuckerdatum.coffin.close(owner))
bloodsuckerdatum.coffin.insert(owner) // Puts me inside.
// The following was taken from close() proc in closets.dm
// (but we had to do it this way because there is no way to force entry)
playsound(bloodsuckerdatum.coffin.loc, bloodsuckerdatum.coffin.close_sound, 15, 1, -3)
bloodsuckerdatum.coffin.opened = FALSE
bloodsuckerdatum.coffin.density = TRUE
bloodsuckerdatum.coffin.update_icon()
// Lock Coffin
bloodsuckerdatum.coffin.LockMe(owner)
// ( STEP FIVE: Create animal at prev location? )
//var/mob/living/simple_animal/SA = /mob/living/simple_animal/hostile/retaliate/bat // pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
//new SA (owner.loc)

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@@ -1,86 +0,0 @@
// Level 1: Speed to location
// Level 2: Dodge Bullets
// Level 3: Stun People Passed
/datum/action/bloodsucker/targeted/haste
name = "Immortal Haste"
desc = "Dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed."
button_icon_state = "power_speed"
bloodcost = 6
cooldown = 150
target_range = 15
power_activates_immediately = TRUE
message_Trigger = ""//"Whom will you subvert to your will?"
bloodsucker_can_buy = TRUE
must_be_capacitated = TRUE
/datum/action/bloodsucker/targeted/haste/CheckCanUse(display_error)
. = ..()
if(!.)
return
// Being Grabbed
if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
if(display_error)
to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
return FALSE
if(!owner.has_gravity(owner.loc)) //We dont want people to be able to use this to fly around in space
if(display_error)
to_chat(owner, "<span class='warning'>You cant dash while floating!</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/haste/CheckValidTarget(atom/A)
return isturf(A) || A.loc != owner.loc // Anything will do, if it's not me or my square
/datum/action/bloodsucker/targeted/haste/CheckCanTarget(atom/A, display_error)
// DEFAULT CHECKS (Distance)
if (!..())
return FALSE
// Check: Range
//if (!(A in view(target_range, get_turf(owner))))
// return FALSE
return TRUE
/datum/action/bloodsucker/targeted/haste/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/user = owner
var/turf/T = isturf(A) ? A : get_turf(A)
// Pulled? Not anymore.
owner.pulledby = null
// Step One: Heatseek toward Target's Turf
walk_to(owner, T, 0, 0.01, 20) // NOTE: this runs in the background! to cancel it, you need to use walk(owner.current,0), or give them a new path.
playsound(get_turf(owner), 'sound/weapons/punchmiss.ogg', 25, 1, -1)
var/safety = 20
while(get_turf(owner) != T && safety > 0 && !(isliving(target) && target.Adjacent(owner)))
user.canmove = FALSE //Dont move while doing the thing, or itll break
safety --
// Did I get knocked down?
if(owner && owner.incapacitated(ignore_restraints=TRUE, ignore_grab=TRUE))// owner.incapacitated())
// We're gonna cancel. But am I on the ground? Spin me!
if(user.resting)
var/send_dir = get_dir(owner, T)
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
owner.spin(10)
break
// Spin/Stun people we pass.
//var/mob/living/newtarget = locate(/mob/living) in oview(1, owner)
var/list/mob/living/foundtargets = list()
for(var/mob/living/newtarget in oview(1, owner))
if (newtarget && newtarget != target && !(newtarget in foundtargets))//!newtarget.IsKnockdown())
if (rand(0, 5) < level_current)
playsound(get_turf(newtarget), "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1)
newtarget.Knockdown(10 + level_current * 5)
if(newtarget.IsStun())
newtarget.spin(10,1)
if (rand(0,4))
newtarget.drop_all_held_items()
foundtargets += newtarget
sleep(1)
if(user)
user.update_canmove() //Let the poor guy move again
/datum/action/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
user.update_canmove()

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@@ -1,87 +0,0 @@
// Level 1: Grapple level 2
// Level 2: Grapple 3 from Behind
// Level 3: Grapple 3 from Shadows
/datum/action/bloodsucker/targeted/lunge
name = "Predatory Lunge"
desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
button_icon_state = "power_lunge"
bloodcost = 10
cooldown = 250
target_range = 5
power_activates_immediately = TRUE
message_Trigger = "Whom will you ensnare within your grasp?"
must_be_capacitated = TRUE
bloodsucker_can_buy = TRUE
/datum/action/bloodsucker/targeted/lunge/CheckCanUse(display_error)
if(!..(display_error))// DEFAULT CHECKS
return FALSE
// Being Grabbed
if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
if(display_error)
to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
return FALSE
if(!owner.has_gravity(owner.loc))//TODO figure out how to check if theyre able to move while in nograv
if(display_error)
to_chat(owner, "<span class='warning'>You cant lunge while floating!</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
return isliving(A)
/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
// Check: Self
if(target == owner)
return FALSE
// Check: Range
//if (!(target in view(target_range, get_turf(owner))))
// if (display_error)
// to_chat(owner, "<span class='warning'>Your victim is too far away.</span>")
// return FALSE
// DEFAULT CHECKS (Distance)
if(!..())
return FALSE
// Check: Turf
var/mob/living/L = A
if(!isturf(L.loc))
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/lunge/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/turf/T = get_turf(target)
// Clear Vars
owner.pulling = null
// Will we Knock them Down?
var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
// Step One: Heatseek toward Target's Turf
addtimer(CALLBACK(owner, .proc/_walk, 0), 2 SECONDS)
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
if(do_mob(owner, owner, 6, TRUE, TRUE))
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && owner.resting)
var/send_dir = get_dir(owner, T)
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
owner.spin(10)
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
for(var/i in 1 to 6)
if (target.Adjacent(owner))
// LEVEL 2: If behind target, mute or unconscious!
if(do_knockdown) // && level_current >= 1)
target.Knockdown(15 + 10 * level_current,1)
target.adjustStaminaLoss(40 + 10 * level_current)
// Cancel Walk (we were close enough to contact them)
walk(owner, 0)
target.Stun(10,1) //Without this the victim can just walk away
target.grabbedby(owner) // Taken from mutations.dm under changelings
target.grippedby(owner, instant = TRUE) //instant aggro grab
break
sleep(i*3)
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
user.update_canmove()

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@@ -1,97 +0,0 @@
// WITHOUT THIS POWER:
//
// - Mid-Blood: SHOW AS PALE
// - Low-Blood: SHOW AS DEAD
// - No Heartbeat
// - Examine shows actual blood
// - Thermal homeostasis (ColdBlooded)
// WITH THIS POWER:
// - Normal body temp -- remove Cold Blooded (return on deactivate)
// -
/datum/action/bloodsucker/masquerade
name = "Masquerade"
desc = "Feign the vital signs of a mortal, and escape both casual and medical notice as the monster you truly are."
button_icon_state = "power_human"
bloodcost = 10
cooldown = 50
amToggle = TRUE
bloodsucker_can_buy = TRUE
warn_constant_cost = TRUE
can_use_in_torpor = TRUE // Masquerade is maybe the only one that can do this. It stops your healing.
cooldown_static = TRUE
// NOTE: Firing off vulgar powers disables your Masquerade!
/*/datum/action/bloodsucker/masquerade/CheckCanUse(display_error)
if(!..(display_error))// DEFAULT CHECKS
return FALSE
// DONE!
return TRUE
*/
/datum/action/bloodsucker/masquerade/ActivatePower()
var/mob/living/user = owner
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
to_chat(user, "<span class='notice'>Your heart beats falsely within your lifeless chest. You may yet pass for a mortal.</span>")
to_chat(user, "<span class='warning'>Your vampiric healing is halted while imitating life.</span>")
// Remove ColdBlooded & Hard/SoftCrit
REMOVE_TRAIT(user, TRAIT_COLDBLOODED, "bloodsucker")
REMOVE_TRAIT(user, TRAIT_NOHARDCRIT, "bloodsucker")
REMOVE_TRAIT(user, TRAIT_NOSOFTCRIT, "bloodsucker")
var/obj/item/organ/heart/vampheart/H = user.getorganslot(ORGAN_SLOT_HEART)
// WE ARE ALIVE! //
bloodsuckerdatum.poweron_masquerade = TRUE
while(bloodsuckerdatum && ContinueActive(user))
// HEART
if (istype(H))
H.FakeStart()
// PASSIVE (done from LIFE)
// Don't Show Pale/Dead on low blood
// Don't vomit food
// Don't Heal
// Pay Blood Toll (if awake)
if (user.stat == CONSCIOUS)
bloodsuckerdatum.AddBloodVolume(-0.2)
sleep(20) // Check every few ticks that we haven't disabled this power
/datum/action/bloodsucker/masquerade/ContinueActive(mob/living/user)
// Disable if unable to use power anymore.
//if (user.stat == DEAD || user.blood_volume <= 0) // not conscious or soft critor uncon, just dead
// return FALSE
return ..() // Active, and still Antag
/datum/action/bloodsucker/masquerade/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
bloodsuckerdatum.poweron_masquerade = FALSE
ADD_TRAIT(user, TRAIT_COLDBLOODED, "bloodsucker")
ADD_TRAIT(user, TRAIT_NOHARDCRIT, "bloodsucker")
ADD_TRAIT(user, TRAIT_NOSOFTCRIT, "bloodsucker")
// HEART
var/obj/item/organ/heart/H = user.getorganslot(ORGAN_SLOT_HEART)
H.Stop()
to_chat(user, "<span class='notice'>Your heart beats one final time, while your skin dries out and your icy pallor returns.</span>")

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@@ -1,111 +0,0 @@
// * MEZMERIZE
// LOVE: Target falls in love with you. Being harmed directly causes them harm if they see it?
// STAY: Target will do everything they can to stand in the same place.
// FOLLOW: Target follows you, spouting random phrases from their history (or maybe Poly's or NPC's vocab?)
// ATTACK: Target finds a nearby non-Bloodsucker victim to attack.
/datum/action/bloodsucker/targeted/mesmerize
name = "Mesmerize"
desc = "Dominate the mind of a mortal who can see your eyes."
button_icon_state = "power_mez"
bloodcost = 30
cooldown = 200
target_range = 1
power_activates_immediately = FALSE
message_Trigger = "Whom will you subvert to your will?"
must_be_capacitated = TRUE
bloodsucker_can_buy = TRUE
/datum/action/bloodsucker/targeted/mesmerize/CheckCanUse(display_error)
. = ..()
if(!.)
return
if (!owner.getorganslot(ORGAN_SLOT_EYES))
if (display_error)
to_chat(owner, "<span class='warning'>You have no eyes with which to mesmerize.</span>")
return FALSE
// Check: Eyes covered?
var/mob/living/L = owner
if (istype(L) && L.is_eyes_covered() || !isturf(owner.loc))
if (display_error)
to_chat(owner, "<span class='warning'>Your eyes are concealed from sight.</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/mesmerize/CheckValidTarget(atom/A)
return iscarbon(A)
/datum/action/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/A,display_error)
// Check: Self
if (A == owner)
return FALSE
var/mob/living/carbon/target = A // We already know it's carbon due to CheckValidTarget()
// Bloodsucker
if (target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if (display_error)
to_chat(owner, "<span class='warning'>Bloodsuckers are immune to [src].</span>")
return FALSE
// Dead/Unconscious
if (target.stat > CONSCIOUS)
if (display_error)
to_chat(owner, "<span class='warning'>Your victim is not [(target.stat == DEAD || HAS_TRAIT(target, TRAIT_FAKEDEATH))?"alive":"conscious"].</span>")
return FALSE
// Check: Target has eyes?
if (!target.getorganslot(ORGAN_SLOT_EYES))
if (display_error)
to_chat(owner, "<span class='warning'>They have no eyes!</span>")
return FALSE
// Check: Target blind?
if (target.eye_blind > 0)
if (display_error)
to_chat(owner, "<span class='warning'>Your victim's eyes are glazed over. They cannot perceive you.</span>")
return FALSE
// Check: Target See Me? (behind wall)
if (!(owner in view(target_range, get_turf(target))))
// Sub-Check: GET CLOSER
//if (!(owner in range(target_range, get_turf(target)))
// if (display_error)
// to_chat(owner, "<span class='warning'>You're too far from your victim.</span>")
if (display_error)
to_chat(owner, "<span class='warning'>You're too far outside your victim's view.</span>")
return FALSE
// Check: Facing target?
if (!is_A_facing_B(owner,target)) // in unsorted.dm
if (display_error)
to_chat(owner, "<span class='warning'>You must be facing your victim.</span>")
return FALSE
// Check: Target facing me?
if (!target.resting && !is_A_facing_B(target,owner))
if (display_error)
to_chat(owner, "<span class='warning'>Your victim must be facing you to see into your eyes.</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/mob/living/user = owner
if(istype(target))
target.Stun(40) //Utterly useless without this, its okay since there are so many checks to go through
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 45) //So you cant rotate with combat mode, plus fancy status alert
if(do_mob(user, target, 40, 0, TRUE, extra_checks = CALLBACK(src, .proc/ContinueActive, user, target)))
PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
var/power_time = 90 + level_current * 12
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time + 80)
to_chat(user, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
target.Stun(power_time)
target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
spawn(power_time)
if(istype(target))
target.notransform = FALSE
// They Woke Up! (Notice if within view)
if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
to_chat(user, "<span class='warning'>[target] has snapped out of their trance.</span>")
/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
return ..() && CheckCanUse() && CheckCanTarget(target)

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@@ -1,114 +0,0 @@
/datum/action/bloodsucker/targeted/trespass
name = "Trespass"
desc = "Become mist and advance two tiles in one direction, ignoring all obstacles except for walls. Useful for skipping past doors and barricades."
button_icon_state = "power_tres"
bloodcost = 10
cooldown = 60
amToggle = FALSE
//target_range = 2
bloodsucker_can_buy = TRUE
must_be_capacitated = FALSE
can_be_immobilized = TRUE
var/turf/target_turf // We need to decide where we're going based on where we clicked. It's not actually the tile we clicked.
/datum/action/bloodsucker/targeted/trespass/CheckCanUse(display_error)
. = ..()
if(!.)
return
if(owner.notransform || !get_turf(owner))
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/trespass/CheckValidTarget(atom/A)
// Can't target my tile
if (A == get_turf(owner) || get_turf(A) == get_turf(owner))
return FALSE
return TRUE // All we care about is destination. Anything you click is fine.
/datum/action/bloodsucker/targeted/trespass/CheckCanTarget(atom/A, display_error)
// NOTE: Do NOT use ..()! We don't want to check distance or anything.
// Get clicked tile
var/final_turf = isturf(A) ? A : get_turf(A)
// Are either tiles WALLS?
var/turf/from_turf = get_turf(owner)
var/this_dir // = get_dir(from_turf, target_turf)
for (var/i=1 to 2)
// Keep Prev Direction if we've reached final turf
if (from_turf != final_turf)
this_dir = get_dir(from_turf, final_turf) // Recalculate dir so we don't overshoot on a diagonal.
from_turf = get_step(from_turf, this_dir)
// ERROR! Wall!
if (iswallturf(from_turf))
if (display_error)
var/wallwarning = (i == 1) ? "in the way" : "at your destination"
to_chat(owner, "<span class='warning'>There is a solid wall [wallwarning].</span>")
return FALSE
// Done
target_turf = from_turf
return TRUE
/datum/action/bloodsucker/targeted/trespass/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
// Find target turf, at or below Atom
var/mob/living/carbon/user = owner
var/turf/my_turf = get_turf(owner)
user.visible_message("<span class='warning'>[user]'s form dissipates into a cloud of mist!</span>", \
"<span class='notice'>You dissipate into formless mist.</span>")
// Effect Origin
playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', 60, 1)
var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
puff.set_up(3, 0, my_turf)
puff.start()
var/mist_delay = max(5, 20 - level_current * 2.5) // Level up and do this faster.
// Freeze Me
user.Stun(mist_delay, ignore_canstun = TRUE)
user.density = 0
var/invis_was = user.invisibility
user.invisibility = INVISIBILITY_MAXIMUM
// LOSE CUFFS
//lol don't
// Wait...
sleep(mist_delay / 2)
// Move & Freeze
if (isturf(target_turf))
do_teleport(owner, target_turf, no_effects=TRUE, channel = TELEPORT_CHANNEL_QUANTUM) // in teleport.dm?
user.Stun(mist_delay / 2, ignore_canstun = TRUE)
// Wait...
sleep(mist_delay / 2)
// Un-Hide & Freeze
user.dir = get_dir(my_turf, target_turf)
user.Stun(mist_delay / 2, ignore_canstun = TRUE)
user.density = 1
user.invisibility = invis_was
// Effect Destination
playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', 60, 1)
puff = new /datum/effect_system/steam_spread/()
puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
puff.set_up(3, 0, target_turf)
puff.start()

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@@ -1,163 +0,0 @@
/datum/action/bloodsucker/veil
name = "Veil of Many Faces"
desc = "Disguise yourself in the illusion of another identity."
button_icon_state = "power_veil"
bloodcost = 15
cooldown = 100
amToggle = TRUE
bloodsucker_can_buy = TRUE
warn_constant_cost = TRUE
// Outfit Vars
var/list/original_items = list()
// Identity Vars
var/prev_gender
var/prev_skin_tone
var/prev_hair_style
var/prev_facial_hair_style
var/prev_hair_color
var/prev_facial_hair_color
var/prev_underwear
var/prev_undie_color
var/prev_undershirt
var/prev_shirt_color
var/prev_socks
var/prev_socks_color
var/prev_disfigured
var/list/prev_features // For lizards and such
/datum/action/bloodsucker/veil/CheckCanUse(display_error)
. = ..()
if(!.)
return
return TRUE
/datum/action/bloodsucker/veil/ActivatePower()
cast_effect() // POOF
//if (blahblahblah)
// Disguise_Outfit()
Disguise_FaceName()
/datum/action/bloodsucker/veil/proc/Disguise_Outfit()
// Step One: Back up original items
/datum/action/bloodsucker/veil/proc/Disguise_FaceName()
// Change Name/Voice
var/mob/living/carbon/human/H = owner
H.name_override = H.dna.species.random_name(H.gender)
H.name = H.name_override
H.SetSpecialVoice(H.name_override)
to_chat(owner, "<span class='warning'>You mystify the air around your person. Your identity is now altered.</span>")
// Store Prev Appearance
prev_gender = H.gender
prev_skin_tone = H.skin_tone
prev_hair_style = H.hair_style
prev_facial_hair_style = H.facial_hair_style
prev_hair_color = H.hair_color
prev_facial_hair_color = H.facial_hair_color
prev_underwear = H.underwear
prev_undie_color = H.undie_color
prev_undershirt = H.undershirt
prev_shirt_color = H.shirt_color
prev_socks = H.socks
prev_socks_color = H.socks_color
//prev_eye_color
prev_disfigured = HAS_TRAIT(H, TRAIT_DISFIGURED) // I was disfigured! //prev_disabilities = H.disabilities
prev_features = H.dna.features
// Change Appearance, not randomizing clothes colour, itll just be janky
H.gender = pick(MALE, FEMALE)
H.skin_tone = random_skin_tone()
H.hair_style = random_hair_style(H.gender)
H.facial_hair_style = pick(random_facial_hair_style(H.gender),"Shaved")
H.hair_color = random_short_color()
H.facial_hair_color = H.hair_color
H.underwear = random_underwear(H.gender)
H.undershirt = random_undershirt(H.gender)
H.socks = random_socks(H.gender)
//H.eye_color = random_eye_color()
REMOVE_TRAIT(H, TRAIT_DISFIGURED, null) //
H.dna.features = random_features()
// Apply Appearance
H.update_body() // Outfit and underware, also body.
//H.update_mutant_bodyparts() // Lizard tails etc
H.update_hair()
H.update_body_parts()
// Wait here til we deactivate power or go unconscious
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
while (ContinueActive(owner) && istype(bloodsuckerdatum))//active && owner && owner.stat == CONSCIOUS)
bloodsuckerdatum.AddBloodVolume(-0.2)
sleep(10)
// Wait for a moment if you fell unconscious...
if (owner && owner.stat > CONSCIOUS)
sleep(50)
/datum/action/bloodsucker/veil/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
if (ishuman(user))
var/mob/living/carbon/human/H = user
// Revert Identity
H.UnsetSpecialVoice()
H.name_override = null
H.name = H.real_name
// Revert Appearance
H.gender = prev_gender
H.skin_tone = prev_skin_tone
H.hair_style = prev_hair_style
H.facial_hair_style = prev_facial_hair_style
H.hair_color = prev_hair_color
H.facial_hair_color = prev_facial_hair_color
H.underwear = prev_underwear
H.undie_color = prev_undie_color
H.undershirt = prev_undershirt
H.shirt_color = prev_shirt_color
H.socks = prev_socks
H.socks_color = prev_socks_color
//H.disabilities = prev_disabilities // Restore HUSK, CLUMSY, etc.
if (prev_disfigured)
ADD_TRAIT(H, TRAIT_DISFIGURED, "husk") // NOTE: We are ASSUMING husk. // H.status_flags |= DISFIGURED // Restore "Unknown" disfigurement
H.dna.features = prev_features
// Apply Appearance
H.update_body() // Outfit and underware, also body.
H.update_hair()
H.update_body_parts() // Body itself, maybe skin color?
cast_effect() // POOF
// CAST EFFECT // // General effect (poof, splat, etc) when you cast. Doesn't happen automatically!
/datum/action/bloodsucker/veil/proc/cast_effect()
// Effect
playsound(get_turf(owner), 'sound/magic/smoke.ogg', 20, 1)
var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
puff.set_up(3, 0, get_turf(owner))
puff.attach(owner) // OPTIONAL
puff.start()
owner.spin(8, 1) // Spin around like a loon.
/obj/effect/particle_effect/smoke/vampsmoke
opaque = FALSE
lifetime = 0
/obj/effect/particle_effect/smoke/vampsmoke/fade_out(frames = 6)
..(frames)

