Merge remote-tracking branch 'upstream/master' into bobross

This commit is contained in:
Archie
2021-07-19 22:53:33 -03:00
164 changed files with 4163 additions and 3317 deletions
+1 -1
View File
@@ -107,7 +107,7 @@
if(text2num(duration) > 0)
expires = " The ban is for [duration] minutes and expires on [expiration] (server time)."
else
expires = " The is a permanent ban."
expires = " This is a permanent ban."
var/desc = "\nReason: You, or another user of this computer or connection ([pkey]) is banned from playing here. The ban reason is:\n[reason]\nThis ban (BanID #[banid]) was applied by [akey] on [bantime] during round ID [ban_round_id], [expires]"
@@ -110,7 +110,7 @@
if(!user.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE))
to_chat(user, "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>")
return FALSE
if(!user.onSyndieBase())
if(!user.onSyndieBase() && !user.mind.has_antag_datum(/datum/antagonist/nukeop/lone,TRUE))
to_chat(user, "<span class='warning'>[src] is out of range! It can only be used at your base!</span>")
return FALSE
return TRUE
@@ -343,8 +343,8 @@
if(QDELETED(G))
return
if(istype(C.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(user, "<span class='warning'>Your target seems to have some sort of protective headgear on, blocking the message from being sent!</span>")
if(C.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='warning'>Your target seems to have some sort of tinfoil protection on, blocking the message from being sent!</span>")
return
G.mind_control(command, user)
@@ -520,10 +520,10 @@ Congratulations! You are now trained for invasive xenobiology research!"}
/obj/item/abductor_baton/proc/SleepAttack(mob/living/L,mob/living/user)
if(L.incapacitated(TRUE, TRUE))
if(istype(L.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(user, "<span class='warning'>The specimen's protective headgear is interfering with the sleep inducement!</span>")
L.visible_message("<span class='danger'>[user] tried to induced sleep in [L] with [src], but [L.p_their()] headgear protected [L.p_them()]!</span>", \
"<span class='userdanger'>You feel a strange wave of heavy drowsiness wash over you, but your headgear deflects most of it!</span>")
if(L.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='warning'>The specimen's tinfoil protection is interfering with the sleep inducement!</span>")
L.visible_message("<span class='danger'>[user] tried to induced sleep in [L] with [src], but [L.p_their()] tinfoil protected [L.p_them()]!</span>", \
"<span class='userdanger'>You feel a strange wave of heavy drowsiness wash over you, but your tinfoil protection deflects most of it!</span>")
L.drowsyness += 2
return
L.visible_message("<span class='danger'>[user] has induced sleep in [L] with [src]!</span>", \
@@ -532,10 +532,10 @@ Congratulations! You are now trained for invasive xenobiology research!"}
L.Sleeping(1200)
log_combat(user, L, "put to sleep")
else
if(istype(L.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(user, "<span class='warning'>The specimen's protective headgear is completely blocking our sleep inducement methods!</span>")
L.visible_message("<span class='danger'>[user] tried to induce sleep in [L] with [src], but [L.p_their()] headgear completely protected [L.p_them()]!</span>", \
"<span class='userdanger'>Any sense of drowsiness is quickly diminished as your headgear deflects the effects!</span>")
if(L.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='warning'>The specimen's tinfoil protection is completely blocking our sleep inducement methods!</span>")
L.visible_message("<span class='danger'>[user] tried to induce sleep in [L] with [src], but [L.p_their()] tinfoil completely protected [L.p_them()]!</span>", \
"<span class='userdanger'>Any sense of drowsiness is quickly diminished as your tinfoil protection deflects the effects!</span>")
return
L.drowsyness += 1
to_chat(user, "<span class='warning'>Sleep inducement works fully only on stunned specimens! </span>")
@@ -17,9 +17,9 @@
/obj/machinery/computer/camera_advanced/abductor/CreateEye()
..()
eyeobj.visible_icon = 1
eyeobj.icon = 'icons/obj/abductor.dmi'
eyeobj.icon_state = "camera_target"
eyeobj.visible_icon = TRUE
eyeobj.icon = 'icons/mob/cameramob.dmi'
eyeobj.icon_state = "generic_camera"
/obj/machinery/computer/camera_advanced/abductor/GrantActions(mob/living/carbon/user)
..()
@@ -178,8 +178,8 @@
c.console = src
/obj/machinery/abductor/console/proc/AddSnapshot(mob/living/carbon/human/target)
if(istype(target.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
say("Subject wearing specialized protective headgear, unable to get a proper scan!")
if(target.anti_magic_check(FALSE, FALSE, TRUE, 0))
say("Subject wearing specialized protective tinfoil gear, unable to get a proper scan!")
return
var/datum/icon_snapshot/entry = new
entry.name = target.name
@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
name = "Blob Overmind"
real_name = "Blob Overmind"
desc = "The overmind. It controls the blob."
icon = 'icons/mob/blob.dmi'
icon = 'icons/mob/cameramob.dmi'
icon_state = "marker"
mouse_opacity = MOUSE_OPACITY_ICON
move_on_shuttle = 1
@@ -35,7 +35,7 @@
/obj/item/clockwork/weapon/ratvarian_spear/attack(mob/living/target, mob/living/carbon/human/user)
. = ..()
if(!QDELETED(target) && target.stat != DEAD && !target.anti_magic_check() && !is_servant_of_ratvar(target)) //we do bonus damage on attacks unless they're a servant, have a null rod, or are dead
if(!QDELETED(target) && target.stat != DEAD && !target.anti_magic_check(chargecost = 0) && !is_servant_of_ratvar(target)) //we do bonus damage on attacks unless they're a servant, have a null rod, or are dead
var/bonus_damage = bonus_burn //normally a total of 20 damage, 30 with ratvar
if(issilicon(target))
target.visible_message("<span class='warning'>[target] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
@@ -190,8 +190,8 @@
for(var/mob/living/L in range(1, src))
if(is_servant_of_ratvar(L))
continue
if(L.anti_magic_check())
var/atom/I = L.anti_magic_check()
var/atom/I = L.anti_magic_check()
if(I)
if(isitem(I))
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
@@ -60,7 +60,7 @@
else
if(isliving(target))
var/mob/living/L = target
if(!L.anti_magic_check())
if(!L.anti_magic_check(chargecost = 0))
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
if(R.revealed)
@@ -53,7 +53,7 @@
/obj/structure/destructible/clockwork/taunting_trail/proc/affect_mob(mob/living/L)
if(istype(L) && !is_servant_of_ratvar(L))
if(!L.anti_magic_check())
if(!L.anti_magic_check(chargecost = 0))
L.confused = min(L.confused + 15, 50)
L.dizziness = min(L.dizziness + 15, 50)
if(L.confused >= 25)
+5 -5
View File
@@ -62,8 +62,8 @@ Runes can either be invoked by one's self or with many different cultists. Each
if(do_after(user, 15, target = src))
to_chat(user, "<span class='notice'>You carefully erase the [lowertext(cultist_name)] rune.</span>")
qdel(src)
else if(istype(I, /obj/item/nullrod))
user.say("BEGONE FOUL MAGIKS!!", forced = "nullrod")
else if(istype(I, /obj/item/storage/book/bible) || istype(I, /obj/item/nullrod))
user.say("BEGONE FOUL MAGICKS!!", forced = "bible")
to_chat(user, "<span class='danger'>You disrupt the magic of [src] with [I].</span>")
qdel(src)
@@ -238,7 +238,7 @@ structure_check() searches for nearby cultist structures required for the invoca
to_chat(M, "<span class='warning'>You need at least two invokers to convert [convertee]!</span>")
log_game("Offer rune failed - tried conversion with one invoker")
return 0
if(convertee.anti_magic_check(TRUE, TRUE, FALSE, 0)) //Not chargecost because it can be spammed
if(convertee.anti_magic_check(TRUE, TRUE, chargecost = 0)) //Not major because it can be spammed
for(var/M in invokers)
to_chat(M, "<span class='warning'>Something is shielding [convertee]'s mind!</span>")
log_game("Offer rune failed - convertee had anti-magic")
@@ -772,7 +772,7 @@ structure_check() searches for nearby cultist structures required for the invoca
set_light(6, 1, color)
for(var/mob/living/L in viewers(T))
if(!iscultist(L) && L.blood_volume)
var/atom/I = L.anti_magic_check()
var/atom/I = L.anti_magic_check(chargecost = 0)
if(I)
if(isitem(I))
to_chat(L, "<span class='userdanger'>[I] suddenly burns hotly before returning to normal!</span>")
@@ -802,7 +802,7 @@ structure_check() searches for nearby cultist structures required for the invoca
set_light(6, 1, color)
for(var/mob/living/L in viewers(T))
if(!iscultist(L) && L.blood_volume)
if(L.anti_magic_check())
if(L.anti_magic_check(chargecost = 0))
continue
L.take_overall_damage(tick_damage*multiplier, tick_damage*multiplier)
if(is_servant_of_ratvar(L))
@@ -9,7 +9,7 @@ the new instance inside the host to be updated to the template's stats.
name = "Sentient Disease"
real_name = "Sentient Disease"
desc = ""
icon = 'icons/mob/blob.dmi'
icon = 'icons/mob/cameramob.dmi'
icon_state = "marker"
mouse_opacity = MOUSE_OPACITY_ICON
move_on_shuttle = FALSE
@@ -31,7 +31,6 @@ the new instance inside the host to be updated to the template's stats.
var/browser_open = FALSE
var/mob/living/following_host
var/datum/component/redirect/move_listener
var/list/disease_instances
var/list/hosts //this list is associative, affected_mob -> disease_instance
var/datum/disease/advance/sentient_disease/disease_template
@@ -260,16 +259,10 @@ the new instance inside the host to be updated to the template's stats.
refresh_adaptation_menu()
/mob/camera/disease/proc/set_following(mob/living/L)
if(following_host)
UnregisterSignal(following_host, COMSIG_MOVABLE_MOVED)
RegisterSignal(L, COMSIG_MOVABLE_MOVED, .proc/follow_mob)
following_host = L
if(!move_listener)
move_listener = L.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/follow_mob)))
else
if(L)
L.TakeComponent(move_listener)
if(QDELING(move_listener))
move_listener = null
else
QDEL_NULL(move_listener)
follow_mob()
/mob/camera/disease/proc/follow_next(reverse = FALSE)
@@ -65,7 +65,7 @@
if(target.anti_magic_check(FALSE, TRUE))
to_chat(src, "<span class='revenminor'>Something's wrong! [target] seems to be resisting the siphoning, leaving you vulnerable!</span>")
target.visible_message("<span class='warning'>[target] slumps onto the ground.</span>", \
"<span class='revenwarning'>Violets lights, dancing in your vision, receding--</span>")
"<span class='revenwarning'>Violet lights, dancing in your vision, receding--</span>")
draining = FALSE
return
var/datum/beam/B = Beam(target,icon_state="drain_life",time=INFINITY)
@@ -112,7 +112,8 @@
action_background_icon_state = "bg_revenant"
notice = "revennotice"
boldnotice = "revenboldnotice"
holy_check = TRUE
tinfoil_check = FALSE
/obj/effect/proc_holder/spell/aoe_turf/revenant
clothes_req = 0
@@ -12,8 +12,8 @@
disease_flags = CURABLE
permeability_mod = 1
severity = DISEASE_SEVERITY_DANGEROUS
var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
var/datum/mood_event/revenant_blight/depression
var/finalstage = FALSE //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
var/depression = FALSE
/datum/disease/revblight/cure()
if(affected_mob)
@@ -44,7 +44,8 @@
affected_mob.emote("pale")
if(3)
if(!depression)
depression = SEND_SIGNAL(affected_mob, COMSIG_ADD_MOOD_EVENT, "rev_blight", /datum/mood_event/revenant_blight)
SEND_SIGNAL(affected_mob, COMSIG_ADD_MOOD_EVENT, "rev_blight", /datum/mood_event/revenant_blight)
depression = TRUE
SEND_SIGNAL(affected_mob, COMSIG_DECREASE_SANITY, 0.12, SANITY_CRAZY)
if(prob(10))
affected_mob.emote(pick("pale","shiver"))
+239 -235
View File
@@ -1,235 +1,239 @@
/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
materials = list(MAT_METAL=1000, MAT_GLASS=500)
is_position_sensitive = TRUE
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
var/list/obj/effect/beam/i_beam/beams
var/olddir = 0
var/datum/component/redirect/listener
var/hearing_range = 3
/obj/item/assembly/infra/Initialize()
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
AddComponent(
/datum/component/simple_rotation,
ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS,
null,
null,
CALLBACK(src,.proc/after_rotation)
)
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(listener)
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += "<span class='notice'>The infrared trigger is [on?"on":"off"].</span>"
/obj/item/assembly/infra/activate()
if(!..())
return FALSE//Cooldown check
on = !on
refreshBeam()
update_icon()
return TRUE
/obj/item/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
refreshBeam()
else
QDEL_LIST(beams)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(visible && secured)
add_overlay("infrared_visible")
attached_overlays += "infrared_visible"
if(holder)
holder.update_icon()
return
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
refreshBeam()
/obj/item/assembly/infra/process()
if(!on || !secured)
refreshBeam()
return
/obj/item/assembly/infra/proc/refreshBeam()
QDEL_LIST(beams)
if(throwing || !on || !secured)
return
if(holder)
if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
return
else if(!isturf(holder.loc)) //else just check where the holder is
return
else if(!isturf(loc)) //or just where the fuck we are in general
return
var/turf/T = get_turf(src)
var/_dir = dir
var/turf/_T = get_step(T, _dir)
if(_T)
for(var/i in 1 to maxlength)
var/obj/effect/beam/i_beam/I = new(T)
if(istype(holder, /obj/item/assembly_holder))
var/obj/item/assembly_holder/assembly_holder = holder
I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
else if(istype(holder, /obj/item/transfer_valve))
I.icon_state = "[initial(I.icon_state)]_ttv"
I.density = TRUE
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.density = FALSE
beams += I
I.master = src
I.setDir(_dir)
I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
T = _T
_T = get_step(_T, _dir)
CHECK_TICK
/obj/item/assembly/infra/on_detach()
. = ..()
if(!.)