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@@ -1,38 +0,0 @@
/datum/action/bloodsucker/vassal/recuperate
name = "Sanguine Recuperation"
desc = "Slowly heal brute damage while active. This process is exhausting, and requires some of your tainted blood."
button_icon_state = "power_recup"
amToggle = TRUE
bloodcost = 30
cooldown = 100
/datum/action/bloodsucker/vassal/recuperate/CheckCanUse(display_error)
. = ..()
if(!.)
return
if (owner.stat >= DEAD)
return FALSE
return TRUE
/datum/action/bloodsucker/vassal/recuperate/ActivatePower()
to_chat(owner, "<span class='notice'>Your muscles clench and your skin crawls as your master's immortal blood knits your wounds and gives you stamina.</span>")
var/mob/living/carbon/C = owner
var/mob/living/carbon/human/H
if(ishuman(owner))
H = owner
while(ContinueActive(owner))
C.adjustBruteLoss(-1.5)
C.adjustFireLoss(-0.5)
C.adjustToxLoss(-2, forced = TRUE)
C.blood_volume -= 0.2
C.adjustStaminaLoss(-15)
// Stop Bleeding
if(istype(H) && H.bleed_rate > 0 && rand(20) == 0)
H.bleed_rate --
C.Jitter(5)
sleep(10)
// DONE!
//DeactivatePower(owner)
/datum/action/bloodsucker/vassal/recuperate/ContinueActive(mob/living/user, mob/living/target)
return ..() && user.stat <= DEAD && user.blood_volume > 500

View File

@@ -13,5 +13,5 @@
//Recover from stuns.
/obj/effect/proc_holder/changeling/adrenaline/sting_action(mob/living/user)
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/mannitol = 10, /datum/reagent/medicine/regen_jelly = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list("epinephrine" = 3, "changelingmeth" = 10, "mannitol" = 10, "regen_jelly" = 10, "changelingadrenaline" = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
return TRUE

View File

@@ -58,7 +58,7 @@
target.mind.linglink = 1
target.say("[MODE_TOKEN_CHANGELING] AAAAARRRRGGGGGHHHHH!!")
to_chat(target, "<font color=#800040><span class='boldannounce'>You can now communicate in the changeling hivemind, say \"[MODE_TOKEN_CHANGELING] message\" to communicate!</span>")
target.reagents.add_reagent(/datum/reagent/medicine/salbutamol, 40) // So they don't choke to death while you interrogate them
target.reagents.add_reagent("salbutamol", 40) // So they don't choke to death while you interrogate them
sleep(1800)
SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]", "[i]"))
if(!do_mob(user, target, 20))

View File

@@ -500,7 +500,7 @@
/obj/item/clothing/suit/space/changeling/process()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.reagents.add_reagent(/datum/reagent/medicine/salbutamol, REAGENTS_METABOLISM)
H.reagents.add_reagent("salbutamol", REAGENTS_METABOLISM)
/obj/item/clothing/head/helmet/space/changeling
name = "flesh mass"

View File

@@ -28,10 +28,10 @@
C.vomit(0, toxic = TRUE)
O.forceMove(get_turf(user))
user.reagents.add_reagent(/datum/reagent/medicine/mutadone, 10)
user.reagents.add_reagent(/datum/reagent/medicine/pen_acid/pen_jelly, 20)
user.reagents.add_reagent(/datum/reagent/medicine/antihol, 10)
user.reagents.add_reagent(/datum/reagent/medicine/mannitol, 25)
user.reagents.add_reagent("mutadone", 10)
user.reagents.add_reagent("pen_jelly", 20)
user.reagents.add_reagent("antihol", 10)
user.reagents.add_reagent("mannitol", 25)
if(isliving(user))
var/mob/living/L = user

View File

@@ -1,266 +1,266 @@
/obj/effect/proc_holder/changeling/sting
name = "Tiny Prick"
desc = "Stabby stabby."
var/sting_icon = null
/obj/effect/proc_holder/changeling/sting/Click()
var/mob/user = usr
if(!user || !user.mind)
return
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!changeling)
return
if(!changeling.chosen_sting)
set_sting(user)
else
unset_sting(user)
return
/obj/effect/proc_holder/changeling/sting/proc/set_sting(mob/user)
to_chat(user, "<span class='notice'>We prepare our sting, use alt+click or middle mouse button on target to sting them.</span>")
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chosen_sting = src
user.hud_used.lingstingdisplay.icon_state = sting_icon
user.hud_used.lingstingdisplay.invisibility = 0
/obj/effect/proc_holder/changeling/sting/proc/unset_sting(mob/user)
to_chat(user, "<span class='warning'>We retract our sting, we can't sting anyone for now.</span>")
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chosen_sting = null
user.hud_used.lingstingdisplay.icon_state = null
user.hud_used.lingstingdisplay.invisibility = INVISIBILITY_ABSTRACT
/mob/living/carbon/proc/unset_sting()
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.chosen_sting)
changeling.chosen_sting.unset_sting(src)
/obj/effect/proc_holder/changeling/sting/can_sting(mob/user, mob/target)
if(!..())
return
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!changeling.chosen_sting)
to_chat(user, "We haven't prepared our sting yet!")
if(!iscarbon(target))
return
if(!isturf(user.loc))
return
if(!AStar(user, target.loc, /turf/proc/Distance, changeling.sting_range, simulated_only = 0))
return
return 1
/obj/effect/proc_holder/changeling/sting/sting_feedback(mob/user, mob/target)
if(!target)
return
to_chat(user, "<span class='notice'>We stealthily sting [target.name].</span>")
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(target, "<span class='warning'>You feel a tiny prick.</span>")
return 1
/obj/effect/proc_holder/changeling/sting/transformation
name = "Temporary Transformation Sting"
desc = "We silently sting a human, injecting a chemical that forces them to transform into a chosen being for a limited time. Additional stings extend the duration."
helptext = "The victim will transform much like a changeling would for a limited time. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human. This ability is loud, and might cause our blood to react violently to heat."
sting_icon = "sting_transform"
chemical_cost = 10
dna_cost = 2
loudness = 1
var/datum/changelingprofile/selected_dna = null
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_transform"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/transformation/Click()
var/mob/user = usr
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling.chosen_sting)
unset_sting(user)
return
selected_dna = changeling.select_dna("Select the target DNA: ", "Target DNA")
if(!selected_dna)
return
if(NOTRANSSTING in selected_dna.dna.species.species_traits)
to_chat(user, "<span class = 'notice'>That DNA is not compatible with changeling retrovirus!</span>")
return
..()
/obj/effect/proc_holder/changeling/sting/transformation/can_sting(mob/user, mob/living/carbon/target)
if(!..())
return
if((HAS_TRAIT(target, TRAIT_HUSK)) || !iscarbon(target) || (NOTRANSSTING in target.dna.species.species_traits))
to_chat(user, "<span class='warning'>Our sting appears ineffective against its DNA.</span>")
return 0
return 1
/obj/effect/proc_holder/changeling/sting/transformation/sting_action(mob/user, mob/target)
if(ismonkey(target))
to_chat(user, "<span class='notice'>Our genes cry out as we sting [target.name]!</span>")
var/mob/living/carbon/C = target
. = TRUE
if(istype(C))
if(C.reagents.has_reagent(/datum/reagent/changeling_string))
C.reagents.add_reagent(/datum/reagent/changeling_string,120)
log_combat(user, target, "stung", "transformation sting", ", extending the duration.")
else
C.reagents.add_reagent(/datum/reagent/changeling_string,120,list("desired_dna" = selected_dna.dna))
log_combat(user, target, "stung", "transformation sting", " new identity is '[selected_dna.dna.real_name]'")
/obj/effect/proc_holder/changeling/sting/false_armblade
name = "False Armblade Sting"
desc = "We silently sting a human, injecting a retrovirus that mutates their arm to temporarily appear as an armblade."
helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_armblade"
chemical_cost = 20
dna_cost = 1
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_fake"
action_background_icon_state = "bg_ling"
/obj/item/melee/arm_blade/false
desc = "A grotesque mass of flesh that used to be your arm. Although it looks dangerous at first, you can tell it's actually quite dull and useless."
force = 5 //Basically as strong as a punch
fake = TRUE
/obj/effect/proc_holder/changeling/sting/false_armblade/can_sting(mob/user, mob/target)
if(!..())
return
if(isliving(target))
var/mob/living/L = target
if((HAS_TRAIT(L, TRAIT_HUSK)) || !L.has_dna())
to_chat(user, "<span class='warning'>Our sting appears ineffective against its DNA.</span>")
return 0
return 1
/obj/effect/proc_holder/changeling/sting/false_armblade/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", object="false armblade sting")
var/obj/item/held = target.get_active_held_item()
if(held && !target.dropItemToGround(held))
to_chat(user, "<span class='warning'>[held] is stuck to [target.p_their()] hand, you cannot grow a false armblade over it!</span>")
return
if(ismonkey(target))
to_chat(user, "<span class='notice'>Our genes cry out as we sting [target.name]!</span>")
var/obj/item/melee/arm_blade/false/blade = new(target,1)
target.put_in_hands(blade)
target.visible_message("<span class='warning'>A grotesque blade forms around [target.name]\'s arm!</span>", "<span class='userdanger'>Your arm twists and mutates, transforming into a horrific monstrosity!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
playsound(target, 'sound/effects/blobattack.ogg', 30, 1)
addtimer(CALLBACK(src, .proc/remove_fake, target, blade), 600)
return TRUE
/obj/effect/proc_holder/changeling/sting/false_armblade/proc/remove_fake(mob/target, obj/item/melee/arm_blade/false/blade)
playsound(target, 'sound/effects/blobattack.ogg', 30, 1)
target.visible_message("<span class='warning'>With a sickening crunch, \
[target] reforms [target.p_their()] [blade.name] into an arm!</span>",
"<span class='warning'>[blade] reforms back to normal.</span>",
"<span class='italics>You hear organic matter ripping and tearing!</span>")
qdel(blade)
target.update_inv_hands()
/obj/effect/proc_holder/changeling/sting/extract_dna
name = "Extract DNA Sting"
desc = "We stealthily sting a target and extract their DNA."
helptext = "Will give you the DNA of your target, allowing you to transform into them."
sting_icon = "sting_extract"
chemical_cost = 25
dna_cost = 0
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_extract"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/extract_dna/can_sting(mob/user, mob/target)
if(..())
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
return changeling.can_absorb_dna(target)
/obj/effect/proc_holder/changeling/sting/extract_dna/sting_action(mob/user, mob/living/carbon/human/target)
log_combat(user, target, "stung", "extraction sting")
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!(changeling.has_dna(target.dna)))
changeling.add_new_profile(target)
return TRUE
/obj/effect/proc_holder/changeling/sting/mute
name = "Mute Sting"
desc = "We silently sting a human, completely silencing them for a short time."
helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot. This ability is loud, and might cause our blood to react violently to heat."
sting_icon = "sting_mute"
chemical_cost = 20
dna_cost = 2
loudness = 2
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_mute"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/mute/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "mute sting")
target.silent += 30
return TRUE
/obj/effect/proc_holder/changeling/sting/blind
name = "Blind Sting"
desc = "Temporarily blinds the target."
helptext = "This sting completely blinds a target for a short time. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_blind"
chemical_cost = 25
dna_cost = 1
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_blind"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/blind/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "blind sting")
to_chat(target, "<span class='danger'>Your eyes burn horrifically!</span>")
target.become_nearsighted(EYE_DAMAGE)
target.blind_eyes(20)
target.blur_eyes(40)
return TRUE
/obj/effect/proc_holder/changeling/sting/LSD
name = "Hallucination Sting"
desc = "Causes terror in the target and deals a minor amount of toxin damage."
helptext = "We evolve the ability to sting a target with a powerful toxic hallucinogenic chemical. The target does not notice they have been stung, and the effect begins instantaneously. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_lsd"
chemical_cost = 10
dna_cost = 1
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_lsd"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/LSD/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", "LSD sting")
if(target.reagents)
target.reagents.add_reagent(/datum/reagent/blob/regenerative_materia, 5)
target.reagents.add_reagent(/datum/reagent/toxin/mindbreaker, 5)
return TRUE
/obj/effect/proc_holder/changeling/sting/cryo
name = "Cryogenic Sting"
desc = "We silently sting a human with a cocktail of chemicals that freeze them."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_cryo"
chemical_cost = 15
dna_cost = 2
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_cryo"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/cryo/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", "cryo sting")
if(target.reagents)
target.reagents.add_reagent(/datum/reagent/consumable/frostoil, 30)
return TRUE
/obj/effect/proc_holder/changeling/sting
name = "Tiny Prick"
desc = "Stabby stabby."
var/sting_icon = null
/obj/effect/proc_holder/changeling/sting/Click()
var/mob/user = usr
if(!user || !user.mind)
return
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!changeling)
return
if(!changeling.chosen_sting)
set_sting(user)
else
unset_sting(user)
return
/obj/effect/proc_holder/changeling/sting/proc/set_sting(mob/user)
to_chat(user, "<span class='notice'>We prepare our sting, use alt+click or middle mouse button on target to sting them.</span>")
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chosen_sting = src
user.hud_used.lingstingdisplay.icon_state = sting_icon
user.hud_used.lingstingdisplay.invisibility = 0
/obj/effect/proc_holder/changeling/sting/proc/unset_sting(mob/user)
to_chat(user, "<span class='warning'>We retract our sting, we can't sting anyone for now.</span>")
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chosen_sting = null
user.hud_used.lingstingdisplay.icon_state = null
user.hud_used.lingstingdisplay.invisibility = INVISIBILITY_ABSTRACT
/mob/living/carbon/proc/unset_sting()
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.chosen_sting)
changeling.chosen_sting.unset_sting(src)
/obj/effect/proc_holder/changeling/sting/can_sting(mob/user, mob/target)
if(!..())
return
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!changeling.chosen_sting)
to_chat(user, "We haven't prepared our sting yet!")
if(!iscarbon(target))
return
if(!isturf(user.loc))
return
if(!AStar(user, target.loc, /turf/proc/Distance, changeling.sting_range, simulated_only = 0))
return
return 1
/obj/effect/proc_holder/changeling/sting/sting_feedback(mob/user, mob/target)
if(!target)
return
to_chat(user, "<span class='notice'>We stealthily sting [target.name].</span>")
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(target, "<span class='warning'>You feel a tiny prick.</span>")
return 1
/obj/effect/proc_holder/changeling/sting/transformation
name = "Temporary Transformation Sting"
desc = "We silently sting a human, injecting a chemical that forces them to transform into a chosen being for a limited time. Additional stings extend the duration."
helptext = "The victim will transform much like a changeling would for a limited time. Does not provide a warning to others. Mutations will not be transferred, and monkeys will become human. This ability is loud, and might cause our blood to react violently to heat."
sting_icon = "sting_transform"
chemical_cost = 10
dna_cost = 2
loudness = 1
var/datum/changelingprofile/selected_dna = null
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_transform"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/transformation/Click()
var/mob/user = usr
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling.chosen_sting)
unset_sting(user)
return
selected_dna = changeling.select_dna("Select the target DNA: ", "Target DNA")
if(!selected_dna)
return
if(NOTRANSSTING in selected_dna.dna.species.species_traits)
to_chat(user, "<span class = 'notice'>That DNA is not compatible with changeling retrovirus!</span>")
return
..()
/obj/effect/proc_holder/changeling/sting/transformation/can_sting(mob/user, mob/living/carbon/target)
if(!..())
return
if((HAS_TRAIT(target, TRAIT_HUSK)) || !iscarbon(target) || (NOTRANSSTING in target.dna.species.species_traits))
to_chat(user, "<span class='warning'>Our sting appears ineffective against its DNA.</span>")
return 0
return 1
/obj/effect/proc_holder/changeling/sting/transformation/sting_action(mob/user, mob/target)
if(ismonkey(target))
to_chat(user, "<span class='notice'>Our genes cry out as we sting [target.name]!</span>")
var/mob/living/carbon/C = target
. = TRUE
if(istype(C))
if(C.reagents.has_reagent("changeling_sting_real"))
C.reagents.add_reagent("changeling_sting_real",120)
log_combat(user, target, "stung", "transformation sting", ", extending the duration.")
else
C.reagents.add_reagent("changeling_sting_real",120,list("desired_dna" = selected_dna.dna))
log_combat(user, target, "stung", "transformation sting", " new identity is '[selected_dna.dna.real_name]'")
/obj/effect/proc_holder/changeling/sting/false_armblade
name = "False Armblade Sting"
desc = "We silently sting a human, injecting a retrovirus that mutates their arm to temporarily appear as an armblade."
helptext = "The victim will form an armblade much like a changeling would, except the armblade is dull and useless. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_armblade"
chemical_cost = 20
dna_cost = 1
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_fake"
action_background_icon_state = "bg_ling"
/obj/item/melee/arm_blade/false
desc = "A grotesque mass of flesh that used to be your arm. Although it looks dangerous at first, you can tell it's actually quite dull and useless."
force = 5 //Basically as strong as a punch
fake = TRUE
/obj/effect/proc_holder/changeling/sting/false_armblade/can_sting(mob/user, mob/target)
if(!..())
return
if(isliving(target))
var/mob/living/L = target
if((HAS_TRAIT(L, TRAIT_HUSK)) || !L.has_dna())
to_chat(user, "<span class='warning'>Our sting appears ineffective against its DNA.</span>")
return 0
return 1
/obj/effect/proc_holder/changeling/sting/false_armblade/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", object="false armblade sting")
var/obj/item/held = target.get_active_held_item()
if(held && !target.dropItemToGround(held))
to_chat(user, "<span class='warning'>[held] is stuck to [target.p_their()] hand, you cannot grow a false armblade over it!</span>")
return
if(ismonkey(target))
to_chat(user, "<span class='notice'>Our genes cry out as we sting [target.name]!</span>")
var/obj/item/melee/arm_blade/false/blade = new(target,1)
target.put_in_hands(blade)
target.visible_message("<span class='warning'>A grotesque blade forms around [target.name]\'s arm!</span>", "<span class='userdanger'>Your arm twists and mutates, transforming into a horrific monstrosity!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
playsound(target, 'sound/effects/blobattack.ogg', 30, 1)
addtimer(CALLBACK(src, .proc/remove_fake, target, blade), 600)
return TRUE
/obj/effect/proc_holder/changeling/sting/false_armblade/proc/remove_fake(mob/target, obj/item/melee/arm_blade/false/blade)
playsound(target, 'sound/effects/blobattack.ogg', 30, 1)
target.visible_message("<span class='warning'>With a sickening crunch, \
[target] reforms [target.p_their()] [blade.name] into an arm!</span>",
"<span class='warning'>[blade] reforms back to normal.</span>",
"<span class='italics>You hear organic matter ripping and tearing!</span>")
qdel(blade)
target.update_inv_hands()
/obj/effect/proc_holder/changeling/sting/extract_dna
name = "Extract DNA Sting"
desc = "We stealthily sting a target and extract their DNA."
helptext = "Will give you the DNA of your target, allowing you to transform into them."
sting_icon = "sting_extract"
chemical_cost = 25
dna_cost = 0
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_extract"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/extract_dna/can_sting(mob/user, mob/target)
if(..())
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
return changeling.can_absorb_dna(target)
/obj/effect/proc_holder/changeling/sting/extract_dna/sting_action(mob/user, mob/living/carbon/human/target)
log_combat(user, target, "stung", "extraction sting")
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!(changeling.has_dna(target.dna)))
changeling.add_new_profile(target)
return TRUE
/obj/effect/proc_holder/changeling/sting/mute
name = "Mute Sting"
desc = "We silently sting a human, completely silencing them for a short time."
helptext = "Does not provide a warning to the victim that they have been stung, until they try to speak and cannot. This ability is loud, and might cause our blood to react violently to heat."
sting_icon = "sting_mute"
chemical_cost = 20
dna_cost = 2
loudness = 2
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_mute"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/mute/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "mute sting")
target.silent += 30
return TRUE
/obj/effect/proc_holder/changeling/sting/blind
name = "Blind Sting"
desc = "Temporarily blinds the target."
helptext = "This sting completely blinds a target for a short time. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_blind"
chemical_cost = 25
dna_cost = 1
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_blind"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/blind/sting_action(mob/user, mob/living/carbon/target)
log_combat(user, target, "stung", "blind sting")
to_chat(target, "<span class='danger'>Your eyes burn horrifically!</span>")
target.become_nearsighted(EYE_DAMAGE)
target.blind_eyes(20)
target.blur_eyes(40)
return TRUE
/obj/effect/proc_holder/changeling/sting/LSD
name = "Hallucination Sting"
desc = "Causes terror in the target and deals a minor amount of toxin damage."
helptext = "We evolve the ability to sting a target with a powerful toxic hallucinogenic chemical. The target does not notice they have been stung, and the effect begins instantaneously. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_lsd"
chemical_cost = 10
dna_cost = 1
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_lsd"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/LSD/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", "LSD sting")
if(target.reagents)
target.reagents.add_reagent("regenerative_materia", 5)
target.reagents.add_reagent("mindbreaker", 5)
return TRUE
/obj/effect/proc_holder/changeling/sting/cryo
name = "Cryogenic Sting"
desc = "We silently sting a human with a cocktail of chemicals that freeze them."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
sting_icon = "sting_cryo"
chemical_cost = 15
dna_cost = 2
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_sting_cryo"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/cryo/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", "cryo sting")
if(target.reagents)
target.reagents.add_reagent("frostoil", 30)
return TRUE

View File

@@ -100,7 +100,7 @@
var/burndamage = L.getFireLoss()
var/oxydamage = L.getOxyLoss()
var/totaldamage = brutedamage + burndamage + oxydamage
if(!totaldamage && (!L.reagents || !L.reagents.has_reagent(/datum/reagent/water/holywater)))
if(!totaldamage && (!L.reagents || !L.reagents.has_reagent("holywater")))
to_chat(ranged_ability_user, "<span class='inathneq'>\"[L] is unhurt and untainted.\"</span>")
return TRUE
@@ -108,7 +108,7 @@
to_chat(ranged_ability_user, "<span class='brass'>You bathe [L == ranged_ability_user ? "yourself":"[L]"] in Inath-neq's power!</span>")
var/targetturf = get_turf(L)
var/has_holy_water = (L.reagents && L.reagents.has_reagent(/datum/reagent/water/holywater))
var/has_holy_water = (L.reagents && L.reagents.has_reagent("holywater"))
var/healseverity = max(round(totaldamage*0.05, 1), 1) //shows the general severity of the damage you just healed, 1 glow per 20
for(var/i in 1 to healseverity)
new /obj/effect/temp_visual/heal(targetturf, "#1E8CE1")
@@ -129,7 +129,7 @@
playsound(targetturf, 'sound/magic/staff_healing.ogg', 50, 1)
if(has_holy_water)
L.reagents.del_reagent(/datum/reagent/water/holywater)
L.reagents.remove_reagent("holywater", 1000)
remove_ranged_ability()

View File

@@ -180,11 +180,9 @@
access_display(user)
/obj/item/clockwork/slab/AltClick(mob/living/user)
. = ..()
if(is_servant_of_ratvar(user) && linking && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
linking = null
to_chat(user, "<span class='notice'>Object link canceled.</span>")
return TRUE
/obj/item/clockwork/slab/proc/access_display(mob/living/user)
if(!is_servant_of_ratvar(user))

View File

@@ -83,7 +83,7 @@
return
if(client.handle_spam_prevention(message,MUTE_IC))
return
message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if(!message)
return
src.log_talk(message, LOG_SAY, tag="clockwork eminence")
@@ -98,7 +98,7 @@
else
to_chat(M, message)
/mob/camera/eminence/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
/mob/camera/eminence/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(is_reebe(z) || is_servant_of_ratvar(speaker) || GLOB.ratvar_approaches || GLOB.ratvar_awakens) //Away from Reebe, the Eminence can't hear anything
to_chat(src, message)

View File

@@ -430,7 +430,7 @@
if(check_cult_victory())
parts += "<span class='greentext big'>The cult has succeeded! Nar'Sie has snuffed out another torch in the void!</span>"
else
parts += "<span class='redtext big'>The staff managed to stop the cult! Dark words and heresy are no match for Kinaris's finest!</span>"
parts += "<span class='redtext big'>The staff managed to stop the cult! Dark words and heresy are no match for Nanotrasen's finest!</span>"
if(objectives.len)
parts += "<b>The cultists' objectives were:</b>"

View File

@@ -502,7 +502,7 @@
icon = 'icons/obj/drinks.dmi'
icon_state = "holyflask"
color = "#333333"
list_reagents = list(/datum/reagent/fuel/unholywater = 50)
list_reagents = list("unholywater" = 50)
/obj/item/shuttle_curse
name = "cursed orb"
@@ -809,7 +809,7 @@
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.stat != DEAD)
H.reagents.add_reagent(/datum/reagent/fuel/unholywater, 4)
H.reagents.add_reagent("unholywater", 4)
if(isshade(target) || isconstruct(target))
var/mob/living/simple_animal/M = target
if(M.health+5 < M.maxHealth)
@@ -910,7 +910,7 @@
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.stat != DEAD)
H.reagents.add_reagent(/datum/reagent/fuel/unholywater, 7)
H.reagents.add_reagent("unholywater", 7)
if(isshade(target) || isconstruct(target))
var/mob/living/simple_animal/M = target
if(M.health+15 < M.maxHealth)

View File

@@ -24,11 +24,11 @@ This file contains the cult dagger and rune list code
/obj/item/melee/cultblade/dagger/attack(mob/living/M, mob/living/user)
if(iscultist(M))
if(M.reagents && M.reagents.has_reagent(/datum/reagent/water/holywater)) //allows cultists to be rescued from the clutches of ordained religion
if(M.reagents && M.reagents.has_reagent("holywater")) //allows cultists to be rescued from the clutches of ordained religion
to_chat(user, "<span class='cult'>You remove the taint from [M].</span>" )
var/holy2unholy = M.reagents.get_reagent_amount(/datum/reagent/water/holywater)
M.reagents.del_reagent(/datum/reagent/water/holywater)
M.reagents.add_reagent(/datum/reagent/fuel/unholywater,holy2unholy)
var/holy2unholy = M.reagents.get_reagent_amount("holywater")
M.reagents.del_reagent("holywater")
M.reagents.add_reagent("unholywater",holy2unholy)
log_combat(user, M, "smacked", src, " removing the holy water from them")
return FALSE
. = ..()

View File

@@ -384,14 +384,14 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
if(BANISH_WATER)
if(iscarbon(body))
var/mob/living/carbon/H = body
return H.reagents.has_reagent(/datum/reagent/water/holywater)
return H.reagents.has_reagent("holy water")
return 0
if(BANISH_COFFIN)
return (body && istype(body.loc, /obj/structure/closet/crate/coffin))
if(BANISH_FORMALDYHIDE)
if(iscarbon(body))
var/mob/living/carbon/H = body
return H.reagents.has_reagent(/datum/reagent/toxin/formaldehyde)
return H.reagents.has_reagent("formaldehyde")
return 0
if(BANISH_RUNES)
if(body)

View File

@@ -57,7 +57,7 @@ GLOBAL_LIST_INIT(disease_ability_singletons, list(
var/short_desc = ""
var/long_desc = ""
var/stat_block = ""
var/threshold_block = list()
var/threshold_block = ""
var/category = ""
var/list/symptoms
@@ -76,7 +76,7 @@ GLOBAL_LIST_INIT(disease_ability_singletons, list(
resistance += initial(S.resistance)
stage_speed += initial(S.stage_speed)
transmittable += initial(S.transmittable)
threshold_block += initial(S.threshold_desc)
threshold_block += "<br><br>[initial(S.threshold_desc)]"
stat_block = "Resistance: [resistance]<br>Stealth: [stealth]<br>Stage Speed: [stage_speed]<br>Transmissibility: [transmittable]<br><br>"
if(symptoms.len == 1) //lazy boy's dream
name = initial(S.name)

View File

@@ -118,7 +118,7 @@ the new instance inside the host to be updated to the template's stats.
follow_next(Dir & NORTHWEST)
last_move_tick = world.time
/mob/camera/disease/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
/mob/camera/disease/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
var/atom/movable/to_follow = speaker
if(radio_freq)
@@ -130,7 +130,7 @@ the new instance inside the host to be updated to the template's stats.
else
link = ""
// Recompose the message, because it's scrambled by default
message = compose_message(speaker, message_language, raw_message, radio_freq, spans, message_mode, FALSE, source)
message = compose_message(speaker, message_language, raw_message, radio_freq, spans, message_mode)
to_chat(src, "[link] [message]")
@@ -325,11 +325,7 @@ the new instance inside the host to be updated to the template's stats.
var/list/dat = list()
if(examining_ability)
dat += "<a href='byond://?src=[REF(src)];main_menu=1'>Back</a><br>"
dat += "<h1>[examining_ability.name]</h1>"
dat += "[examining_ability.stat_block][examining_ability.long_desc][examining_ability.threshold_block]"
for(var/entry in examining_ability.threshold_block)
dat += "<b>[entry]</b>: [examining_ability.threshold_block[entry]]<br>"
dat += "<a href='byond://?src=[REF(src)];main_menu=1'>Back</a><br><h1>[examining_ability.name]</h1>[examining_ability.stat_block][examining_ability.long_desc][examining_ability.threshold_block]"
else
dat += "<h1>Disease Statistics</h1><br>\
Resistance: [DT.totalResistance()]<br>\

View File

@@ -34,12 +34,6 @@
. = ..()
name_source = GLOB.commando_names
/datum/antagonist/ert/deathsquad/apply_innate_effects(mob/living/mob_override)
ADD_TRAIT(owner, TRAIT_DISK_VERIFIER, DEATHSQUAD_TRAIT)
/datum/antagonist/ert/deathsquad/remove_innate_effects(mob/living/mob_override)
REMOVE_TRAIT(owner, TRAIT_DISK_VERIFIER, DEATHSQUAD_TRAIT)
/datum/antagonist/ert/security // kinda handled by the base template but here for completion
/datum/antagonist/ert/security/red
@@ -121,7 +115,7 @@
to_chat(owner, "<B><font size=3 color=red>You are the [name].</font></B>")
var/missiondesc = "Your squad is being sent on a mission to [station_name()] by Kinaris's Security Division."
var/missiondesc = "Your squad is being sent on a mission to [station_name()] by Nanotrasen's Security Division."
if(leader) //If Squad Leader
missiondesc += " Lead your squad to ensure the completion of the mission. Board the shuttle when your team is ready."
else
@@ -138,7 +132,7 @@
to_chat(owner, "<B><font size=3 color=red>You are the [name].</font></B>")
var/missiondesc = "Your squad is being sent on a mission to [station_name()] by Kinaris's Security Division."
var/missiondesc = "Your squad is being sent on a mission to [station_name()] by Nanotrasen's Security Division."
if(leader) //If Squad Leader
missiondesc += " Lead your squad to ensure the completion of the mission. Board the shuttle when your team is ready."
else

View File

@@ -11,10 +11,9 @@
var/default_timer_set = 90
var/minimum_timer_set = 90
var/maximum_timer_set = 3600
ui_style = "nanotrasen"
var/ui_style = "nanotrasen"
var/numeric_input = ""
var/ui_mode = NUKEUI_AWAIT_DISK
var/timing = FALSE
var/exploding = FALSE
var/exploded = FALSE
@@ -98,8 +97,6 @@
if(!user.transferItemToLoc(I, src))
return
auth = I
update_ui_mode()
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
add_fingerprint(user)
return
@@ -236,167 +233,120 @@
var/volume = (get_time_left() <= 20 ? 30 : 5)
playsound(loc, 'sound/items/timer.ogg', volume, 0)
/obj/machinery/nuclearbomb/proc/update_ui_mode()
if(exploded)
ui_mode = NUKEUI_EXPLODED
return
if(!auth)
ui_mode = NUKEUI_AWAIT_DISK
return
if(timing)
ui_mode = NUKEUI_TIMING
return
if(!safety)
ui_mode = NUKEUI_AWAIT_ARM
return
if(!yes_code)
ui_mode = NUKEUI_AWAIT_CODE
return
ui_mode = NUKEUI_AWAIT_TIMER
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, 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)
ui = new(user, src, ui_key, "nuclear_bomb", name, 350, 442, master_ui, state)
ui = new(user, src, ui_key, "nuclear_bomb", name, 500, 600, master_ui, state)
ui.set_style(ui_style)
ui.open()
/obj/machinery/nuclearbomb/ui_data(mob/user)
var/list/data = list()
data["disk_present"] = auth
var/hidden_code = (ui_mode == NUKEUI_AWAIT_CODE && numeric_input != "ERROR")
var/current_code = ""
if(hidden_code)
while(length(current_code) < length(numeric_input))
current_code = "[current_code]*"
else
current_code = numeric_input
while(length(current_code) < 5)
current_code = "[current_code]-"
data["code_approved"] = yes_code
var/first_status
var/second_status
switch(ui_mode)
if(NUKEUI_AWAIT_DISK)
first_status = "DEVICE LOCKED"
if(timing)
second_status = "TIME: [get_time_left()]"
else
second_status = "AWAIT DISK"
if(NUKEUI_AWAIT_CODE)
first_status = "INPUT CODE"
second_status = "CODE: [current_code]"
if(NUKEUI_AWAIT_TIMER)
first_status = "INPUT TIME"
second_status = "TIME: [current_code]"
if(NUKEUI_AWAIT_ARM)
first_status = "DEVICE READY"
second_status = "TIME: [get_time_left()]"
if(NUKEUI_TIMING)
first_status = "DEVICE ARMED"
second_status = "TIME: [get_time_left()]"
if(NUKEUI_EXPLODED)
first_status = "DEVICE DEPLOYED"
second_status = "THANK YOU"
if(auth)
if(yes_code)
first_status = timing ? "Func/Set" : "Functional"
else
first_status = "Auth S2."
else
if(timing)
first_status = "Set"
else
first_status = "Auth S1."
var/second_status = exploded ? "Warhead triggered, thanks for flying Nanotrasen" : (safety ? "Safe" : "Engaged")
data["status1"] = first_status
data["status2"] = second_status
data["anchored"] = anchored
data["safety"] = safety
data["timing"] = timing
data["time_left"] = get_time_left()
data["timer_set"] = timer_set
data["timer_is_not_default"] = timer_set != default_timer_set
data["timer_is_not_min"] = timer_set != minimum_timer_set
data["timer_is_not_max"] = timer_set != maximum_timer_set
var/message = "AUTH"
if(auth)
message = "[numeric_input]"
if(yes_code)
message = "*****"
data["message"] = message
return data
/obj/machinery/nuclearbomb/ui_act(action, params)
if(..())
return
playsound(src, "terminal_type", 20, FALSE)
switch(action)
if("eject_disk")
if(auth && auth.loc == src)
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
auth.forceMove(get_turf(src))
auth = null
. = TRUE
else
if("insert_disk")
if(!auth)
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/disk/nuclear)
if(I && disk_check(I) && usr.transferItemToLoc(I, src))
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
auth = I
. = TRUE
update_ui_mode()
if("keypad")
if(auth)
var/digit = params["digit"]
switch(digit)
if("C")
if(auth && ui_mode == NUKEUI_AWAIT_ARM)
set_safety()
yes_code = FALSE
playsound(src, 'sound/machines/nuke/confirm_beep.ogg', 50, FALSE)
update_ui_mode()
else
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
if("R")
numeric_input = ""
yes_code = FALSE
. = TRUE
if("E")
switch(ui_mode)
if(NUKEUI_AWAIT_CODE)
if(numeric_input == r_code)
numeric_input = ""
yes_code = TRUE
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
. = TRUE
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
numeric_input = "ERROR"
if(NUKEUI_AWAIT_TIMER)
var/number_value = text2num(numeric_input)
if(number_value)
timer_set = CLAMP(number_value, minimum_timer_set, maximum_timer_set)
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
set_safety()
. = TRUE
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
update_ui_mode()
if(numeric_input == r_code)
numeric_input = ""
yes_code = TRUE
. = TRUE
else
numeric_input = "ERROR"
if("0","1","2","3","4","5","6","7","8","9")
if(numeric_input != "ERROR")
numeric_input += digit
if(length(numeric_input) > 5)
numeric_input = "ERROR"
else
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
. = TRUE
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
if("arm")
if(auth && yes_code && !safety && !exploded)
playsound(src, 'sound/machines/nuke/confirm_beep.ogg', 50, FALSE)
set_active()
update_ui_mode()
if("timer")
if(auth && yes_code)
var/change = params["change"]
if(change == "reset")
timer_set = default_timer_set
else if(change == "decrease")
timer_set = max(minimum_timer_set, timer_set - 10)
else if(change == "increase")
timer_set = min(maximum_timer_set, timer_set + 10)
else if(change == "input")
var/user_input = input(usr, "Set time to detonation.", name) as null|num
if(!user_input)
return
var/N = text2num(user_input)
if(!N)
return
timer_set = CLAMP(N,minimum_timer_set,maximum_timer_set)
. = TRUE
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
if("safety")
if(auth && yes_code && !exploded)
set_safety()
if("anchor")
if(auth && yes_code)
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
set_anchor()
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
if("toggle_timer")
if(auth && yes_code && !safety && !exploded)
set_active()
/obj/machinery/nuclearbomb/proc/set_anchor()
if(isinspace() && !anchored)
to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
else
if(!isinspace())
anchored = !anchored
else
to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
/obj/machinery/nuclearbomb/proc/set_safety()
safety = !safety
@@ -563,7 +513,7 @@
/obj/machinery/nuclearbomb/beer/proc/fizzbuzz()
var/datum/reagents/R = new/datum/reagents(1000)
R.my_atom = src
R.add_reagent(/datum/reagent/consumable/ethanol/beer, 100)
R.add_reagent("beer", 100)
var/datum/effect_system/foam_spread/foam = new
foam.set_up(200, get_turf(src), R)
@@ -661,7 +611,10 @@ This is here to make the tiles around the station mininuke change when it's arme
if(!fake)
return
if(isobserver(user) || HAS_TRAIT(user, TRAIT_DISK_VERIFIER) || (user.mind && HAS_TRAIT(user.mind, TRAIT_DISK_VERIFIER)))
var/ghost = isobserver(user)
var/captain = user.mind && user.mind.assigned_role == "Captain"
var/nukie = user.mind && user.mind.has_antag_datum(/datum/antagonist/nukeop)
if(ghost || captain || nukie)
. += "<span class='warning'>The serial numbers on [src] are incorrect.</span>"
/obj/item/disk/nuclear/attackby(obj/item/I, mob/living/user, params)
@@ -700,7 +653,3 @@ This is here to make the tiles around the station mininuke change when it's arme
/obj/item/disk/nuclear/fake
fake = TRUE
/obj/item/disk/nuclear/fake/obvious
name = "cheap plastic imitation of the nuclear authentication disk"
desc = "How anyone could mistake this for the real thing is beyond you."