return
refreshBeam()
/obj/item/assembly/infra/attack_hand()
. = ..()
refreshBeam()
/obj/item/assembly/infra/Moved()
var/t = dir
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at()
. = ..()
olddir = dir
/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!olddir)
return
setDir(olddir)
olddir = null
/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
refreshBeam()
switchListener(location)
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
/obj/item/assembly/infra/proc/switchListener(turf/newloc)
QDEL_NULL(listener)
listener = newloc.AddComponent(/datum/component/redirect, list(COMSIG_ATOM_EXITED = CALLBACK(src, .proc/check_exit)))
/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/offender)
if(QDELETED(src))
return
if(offender == src || istype(offender,/obj/effect/beam/i_beam))
return
if (offender && isitem(offender))
var/obj/item/I = offender
if (I.item_flags & ABSTRACT)
return
return refreshBeam()
/obj/item/assembly/infra/ui_interact(mob/user)//TODO: change this this to the wire control panel
. = ..()
if(is_secured(user))
user.set_machine(src)
var/dat = "<TT><B>Infrared Laser</B></TT>"
dat += "<BR><B>Status</B>: [on ? "<A href='?src=[REF(src)];state=0'>On</A>" : "<A href='?src=[REF(src)];state=1'>Off</A>"]"
dat += "<BR><B>Visibility</B>: [visible ? "<A href='?src=[REF(src)];visible=0'>Visible</A>" : "<A href='?src=[REF(src)];visible=1'>Invisible</A>"]"
dat += "<BR><BR><A href='?src=[REF(src)];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=[REF(src)];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
/obj/item/assembly/infra/Topic(href, href_list)
..()
if(usr.incapacitated() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
refreshBeam()
if(href_list["visible"])
visible = !(visible)
update_icon()
refreshBeam()
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
/obj/item/assembly/infra/setDir()
. = ..()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/item/assembly/infra/master
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE|LETPASSTHROW
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
master.trigger_beam(AM, get_turf(src))
/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
materials = list(MAT_METAL=1000, MAT_GLASS=500)
is_position_sensitive = TRUE
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
var/list/obj/effect/beam/i_beam/beams
var/olddir = 0
var/turf/listeningTo
var/hearing_range = 3
/obj/item/assembly/infra/Initialize()
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
AddComponent(
/datum/component/simple_rotation,
ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS,
null,
null,
CALLBACK(src,.proc/after_rotation)
)
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
listeningTo = null
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += "<span class='notice'>The infrared trigger is [on?"on":"off"].</span>"
/obj/item/assembly/infra/activate()
if(!..())
return FALSE//Cooldown check
on = !on
refreshBeam()
update_icon()
return TRUE
/obj/item/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
refreshBeam()
else
QDEL_LIST(beams)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(visible && secured)
add_overlay("infrared_visible")
attached_overlays += "infrared_visible"
if(holder)
holder.update_icon()
return
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
refreshBeam()
/obj/item/assembly/infra/process()
if(!on || !secured)
refreshBeam()
return
/obj/item/assembly/infra/proc/refreshBeam()
QDEL_LIST(beams)
if(throwing || !on || !secured)
return
if(holder)
if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
return
else if(!isturf(holder.loc)) //else just check where the holder is
return
else if(!isturf(loc)) //or just where the fuck we are in general
return
var/turf/T = get_turf(src)
var/_dir = dir
var/turf/_T = get_step(T, _dir)
if(_T)
for(var/i in 1 to maxlength)
var/obj/effect/beam/i_beam/I = new(T)
if(istype(holder, /obj/item/assembly_holder))
var/obj/item/assembly_holder/assembly_holder = holder
I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
else if(istype(holder, /obj/item/transfer_valve))
I.icon_state = "[initial(I.icon_state)]_ttv"
I.density = TRUE
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.density = FALSE
beams += I
I.master = src
I.setDir(_dir)
I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
T = _T
_T = get_step(_T, _dir)
CHECK_TICK
/obj/item/assembly/infra/on_detach()
. = ..()
if(!.)
return
refreshBeam()
/obj/item/assembly/infra/attack_hand()
. = ..()
refreshBeam()
/obj/item/assembly/infra/Moved()
var/t = dir
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at()
. = ..()
olddir = dir
/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!olddir)
return
setDir(olddir)
olddir = null
/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
refreshBeam()
switchListener(location)
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
/obj/item/assembly/infra/proc/switchListener(turf/newloc)
if(listeningTo == newloc)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_EXITED)
RegisterSignal(newloc, COMSIG_ATOM_EXITED, .proc/check_exit)
listeningTo = newloc
/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/offender)
if(QDELETED(src))
return
if(offender == src || istype(offender,/obj/effect/beam/i_beam))
return
if (offender && isitem(offender))
var/obj/item/I = offender
if (I.item_flags & ABSTRACT)
return
return refreshBeam()
/obj/item/assembly/infra/ui_interact(mob/user)//TODO: change this this to the wire control panel
. = ..()
if(is_secured(user))
user.set_machine(src)
var/dat = "<TT><B>Infrared Laser</B></TT>"
dat += "<BR><B>Status</B>: [on ? "<A href='?src=[REF(src)];state=0'>On</A>" : "<A href='?src=[REF(src)];state=1'>Off</A>"]"
dat += "<BR><B>Visibility</B>: [visible ? "<A href='?src=[REF(src)];visible=0'>Visible</A>" : "<A href='?src=[REF(src)];visible=1'>Invisible</A>"]"
dat += "<BR><BR><A href='?src=[REF(src)];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=[REF(src)];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
/obj/item/assembly/infra/Topic(href, href_list)
..()
if(usr.incapacitated() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
refreshBeam()
if(href_list["visible"])
visible = !(visible)
update_icon()
refreshBeam()
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
/obj/item/assembly/infra/setDir()
. = ..()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/item/assembly/infra/master
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE|LETPASSTHROW
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
master.trigger_beam(AM, get_turf(src))
+100
View File
@@ -0,0 +1,100 @@
/*
Asset cache quick users guide:
Make a datum in asset_list_items.dm with your assets for your thing.
Checkout asset_list.dm for the helper subclasses
The simple subclass will most like be of use for most cases.
Then call get_asset_datum() with the type of the datum you created and store the return
Then call .send(client) on that stored return value.
Note: If your code uses output() with assets you will need to call asset_flush on the client and wait for it to return before calling output(). You only need do this if .send(client) returned TRUE
*/
//When sending mutiple assets, how many before we give the client a quaint little sending resources message
#define ASSET_CACHE_TELL_CLIENT_AMOUNT 8
//This proc sends the asset to the client, but only if it needs it.
//This proc blocks(sleeps) unless verify is set to false
/proc/send_asset(client/client, asset_name)
return send_asset_list(client, list(asset_name))
/// Sends a list of assets to a client
/// This proc will no longer block, use client.asset_flush() if you to need know when the client has all assets (such as for output()). (This is not required for browse() calls as they use the same message queue as asset sends)
/// client - a client or mob
/// asset_list - A list of asset filenames to be sent to the client.
/// Returns TRUE if any assets were sent.
/proc/send_asset_list(client/client, list/asset_list)
if(!istype(client))
if(ismob(client))
var/mob/M = client
if(M.client)
client = M.client
else
return
else
return
var/list/unreceived = list()
for (var/asset_name in asset_list)
var/datum/asset_cache_item/asset = SSassets.cache[asset_name]
if (!asset)
continue
var/asset_file = asset.resource
if (!asset_file)
continue
var/asset_md5 = asset.md5
if (client.sent_assets[asset_name] == asset_md5)
continue
unreceived[asset_name] = asset_md5
if (unreceived.len)
if (unreceived.len >= ASSET_CACHE_TELL_CLIENT_AMOUNT)
to_chat(client, "Sending Resources...")
for(var/asset in unreceived)
var/datum/asset_cache_item/ACI
if ((ACI = SSassets.cache[asset]))
log_asset("Sending asset [asset] to client [client]")
client << browse_rsc(ACI.resource, asset)
client.sent_assets |= unreceived
addtimer(CALLBACK(client, /client/proc/asset_cache_update_json), 1 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE)
return TRUE
return FALSE
//This proc will download the files without clogging up the browse() queue, used for passively sending files on connection start.