View File

@@ -24,13 +24,11 @@
var/mob/living/M = mob_override || owner.current
M.mirrorcanloadappearance = TRUE //Also gives them the option to use a mirror to load their custom character. Good luck if they use a plasma.
update_synd_icons_added(M)
ADD_TRAIT(owner, TRAIT_DISK_VERIFIER, NUKEOP_TRAIT)
/datum/antagonist/nukeop/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
M.mirrorcanloadappearance = FALSE
update_synd_icons_removed(M)
REMOVE_TRAIT(owner, TRAIT_DISK_VERIFIER, NUKEOP_TRAIT)
/datum/antagonist/nukeop/proc/equip_op()
if(!ishuman(owner.current))
@@ -44,6 +42,7 @@
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/ops.ogg',100,0)
to_chat(owner, "<span class='notice'>You are a [nuke_team ? nuke_team.syndicate_name : "syndicate"] agent!</span>")
owner.announce_objectives()
return
/datum/antagonist/nukeop/on_gain()
give_alias()

View File

@@ -26,7 +26,6 @@
spacewalk = TRUE
sight = SEE_SELF
throwforce = 0
rad_flags = RAD_NO_CONTAMINATE | RAD_PROTECT_CONTENTS
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE

View File

@@ -5,7 +5,7 @@
ShiftClickOn(A)
return
if(modifiers["alt"])
altclick_listed_turf(A)
AltClickNoInteract(src, A)
return
if(iscarbon(A))
@@ -351,7 +351,7 @@
to_chat(H, "<span class='revenminor'>You feel [pick("suddenly sick", "a surge of nausea", "like your skin is <i>wrong</i>")].</span>")
else
if(mob.reagents)
mob.reagents.add_reagent(/datum/reagent/toxin/plasma, 5)
mob.reagents.add_reagent("plasma", 5)
else
mob.adjustToxLoss(5)
for(var/obj/structure/spacevine/vine in T) //Fucking with botanists, the ability.

View File

@@ -19,7 +19,6 @@
job_description = "Swarmer"
death = FALSE
roundstart = FALSE
short_desc = "You are a swarmer, a weapon of a long dead civilization."
flavour_text = {"
<b>You are a swarmer, a weapon of a long dead civilization. Until further orders from your original masters are received, you must continue to consume and replicate.</b>
<b>Clicking on any object will try to consume it, either deconstructing it into its components, destroying it, or integrating any materials it has into you if successful.</b>

View File

@@ -6,7 +6,7 @@
/datum/antagonist/traitor/internal_affairs
name = "Internal Affairs Agent"
employer = "Kinaris"
employer = "Nanotrasen"
special_role = "internal affairs agent"
antagpanel_category = "IAA"
var/syndicate = FALSE
@@ -242,7 +242,7 @@
to_chat(owner.current, "<span class='userdanger'>You are the [special_role].</span>")
if(syndicate)
to_chat(owner.current, "<span class='userdanger'>Your target has been framed for [crime], and you have been tasked with eliminating them to prevent them defending themselves in court.</span>")
to_chat(owner.current, "<B><font size=5 color=red>Any damage you cause will be a further embarrassment to Kinaris, so you have no limits on collateral damage.</font></B>")
to_chat(owner.current, "<B><font size=5 color=red>Any damage you cause will be a further embarrassment to Nanotrasen, so you have no limits on collateral damage.</font></B>")
to_chat(owner.current, "<span class='userdanger'> You have been provided with a standard uplink to accomplish your task. </span>")
to_chat(owner.current, "<span class='userdanger'>By no means reveal that you, or any other NT employees, are undercover agents.</span>")
else

View File

@@ -23,7 +23,6 @@
owner.special_role = special_role
if(give_objectives)
forge_traitor_objectives()
RegisterSignal(owner.current, COMSIG_MOVABLE_HEAR, .proc/handle_hearing)
finalize_traitor()
..()
@@ -49,18 +48,12 @@
A.verbs -= /mob/living/silicon/ai/proc/choose_modules
A.malf_picker.remove_malf_verbs(A)
qdel(A.malf_picker)
UnregisterSignal(owner.current, COMSIG_MOVABLE_HEAR, .proc/handle_hearing)
SSticker.mode.traitors -= owner
if(!silent && owner.current)
to_chat(owner.current,"<span class='userdanger'> You are no longer the [special_role]! </span>")
owner.special_role = null
. = ..()
/datum/antagonist/traitor/proc/handle_hearing(datum/source, list/hearing_args)
var/message = hearing_args[HEARING_MESSAGE]
message = GLOB.syndicate_code_phrase_regex.Replace(message, "<span class='blue'>$1</span>")
message = GLOB.syndicate_code_response_regex.Replace(message, "<span class='red'>$1</span>")
hearing_args[HEARING_MESSAGE] = message
..()
/datum/antagonist/traitor/proc/add_objective(var/datum/objective/O)
owner.objectives += O

View File

@@ -113,7 +113,7 @@
var/wizard_name_second = pick(GLOB.wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
var/mob/living/wiz_mob = owner.current
var/newname = reject_bad_name(stripped_input(wiz_mob, "You are the [name]. Would you like to change your name to something else?", "Name change", randomname, MAX_NAME_LEN), TRUE)
var/newname = copytext(sanitize(input(wiz_mob, "You are the [name]. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
if (!newname)
newname = randomname

View File

@@ -11,6 +11,7 @@
var/code = DEFAULT_SIGNALER_CODE
var/frequency = FREQ_SIGNALER
var/delay = 0
var/datum/radio_frequency/radio_connection
var/suicider = null
var/hearing_range = 1
@@ -47,50 +48,64 @@
holder.update_icon()
return
/obj/item/assembly/signaler/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
if(!is_secured(user))
/obj/item/assembly/signaler/ui_interact(mob/user, flag1)
. = ..()
if(is_secured(user))
var/t1 = "-------"
var/dat = {"
<TT>
<A href='byond://?src=[REF(src)];send=1'>Send Signal</A><BR>
<B>Frequency/Code</B> for signaler:<BR>
Frequency:
[format_frequency(src.frequency)]
<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
Code:
[src.code]
<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
[t1]
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/ui_width = 280
var/ui_height = 132
ui = new(user, src, ui_key, "signaler", name, ui_width, ui_height, master_ui, state)
ui.open()
/obj/item/assembly/signaler/ui_data(mob/user)
var/list/data = list()
data["frequency"] = frequency
data["code"] = code
data["minFrequency"] = MIN_FREE_FREQ
data["maxFrequency"] = MAX_FREE_FREQ
return data
/obj/item/assembly/signaler/Topic(href, href_list)
..()
/obj/item/assembly/signaler/ui_act(action, params)
if(..())
if(!usr.canUseTopic(src, BE_CLOSE))
usr << browse(null, "window=radio")
onclose(usr, "radio")
return
switch(action)
if("signal")
INVOKE_ASYNC(src, .proc/signal)
. = TRUE
if("freq")
frequency = unformat_frequency(params["freq"])
frequency = sanitize_frequency(frequency, TRUE)
set_frequency(frequency)
. = TRUE
if("code")
code = text2num(params["code"])
code = round(code)
. = TRUE
if("reset")
if(params["reset"] == "freq")
frequency = initial(frequency)
else
code = initial(code)
. = TRUE
update_icon()
if (href_list["set"])
if(href_list["set"] == "freq")
var/new_freq = input(usr, "Input a new signalling frequency", "Remote Signaller Frequency", format_frequency(frequency)) as num|null
if(!usr.canUseTopic(src, BE_CLOSE))
return
new_freq = unformat_frequency(new_freq)
new_freq = sanitize_frequency(new_freq, TRUE)
set_frequency(new_freq)
if(href_list["set"] == "code")
var/new_code = input(usr, "Input a new signalling code", "Remote Signaller Code", code) as num|null
if(!usr.canUseTopic(src, BE_CLOSE))
return
new_code = round(new_code)
new_code = CLAMP(new_code, 1, 100)
code = new_code
if(href_list["send"])
spawn( 0 )
signal()
if(usr)
attack_self(usr)
return
/obj/item/assembly/signaler/attackby(obj/item/W, mob/user, params)
if(issignaler(W))
var/obj/item/assembly/signaler/signaler2 = W

View File

@@ -1,101 +1,101 @@
#define INCLUSIVE_MODE 1
#define EXCLUSIVE_MODE 2
#define RECOGNIZER_MODE 3
#define VOICE_SENSOR_MODE 4
/obj/item/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
materials = list(MAT_METAL=500, MAT_GLASS=50)
flags_1 = HEAR_1
attachable = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
var/listening = FALSE
var/recorded = "" //the activation message
var/mode = 1
var/static/list/modes = list("inclusive",
"exclusive",
"recognizer",
"voice sensor")
/obj/item/assembly/voice/examine(mob/user)
. = ..()
. += "<span class='notice'>Use a multitool to swap between \"inclusive\", \"exclusive\", \"recognizer\", and \"voice sensor\" mode.</span>"
/obj/item/assembly/voice/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
. = ..()
if(speaker == src)
return
if(listening && !radio_freq)
record_speech(speaker, raw_message, message_language)
else
if(check_activation(speaker, raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/record_speech(atom/movable/speaker, raw_message, datum/language/message_language)
switch(mode)
if(INCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(EXCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(RECOGNIZER_MODE)
recorded = speaker.GetVoice()
listening = FALSE
say("Your voice pattern is saved.", message_language)
if(VOICE_SENSOR_MODE)
if(length(raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/check_activation(atom/movable/speaker, raw_message)
. = FALSE
switch(mode)
if(INCLUSIVE_MODE)
if(findtext(raw_message, recorded))
. = TRUE
if(EXCLUSIVE_MODE)
if(raw_message == recorded)
. = TRUE
if(RECOGNIZER_MODE)
if(speaker.GetVoice() == recorded)
. = TRUE
if(VOICE_SENSOR_MODE)
if(length(raw_message))
. = TRUE
/obj/item/assembly/voice/multitool_act(mob/living/user, obj/item/I)
mode %= modes.len
mode++
to_chat(user, "<span class='notice'>You set [src] into [modes[mode]] mode.</span>")
listening = FALSE
recorded = ""
return TRUE
/obj/item/assembly/voice/activate()
if(!secured || holder)
return FALSE
listening = !listening
say("[listening ? "Now" : "No longer"] recording input.")
return TRUE
/obj/item/assembly/voice/attack_self(mob/user)
if(!user)
return FALSE
activate()
return TRUE
/obj/item/assembly/voice/toggle_secure()
. = ..()
listening = FALSE
#undef INCLUSIVE_MODE
#undef EXCLUSIVE_MODE
#undef RECOGNIZER_MODE
#undef VOICE_SENSOR_MODE
#define INCLUSIVE_MODE 1
#define EXCLUSIVE_MODE 2
#define RECOGNIZER_MODE 3
#define VOICE_SENSOR_MODE 4
/obj/item/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
materials = list(MAT_METAL=500, MAT_GLASS=50)
flags_1 = HEAR_1
attachable = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
var/listening = FALSE
var/recorded = "" //the activation message
var/mode = 1
var/static/list/modes = list("inclusive",
"exclusive",
"recognizer",
"voice sensor")
/obj/item/assembly/voice/examine(mob/user)
. = ..()
. += "<span class='notice'>Use a multitool to swap between \"inclusive\", \"exclusive\", \"recognizer\", and \"voice sensor\" mode.</span>"
/obj/item/assembly/voice/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(speaker == src)
return
if(listening && !radio_freq)
record_speech(speaker, raw_message, message_language)
else
if(check_activation(speaker, raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/record_speech(atom/movable/speaker, raw_message, datum/language/message_language)
switch(mode)
if(INCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(EXCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(RECOGNIZER_MODE)
recorded = speaker.GetVoice()
listening = FALSE
say("Your voice pattern is saved.", message_language)
if(VOICE_SENSOR_MODE)
if(length(raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/check_activation(atom/movable/speaker, raw_message)
. = FALSE
switch(mode)
if(INCLUSIVE_MODE)
if(findtext(raw_message, recorded))
. = TRUE
if(EXCLUSIVE_MODE)
if(raw_message == recorded)
. = TRUE
if(RECOGNIZER_MODE)
if(speaker.GetVoice() == recorded)
. = TRUE
if(VOICE_SENSOR_MODE)
if(length(raw_message))
. = TRUE
/obj/item/assembly/voice/multitool_act(mob/living/user, obj/item/I)
mode %= modes.len
mode++
to_chat(user, "<span class='notice'>You set [src] into [modes[mode]] mode.</span>")
listening = FALSE
recorded = ""
return TRUE
/obj/item/assembly/voice/activate()
if(!secured || holder)
return FALSE
listening = !listening
say("[listening ? "Now" : "No longer"] recording input.")
return TRUE
/obj/item/assembly/voice/attack_self(mob/user)
if(!user)
return FALSE
activate()
return TRUE
/obj/item/assembly/voice/toggle_secure()
. = ..()
listening = FALSE
#undef INCLUSIVE_MODE
#undef EXCLUSIVE_MODE
#undef RECOGNIZER_MODE
#undef VOICE_SENSOR_MODE

View File

@@ -15,7 +15,7 @@
//used for mapping and for breathing while in walls (because that's a thing that needs to be accounted for...)
//string parsed by /datum/gas/proc/copy_from_turf
var/initial_gas_mix = OPENTURF_DEFAULT_ATMOS
var/initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
//approximation of MOLES_O2STANDARD and MOLES_N2STANDARD pending byond allowing constant expressions to be embedded in constant strings
// If someone will place 0 of some gas there, SHIT WILL BREAK. Do not do that.

View File

@@ -15,7 +15,6 @@ GLOBAL_LIST_INIT(meta_gas_overlays, meta_gas_overlay_list())
GLOBAL_LIST_INIT(meta_gas_dangers, meta_gas_danger_list())
GLOBAL_LIST_INIT(meta_gas_ids, meta_gas_id_list())
GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
/datum/gas_mixture
var/list/gases = list()
var/temperature = 0 //kelvins
@@ -338,9 +337,8 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
if(!length(cached_gases))
return
var/list/reactions = list()
for(var/datum/gas_reaction/G in SSair.gas_reactions)
if(cached_gases[G.major_gas])
reactions += G
for(var/I in cached_gases)
reactions += SSair.gas_reactions[I]
if(!length(reactions))
return
reaction_results = new

View File

@@ -2,6 +2,8 @@
/proc/init_gas_reactions()
. = list()
for(var/type in subtypesof(/datum/gas))
.[type] = list()
for(var/r in subtypesof(/datum/gas_reaction))
var/datum/gas_reaction/reaction = r
@@ -14,19 +16,27 @@
var/datum/gas/req_gas = req
if (!reaction_key || initial(reaction_key.rarity) > initial(req_gas.rarity))
reaction_key = req_gas
reaction.major_gas = reaction_key
. += reaction
sortTim(., /proc/cmp_gas_reaction)
.[reaction_key] += list(reaction)
sortTim(., /proc/cmp_gas_reactions, TRUE)
/proc/cmp_gas_reaction(datum/gas_reaction/a, datum/gas_reaction/b) // compares lists of reactions by the maximum priority contained within the list
return b.priority - a.priority
/proc/cmp_gas_reactions(list/datum/gas_reaction/a, list/datum/gas_reaction/b) // compares lists of reactions by the maximum priority contained within the list
if (!length(a) || !length(b))
return length(b) - length(a)
var/maxa
var/maxb
for (var/datum/gas_reaction/R in a)
if (R.priority > maxa)
maxa = R.priority
for (var/datum/gas_reaction/R in b)
if (R.priority > maxb)
maxb = R.priority
return maxb - maxa
/datum/gas_reaction
//regarding the requirements lists: the minimum or maximum requirements must be non-zero.
//when in doubt, use MINIMUM_MOLE_COUNT.
var/list/min_requirements
var/list/max_requirements
var/major_gas //the highest rarity gas used in the reaction.
var/exclude = FALSE //do it this way to allow for addition/removal of reactions midmatch in the future
var/priority = 100 //lower numbers are checked/react later than higher numbers. if two reactions have the same priority they may happen in either order
var/name = "reaction"

View File

@@ -386,10 +386,9 @@
send_signal(device_id, list("checks" = text2num(params["val"])^2), usr)
. = TRUE
if("set_external_pressure", "set_internal_pressure")
var/target = params["value"]
if(!isnull(target))
var/area/A = get_area(src)
var/target = input("New target pressure:", name, A.air_vent_info[device_id][(action == "set_external_pressure" ? "external" : "internal")]) as num|null
if(!isnull(target) && !..())
send_signal(device_id, list("[action]" = target), usr)
. = TRUE
if("reset_external_pressure")
@@ -839,11 +838,11 @@
return FALSE
/obj/machinery/airalarm/AltClick(mob/user)
. = ..()
..()
if(!user.canUseTopic(src, !issilicon(user)) || !isturf(loc))
return
togglelock(user)
return TRUE
else
togglelock(user)
/obj/machinery/airalarm/proc/togglelock(mob/living/user)
if(stat & (NOPOWER|BROKEN))

View File

@@ -1,341 +1,342 @@
// Quick overview:
//
// Pipes combine to form pipelines
// Pipelines and other atmospheric objects combine to form pipe_networks
// Note: A single pipe_network represents a completely open space
//
// Pipes -> Pipelines
// Pipelines + Other Objects -> Pipe network
#define PIPE_VISIBLE_LEVEL 2
#define PIPE_HIDDEN_LEVEL 1
/obj/machinery/atmospherics
anchored = TRUE
move_resist = INFINITY //Moving a connected machine without actually doing the normal (dis)connection things will probably cause a LOT of issues.
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON
layer = GAS_PIPE_HIDDEN_LAYER //under wires
resistance_flags = FIRE_PROOF
max_integrity = 200
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
var/nodealert = 0
var/can_unwrench = 0
var/initialize_directions = 0
var/pipe_color
var/piping_layer = PIPING_LAYER_DEFAULT
var/pipe_flags = NONE
var/global/list/iconsetids = list()
var/global/list/pipeimages = list()
var/image/pipe_vision_img = null
var/device_type = 0
var/list/obj/machinery/atmospherics/nodes
var/construction_type
var/pipe_state //icon_state as a pipe item
var/on = FALSE
/obj/machinery/atmospherics/examine(mob/user)
. = ..()
if(is_type_in_list(src, GLOB.ventcrawl_machinery) && isliving(user))
var/mob/living/L = user
if(L.ventcrawler)
. += "<span class='notice'>Alt-click to crawl through it.</span>"
/obj/machinery/atmospherics/New(loc, process = TRUE, setdir)
if(!isnull(setdir))
setDir(setdir)
if(pipe_flags & PIPING_CARDINAL_AUTONORMALIZE)
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
..()
if(process)
SSair.atmos_machinery += src
SetInitDirections()
/obj/machinery/atmospherics/Destroy()
for(var/i in 1 to device_type)
nullifyNode(i)
SSair.atmos_machinery -= src
dropContents()
if(pipe_vision_img)
qdel(pipe_vision_img)
return ..()
//return QDEL_HINT_FINDREFERENCE
/obj/machinery/atmospherics/proc/destroy_network()
return
/obj/machinery/atmospherics/proc/build_network()
// Called to build a network from this node
return
/obj/machinery/atmospherics/proc/nullifyNode(i)
if(nodes[i])
var/obj/machinery/atmospherics/N = nodes[i]
N.disconnect(src)
nodes[i] = null
/obj/machinery/atmospherics/proc/getNodeConnects()
var/list/node_connects = list()
node_connects.len = device_type
for(var/i in 1 to device_type)
for(var/D in GLOB.cardinals)
if(D & GetInitDirections())
if(D in node_connects)
continue
node_connects[i] = D
break
return node_connects
/obj/machinery/atmospherics/proc/normalize_cardinal_directions()
switch(dir)
if(SOUTH)
setDir(NORTH)
if(WEST)
setDir(EAST)
//this is called just after the air controller sets up turfs
/obj/machinery/atmospherics/proc/atmosinit(list/node_connects)
if(!node_connects) //for pipes where order of nodes doesn't matter
node_connects = getNodeConnects()
for(var/i in 1 to device_type)
for(var/obj/machinery/atmospherics/target in get_step(src,node_connects[i]))
if(can_be_node(target, i))
nodes[i] = target
break
update_icon()
/obj/machinery/atmospherics/proc/setPipingLayer(new_layer)
piping_layer = (pipe_flags & PIPING_DEFAULT_LAYER_ONLY) ? PIPING_LAYER_DEFAULT : new_layer
update_icon()
/obj/machinery/atmospherics/proc/can_be_node(obj/machinery/atmospherics/target, iteration)
return connection_check(target, piping_layer)
//Find a connecting /obj/machinery/atmospherics in specified direction
/obj/machinery/atmospherics/proc/findConnecting(direction, prompted_layer)
for(var/obj/machinery/atmospherics/target in get_step(src, direction))
if(target.initialize_directions & get_dir(target,src))
if(connection_check(target, prompted_layer))
return target
/obj/machinery/atmospherics/proc/connection_check(obj/machinery/atmospherics/target, given_layer)
if(isConnectable(target, given_layer) && target.isConnectable(src, given_layer) && (target.initialize_directions & get_dir(target,src)))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/isConnectable(obj/machinery/atmospherics/target, given_layer)
if(isnull(given_layer))
given_layer = piping_layer
if((target.piping_layer == given_layer) || (target.pipe_flags & PIPING_ALL_LAYER))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/pipeline_expansion()
return nodes
/obj/machinery/atmospherics/proc/SetInitDirections()
return
/obj/machinery/atmospherics/proc/GetInitDirections()
return initialize_directions
/obj/machinery/atmospherics/proc/returnPipenet()
return
/obj/machinery/atmospherics/proc/returnPipenetAir()
return
/obj/machinery/atmospherics/proc/setPipenet()
return
/obj/machinery/atmospherics/proc/replacePipenet()
return
/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
if(istype(reference, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = reference
P.destroy_network()
nodes[nodes.Find(reference)] = null
update_icon()
/obj/machinery/atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pipe)) //lets you autodrop
var/obj/item/pipe/pipe = W
if(user.dropItemToGround(pipe))
pipe.setPipingLayer(piping_layer) //align it with us
return TRUE
else
return ..()
/obj/machinery/atmospherics/wrench_act(mob/living/user, obj/item/I)
if(!can_unwrench(user))
return ..()
var/turf/T = get_turf(src)
if (level==1 && isturf(T) && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first!</span>")
return TRUE
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
add_fingerprint(user)
var/unsafe_wrenching = FALSE
var/internal_pressure = int_air.return_pressure()-env_air.return_pressure()
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (internal_pressure > 2*ONE_ATMOSPHERE)
to_chat(user, "<span class='warning'>As you begin unwrenching \the [src] a gush of air blows in your face... maybe you should reconsider?</span>")
unsafe_wrenching = TRUE //Oh dear oh dear
if(I.use_tool(src, user, 20, volume=50))
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", INVESTIGATE_ATMOS)
//You unwrenched a pipe full of pressure? Let's splat you into the wall, silly.
if(unsafe_wrenching)
unsafe_pressure_release(user, internal_pressure)
deconstruct(TRUE)
return TRUE
/obj/machinery/atmospherics/proc/can_unwrench(mob/user)
return can_unwrench
// Throws the user when they unwrench a pipe with a major difference between the internal and environmental pressure.
/obj/machinery/atmospherics/proc/unsafe_pressure_release(mob/user, pressures = null)
if(!user)
return
if(!pressures)
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
pressures = int_air.return_pressure() - env_air.return_pressure()
user.visible_message("<span class='danger'>[user] is sent flying by pressure!</span>","<span class='userdanger'>The pressure sends you flying!</span>")
// if get_dir(src, user) is not 0, target is the edge_target_turf on that dir
// otherwise, edge_target_turf uses a random cardinal direction
// range is pressures / 250
// speed is pressures / 1250
user.throw_at(get_edge_target_turf(user, get_dir(src, user) || pick(GLOB.cardinals)), pressures / 250, pressures / 1250)
/obj/machinery/atmospherics/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(can_unwrench)
var/obj/item/pipe/stored = new construction_type(loc, null, dir, src)
stored.setPipingLayer(piping_layer)
if(!disassembled)
stored.obj_integrity = stored.max_integrity * 0.5
transfer_fingerprints_to(stored)
..()
/obj/machinery/atmospherics/proc/getpipeimage(iconset, iconstate, direction, col=rgb(255,255,255), piping_layer=2)
//Add identifiers for the iconset
if(iconsetids[iconset] == null)
iconsetids[iconset] = num2text(iconsetids.len + 1)
//Generate a unique identifier for this image combination
var/identifier = iconsetids[iconset] + "_[iconstate]_[direction]_[col]_[piping_layer]"
if((!(. = pipeimages[identifier])))
var/image/pipe_overlay
pipe_overlay = . = pipeimages[identifier] = image(iconset, iconstate, dir = direction)
pipe_overlay.color = col
PIPING_LAYER_SHIFT(pipe_overlay, piping_layer)
/obj/machinery/atmospherics/on_construction(obj_color, set_layer)
if(can_unwrench)
add_atom_colour(obj_color, FIXED_COLOUR_PRIORITY)
pipe_color = obj_color
setPipingLayer(set_layer)
var/turf/T = get_turf(src)
level = T.intact ? 2 : 1
atmosinit()
var/list/nodes = pipeline_expansion()
for(var/obj/machinery/atmospherics/A in nodes)
A.atmosinit()
A.addMember(src)
build_network()
/obj/machinery/atmospherics/Entered(atom/movable/AM)
if(istype(AM, /mob/living))
var/mob/living/L = AM
L.ventcrawl_layer = piping_layer
return ..()
/obj/machinery/atmospherics/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
return ..()
#define VENT_SOUND_DELAY 30
/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
direction &= initialize_directions
if(!direction || !(direction in GLOB.cardinals)) //cant go this way.
return
if(user in buckled_mobs)// fixes buckle ventcrawl edgecase fuck bug
return
var/obj/machinery/atmospherics/target_move = findConnecting(direction, user.ventcrawl_layer)
if(target_move)
if(target_move.can_crawl_through())
if(is_type_in_typecache(target_move, GLOB.ventcrawl_machinery))
user.forceMove(target_move.loc) //handle entering and so on.
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
else
var/list/pipenetdiff = returnPipenets() ^ target_move.returnPipenets()
if(pipenetdiff.len)
user.update_pipe_vision(target_move)
user.forceMove(target_move)
user.client.eye = target_move //Byond only updates the eye every tick, This smooths out the movement
if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
user.last_played_vent = world.time
playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
else if(is_type_in_typecache(src, GLOB.ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
user.forceMove(loc)
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
user.canmove = FALSE
addtimer(VARSET_CALLBACK(user, canmove, TRUE), 1)
/obj/machinery/atmospherics/AltClick(mob/living/L)
if(is_type_in_typecache(src, GLOB.ventcrawl_machinery))
return L.handle_ventcrawl(src)
return ..()
/obj/machinery/atmospherics/proc/can_crawl_through()
return TRUE
/obj/machinery/atmospherics/proc/returnPipenets()
return list()
/obj/machinery/atmospherics/update_remote_sight(mob/user)
user.sight |= (SEE_TURFS|BLIND)
//Used for certain children of obj/machinery/atmospherics to not show pipe vision when mob is inside it.
/obj/machinery/atmospherics/proc/can_see_pipes()
return TRUE
/obj/machinery/atmospherics/proc/update_layer()
// Quick overview:
//
// Pipes combine to form pipelines
// Pipelines and other atmospheric objects combine to form pipe_networks
// Note: A single pipe_network represents a completely open space
//
// Pipes -> Pipelines
// Pipelines + Other Objects -> Pipe network
#define PIPE_VISIBLE_LEVEL 2
#define PIPE_HIDDEN_LEVEL 1
/obj/machinery/atmospherics
anchored = TRUE
move_resist = INFINITY //Moving a connected machine without actually doing the normal (dis)connection things will probably cause a LOT of issues.
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON
layer = GAS_PIPE_HIDDEN_LAYER //under wires
resistance_flags = FIRE_PROOF
max_integrity = 200
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
var/nodealert = 0
var/can_unwrench = 0
var/initialize_directions = 0
var/pipe_color
var/piping_layer = PIPING_LAYER_DEFAULT
var/pipe_flags = NONE
var/global/list/iconsetids = list()
var/global/list/pipeimages = list()
var/image/pipe_vision_img = null
var/device_type = 0
var/list/obj/machinery/atmospherics/nodes
var/construction_type
var/pipe_state //icon_state as a pipe item
var/on = FALSE
/obj/machinery/atmospherics/examine(mob/user)
. = ..()
if(is_type_in_list(src, GLOB.ventcrawl_machinery) && isliving(user))
var/mob/living/L = user
if(L.ventcrawler)
. += "<span class='notice'>Alt-click to crawl through it.</span>"
/obj/machinery/atmospherics/New(loc, process = TRUE, setdir)
if(!isnull(setdir))
setDir(setdir)
if(pipe_flags & PIPING_CARDINAL_AUTONORMALIZE)
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
..()
if(process)
SSair.atmos_machinery += src
SetInitDirections()
/obj/machinery/atmospherics/Destroy()
for(var/i in 1 to device_type)
nullifyNode(i)
SSair.atmos_machinery -= src
dropContents()
if(pipe_vision_img)
qdel(pipe_vision_img)
return ..()
//return QDEL_HINT_FINDREFERENCE
/obj/machinery/atmospherics/proc/destroy_network()
return
/obj/machinery/atmospherics/proc/build_network()
// Called to build a network from this node
return
/obj/machinery/atmospherics/proc/nullifyNode(i)
if(nodes[i])
var/obj/machinery/atmospherics/N = nodes[i]
N.disconnect(src)
nodes[i] = null
/obj/machinery/atmospherics/proc/getNodeConnects()
var/list/node_connects = list()
node_connects.len = device_type
for(var/i in 1 to device_type)
for(var/D in GLOB.cardinals)
if(D & GetInitDirections())
if(D in node_connects)
continue
node_connects[i] = D
break
return node_connects
/obj/machinery/atmospherics/proc/normalize_cardinal_directions()
switch(dir)
if(SOUTH)
setDir(NORTH)
if(WEST)
setDir(EAST)
//this is called just after the air controller sets up turfs
/obj/machinery/atmospherics/proc/atmosinit(list/node_connects)
if(!node_connects) //for pipes where order of nodes doesn't matter
node_connects = getNodeConnects()
for(var/i in 1 to device_type)
for(var/obj/machinery/atmospherics/target in get_step(src,node_connects[i]))
if(can_be_node(target, i))
nodes[i] = target
break
update_icon()
/obj/machinery/atmospherics/proc/setPipingLayer(new_layer)
piping_layer = (pipe_flags & PIPING_DEFAULT_LAYER_ONLY) ? PIPING_LAYER_DEFAULT : new_layer
update_icon()
/obj/machinery/atmospherics/proc/can_be_node(obj/machinery/atmospherics/target, iteration)
return connection_check(target, piping_layer)
//Find a connecting /obj/machinery/atmospherics in specified direction
/obj/machinery/atmospherics/proc/findConnecting(direction, prompted_layer)
for(var/obj/machinery/atmospherics/target in get_step(src, direction))
if(target.initialize_directions & get_dir(target,src))
if(connection_check(target, prompted_layer))
return target
/obj/machinery/atmospherics/proc/connection_check(obj/machinery/atmospherics/target, given_layer)
if(isConnectable(target, given_layer) && target.isConnectable(src, given_layer) && (target.initialize_directions & get_dir(target,src)))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/isConnectable(obj/machinery/atmospherics/target, given_layer)
if(isnull(given_layer))
given_layer = piping_layer
if((target.piping_layer == given_layer) || (target.pipe_flags & PIPING_ALL_LAYER))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/pipeline_expansion()
return nodes
/obj/machinery/atmospherics/proc/SetInitDirections()
return
/obj/machinery/atmospherics/proc/GetInitDirections()
return initialize_directions
/obj/machinery/atmospherics/proc/returnPipenet()
return
/obj/machinery/atmospherics/proc/returnPipenetAir()
return
/obj/machinery/atmospherics/proc/setPipenet()
return
/obj/machinery/atmospherics/proc/replacePipenet()
return
/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
if(istype(reference, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = reference
P.destroy_network()
nodes[nodes.Find(reference)] = null
update_icon()
/obj/machinery/atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pipe)) //lets you autodrop
var/obj/item/pipe/pipe = W
if(user.dropItemToGround(pipe))
pipe.setPipingLayer(piping_layer) //align it with us
return TRUE
else
return ..()
/obj/machinery/atmospherics/wrench_act(mob/living/user, obj/item/I)
if(!can_unwrench(user))
return ..()
var/turf/T = get_turf(src)
if (level==1 && isturf(T) && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first!</span>")
return TRUE
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
add_fingerprint(user)
var/unsafe_wrenching = FALSE
var/internal_pressure = int_air.return_pressure()-env_air.return_pressure()
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (internal_pressure > 2*ONE_ATMOSPHERE)
to_chat(user, "<span class='warning'>As you begin unwrenching \the [src] a gush of air blows in your face... maybe you should reconsider?</span>")
unsafe_wrenching = TRUE //Oh dear oh dear
if(I.use_tool(src, user, 20, volume=50))
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", INVESTIGATE_ATMOS)
//You unwrenched a pipe full of pressure? Let's splat you into the wall, silly.
if(unsafe_wrenching)
unsafe_pressure_release(user, internal_pressure)
deconstruct(TRUE)
return TRUE
/obj/machinery/atmospherics/proc/can_unwrench(mob/user)
return can_unwrench
// Throws the user when they unwrench a pipe with a major difference between the internal and environmental pressure.
/obj/machinery/atmospherics/proc/unsafe_pressure_release(mob/user, pressures = null)
if(!user)
return
if(!pressures)
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
pressures = int_air.return_pressure() - env_air.return_pressure()
user.visible_message("<span class='danger'>[user] is sent flying by pressure!</span>","<span class='userdanger'>The pressure sends you flying!</span>")
// if get_dir(src, user) is not 0, target is the edge_target_turf on that dir
// otherwise, edge_target_turf uses a random cardinal direction
// range is pressures / 250
// speed is pressures / 1250
user.throw_at(get_edge_target_turf(user, get_dir(src, user) || pick(GLOB.cardinals)), pressures / 250, pressures / 1250)
/obj/machinery/atmospherics/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(can_unwrench)
var/obj/item/pipe/stored = new construction_type(loc, null, dir, src)
stored.setPipingLayer(piping_layer)
if(!disassembled)
stored.obj_integrity = stored.max_integrity * 0.5
transfer_fingerprints_to(stored)
..()
/obj/machinery/atmospherics/proc/getpipeimage(iconset, iconstate, direction, col=rgb(255,255,255), piping_layer=2)
//Add identifiers for the iconset
if(iconsetids[iconset] == null)
iconsetids[iconset] = num2text(iconsetids.len + 1)
//Generate a unique identifier for this image combination
var/identifier = iconsetids[iconset] + "_[iconstate]_[direction]_[col]_[piping_layer]"
if((!(. = pipeimages[identifier])))
var/image/pipe_overlay
pipe_overlay = . = pipeimages[identifier] = image(iconset, iconstate, dir = direction)
pipe_overlay.color = col
PIPING_LAYER_SHIFT(pipe_overlay, piping_layer)
/obj/machinery/atmospherics/on_construction(obj_color, set_layer)
if(can_unwrench)
add_atom_colour(obj_color, FIXED_COLOUR_PRIORITY)
pipe_color = obj_color
setPipingLayer(set_layer)
var/turf/T = get_turf(src)
level = T.intact ? 2 : 1
atmosinit()
var/list/nodes = pipeline_expansion()
for(var/obj/machinery/atmospherics/A in nodes)
A.atmosinit()
A.addMember(src)
build_network()
/obj/machinery/atmospherics/Entered(atom/movable/AM)
if(istype(AM, /mob/living))
var/mob/living/L = AM
L.ventcrawl_layer = piping_layer
return ..()
/obj/machinery/atmospherics/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
return ..()
#define VENT_SOUND_DELAY 30
/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
direction &= initialize_directions
if(!direction || !(direction in GLOB.cardinals)) //cant go this way.
return
if(user in buckled_mobs)// fixes buckle ventcrawl edgecase fuck bug
return
var/obj/machinery/atmospherics/target_move = findConnecting(direction, user.ventcrawl_layer)
if(target_move)
if(target_move.can_crawl_through())
if(is_type_in_typecache(target_move, GLOB.ventcrawl_machinery))
user.forceMove(target_move.loc) //handle entering and so on.
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
else
var/list/pipenetdiff = returnPipenets() ^ target_move.returnPipenets()
if(pipenetdiff.len)
user.update_pipe_vision(target_move)
user.forceMove(target_move)
user.client.eye = target_move //Byond only updates the eye every tick, This smooths out the movement
if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
user.last_played_vent = world.time
playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
else if(is_type_in_typecache(src, GLOB.ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
user.forceMove(loc)
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
user.canmove = FALSE
addtimer(VARSET_CALLBACK(user, canmove, TRUE), 1)
/obj/machinery/atmospherics/AltClick(mob/living/L)
if(is_type_in_list(src, GLOB.ventcrawl_machinery))
L.handle_ventcrawl(src)
return
..()
/obj/machinery/atmospherics/proc/can_crawl_through()
return TRUE
/obj/machinery/atmospherics/proc/returnPipenets()
return list()
/obj/machinery/atmospherics/update_remote_sight(mob/user)
user.sight |= (SEE_TURFS|BLIND)
//Used for certain children of obj/machinery/atmospherics to not show pipe vision when mob is inside it.
/obj/machinery/atmospherics/proc/can_see_pipes()
return TRUE
/obj/machinery/atmospherics/proc/update_layer()
layer = initial(layer) + (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_LCHANGE