//The proc calls procs that sleep for long times.
/proc/getFilesSlow(client/client, list/files, register_asset = TRUE, filerate = 3)
var/startingfilerate = filerate
for(var/file in files)
if (!client)
break
if (register_asset)
register_asset(file, files[file])
if (send_asset(client, file))
if (!(--filerate))
filerate = startingfilerate
client.asset_flush()
stoplag(0) //queuing calls like this too quickly can cause issues in some client versions
//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up.
//icons and virtual assets get copied to the dyn rsc before use
/proc/register_asset(asset_name, asset)
var/datum/asset_cache_item/ACI = new(asset_name, asset)
//this is technically never something that was supported and i want metrics on how often it happens if at all.
if (SSassets.cache[asset_name])
var/datum/asset_cache_item/OACI = SSassets.cache[asset_name]
if (OACI.md5 != ACI.md5)
stack_trace("ERROR: new asset added to the asset cache with the same name as another asset: [asset_name] existing asset md5: [OACI.md5] new asset md5:[ACI.md5]")
else
var/list/stacktrace = gib_stack_trace()
log_asset("WARNING: dupe asset added to the asset cache: [asset_name] existing asset md5: [OACI.md5] new asset md5:[ACI.md5]\n[stacktrace.Join("\n")]")
SSassets.cache[asset_name] = ACI
//Generated names do not include file extention.
//Used mainly for code that deals with assets in a generic way
//The same asset will always lead to the same asset name
/proc/generate_asset_name(file)
return "asset.[md5(fcopy_rsc(file))]"
@@ -0,0 +1,50 @@
/// Process asset cache client topic calls for "asset_cache_confirm_arrival=[INT]"
/client/proc/asset_cache_confirm_arrival(job_id)
var/asset_cache_job = round(text2num(job_id))
//because we skip the limiter, we have to make sure this is a valid arrival and not somebody tricking us into letting them append to a list without limit.
if (asset_cache_job > 0 && asset_cache_job <= last_asset_job && !(completed_asset_jobs["[asset_cache_job]"]))
completed_asset_jobs["[asset_cache_job]"] = TRUE
last_completed_asset_job = max(last_completed_asset_job, asset_cache_job)
else
return asset_cache_job || TRUE
/// Process asset cache client topic calls for "asset_cache_preload_data=[HTML+JSON_STRING]
/client/proc/asset_cache_preload_data(data)
/*var/jsonend = findtextEx(data, "{{{ENDJSONDATA}}}")
if (!jsonend)
CRASH("invalid asset_cache_preload_data, no jsonendmarker")*/
//var/json = html_decode(copytext(data, 1, jsonend))
var/json = data
var/list/preloaded_assets = json_decode(json)
for (var/preloaded_asset in preloaded_assets)
if (copytext(preloaded_asset, findlasttext(preloaded_asset, ".")+1) in list("js", "jsm", "htm", "html"))
preloaded_assets -= preloaded_asset
continue
sent_assets |= preloaded_assets
/// Updates the client side stored html/json combo file used to keep track of what assets the client has between restarts/reconnects.
/client/proc/asset_cache_update_json(verify = FALSE, list/new_assets = list())
if (world.time - connection_time < 10 SECONDS) //don't override the existing data file on a new connection
return
if (!islist(new_assets))
new_assets = list("[new_assets]" = md5(SSassets.cache[new_assets]))
src << browse(json_encode(new_assets|sent_assets), "file=asset_data.json&display=0")
/// Blocks until all currently sending browser assets have been sent.
/// Due to byond limitations, this proc will sleep for 1 client round trip even if the client has no pending asset sends.
/// This proc will return an untrue value if it had to return before confirming the send, such as timeout or the client going away.
/client/proc/asset_flush(timeout = 50)
var/job = ++last_asset_job
var/t = 0
var/timeout_time = timeout
src << browse({"<script>window.location.href="?asset_cache_confirm_arrival=[job]"</script>"}, "window=asset_cache_browser&file=asset_cache_send_verify.htm")
while(!completed_asset_jobs["[job]"] && t < timeout_time) // Reception is handled in Topic()
stoplag(1) // Lock up the caller until this is received.
t++
if (t < timeout_time)
return TRUE
@@ -0,0 +1,21 @@
/**
* # asset_cache_item
*
* An internal datum containing info on items in the asset cache. Mainly used to cache md5 info for speed.
**/
/datum/asset_cache_item
var/name
var/md5
var/resource
/datum/asset_cache_item/New(name, file)
if (!isfile(file))
file = fcopy_rsc(file)
md5 = md5(file)
if (!md5)
md5 = md5(fcopy_rsc(file))
if (!md5)
CRASH("invalid asset sent to asset cache")
debug_world_log("asset cache unexpected success of second fcopy_rsc")
src.name = name
resource = file
+228
View File
@@ -0,0 +1,228 @@
//These datums are used to populate the asset cache, the proc "register()" does this.
//Place any asset datums you create in asset_list_items.dm
//all of our asset datums, used for referring to these later
GLOBAL_LIST_EMPTY(asset_datums)
//get an assetdatum or make a new one
/proc/get_asset_datum(type)
return GLOB.asset_datums[type] || new type()
/datum/asset
var/_abstract = /datum/asset
/datum/asset/New()
GLOB.asset_datums[type] = src
register()
/datum/asset/proc/register()
return
/datum/asset/proc/send(client)
return
//If you don't need anything complicated.
/datum/asset/simple
_abstract = /datum/asset/simple
var/assets = list()
/datum/asset/simple/register()
for(var/asset_name in assets)
register_asset(asset_name, assets[asset_name])
/datum/asset/simple/send(client)
. = send_asset_list(client, assets)
// For registering or sending multiple others at once
/datum/asset/group
_abstract = /datum/asset/group
var/list/children
/datum/asset/group/register()
for(var/type in children)
get_asset_datum(type)
/datum/asset/group/send(client/C)
for(var/type in children)
var/datum/asset/A = get_asset_datum(type)
. = A.send(C) || .