View File

@@ -43,7 +43,6 @@
return ..()
/obj/machinery/atmospherics/components/binary/pump/AltClick(mob/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(user.canUseTopic(src, BE_CLOSE, FALSE,))
@@ -51,7 +50,6 @@
to_chat(user,"<span class='notice'>You maximize the pressure on the [src].</span>")
investigate_log("Pump, [src.name], was maximized by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Pump, [src.name], was maximized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
/obj/machinery/atmospherics/components/binary/pump/Destroy()
SSradio.remove_object(src,frequency)

View File

@@ -138,7 +138,7 @@
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)
ui = new(user, src, ui_key, "atmos_filter", name, 475, 185, master_ui, state)
ui = new(user, src, ui_key, "atmos_filter", name, 475, 195, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/trinary/filter/ui_data()

View File

@@ -14,19 +14,23 @@
construction_type = /obj/item/pipe/trinary/flippable
pipe_state = "mixer"
ui_x = 370
ui_y = 165
//node 3 is the outlet, nodes 1 & 2 are intakes
/obj/machinery/atmospherics/components/trinary/mixer/examine(mob/user)
. = ..()
. += "<span class='notice'>You can hold <b>Ctrl</b> and click on it to toggle it on and off.</span>"
. += "<span class='notice'>You can hold <b>Alt</b> and click on it to maximize its pressure.</span>"
/obj/machinery/atmospherics/components/trinary/mixer/CtrlClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(user.canUseTopic(src, BE_CLOSE, FALSE,))
on = !on
update_icon()
return ..()
investigate_log("Mixer, [src.name], turned on by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Mixer, [src.name], turned [on ? "on" : "off"] by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return ..()
/obj/machinery/atmospherics/components/trinary/mixer/AltClick(mob/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(user.canUseTopic(src, BE_CLOSE, FALSE,))
@@ -34,7 +38,6 @@
to_chat(user,"<span class='notice'>You maximize the pressure on the [src].</span>")
investigate_log("Mixer, [src.name], was maximized by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Mixer, [src.name], was maximized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
//node 3 is the outlet, nodes 1 & 2 are intakes
@@ -59,6 +62,12 @@
var/on_state = on && nodes[1] && nodes[2] && nodes[3] && is_operational()
icon_state = "mixer_[on_state ? "on" : "off"][flipped ? "_f" : ""]"
/obj/machinery/atmospherics/components/trinary/mixer/power_change()
var/old_stat = stat
..()
if(stat != old_stat)
update_icon()
/obj/machinery/atmospherics/components/trinary/mixer/New()
..()
var/datum/gas_mixture/air3 = airs[3]
@@ -70,13 +79,8 @@
if(!on || !(nodes[1] && nodes[2] && nodes[3]) && !is_operational())
return
//Get those gases, mah boiiii
var/datum/gas_mixture/air1 = airs[1]
var/datum/gas_mixture/air2 = airs[2]
if(!air1 || !air2)
return
var/datum/gas_mixture/air3 = airs[3]
var/output_starting_pressure = air3.return_pressure()
@@ -86,57 +90,60 @@
return
//Calculate necessary moles to transfer using PV=nRT
var/general_transfer = (target_pressure - output_starting_pressure) * air3.volume / R_IDEAL_GAS_EQUATION
var/transfer_moles1 = air1.temperature ? node1_concentration * general_transfer / air1.temperature : 0
var/transfer_moles2 = air2.temperature ? node2_concentration * general_transfer / air2.temperature : 0
var/pressure_delta = target_pressure - output_starting_pressure
var/transfer_moles1 = 0
var/transfer_moles2 = 0
if(air1.temperature > 0)
transfer_moles1 = (node1_concentration * pressure_delta) * air3.volume / (air1.temperature * R_IDEAL_GAS_EQUATION)
if(air2.temperature > 0)
transfer_moles2 = (node2_concentration * pressure_delta) * air3.volume / (air2.temperature * R_IDEAL_GAS_EQUATION)
var/air1_moles = air1.total_moles()
var/air2_moles = air2.total_moles()
if(!node2_concentration)
if(air1.temperature <= 0)
return
transfer_moles1 = min(transfer_moles1, air1_moles)
transfer_moles2 = 0
else if(!node1_concentration)
if(air2.temperature <= 0)
return
transfer_moles2 = min(transfer_moles2, air2_moles)
transfer_moles1 = 0
else
if(air1.temperature <= 0 || air2.temperature <= 0)
return
if((transfer_moles2 <= 0) || (transfer_moles1 <= 0))
return
if((air1_moles < transfer_moles1) || (air2_moles < transfer_moles2))
var/ratio = 0
if((air1_moles < transfer_moles1) || (air2_moles < transfer_moles2))
var/ratio = 0
if((transfer_moles1 > 0 ) && (transfer_moles2 > 0))
ratio = min(air1_moles / transfer_moles1, air2_moles / transfer_moles2)
transfer_moles1 *= ratio
transfer_moles2 *= ratio
if((transfer_moles2 == 0 ) && ( transfer_moles1 > 0))
ratio = air1_moles / transfer_moles1
if((transfer_moles1 == 0 ) && ( transfer_moles2 > 0))
ratio = air2_moles / transfer_moles2
transfer_moles1 *= ratio
transfer_moles2 *= ratio
//Actually transfer the gas
if(transfer_moles1)
if(transfer_moles1 > 0)
var/datum/gas_mixture/removed1 = air1.remove(transfer_moles1)
air3.merge(removed1)
if(transfer_moles2 > 0)
var/datum/gas_mixture/removed2 = air2.remove(transfer_moles2)
air3.merge(removed2)
if(transfer_moles1)
var/datum/pipeline/parent1 = parents[1]
parent1.update = TRUE
if(transfer_moles2)
var/datum/gas_mixture/removed2 = air2.remove(transfer_moles2)
air3.merge(removed2)
var/datum/pipeline/parent2 = parents[2]
parent2.update = TRUE
var/datum/pipeline/parent3 = parents[3]
parent3.update = TRUE
return
/obj/machinery/atmospherics/components/trinary/mixer/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)
ui = new(user, src, ui_key, "atmos_mixer", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, ui_key, "atmos_mixer", name, 370, 165, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/trinary/mixer/ui_data()
@@ -144,8 +151,8 @@
data["on"] = on
data["set_pressure"] = round(target_pressure)
data["max_pressure"] = round(MAX_OUTPUT_PRESSURE)
data["node1_concentration"] = round(node1_concentration*100, 1)
data["node2_concentration"] = round(node2_concentration*100, 1)
data["node1_concentration"] = round(node1_concentration*100)
data["node2_concentration"] = round(node2_concentration*100)
return data
/obj/machinery/atmospherics/components/trinary/mixer/ui_act(action, params)
@@ -173,19 +180,18 @@
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", INVESTIGATE_ATMOS)
if("node1")
var/value = text2num(params["concentration"])
adjust_node1_value(value)
node1_concentration = max(0, min(1, node1_concentration + value))
node2_concentration = max(0, min(1, node2_concentration - value))
investigate_log("was set to [node1_concentration] % on node 1 by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
if("node2")
var/value = text2num(params["concentration"])
adjust_node1_value(100 - value)
node2_concentration = max(0, min(1, node2_concentration + value))
node1_concentration = max(0, min(1, node1_concentration - value))
investigate_log("was set to [node2_concentration] % on node 2 by [key_name(usr)]", INVESTIGATE_ATMOS)
. = TRUE
update_icon()
/obj/machinery/atmospherics/components/trinary/mixer/proc/adjust_node1_value(newValue)
node1_concentration = newValue / 100
node2_concentration = 1 - node1_concentration
/obj/machinery/atmospherics/components/trinary/mixer/can_unwrench(mob/user)
. = ..()
@@ -253,4 +259,4 @@
/obj/machinery/atmospherics/components/trinary/mixer/airmix/flipped/inverse
node1_concentration = O2STANDARD
node2_concentration = N2STANDARD
node2_concentration = N2STANDARD