// spritesheet implementation - coalesces various icons into a single .png file
// and uses CSS to select icons out of that file - saves on transferring some
// 1400-odd individual PNG files
#define SPR_SIZE 1
#define SPR_IDX 2
#define SPRSZ_COUNT 1
#define SPRSZ_ICON 2
#define SPRSZ_STRIPPED 3
/datum/asset/spritesheet
_abstract = /datum/asset/spritesheet
var/name
var/list/sizes = list() // "32x32" -> list(10, icon/normal, icon/stripped)
var/list/sprites = list() // "foo_bar" -> list("32x32", 5)
/datum/asset/spritesheet/register()
if (!name)
CRASH("spritesheet [type] cannot register without a name")
ensure_stripped()
var/res_name = "spritesheet_[name].css"
var/fname = "data/spritesheets/[res_name]"
fdel(fname)
text2file(generate_css(), fname)
register_asset(res_name, fcopy_rsc(fname))
fdel(fname)
for(var/size_id in sizes)
var/size = sizes[size_id]
register_asset("[name]_[size_id].png", size[SPRSZ_STRIPPED])
/datum/asset/spritesheet/send(client/C)
if (!name)
return
var/all = list("spritesheet_[name].css")
for(var/size_id in sizes)
all += "[name]_[size_id].png"
. = send_asset_list(C, all)
/datum/asset/spritesheet/proc/ensure_stripped(sizes_to_strip = sizes)
for(var/size_id in sizes_to_strip)
var/size = sizes[size_id]
if (size[SPRSZ_STRIPPED])
continue
// save flattened version
var/fname = "data/spritesheets/[name]_[size_id].png"
fcopy(size[SPRSZ_ICON], fname)
var/error = rustg_dmi_strip_metadata(fname)
if(length(error))
stack_trace("Failed to strip [name]_[size_id].png: [error]")
size[SPRSZ_STRIPPED] = icon(fname)
fdel(fname)
/datum/asset/spritesheet/proc/generate_css()
var/list/out = list()
for (var/size_id in sizes)
var/size = sizes[size_id]
var/icon/tiny = size[SPRSZ_ICON]
out += ".[name][size_id]{display:inline-block;width:[tiny.Width()]px;height:[tiny.Height()]px;background:url('[name]_[size_id].png') no-repeat;}"
for (var/sprite_id in sprites)
var/sprite = sprites[sprite_id]
var/size_id = sprite[SPR_SIZE]
var/idx = sprite[SPR_IDX]
var/size = sizes[size_id]
var/icon/tiny = size[SPRSZ_ICON]
var/icon/big = size[SPRSZ_STRIPPED]
var/per_line = big.Width() / tiny.Width()
var/x = (idx % per_line) * tiny.Width()
var/y = round(idx / per_line) * tiny.Height()
out += ".[name][size_id].[sprite_id]{background-position:-[x]px -[y]px;}"
return out.Join("\n")
/datum/asset/spritesheet/proc/Insert(sprite_name, icon/I, icon_state="", dir=SOUTH, frame=1, moving=FALSE)
I = icon(I, icon_state=icon_state, dir=dir, frame=frame, moving=moving)
if (!I || !length(icon_states(I))) // that direction or state doesn't exist
return
var/size_id = "[I.Width()]x[I.Height()]"
var/size = sizes[size_id]
if (sprites[sprite_name])
CRASH("duplicate sprite \"[sprite_name]\" in sheet [name] ([type])")
if (size)
var/position = size[SPRSZ_COUNT]++
var/icon/sheet = size[SPRSZ_ICON]
size[SPRSZ_STRIPPED] = null
sheet.Insert(I, icon_state=sprite_name)
sprites[sprite_name] = list(size_id, position)
else
sizes[size_id] = size = list(1, I, null)
sprites[sprite_name] = list(size_id, 0)
/datum/asset/spritesheet/proc/InsertAll(prefix, icon/I, list/directions)
if (length(prefix))
prefix = "[prefix]-"
if (!directions)
directions = list(SOUTH)
for (var/icon_state_name in icon_states(I))
for (var/direction in directions)
var/prefix2 = (directions.len > 1) ? "[dir2text(direction)]-" : ""
Insert("[prefix][prefix2][icon_state_name]", I, icon_state=icon_state_name, dir=direction)
/datum/asset/spritesheet/proc/css_tag()
return {"<link rel="stylesheet" href="spritesheet_[name].css" />"}
/datum/asset/spritesheet/proc/icon_tag(sprite_name)
var/sprite = sprites[sprite_name]
if (!sprite)
return null
var/size_id = sprite[SPR_SIZE]
return {"<span class="[name][size_id] [sprite_name]"></span>"}
/datum/asset/spritesheet/proc/icon_class_name(sprite_name)
var/sprite = sprites[sprite_name]
if (!sprite)
return null
var/size_id = sprite[SPR_SIZE]
return {"[name][size_id] [sprite_name]"}
#undef SPR_SIZE
#undef SPR_IDX
#undef SPRSZ_COUNT
#undef SPRSZ_ICON
#undef SPRSZ_STRIPPED
/datum/asset/spritesheet/simple
_abstract = /datum/asset/spritesheet/simple
var/list/assets
/datum/asset/spritesheet/simple/register()
for (var/key in assets)
Insert(key, assets[key])
..()
//Generates assets based on iconstates of a single icon
/datum/asset/simple/icon_states
_abstract = /datum/asset/simple/icon_states
var/icon
var/list/directions = list(SOUTH)
var/frame = 1
var/movement_states = FALSE
var/prefix = "default" //asset_name = "[prefix].[icon_state_name].png"
var/generic_icon_names = FALSE //generate icon filenames using generate_asset_name() instead the above format
/datum/asset/simple/icon_states/register(_icon = icon)
for(var/icon_state_name in icon_states(_icon))
for(var/direction in directions)
var/asset = icon(_icon, icon_state_name, direction, frame, movement_states)
if (!asset)
continue
asset = fcopy_rsc(asset) //dedupe
var/prefix2 = (directions.len > 1) ? "[dir2text(direction)]." : ""
var/asset_name = sanitize_filename("[prefix].[prefix2][icon_state_name].png")
if (generic_icon_names)
asset_name = "[generate_asset_name(asset)].png"
register_asset(asset_name, asset)
/datum/asset/simple/icon_states/multiple_icons
_abstract = /datum/asset/simple/icon_states/multiple_icons
var/list/icons
/datum/asset/simple/icon_states/multiple_icons/register()
for(var/i in icons)
..(i)
@@ -1,399 +1,22 @@
/*
Asset cache quick users guide:
Make a datum at the bottom of this file with your assets for your thing.
The simple subsystem will most like be of use for most cases.
Then call get_asset_datum() with the type of the datum you created and store the return
Then call .send(client) on that stored return value.
You can set verify to TRUE if you want send() to sleep until the client has the assets.
*/
// Amount of time(ds) MAX to send per asset, if this get exceeded we cancel the sleeping.
// This is doubled for the first asset, then added per asset after
#define ASSET_CACHE_SEND_TIMEOUT 7
//When sending mutiple assets, how many before we give the client a quaint little sending resources message
#define ASSET_CACHE_TELL_CLIENT_AMOUNT 8
//When passively preloading assets, how many to send at once? Too high creates noticable lag where as too low can flood the client's cache with "verify" files
#define ASSET_CACHE_PRELOAD_CONCURRENT 3
/client
var/list/cache = list() // List of all assets sent to this client by the asset cache.
var/list/completed_asset_jobs = list() // List of all completed jobs, awaiting acknowledgement.
var/list/sending = list()
var/last_asset_job = 0 // Last job done.
//This proc sends the asset to the client, but only if it needs it.
//This proc blocks(sleeps) unless verify is set to false
/proc/send_asset(client/client, asset_name, verify = TRUE)
if(!istype(client))
if(ismob(client))
var/mob/M = client
if(M.client)
client = M.client
else
return 0
else
return 0
if(client.cache.Find(asset_name) || client.sending.Find(asset_name))
return 0
client << browse_rsc(SSassets.cache[asset_name], asset_name)
if(!verify)
client.cache += asset_name
return 1
client.sending |= asset_name
var/job = ++client.last_asset_job
client << browse({"
<script>
window.location.href="?asset_cache_confirm_arrival=[job]"
</script>
"}, "window=asset_cache_browser")
var/t = 0
var/timeout_time = (ASSET_CACHE_SEND_TIMEOUT * client.sending.len) + ASSET_CACHE_SEND_TIMEOUT
while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
stoplag(1) // Lock up the caller until this is received.
t++
if(client)
client.sending -= asset_name
client.cache |= asset_name
client.completed_asset_jobs -= job
return 1
//This proc blocks(sleeps) unless verify is set to false
/proc/send_asset_list(client/client, list/asset_list, verify = TRUE)
if(!istype(client))
if(ismob(client))
var/mob/M = client
if(M.client)
client = M.client
else
return 0
else
return 0
var/list/unreceived = asset_list - (client.cache + client.sending)
if(!unreceived || !unreceived.len)
return 0
if (unreceived.len >= ASSET_CACHE_TELL_CLIENT_AMOUNT)
to_chat(client, "Sending Resources...")
for(var/asset in unreceived)
if (asset in SSassets.cache)
client << browse_rsc(SSassets.cache[asset], asset)
if(!verify) // Can't access the asset cache browser, rip.
client.cache += unreceived
return 1
client.sending |= unreceived
var/job = ++client.last_asset_job
client << browse({"
<script>
window.location.href="?asset_cache_confirm_arrival=[job]"
</script>
"}, "window=asset_cache_browser")
var/t = 0
var/timeout_time = ASSET_CACHE_SEND_TIMEOUT * client.sending.len
while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
stoplag(1) // Lock up the caller until this is received.
t++
if(client)
client.sending -= unreceived
client.cache |= unreceived
client.completed_asset_jobs -= job
return 1
//This proc will download the files without clogging up the browse() queue, used for passively sending files on connection start.