View File

@@ -1,446 +1,430 @@
/obj/machinery/atmospherics/components/unary/cryo_cell
name = "cryo cell"
icon = 'icons/obj/cryogenics.dmi'
icon_state = "pod-off"
density = TRUE
max_integrity = 350
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
layer = ABOVE_WINDOW_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
occupant_typecache = list(/mob/living/carbon, /mob/living/simple_animal)
var/autoeject = FALSE
var/volume = 100
var/efficiency = 1
var/sleep_factor = 0.00125
var/unconscious_factor = 0.001
var/heat_capacity = 20000
var/conduction_coefficient = 0.3
var/obj/item/reagent_containers/glass/beaker = null
var/reagent_transfer = 0
var/obj/item/radio/radio
var/radio_key = /obj/item/encryptionkey/headset_med
var/radio_channel = RADIO_CHANNEL_MEDICAL
var/running_anim = FALSE
var/escape_in_progress = FALSE
var/message_cooldown
var/breakout_time = 300
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
radio = new(src)
radio.keyslot = new radio_key
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_construction()
..(dir, dir)
/obj/machinery/atmospherics/components/unary/cryo_cell/RefreshParts()
var/C
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
C += M.rating
efficiency = initial(efficiency) * C
sleep_factor = initial(sleep_factor) * C
unconscious_factor = initial(unconscious_factor) * C
heat_capacity = initial(heat_capacity) / C
conduction_coefficient = initial(conduction_coefficient) * C
/obj/machinery/atmospherics/components/unary/cryo_cell/Destroy()
QDEL_NULL(radio)
QDEL_NULL(beaker)
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/contents_explosion(severity, target)
..()
if(beaker)
beaker.ex_act(severity, target)
/obj/machinery/atmospherics/components/unary/cryo_cell/handle_atom_del(atom/A)
..()
if(A == beaker)
beaker = null
updateUsrDialog()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_deconstruction()
if(beaker)
beaker.forceMove(drop_location())
beaker = null
/obj/machinery/atmospherics/components/unary/cryo_cell/update_icon()
cut_overlays()
if(panel_open)
add_overlay("pod-panel")
if(state_open)
icon_state = "pod-open"
return
if(occupant)
var/image/occupant_overlay
if(ismonkey(occupant)) // Monkey
occupant_overlay = image(CRYOMOBS, "monkey")
else if(isalienadult(occupant))
if(isalienroyal(occupant)) // Queen and prae
occupant_overlay = image(CRYOMOBS, "alienq")
else if(isalienhunter(occupant)) // Hunter
occupant_overlay = image(CRYOMOBS, "alienh")
else if(isaliensentinel(occupant)) // Sentinel
occupant_overlay = image(CRYOMOBS, "aliens")
else // Drone or other
occupant_overlay = image(CRYOMOBS, "aliend")
else if(ishuman(occupant) || islarva(occupant) || (isanimal(occupant) && !ismegafauna(occupant))) // Mobs that are smaller than cryotube
occupant_overlay = image(occupant.icon, occupant.icon_state)
occupant_overlay.copy_overlays(occupant)
else
occupant_overlay = image(CRYOMOBS, "generic")
occupant_overlay.dir = SOUTH
occupant_overlay.pixel_y = 22
if(on && !running_anim && is_operational())
icon_state = "pod-on"
running_anim = TRUE
run_anim(TRUE, occupant_overlay)
else
icon_state = "pod-off"
add_overlay(occupant_overlay)
add_overlay("cover-off")
else if(on && is_operational())
icon_state = "pod-on"
add_overlay("cover-on")
else
icon_state = "pod-off"
add_overlay("cover-off")
/obj/machinery/atmospherics/components/unary/cryo_cell/proc/run_anim(anim_up, image/occupant_overlay)
if(!on || !occupant || !is_operational())
running_anim = FALSE
return
cut_overlays()
if(occupant_overlay.pixel_y != 23) // Same effect as occupant_overlay.pixel_y == 22 || occupant_overlay.pixel_y == 24
anim_up = occupant_overlay.pixel_y == 22 // Same effect as if(occupant_overlay.pixel_y == 22) anim_up = TRUE ; if(occupant_overlay.pixel_y == 24) anim_up = FALSE
if(anim_up)
occupant_overlay.pixel_y++
else
occupant_overlay.pixel_y--
add_overlay(occupant_overlay)
add_overlay("cover-on")
addtimer(CALLBACK(src, .proc/run_anim, anim_up, occupant_overlay), 7, TIMER_UNIQUE)
/obj/machinery/atmospherics/components/unary/cryo_cell/process()
..()
if(!on)
return
if(!is_operational())
on = FALSE
update_icon()
return
if(!occupant)
return
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat == DEAD) // We don't bother with dead people.
return
if(mob_occupant.health >= mob_occupant.getMaxHealth()) // Don't bother with fully healed people.
on = FALSE
update_icon()
playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors.
var/msg = "Patient fully restored."
if(autoeject) // Eject if configured.
msg += " Auto ejecting patient now."
open_machine()
radio.talk_into(src, msg, radio_channel)
return
var/datum/gas_mixture/air1 = airs[1]
if(air1.gases.len)
if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
mob_occupant.Sleeping((mob_occupant.bodytemperature * sleep_factor) * 2000)
mob_occupant.Unconscious((mob_occupant.bodytemperature * unconscious_factor) * 2000)
if(beaker)
if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
beaker.reagents.trans_to(occupant, 1, efficiency * 0.25) // Transfer reagents.
beaker.reagents.reaction(occupant, VAPOR)
air1.gases[/datum/gas/oxygen] -= max(0,air1.gases[/datum/gas/oxygen] - 2 / efficiency) //Let's use gas for this
GAS_GARBAGE_COLLECT(air1.gases)
if(++reagent_transfer >= 10 * efficiency) // Throttle reagent transfer (higher efficiency will transfer the same amount but consume less from the beaker).
reagent_transfer = 0
return 1
/obj/machinery/atmospherics/components/unary/cryo_cell/process_atmos()
..()
if(!on)
return
var/datum/gas_mixture/air1 = airs[1]
if(!nodes[1] || !airs[1] || !air1.gases.len || air1.gases[/datum/gas/oxygen] < 5) // Turn off if the machine won't work.
on = FALSE
update_icon()
return
if(occupant)
var/mob/living/mob_occupant = occupant
var/cold_protection = 0
var/temperature_delta = air1.temperature - mob_occupant.bodytemperature // The only semi-realistic thing here: share temperature between the cell and the occupant.
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
cold_protection = H.get_thermal_protection(air1.temperature, TRUE)
if(abs(temperature_delta) > 1)
var/air_heat_capacity = air1.heat_capacity()
var/heat = ((1 - cold_protection) * 0.1 + conduction_coefficient) * temperature_delta * (air_heat_capacity * heat_capacity / (air_heat_capacity + heat_capacity))
air1.temperature = max(air1.temperature - heat / air_heat_capacity, TCMB)
mob_occupant.adjust_bodytemperature(heat / heat_capacity, TCMB)
air1.gases[/datum/gas/oxygen] = max(0,air1.gases[/datum/gas/oxygen] - 0.5 / efficiency) // Magically consume gas? Why not, we run on cryo magic.
GAS_GARBAGE_COLLECT(air1.gases)
/obj/machinery/atmospherics/components/unary/cryo_cell/power_change()
..()
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/relaymove(mob/user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/atmospherics/components/unary/cryo_cell/open_machine(drop = 0)
if(!state_open && !panel_open)
on = FALSE
..()
for(var/mob/M in contents) //only drop mobs
M.forceMove(get_turf(src))
if(isliving(M))
var/mob/living/L = M
L.update_canmove()
occupant = null
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/close_machine(mob/living/carbon/user)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
return occupant
/obj/machinery/atmospherics/components/unary/cryo_cell/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the glass of [src]!</span>", \
"<span class='notice'>You struggle inside [src], kicking the release with your foot... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a thump from [src].</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 [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/atmospherics/components/unary/cryo_cell/examine(mob/user)
. = ..()
if(occupant)
if(on)
. += "Someone's inside [src]!"
else
. += "You can barely make out a form floating in [src]."
else
. += "[src] seems empty."
/obj/machinery/atmospherics/components/unary/cryo_cell/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
if (target.IsKnockdown() || target.IsStun() || target.IsSleeping() || target.IsUnconscious())
close_machine(target)
else
user.visible_message("<b>[user]</b> starts shoving [target] inside [src].", "<span class='notice'>You start shoving [target] inside [src].</span>")
if (do_after(user, 25, target=target))
close_machine(target)
/obj/machinery/atmospherics/components/unary/cryo_cell/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass))
. = 1 //no afterattack
if(beaker)
to_chat(user, "<span class='warning'>A beaker is already loaded into [src]!</span>")
return
if(!user.transferItemToLoc(I, src))
return
beaker = I
user.visible_message("[user] places [I] in [src].", \
"<span class='notice'>You place [I] in [src].</span>")
var/reagentlist = pretty_string_from_reagent_list(I.reagents.reagent_list)
log_game("[key_name(user)] added an [I] to cryo containing [reagentlist]")
return
if(!on && !occupant && !state_open && (default_deconstruction_screwdriver(user, "pod-off", "pod-off", I)) \
|| default_change_direction_wrench(user, I) \
|| default_pry_open(I) \
|| default_deconstruction_crowbar(I))
update_icon()
return
else if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You can't access the maintenance panel while the pod is " \
+ (on ? "active" : (occupant ? "full" : "open")) + ".</span>")
return
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/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, "cryo", name, 400, 550, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_data()
var/list/data = list()
data["isOperating"] = on
data["hasOccupant"] = occupant ? TRUE : FALSE
data["isOpen"] = state_open
data["autoEject"] = autoeject
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = 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"] = round(mob_occupant.health, 1)
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["occupant"]["bruteLoss"] = round(mob_occupant.getBruteLoss(), 1)
data["occupant"]["oxyLoss"] = round(mob_occupant.getOxyLoss(), 1)
data["occupant"]["toxLoss"] = round(mob_occupant.getToxLoss(), 1)
data["occupant"]["fireLoss"] = round(mob_occupant.getFireLoss(), 1)
data["occupant"]["bodyTemperature"] = round(mob_occupant.bodytemperature, 1)
if(mob_occupant.bodytemperature < TCRYO)
data["occupant"]["temperaturestatus"] = "good"
else if(mob_occupant.bodytemperature < T0C)
data["occupant"]["temperaturestatus"] = "average"
else
data["occupant"]["temperaturestatus"] = "bad"
var/datum/gas_mixture/air1 = airs[1]
data["cellTemperature"] = round(air1.temperature, 1)
data["isBeakerLoaded"] = beaker ? TRUE : FALSE
var/beakerContents = list()
if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
for(var/datum/reagent/R in beaker.reagents.reagent_list)
beakerContents += list(list("name" = R.name, "volume" = R.volume))
data["beakerContents"] = beakerContents
return data
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_act(action, params)
if(..())
return
switch(action)
if("power")
if(on)
on = FALSE
else if(!state_open)
on = TRUE
. = TRUE
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("autoeject")
autoeject = !autoeject
. = TRUE
if("ejectbeaker")
if(beaker)
beaker.forceMove(drop_location())
if(Adjacent(usr) && !issilicon(usr))
usr.put_in_hands(beaker)
beaker = null
. = TRUE
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/CtrlClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) && !state_open)
on = !on
update_icon()
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
if(state_open)
close_machine()
else
open_machine()
update_icon()
return TRUE
/obj/machinery/atmospherics/components/unary/cryo_cell/update_remote_sight(mob/living/user)
return // we don't see the pipe network while inside cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/get_remote_view_fullscreens(mob/user)
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
/obj/machinery/atmospherics/components/unary/cryo_cell/can_crawl_through()
return // can't ventcrawl in or out of cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/can_see_pipes()
return 0 // you can't see the pipe network when inside a cryo cell.
/obj/machinery/atmospherics/components/unary/cryo_cell/return_temperature()
var/datum/gas_mixture/G = airs[1]
if(G.total_moles() > 10)
return G.temperature
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/default_change_direction_wrench(mob/user, obj/item/wrench/W)
. = ..()
if(.)
SetInitDirections()
var/obj/machinery/atmospherics/node = nodes[1]
if(node)
node.disconnect(src)
nodes[1] = null
nullifyPipenet(parents[1])
atmosinit()
node = nodes[1]
if(node)
node.atmosinit()
node.addMember(src)
build_network()
#undef CRYOMOBS
/obj/machinery/atmospherics/components/unary/cryo_cell
name = "cryo cell"
icon = 'icons/obj/cryogenics.dmi'
icon_state = "pod-off"
density = TRUE
max_integrity = 350
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
layer = ABOVE_WINDOW_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
occupant_typecache = list(/mob/living/carbon, /mob/living/simple_animal)
var/autoeject = FALSE
var/volume = 100
var/efficiency = 1
var/sleep_factor = 0.00125
var/unconscious_factor = 0.001
var/heat_capacity = 20000
var/conduction_coefficient = 0.3
var/obj/item/reagent_containers/glass/beaker = null
var/reagent_transfer = 0
var/obj/item/radio/radio
var/radio_key = /obj/item/encryptionkey/headset_med
var/radio_channel = RADIO_CHANNEL_MEDICAL
var/running_anim = FALSE
var/escape_in_progress = FALSE
var/message_cooldown
var/breakout_time = 300
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
radio = new(src)
radio.keyslot = new radio_key
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_construction()
..(dir, dir)
/obj/machinery/atmospherics/components/unary/cryo_cell/RefreshParts()
var/C
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
C += M.rating
efficiency = initial(efficiency) * C
sleep_factor = initial(sleep_factor) * C
unconscious_factor = initial(unconscious_factor) * C
heat_capacity = initial(heat_capacity) / C
conduction_coefficient = initial(conduction_coefficient) * C
/obj/machinery/atmospherics/components/unary/cryo_cell/Destroy()
QDEL_NULL(radio)
QDEL_NULL(beaker)
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/contents_explosion(severity, target)
..()
if(beaker)
beaker.ex_act(severity, target)
/obj/machinery/atmospherics/components/unary/cryo_cell/handle_atom_del(atom/A)
..()
if(A == beaker)
beaker = null
updateUsrDialog()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_deconstruction()
if(beaker)
beaker.forceMove(drop_location())
beaker = null
/obj/machinery/atmospherics/components/unary/cryo_cell/update_icon()
cut_overlays()
if(panel_open)
add_overlay("pod-panel")
if(state_open)
icon_state = "pod-open"
return
if(occupant)
var/image/occupant_overlay
if(ismonkey(occupant)) // Monkey
occupant_overlay = image(CRYOMOBS, "monkey")
else if(isalienadult(occupant))
if(isalienroyal(occupant)) // Queen and prae
occupant_overlay = image(CRYOMOBS, "alienq")
else if(isalienhunter(occupant)) // Hunter
occupant_overlay = image(CRYOMOBS, "alienh")
else if(isaliensentinel(occupant)) // Sentinel
occupant_overlay = image(CRYOMOBS, "aliens")
else // Drone or other
occupant_overlay = image(CRYOMOBS, "aliend")
else if(ishuman(occupant) || islarva(occupant) || (isanimal(occupant) && !ismegafauna(occupant))) // Mobs that are smaller than cryotube
occupant_overlay = image(occupant.icon, occupant.icon_state)
occupant_overlay.copy_overlays(occupant)
else
occupant_overlay = image(CRYOMOBS, "generic")
occupant_overlay.dir = SOUTH
occupant_overlay.pixel_y = 22
if(on && !running_anim && is_operational())
icon_state = "pod-on"
running_anim = TRUE
run_anim(TRUE, occupant_overlay)
else
icon_state = "pod-off"
add_overlay(occupant_overlay)
add_overlay("cover-off")
else if(on && is_operational())
icon_state = "pod-on"
add_overlay("cover-on")
else
icon_state = "pod-off"
add_overlay("cover-off")
/obj/machinery/atmospherics/components/unary/cryo_cell/proc/run_anim(anim_up, image/occupant_overlay)
if(!on || !occupant || !is_operational())
running_anim = FALSE
return
cut_overlays()
if(occupant_overlay.pixel_y != 23) // Same effect as occupant_overlay.pixel_y == 22 || occupant_overlay.pixel_y == 24
anim_up = occupant_overlay.pixel_y == 22 // Same effect as if(occupant_overlay.pixel_y == 22) anim_up = TRUE ; if(occupant_overlay.pixel_y == 24) anim_up = FALSE
if(anim_up)
occupant_overlay.pixel_y++
else
occupant_overlay.pixel_y--
add_overlay(occupant_overlay)
add_overlay("cover-on")
addtimer(CALLBACK(src, .proc/run_anim, anim_up, occupant_overlay), 7, TIMER_UNIQUE)
/obj/machinery/atmospherics/components/unary/cryo_cell/process()
..()
if(!on)
return
if(!is_operational())
on = FALSE
update_icon()
return
if(!occupant)
return
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat == DEAD) // We don't bother with dead people.
return
if(mob_occupant.health >= mob_occupant.getMaxHealth()) // Don't bother with fully healed people.
on = FALSE
update_icon()
playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors.
var/msg = "Patient fully restored."
if(autoeject) // Eject if configured.
msg += " Auto ejecting patient now."
open_machine()
radio.talk_into(src, msg, radio_channel)
return
var/datum/gas_mixture/air1 = airs[1]
if(air1.gases.len)
if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
mob_occupant.Sleeping((mob_occupant.bodytemperature * sleep_factor) * 2000)
mob_occupant.Unconscious((mob_occupant.bodytemperature * unconscious_factor) * 2000)
if(beaker)
if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
beaker.reagents.trans_to(occupant, 1, efficiency * 0.25) // Transfer reagents.
beaker.reagents.reaction(occupant, VAPOR)
air1.gases[/datum/gas/oxygen] -= max(0,air1.gases[/datum/gas/oxygen] - 2 / efficiency) //Let's use gas for this
GAS_GARBAGE_COLLECT(air1.gases)
if(++reagent_transfer >= 10 * efficiency) // Throttle reagent transfer (higher efficiency will transfer the same amount but consume less from the beaker).
reagent_transfer = 0
return 1
/obj/machinery/atmospherics/components/unary/cryo_cell/process_atmos()
..()
if(!on)
return
var/datum/gas_mixture/air1 = airs[1]
if(!nodes[1] || !airs[1] || !air1.gases.len || air1.gases[/datum/gas/oxygen] < 5) // Turn off if the machine won't work.
on = FALSE
update_icon()
return
if(occupant)
var/mob/living/mob_occupant = occupant
var/cold_protection = 0
var/temperature_delta = air1.temperature - mob_occupant.bodytemperature // The only semi-realistic thing here: share temperature between the cell and the occupant.
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
cold_protection = H.get_thermal_protection(air1.temperature, TRUE)
if(abs(temperature_delta) > 1)
var/air_heat_capacity = air1.heat_capacity()
var/heat = ((1 - cold_protection) * 0.1 + conduction_coefficient) * temperature_delta * (air_heat_capacity * heat_capacity / (air_heat_capacity + heat_capacity))
air1.temperature = max(air1.temperature - heat / air_heat_capacity, TCMB)
mob_occupant.adjust_bodytemperature(heat / heat_capacity, TCMB)
air1.gases[/datum/gas/oxygen] = max(0,air1.gases[/datum/gas/oxygen] - 0.5 / efficiency) // Magically consume gas? Why not, we run on cryo magic.
GAS_GARBAGE_COLLECT(air1.gases)
/obj/machinery/atmospherics/components/unary/cryo_cell/power_change()
..()
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/relaymove(mob/user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/atmospherics/components/unary/cryo_cell/open_machine(drop = 0)
if(!state_open && !panel_open)
on = FALSE
..()
for(var/mob/M in contents) //only drop mobs
M.forceMove(get_turf(src))
if(isliving(M))
var/mob/living/L = M
L.update_canmove()
occupant = null
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/close_machine(mob/living/carbon/user)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
return occupant
/obj/machinery/atmospherics/components/unary/cryo_cell/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the glass of [src]!</span>", \
"<span class='notice'>You struggle inside [src], kicking the release with your foot... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a thump from [src].</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 [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/atmospherics/components/unary/cryo_cell/examine(mob/user)
. = ..()
if(occupant)
if(on)
. += "Someone's inside [src]!"
else
. += "You can barely make out a form floating in [src]."
else
. += "[src] seems empty."
/obj/machinery/atmospherics/components/unary/cryo_cell/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
if (target.IsKnockdown() || target.IsStun() || target.IsSleeping() || target.IsUnconscious())
close_machine(target)
else
user.visible_message("<b>[user]</b> starts shoving [target] inside [src].", "<span class='notice'>You start shoving [target] inside [src].</span>")
if (do_after(user, 25, target=target))
close_machine(target)
/obj/machinery/atmospherics/components/unary/cryo_cell/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass))
. = 1 //no afterattack
if(beaker)
to_chat(user, "<span class='warning'>A beaker is already loaded into [src]!</span>")
return
if(!user.transferItemToLoc(I, src))
return
beaker = I
user.visible_message("[user] places [I] in [src].", \
"<span class='notice'>You place [I] in [src].</span>")
var/reagentlist = pretty_string_from_reagent_list(I.reagents.reagent_list)
log_game("[key_name(user)] added an [I] to cryo containing [reagentlist]")
return
if(!on && !occupant && !state_open && (default_deconstruction_screwdriver(user, "pod-off", "pod-off", I)) \
|| default_change_direction_wrench(user, I) \
|| default_pry_open(I) \
|| default_deconstruction_crowbar(I))
update_icon()
return
else if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You can't access the maintenance panel while the pod is " \
+ (on ? "active" : (occupant ? "full" : "open")) + ".</span>")
return
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/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, "cryo", name, 400, 550, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_data()
var/list/data = list()
data["isOperating"] = on
data["hasOccupant"] = occupant ? TRUE : FALSE
data["isOpen"] = state_open
data["autoEject"] = autoeject
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = 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"] = round(mob_occupant.health, 1)
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["occupant"]["bruteLoss"] = round(mob_occupant.getBruteLoss(), 1)
data["occupant"]["oxyLoss"] = round(mob_occupant.getOxyLoss(), 1)
data["occupant"]["toxLoss"] = round(mob_occupant.getToxLoss(), 1)
data["occupant"]["fireLoss"] = round(mob_occupant.getFireLoss(), 1)
data["occupant"]["bodyTemperature"] = round(mob_occupant.bodytemperature, 1)
if(mob_occupant.bodytemperature < TCRYO)
data["occupant"]["temperaturestatus"] = "good"
else if(mob_occupant.bodytemperature < T0C)
data["occupant"]["temperaturestatus"] = "average"
else
data["occupant"]["temperaturestatus"] = "bad"
var/datum/gas_mixture/air1 = airs[1]
data["cellTemperature"] = round(air1.temperature, 1)
data["isBeakerLoaded"] = beaker ? TRUE : FALSE
var/beakerContents = list()
if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
for(var/datum/reagent/R in beaker.reagents.reagent_list)
beakerContents += list(list("name" = R.name, "volume" = R.volume))
data["beakerContents"] = beakerContents
return data
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_act(action, params)
if(..())
return
switch(action)
if("power")
if(on)
on = FALSE
else if(!state_open)
on = TRUE
. = TRUE
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("autoeject")
autoeject = !autoeject
. = TRUE
if("ejectbeaker")
if(beaker)
beaker.forceMove(drop_location())
if(Adjacent(usr) && !issilicon(usr))
usr.put_in_hands(beaker)
beaker = null
. = TRUE
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/update_remote_sight(mob/living/user)
return // we don't see the pipe network while inside cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/get_remote_view_fullscreens(mob/user)
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
/obj/machinery/atmospherics/components/unary/cryo_cell/can_crawl_through()
return // can't ventcrawl in or out of cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/can_see_pipes()
return 0 // you can't see the pipe network when inside a cryo cell.
/obj/machinery/atmospherics/components/unary/cryo_cell/return_temperature()
var/datum/gas_mixture/G = airs[1]
if(G.total_moles() > 10)
return G.temperature
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/default_change_direction_wrench(mob/user, obj/item/wrench/W)
. = ..()
if(.)
SetInitDirections()
var/obj/machinery/atmospherics/node = nodes[1]
if(node)
node.disconnect(src)
nodes[1] = null
nullifyPipenet(parents[1])
atmosinit()
node = nodes[1]
if(node)
node.atmosinit()
node.addMember(src)
build_network()
#undef CRYOMOBS

View File

@@ -10,8 +10,6 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
layer = OBJ_LAYER
circuit = /obj/item/circuitboard/machine/thermomachine
ui_x = 300
ui_y = 230
pipe_flags = PIPING_ONE_PER_TURF
@@ -128,7 +126,7 @@
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)
ui = new(user, src, ui_key, "thermomachine", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, ui_key, "thermomachine", name, 400, 240, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/unary/thermomachine/ui_data(mob/user)
@@ -219,15 +217,13 @@
min_temperature = max(T0C - (initial(min_temperature) + L * 15), TCMB) //73.15K with T1 stock parts
/obj/machinery/atmospherics/components/unary/thermomachine/freezer/AltClick(mob/living/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
target_temperature = min_temperature
target_temperature = min_temperature
investigate_log("was set to [target_temperature] K by [key_name(usr)]", INVESTIGATE_ATMOS)
message_admins("[src.name] was minimized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
/obj/machinery/atmospherics/components/unary/thermomachine/heater
name = "heater"
@@ -251,7 +247,6 @@
max_temperature = T20C + (initial(max_temperature) * L) //573.15K with T1 stock parts
/obj/machinery/atmospherics/components/unary/thermomachine/heater/AltClick(mob/living/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
@@ -259,4 +254,3 @@
target_temperature = max_temperature
investigate_log("was set to [target_temperature] K by [key_name(usr)]", INVESTIGATE_ATMOS)
message_admins("[src.name] was maximized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE

View File

@@ -57,10 +57,10 @@
if(item.parent)
var/static/pipenetwarnings = 10
if(pipenetwarnings > 0)
log_mapping("build_pipeline(): [item.type] added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: ([item.x], [item.y], [item.z]).")
warning("build_pipeline(): [item.type] added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: ([item.x], [item.y], [item.z])")
pipenetwarnings -= 1
if(pipenetwarnings == 0)
log_mapping("build_pipeline(): further messages about pipenets will be suppressed")
warning("build_pipeline(): further messages about pipenets will be suppressed")
members += item
possible_expansions += item