//The proc calls procs that sleep for long times.
/proc/getFilesSlow(client/client, list/files, register_asset = TRUE)
var/concurrent_tracker = 1
for(var/file in files)
if (!client)
break
if (register_asset)
register_asset(file, files[file])
if (concurrent_tracker >= ASSET_CACHE_PRELOAD_CONCURRENT)
concurrent_tracker = 1
send_asset(client, file)
else
concurrent_tracker++
send_asset(client, file, verify=FALSE)
stoplag(0) //queuing calls like this too quickly can cause issues in some client versions
//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up.
//if it's an icon or something be careful, you'll have to copy it before further use.
/proc/register_asset(asset_name, asset)
SSassets.cache[asset_name] = asset
//Generated names do not include file extention.
//Used mainly for code that deals with assets in a generic way
//The same asset will always lead to the same asset name
/proc/generate_asset_name(file)
return "asset.[md5(fcopy_rsc(file))]"
//These datums are used to populate the asset cache, the proc "register()" does this.
//all of our asset datums, used for referring to these later
GLOBAL_LIST_EMPTY(asset_datums)
//get an assetdatum or make a new one
/proc/get_asset_datum(type)
return GLOB.asset_datums[type] || new type()
/datum/asset
var/_abstract = /datum/asset
/datum/asset/New()
GLOB.asset_datums[type] = src
register()
/datum/asset/proc/register()
return
/datum/asset/proc/send(client)
return
//If you don't need anything complicated.
/datum/asset/simple
_abstract = /datum/asset/simple
var/assets = list()
var/verify = FALSE
/datum/asset/simple/register()
for(var/asset_name in assets)
register_asset(asset_name, assets[asset_name])
/datum/asset/simple/send(client)
send_asset_list(client,assets,verify)
// For registering or sending multiple others at once
/datum/asset/group
_abstract = /datum/asset/group
var/list/children
/datum/asset/group/register()
for(var/type in children)
get_asset_datum(type)
/datum/asset/group/send(client/C)
for(var/type in children)
var/datum/asset/A = get_asset_datum(type)
A.send(C)
// spritesheet implementation - coalesces various icons into a single .png file
// and uses CSS to select icons out of that file - saves on transferring some
// 1400-odd individual PNG files
#define SPR_SIZE 1
#define SPR_IDX 2
#define SPRSZ_COUNT 1
#define SPRSZ_ICON 2
#define SPRSZ_STRIPPED 3
/datum/asset/spritesheet
_abstract = /datum/asset/spritesheet
var/name
var/list/sizes = list() // "32x32" -> list(10, icon/normal, icon/stripped)
var/list/sprites = list() // "foo_bar" -> list("32x32", 5)
var/verify = FALSE
/datum/asset/spritesheet/register()
if (!name)
CRASH("spritesheet [type] cannot register without a name")
ensure_stripped()
var/res_name = "spritesheet_[name].css"
var/fname = "data/spritesheets/[res_name]"
fdel(fname)
text2file(generate_css(), fname)
register_asset(res_name, fcopy_rsc(fname))
fdel(fname)
for(var/size_id in sizes)
var/size = sizes[size_id]
register_asset("[name]_[size_id].png", size[SPRSZ_STRIPPED])
/datum/asset/spritesheet/send(client/C)
if (!name)
return
var/all = list("spritesheet_[name].css")
for(var/size_id in sizes)
all += "[name]_[size_id].png"
send_asset_list(C, all, verify)
/datum/asset/spritesheet/proc/ensure_stripped(sizes_to_strip = sizes)
for(var/size_id in sizes_to_strip)
var/size = sizes[size_id]
if (size[SPRSZ_STRIPPED])
continue
// save flattened version
var/fname = "data/spritesheets/[name]_[size_id].png"
fcopy(size[SPRSZ_ICON], fname)
var/error = rustg_dmi_strip_metadata(fname)
if(length(error))
stack_trace("Failed to strip [name]_[size_id].png: [error]")
size[SPRSZ_STRIPPED] = icon(fname)
fdel(fname)
/datum/asset/spritesheet/proc/generate_css()
var/list/out = list()
for (var/size_id in sizes)
var/size = sizes[size_id]
var/icon/tiny = size[SPRSZ_ICON]
out += ".[name][size_id]{display:inline-block;width:[tiny.Width()]px;height:[tiny.Height()]px;background:url('[name]_[size_id].png') no-repeat;}"
for (var/sprite_id in sprites)
var/sprite = sprites[sprite_id]
var/size_id = sprite[SPR_SIZE]
var/idx = sprite[SPR_IDX]
var/size = sizes[size_id]
var/icon/tiny = size[SPRSZ_ICON]
var/icon/big = size[SPRSZ_STRIPPED]
var/per_line = big.Width() / tiny.Width()
var/x = (idx % per_line) * tiny.Width()
var/y = round(idx / per_line) * tiny.Height()
out += ".[name][size_id].[sprite_id]{background-position:-[x]px -[y]px;}"
return out.Join("\n")
/datum/asset/spritesheet/proc/Insert(sprite_name, icon/I, icon_state="", dir=SOUTH, frame=1, moving=FALSE)
I = icon(I, icon_state=icon_state, dir=dir, frame=frame, moving=moving)
if (!I || !length(icon_states(I))) // that direction or state doesn't exist
return
var/size_id = "[I.Width()]x[I.Height()]"
var/size = sizes[size_id]
if (sprites[sprite_name])
CRASH("duplicate sprite \"[sprite_name]\" in sheet [name] ([type])")
if (size)
var/position = size[SPRSZ_COUNT]++
var/icon/sheet = size[SPRSZ_ICON]
size[SPRSZ_STRIPPED] = null
sheet.Insert(I, icon_state=sprite_name)
sprites[sprite_name] = list(size_id, position)
else
sizes[size_id] = size = list(1, I, null)
sprites[sprite_name] = list(size_id, 0)
/datum/asset/spritesheet/proc/InsertAll(prefix, icon/I, list/directions)
if (length(prefix))
prefix = "[prefix]-"
if (!directions)
directions = list(SOUTH)
for (var/icon_state_name in icon_states(I))
for (var/direction in directions)
var/prefix2 = (directions.len > 1) ? "[dir2text(direction)]-" : ""
Insert("[prefix][prefix2][icon_state_name]", I, icon_state=icon_state_name, dir=direction)
/datum/asset/spritesheet/proc/css_tag()
return {"<link rel="stylesheet" href="spritesheet_[name].css" />"}
/datum/asset/spritesheet/proc/icon_tag(sprite_name)
var/sprite = sprites[sprite_name]
if (!sprite)
return null
var/size_id = sprite[SPR_SIZE]
return {"<span class="[name][size_id] [sprite_name]"></span>"}
/datum/asset/spritesheet/proc/icon_class_name(sprite_name)
var/sprite = sprites[sprite_name]
if (!sprite)
return null
var/size_id = sprite[SPR_SIZE]
return {"[name][size_id] [sprite_name]"}
#undef SPR_SIZE
#undef SPR_IDX
#undef SPRSZ_COUNT
#undef SPRSZ_ICON
#undef SPRSZ_STRIPPED
/datum/asset/spritesheet/simple
_abstract = /datum/asset/spritesheet/simple
var/list/assets
/datum/asset/spritesheet/simple/register()
for (var/key in assets)
Insert(key, assets[key])
..()
//Generates assets based on iconstates of a single icon
/datum/asset/simple/icon_states
_abstract = /datum/asset/simple/icon_states
var/icon
var/list/directions = list(SOUTH)
var/frame = 1
var/movement_states = FALSE
var/prefix = "default" //asset_name = "[prefix].[icon_state_name].png"
var/generic_icon_names = FALSE //generate icon filenames using generate_asset_name() instead the above format
verify = FALSE
/datum/asset/simple/icon_states/register(_icon = icon)
for(var/icon_state_name in icon_states(_icon))
for(var/direction in directions)
var/asset = icon(_icon, icon_state_name, direction, frame, movement_states)
if (!asset)
continue
asset = fcopy_rsc(asset) //dedupe
var/prefix2 = (directions.len > 1) ? "[dir2text(direction)]." : ""
var/asset_name = sanitize_filename("[prefix].[prefix2][icon_state_name].png")
if (generic_icon_names)
asset_name = "[generate_asset_name(asset)].png"
register_asset(asset_name, asset)
/datum/asset/simple/icon_states/multiple_icons
_abstract = /datum/asset/simple/icon_states/multiple_icons
var/list/icons
/datum/asset/simple/icon_states/multiple_icons/register()
for(var/i in icons)
..(i)
//DEFINITIONS FOR ASSET DATUMS START HERE.