View File

@@ -1,147 +1,147 @@
/obj/machinery/meter
name = "gas flow meter"
desc = "It measures something."
icon = 'icons/obj/atmospherics/pipes/meter.dmi'
icon_state = "meterX"
layer = GAS_PUMP_LAYER
power_channel = ENVIRON
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
max_integrity = 150
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 40, "acid" = 0)
var/frequency = 0
var/atom/target
var/id_tag
var/target_layer = PIPING_LAYER_DEFAULT
/obj/machinery/meter/atmos
frequency = FREQ_ATMOS_STORAGE
/obj/machinery/meter/atmos/atmos_waste_loop
name = "waste loop gas flow meter"
id_tag = ATMOS_GAS_MONITOR_LOOP_ATMOS_WASTE
/obj/machinery/meter/atmos/distro_loop
name = "distribution loop gas flow meter"
id_tag = ATMOS_GAS_MONITOR_LOOP_DISTRIBUTION
/obj/machinery/meter/Destroy()
SSair.atmos_machinery -= src
target = null
return ..()
/obj/machinery/meter/Initialize(mapload, new_piping_layer)
if(!isnull(new_piping_layer))
target_layer = new_piping_layer
SSair.atmos_machinery += src
if(!target)
reattach_to_layer()
return ..()
/obj/machinery/meter/proc/reattach_to_layer()
var/obj/machinery/atmospherics/candidate
for(var/obj/machinery/atmospherics/pipe/pipe in loc)
if(pipe.piping_layer == target_layer)
candidate = pipe
if(pipe.level == 2)
break
if(candidate)
target = candidate
setAttachLayer(candidate.piping_layer)
/obj/machinery/meter/proc/setAttachLayer(new_layer)
target_layer = new_layer
PIPING_LAYER_DOUBLE_SHIFT(src, target_layer)
/obj/machinery/meter/process_atmos()
if(!(target?.flags_1 & INITIALIZED_1))
icon_state = "meterX"
return 0
if(stat & (BROKEN|NOPOWER))
icon_state = "meter0"
return 0
use_power(5)
var/datum/gas_mixture/environment = target.return_air()
if(!environment)
icon_state = "meterX"
return 0
var/env_pressure = environment.return_pressure()
if(env_pressure <= 0.15*ONE_ATMOSPHERE)
icon_state = "meter0"
else if(env_pressure <= 1.8*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*0.3) + 0.5)
icon_state = "meter1_[val]"
else if(env_pressure <= 30*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5)-0.35) + 1
icon_state = "meter2_[val]"
else if(env_pressure <= 59*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5) - 6) + 1
icon_state = "meter3_[val]"
else
icon_state = "meter4"
if(frequency)
var/datum/radio_frequency/radio_connection = SSradio.return_frequency(frequency)
if(!radio_connection)
return
var/datum/signal/signal = new(list(
"id_tag" = id_tag,
"device" = "AM",
"pressure" = round(env_pressure),
"sigtype" = "status"
))
radio_connection.post_signal(src, signal)
/obj/machinery/meter/proc/status()
if (target)
var/datum/gas_mixture/environment = target.return_air()
if(environment)
. = "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)] K ([round(environment.temperature-T0C,0.01)]&deg;C)."
else
. = "The sensor error light is blinking."
else
. = "The connect error light is blinking."
/obj/machinery/meter/examine(mob/user)
. = ..()
. += status()
/obj/machinery/meter/wrench_act(mob/user, obj/item/I)
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (I.use_tool(src, user, 40, volume=50))
user.visible_message(
"[user] unfastens \the [src].",
"<span class='notice'>You unfasten \the [src].</span>",
"<span class='italics'>You hear ratchet.</span>")
deconstruct()
return TRUE
/obj/machinery/meter/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/pipe_meter(loc)
qdel(src)
/obj/machinery/meter/interact(mob/user)
if(stat & (NOPOWER|BROKEN))
return
else
to_chat(user, status())
/obj/machinery/meter/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct()
// TURF METER - REPORTS A TILE'S AIR CONTENTS
// why are you yelling?
/obj/machinery/meter/turf
/obj/machinery/meter/turf/reattach_to_layer()
target = loc
/obj/machinery/meter
name = "gas flow meter"
desc = "It measures something."
icon = 'icons/obj/atmospherics/pipes/meter.dmi'
icon_state = "meterX"
layer = GAS_PUMP_LAYER
power_channel = ENVIRON
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
max_integrity = 150
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 40, "acid" = 0)
var/frequency = 0
var/atom/target
var/id_tag
var/target_layer = PIPING_LAYER_DEFAULT
/obj/machinery/meter/atmos
frequency = FREQ_ATMOS_STORAGE
/obj/machinery/meter/atmos/atmos_waste_loop
name = "waste loop gas flow meter"
id_tag = ATMOS_GAS_MONITOR_LOOP_ATMOS_WASTE
/obj/machinery/meter/atmos/distro_loop
name = "distribution loop gas flow meter"
id_tag = ATMOS_GAS_MONITOR_LOOP_DISTRIBUTION
/obj/machinery/meter/Destroy()
SSair.atmos_machinery -= src
target = null
return ..()
/obj/machinery/meter/Initialize(mapload, new_piping_layer)
if(!isnull(new_piping_layer))
target_layer = new_piping_layer
SSair.atmos_machinery += src
if(!target)
reattach_to_layer()
return ..()
/obj/machinery/meter/proc/reattach_to_layer()
var/obj/machinery/atmospherics/candidate
for(var/obj/machinery/atmospherics/pipe/pipe in loc)
if(pipe.piping_layer == target_layer)
candidate = pipe
if(pipe.level == 2)
break
if(candidate)
target = candidate
setAttachLayer(candidate.piping_layer)
/obj/machinery/meter/proc/setAttachLayer(new_layer)
target_layer = new_layer
PIPING_LAYER_DOUBLE_SHIFT(src, target_layer)
/obj/machinery/meter/process_atmos()
if(!target)
icon_state = "meterX"
return 0
if(stat & (BROKEN|NOPOWER))
icon_state = "meter0"
return 0
use_power(5)
var/datum/gas_mixture/environment = target.return_air()
if(!environment)
icon_state = "meterX"
return 0
var/env_pressure = environment.return_pressure()
if(env_pressure <= 0.15*ONE_ATMOSPHERE)
icon_state = "meter0"
else if(env_pressure <= 1.8*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*0.3) + 0.5)
icon_state = "meter1_[val]"
else if(env_pressure <= 30*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5)-0.35) + 1
icon_state = "meter2_[val]"
else if(env_pressure <= 59*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5) - 6) + 1
icon_state = "meter3_[val]"
else
icon_state = "meter4"
if(frequency)
var/datum/radio_frequency/radio_connection = SSradio.return_frequency(frequency)
if(!radio_connection)
return
var/datum/signal/signal = new(list(
"id_tag" = id_tag,
"device" = "AM",
"pressure" = round(env_pressure),
"sigtype" = "status"
))
radio_connection.post_signal(src, signal)
/obj/machinery/meter/proc/status()
if (target)
var/datum/gas_mixture/environment = target.return_air()
if(environment)
. = "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)] K ([round(environment.temperature-T0C,0.01)]&deg;C)."
else
. = "The sensor error light is blinking."
else
. = "The connect error light is blinking."
/obj/machinery/meter/examine(mob/user)
. = ..()
. += status()
/obj/machinery/meter/wrench_act(mob/user, obj/item/I)
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (I.use_tool(src, user, 40, volume=50))
user.visible_message(
"[user] unfastens \the [src].",
"<span class='notice'>You unfasten \the [src].</span>",
"<span class='italics'>You hear ratchet.</span>")
deconstruct()
return TRUE
/obj/machinery/meter/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/pipe_meter(loc)
qdel(src)
/obj/machinery/meter/interact(mob/user)
if(stat & (NOPOWER|BROKEN))
return
else
to_chat(user, status())
/obj/machinery/meter/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct()
// TURF METER - REPORTS A TILE'S AIR CONTENTS
// why are you yelling?
/obj/machinery/meter/turf
/obj/machinery/meter/turf/reattach_to_layer()
target = loc

View File

@@ -1,156 +1,154 @@
/obj/machinery/portable_atmospherics
name = "portable_atmospherics"
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
anchored = FALSE
var/datum/gas_mixture/air_contents
var/obj/machinery/atmospherics/components/unary/portables_connector/connected_port
var/obj/item/tank/holding
var/volume = 0
var/maximum_pressure = 90 * ONE_ATMOSPHERE
/obj/machinery/portable_atmospherics/New()
..()
SSair.atmos_machinery += src
air_contents = new
air_contents.volume = volume
air_contents.temperature = T20C
return 1
/obj/machinery/portable_atmospherics/Destroy()
SSair.atmos_machinery -= src
disconnect()
qdel(air_contents)
air_contents = null
return ..()
/obj/machinery/portable_atmospherics/process_atmos()
if(!connected_port) // Pipe network handles reactions if connected.
air_contents.react(src)
else
update_icon()
/obj/machinery/portable_atmospherics/return_air()
return air_contents
/obj/machinery/portable_atmospherics/proc/connect(obj/machinery/atmospherics/components/unary/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !new_port || new_port.connected_device)
return FALSE
//Make sure are close enough for a valid connection
if(new_port.loc != get_turf(src))
return FALSE
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
var/datum/pipeline/connected_port_parent = connected_port.parents[1]
connected_port_parent.reconcile_air()
anchored = TRUE //Prevent movement
pixel_x = new_port.pixel_x
pixel_y = new_port.pixel_y
return TRUE
/obj/machinery/portable_atmospherics/Move()
. = ..()
if(.)
disconnect()
/obj/machinery/portable_atmospherics/proc/disconnect()
if(!connected_port)
return FALSE
anchored = FALSE
connected_port.connected_device = null
connected_port = null
pixel_x = 0
pixel_y = 0
return TRUE
/obj/machinery/portable_atmospherics/portableConnectorReturnAir()
return air_contents
/obj/machinery/portable_atmospherics/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, !ismonkey(user)))
return
if(holding)
to_chat(user, "<span class='notice'>You remove [holding] from [src].</span>")
replace_tank(user, TRUE)
return TRUE
/obj/machinery/portable_atmospherics/examine(mob/user)
. = ..()
if(holding)
. += "<span class='notice'>\The [src] contains [holding]. Alt-click [src] to remove it.</span>"
. += "<span class='notice'>Click [src] with another gas tank to hot swap [holding].</span>"
/obj/machinery/portable_atmospherics/proc/replace_tank(mob/living/user, close_valve, obj/item/tank/new_tank)
if(holding)
holding.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(holding)
if(new_tank)
holding = new_tank
else
holding = null
update_icon()
return TRUE
/obj/machinery/portable_atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank))
if(!(stat & BROKEN))
var/obj/item/tank/T = W
if(!user.transferItemToLoc(T, src))
return
to_chat(user, "<span class='notice'>[holding ? "In one smooth motion you pop [holding] out of [src]'s connector and replace it with [T]" : "You insert [T] into [src]"].</span>")
replace_tank(user, FALSE, T)
update_icon()
else if(istype(W, /obj/item/wrench))
if(!(stat & BROKEN))
if(connected_port)
disconnect()
W.play_tool_sound(src)
user.visible_message( \
"[user] disconnects [src].", \
"<span class='notice'>You unfasten [src] from the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
return
else
var/obj/machinery/atmospherics/components/unary/portables_connector/possible_port = locate(/obj/machinery/atmospherics/components/unary/portables_connector) in loc
if(!possible_port)
to_chat(user, "<span class='notice'>Nothing happens.</span>")
return
if(!connect(possible_port))
to_chat(user, "<span class='notice'>[name] failed to connect to the port.</span>")
return
W.play_tool_sound(src)
user.visible_message( \
"[user] connects [src].", \
"<span class='notice'>You fasten [src] to the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
else
return ..()
/obj/machinery/portable_atmospherics/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(air_contents, user, src)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user)
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()
/obj/machinery/portable_atmospherics
name = "portable_atmospherics"
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
anchored = FALSE
var/datum/gas_mixture/air_contents
var/obj/machinery/atmospherics/components/unary/portables_connector/connected_port
var/obj/item/tank/holding
var/volume = 0
var/maximum_pressure = 90 * ONE_ATMOSPHERE
/obj/machinery/portable_atmospherics/New()
..()
SSair.atmos_machinery += src
air_contents = new
air_contents.volume = volume
air_contents.temperature = T20C
return 1
/obj/machinery/portable_atmospherics/Destroy()
SSair.atmos_machinery -= src
disconnect()
qdel(air_contents)
air_contents = null
return ..()
/obj/machinery/portable_atmospherics/process_atmos()
if(!connected_port) // Pipe network handles reactions if connected.
air_contents.react(src)
else
update_icon()
/obj/machinery/portable_atmospherics/return_air()
return air_contents
/obj/machinery/portable_atmospherics/proc/connect(obj/machinery/atmospherics/components/unary/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !new_port || new_port.connected_device)
return FALSE
//Make sure are close enough for a valid connection
if(new_port.loc != get_turf(src))
return FALSE
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
var/datum/pipeline/connected_port_parent = connected_port.parents[1]
connected_port_parent.reconcile_air()
anchored = TRUE //Prevent movement
pixel_x = new_port.pixel_x
pixel_y = new_port.pixel_y
return TRUE
/obj/machinery/portable_atmospherics/Move()
. = ..()
if(.)
disconnect()
/obj/machinery/portable_atmospherics/proc/disconnect()
if(!connected_port)
return FALSE
anchored = FALSE
connected_port.connected_device = null
connected_port = null
pixel_x = 0
pixel_y = 0
return TRUE
/obj/machinery/portable_atmospherics/portableConnectorReturnAir()
return air_contents
/obj/machinery/portable_atmospherics/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, !ismonkey(user)))
return
if(holding)
to_chat(user, "<span class='notice'>You remove [holding] from [src].</span>")
replace_tank(user, TRUE)
/obj/machinery/portable_atmospherics/examine(mob/user)
. = ..()
if(holding)
. += "<span class='notice'>\The [src] contains [holding]. Alt-click [src] to remove it.</span>"
. += "<span class='notice'>Click [src] with another gas tank to hot swap [holding].</span>"
/obj/machinery/portable_atmospherics/proc/replace_tank(mob/living/user, close_valve, obj/item/tank/new_tank)
if(holding)
holding.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(holding)
if(new_tank)
holding = new_tank
else
holding = null
update_icon()
return TRUE
/obj/machinery/portable_atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank))
if(!(stat & BROKEN))
var/obj/item/tank/T = W
if(!user.transferItemToLoc(T, src))
return
to_chat(user, "<span class='notice'>[holding ? "In one smooth motion you pop [holding] out of [src]'s connector and replace it with [T]" : "You insert [T] into [src]"].</span>")
replace_tank(user, FALSE, T)
update_icon()
else if(istype(W, /obj/item/wrench))
if(!(stat & BROKEN))
if(connected_port)
disconnect()
W.play_tool_sound(src)
user.visible_message( \
"[user] disconnects [src].", \
"<span class='notice'>You unfasten [src] from the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
return
else
var/obj/machinery/atmospherics/components/unary/portables_connector/possible_port = locate(/obj/machinery/atmospherics/components/unary/portables_connector) in loc
if(!possible_port)
to_chat(user, "<span class='notice'>Nothing happens.</span>")
return
if(!connect(possible_port))
to_chat(user, "<span class='notice'>[name] failed to connect to the port.</span>")
return
W.play_tool_sound(src)
user.visible_message( \
"[user] connects [src].", \
"<span class='notice'>You fasten [src] to the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
else
return ..()
/obj/machinery/portable_atmospherics/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(air_contents, user, src)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user)
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()

View File

@@ -84,14 +84,14 @@
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "portable_pump", name, 300, 315, master_ui, state)
ui = new(user, src, ui_key, "portable_pump", name, 420, 415, master_ui, state)
ui.open()
/obj/machinery/portable_atmospherics/pump/ui_data()
var/data = list()
data["on"] = on
data["direction"] = direction == PUMP_IN ? TRUE : FALSE
data["connected"] = connected_port ? TRUE : FALSE
data["direction"] = direction
data["connected"] = connected_port ? 1 : 0
data["pressure"] = round(air_contents.return_pressure() ? air_contents.return_pressure() : 0)
data["target_pressure"] = round(pump.target_pressure ? pump.target_pressure : 0)
data["default_pressure"] = round(PUMP_DEFAULT_PRESSURE)
@@ -102,8 +102,6 @@
data["holding"] = list()
data["holding"]["name"] = holding.name
data["holding"]["pressure"] = round(holding.air_contents.return_pressure())
else
data["holding"] = null
return data
/obj/machinery/portable_atmospherics/pump/ui_act(action, params)

View File

@@ -67,7 +67,7 @@
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "portable_scrubber", name, 320, 335, master_ui, state)
ui = new(user, src, ui_key, "portable_scrubber", name, 420, 435, master_ui, state)
ui.open()
/obj/machinery/portable_atmospherics/scrubber/ui_data()
@@ -85,8 +85,6 @@
data["holding"] = list()
data["holding"]["name"] = holding.name
data["holding"]["pressure"] = round(holding.air_contents.return_pressure())
else
data["holding"] = null
return data
/obj/machinery/portable_atmospherics/scrubber/ui_act(action, params)

View File

@@ -30,7 +30,7 @@
dat += "Locked on<BR>"
dat += "<B>Charge progress: [reload]/[reload_cooldown]:</B><BR>"
dat += "<A href='byond://?src=[REF(src)];fire=1'>Open Fire</A><BR>"
dat += "Deployment of weapon authorized by <br>Kinaris Naval Command<br><br>Remember, friendly fire is grounds for termination of your contract and life.<HR>"
dat += "Deployment of weapon authorized by <br>Nanotrasen Naval Command<br><br>Remember, friendly fire is grounds for termination of your contract and life.<HR>"
user << browse(dat, "window=scroll")
onclose(user, "scroll")

View File

@@ -13,9 +13,7 @@
var/death = TRUE //Kill the mob
var/roundstart = TRUE //fires on initialize
var/instant = FALSE //fires on New
var/short_desc = "The mapper forgot to set this!"
var/flavour_text = ""
var/important_info = ""
var/flavour_text = "The mapper forgot to set this!"
var/faction = null
var/permanent = FALSE //If true, the spawner will not disappear upon running out of uses.
var/random = FALSE //Don't set a name or gender, just go random
@@ -120,12 +118,7 @@
if(ckey)
M.ckey = ckey
if(show_flavour)
var/output_message = "<span class='big bold'>[short_desc]</span>"
if(flavour_text != "")
output_message += "\n<span class='bold'>[flavour_text]</span>"
if(important_info != "")
output_message += "\n<span class='userdanger'>[important_info]</span>"
to_chat(M, output_message)
to_chat(M, "[flavour_text]")
var/datum/mind/MM = M.mind
if(objectives)
for(var/objective in objectives)
@@ -352,7 +345,7 @@
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You are a space doctor!"
flavour_text = "<span class='big bold'>You are a space doctor!</span>"
assignedrole = "Space Doctor"
job_description = "Off-station Doctor"
@@ -409,8 +402,7 @@
name = "bartender sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You are a space bartender!"
flavour_text = "Time to mix drinks and change lives. Smoking space drugs makes it easier to understand your patrons' odd dialect."
flavour_text = "<span class='big bold'>You are a space bartender!</span><b> Time to mix drinks and change lives. Smoking space drugs makes it easier to understand your patrons' odd dialect.</b>"
assignedrole = "Space Bartender"
id_job = "Bartender"
mirrorcanloadappearance = TRUE
@@ -437,8 +429,7 @@
name = "beach bum sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You're a spunky lifeguard!"
flavour_text = "It's up to you to make sure nobody drowns or gets eaten by sharks and stuff."
flavour_text = "<span class='big bold'>You're, like, totally a dudebro, bruh.</span><b> Ch'yea. You came here, like, on spring break, hopin' to pick up some bangin' hot chicks, y'knaw?</b>"
assignedrole = "Beach Bum"
/obj/effect/mob_spawn/human/beach/alive/lifeguard
@@ -527,7 +518,7 @@
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You are a Nanotrasen Commander!"
flavour_text = "<span class='big bold'>You are a Nanotrasen Commander!</span>"
/obj/effect/mob_spawn/human/nanotrasensoldier/alive
death = FALSE
@@ -538,7 +529,7 @@
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
faction = "nanotrasenprivate"
short_desc = "You are a Nanotrasen Private Security Officer!"
flavour_text = "<span class='big bold'>You are a Nanotrasen Private Security Officer!</span>"
/////////////////Spooky Undead//////////////////////
@@ -555,8 +546,7 @@
job_description = "Skeleton"
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
short_desc = "By unknown powers, your skeletal remains have been reanimated!"
flavour_text = "Walk this mortal plain and terrorize all living adventurers who dare cross your path."
flavour_text = "<span class='big bold'>By unknown powers, your skeletal remains have been reanimated!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
assignedrole = "Skeleton"
/obj/effect/mob_spawn/human/zombie
@@ -571,9 +561,7 @@
job_description = "Zombie"
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
short_desc = "By unknown powers, your rotting remains have been resurrected!"
flavour_text = "Walk this mortal plain and terrorize all living adventurers who dare cross your path."
flavour_text = "<span class='big bold'>By unknown powers, your rotting remains have been resurrected!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
/obj/effect/mob_spawn/human/abductor

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