/* uncomment this and delete the tgui def bellow this for the new tgui
/datum/asset/simple/tgui
assets = list(
// tgui
"tgui.bundle.js" = 'tgui/packages/tgui/public/tgui.bundle.js',
"tgui.bundle.css" = 'tgui/packages/tgui/public/tgui.bundle.css',
)
*/
/datum/asset/simple/tgui
assets = list(
// Old TGUI
"tgui.css" = 'tgui/assets/tgui.css',
"tgui.js" = 'tgui/assets/tgui.js',
// tgui-next
"tgui-main.html" = 'tgui-next/packages/tgui/public/tgui-main.html',
"tgui-fallback.html" = 'tgui-next/packages/tgui/public/tgui-fallback.html',
"tgui.bundle.js" = 'tgui-next/packages/tgui/public/tgui.bundle.js',
"tgui.bundle.css" = 'tgui-next/packages/tgui/public/tgui.bundle.css',
// Old TGUI compatability
"tgui-fallback.html" = 'tgui-next/packages/tgui/public/tgui-fallback.html',
"shim-html5shiv.js" = 'tgui-next/packages/tgui/public/shim-html5shiv.js',
"shim-ie8.js" = 'tgui-next/packages/tgui/public/shim-ie8.js',
"shim-dom4.js" = 'tgui-next/packages/tgui/public/shim-dom4.js',
@@ -434,8 +57,16 @@ GLOBAL_LIST_EMPTY(asset_datums)
"smmon_4.gif" = 'icons/program_icons/smmon_4.gif',
"smmon_5.gif" = 'icons/program_icons/smmon_5.gif',
"smmon_6.gif" = 'icons/program_icons/smmon_6.gif'
//"borg_mon.gif" = 'icons/program_icons/borg_mon.gif'
)
/* uncomment if you're porting the new ntnet app
/datum/asset/simple/radar_assets
assets = list(
"ntosradarbackground.png" = 'icons/UI_Icons/tgui/ntosradar_background.png',
"ntosradarpointer.png" = 'icons/UI_Icons/tgui/ntosradar_pointer.png',
"ntosradarpointerS.png" = 'icons/UI_Icons/tgui/ntosradar_pointer_S.png'
)
*/
/datum/asset/spritesheet/simple/pda
name = "pda"
assets = list(
@@ -464,6 +95,7 @@ GLOBAL_LIST_EMPTY(asset_datums)
"refresh" = 'icons/pda_icons/pda_refresh.png',
"scanner" = 'icons/pda_icons/pda_scanner.png',
"signaler" = 'icons/pda_icons/pda_signaler.png',
//"skills" = 'icons/pda_icons/pda_skills.png',
"status" = 'icons/pda_icons/pda_status.png',
"dronephone" = 'icons/pda_icons/pda_dronephone.png'
)
@@ -482,51 +114,10 @@ GLOBAL_LIST_EMPTY(asset_datums)
"stamp-cap" = 'icons/stamp_icons/large_stamp-cap.png',
"stamp-qm" = 'icons/stamp_icons/large_stamp-qm.png',
"stamp-law" = 'icons/stamp_icons/large_stamp-law.png'
)
/datum/asset/spritesheet/simple/minesweeper
name = "minesweeper"
assets = list(
"1" = 'icons/UI_Icons/minesweeper_tiles/one.png',
"2" = 'icons/UI_Icons/minesweeper_tiles/two.png',
"3" = 'icons/UI_Icons/minesweeper_tiles/three.png',
"4" = 'icons/UI_Icons/minesweeper_tiles/four.png',
"5" = 'icons/UI_Icons/minesweeper_tiles/five.png',
"6" = 'icons/UI_Icons/minesweeper_tiles/six.png',
"7" = 'icons/UI_Icons/minesweeper_tiles/seven.png',
"8" = 'icons/UI_Icons/minesweeper_tiles/eight.png',
"empty" = 'icons/UI_Icons/minesweeper_tiles/empty.png',
"flag" = 'icons/UI_Icons/minesweeper_tiles/flag.png',
"hidden" = 'icons/UI_Icons/minesweeper_tiles/hidden.png',
"mine" = 'icons/UI_Icons/minesweeper_tiles/mine.png',
"minehit" = 'icons/UI_Icons/minesweeper_tiles/minehit.png'
)
/datum/asset/spritesheet/simple/pills
name = "pills"
assets = list(
"pill1" = 'icons/UI_Icons/Pills/pill1.png',
"pill2" = 'icons/UI_Icons/Pills/pill2.png',
"pill3" = 'icons/UI_Icons/Pills/pill3.png',
"pill4" = 'icons/UI_Icons/Pills/pill4.png',
"pill5" = 'icons/UI_Icons/Pills/pill5.png',
"pill6" = 'icons/UI_Icons/Pills/pill6.png',
"pill7" = 'icons/UI_Icons/Pills/pill7.png',
"pill8" = 'icons/UI_Icons/Pills/pill8.png',
"pill9" = 'icons/UI_Icons/Pills/pill9.png',
"pill10" = 'icons/UI_Icons/Pills/pill10.png',
"pill11" = 'icons/UI_Icons/Pills/pill11.png',
"pill12" = 'icons/UI_Icons/Pills/pill12.png',
"pill13" = 'icons/UI_Icons/Pills/pill13.png',
"pill14" = 'icons/UI_Icons/Pills/pill14.png',
"pill15" = 'icons/UI_Icons/Pills/pill15.png',
"pill16" = 'icons/UI_Icons/Pills/pill16.png',
"pill17" = 'icons/UI_Icons/Pills/pill17.png',
"pill18" = 'icons/UI_Icons/Pills/pill18.png',
"pill19" = 'icons/UI_Icons/Pills/pill19.png',
"pill20" = 'icons/UI_Icons/Pills/pill20.png',
"pill21" = 'icons/UI_Icons/Pills/pill21.png',
"pill22" = 'icons/UI_Icons/Pills/pill22.png',
//"stamp-chap" = 'icons/stamp_icons/large_stamp-chap.png',
//"stamp-mime" = 'icons/stamp_icons/large_stamp-mime.png',
//"stamp-centcom" = 'icons/stamp_icons/large_stamp-centcom.png',
//"stamp-syndicate" = 'icons/stamp_icons/large_stamp-syndicate.png'
)
/datum/asset/simple/IRV
@@ -572,23 +163,20 @@ GLOBAL_LIST_EMPTY(asset_datums)
)
/datum/asset/simple/jquery
verify = FALSE
assets = list(
"jquery.min.js" = 'code/modules/goonchat/browserassets/js/jquery.min.js',
)
/datum/asset/simple/goonchat
verify = FALSE
assets = list(
"json2.min.js" = 'code/modules/goonchat/browserassets/js/json2.min.js',
"browserOutput.js" = 'code/modules/goonchat/browserassets/js/browserOutput.js',
"browserOutput.css" = 'code/modules/goonchat/browserassets/css/browserOutput.css',
"browserOutput_dark.css" = 'code/modules/goonchat/browserassets/css/browserOutput_dark.css',
"browserOutput_dark.css" = 'code/modules/goonchat/browserassets/css/browserOutput_dark.css', //dark theme, cit specific
"browserOutput_light.css" = 'code/modules/goonchat/browserassets/css/browserOutput_light.css'
)
/datum/asset/simple/fontawesome
verify = FALSE
assets = list(
"fa-regular-400.eot" = 'html/font-awesome/webfonts/fa-regular-400.eot',
"fa-regular-400.woff" = 'html/font-awesome/webfonts/fa-regular-400.woff',
@@ -629,6 +217,90 @@ GLOBAL_LIST_EMPTY(asset_datums)
"none_button.png" = 'html/none_button.png',
)
/datum/asset/spritesheet/simple/minesweeper
name = "minesweeper"
assets = list(
"1" = 'icons/UI_Icons/minesweeper_tiles/one.png',
"2" = 'icons/UI_Icons/minesweeper_tiles/two.png',
"3" = 'icons/UI_Icons/minesweeper_tiles/three.png',
"4" = 'icons/UI_Icons/minesweeper_tiles/four.png',
"5" = 'icons/UI_Icons/minesweeper_tiles/five.png',
"6" = 'icons/UI_Icons/minesweeper_tiles/six.png',
"7" = 'icons/UI_Icons/minesweeper_tiles/seven.png',
"8" = 'icons/UI_Icons/minesweeper_tiles/eight.png',
"empty" = 'icons/UI_Icons/minesweeper_tiles/empty.png',
"flag" = 'icons/UI_Icons/minesweeper_tiles/flag.png',
"hidden" = 'icons/UI_Icons/minesweeper_tiles/hidden.png',
"mine" = 'icons/UI_Icons/minesweeper_tiles/mine.png',
"minehit" = 'icons/UI_Icons/minesweeper_tiles/minehit.png'
)
/* Port the app game thing
/datum/asset/simple/arcade
assets = list(
"boss1.gif" = 'icons/UI_Icons/Arcade/boss1.gif',
"boss2.gif" = 'icons/UI_Icons/Arcade/boss2.gif',
"boss3.gif" = 'icons/UI_Icons/Arcade/boss3.gif',
"boss4.gif" = 'icons/UI_Icons/Arcade/boss4.gif',
"boss5.gif" = 'icons/UI_Icons/Arcade/boss5.gif',
"boss6.gif" = 'icons/UI_Icons/Arcade/boss6.gif',
)
*/
/*
/datum/asset/spritesheet/simple/achievements
name ="achievements"
assets = list(
"default" = 'icons/UI_Icons/Achievements/default.png',
"basemisc" = 'icons/UI_Icons/Achievements/basemisc.png',
"baseboss" = 'icons/UI_Icons/Achievements/baseboss.png',
"baseskill" = 'icons/UI_Icons/Achievements/baseskill.png',
"bbgum" = 'icons/UI_Icons/Achievements/Boss/bbgum.png',
"colossus" = 'icons/UI_Icons/Achievements/Boss/colossus.png',
"hierophant" = 'icons/UI_Icons/Achievements/Boss/hierophant.png',
"legion" = 'icons/UI_Icons/Achievements/Boss/legion.png',
"miner" = 'icons/UI_Icons/Achievements/Boss/miner.png',
"swarmer" = 'icons/UI_Icons/Achievements/Boss/swarmer.png',
"tendril" = 'icons/UI_Icons/Achievements/Boss/tendril.png',
"featofstrength" = 'icons/UI_Icons/Achievements/Misc/featofstrength.png',
"helbital" = 'icons/UI_Icons/Achievements/Misc/helbital.png',
"jackpot" = 'icons/UI_Icons/Achievements/Misc/jackpot.png',
"meteors" = 'icons/UI_Icons/Achievements/Misc/meteors.png',
"timewaste" = 'icons/UI_Icons/Achievements/Misc/timewaste.png',
"upgrade" = 'icons/UI_Icons/Achievements/Misc/upgrade.png',
"clownking" = 'icons/UI_Icons/Achievements/Misc/clownking.png',
"clownthanks" = 'icons/UI_Icons/Achievements/Misc/clownthanks.png',
"rule8" = 'icons/UI_Icons/Achievements/Misc/rule8.png',
"snail" = 'icons/UI_Icons/Achievements/Misc/snail.png',
"mining" = 'icons/UI_Icons/Achievements/Skills/mining.png',
)
*/
/datum/asset/spritesheet/simple/pills
name ="pills"
assets = list(
"pill1" = 'icons/UI_Icons/Pills/pill1.png',
"pill2" = 'icons/UI_Icons/Pills/pill2.png',
"pill3" = 'icons/UI_Icons/Pills/pill3.png',
"pill4" = 'icons/UI_Icons/Pills/pill4.png',
"pill5" = 'icons/UI_Icons/Pills/pill5.png',
"pill6" = 'icons/UI_Icons/Pills/pill6.png',
"pill7" = 'icons/UI_Icons/Pills/pill7.png',
"pill8" = 'icons/UI_Icons/Pills/pill8.png',
"pill9" = 'icons/UI_Icons/Pills/pill9.png',
"pill10" = 'icons/UI_Icons/Pills/pill10.png',
"pill11" = 'icons/UI_Icons/Pills/pill11.png',
"pill12" = 'icons/UI_Icons/Pills/pill12.png',
"pill13" = 'icons/UI_Icons/Pills/pill13.png',
"pill14" = 'icons/UI_Icons/Pills/pill14.png',
"pill15" = 'icons/UI_Icons/Pills/pill15.png',
"pill16" = 'icons/UI_Icons/Pills/pill16.png',
"pill17" = 'icons/UI_Icons/Pills/pill17.png',
"pill18" = 'icons/UI_Icons/Pills/pill18.png',
"pill19" = 'icons/UI_Icons/Pills/pill19.png',
"pill20" = 'icons/UI_Icons/Pills/pill20.png',
"pill21" = 'icons/UI_Icons/Pills/pill21.png',
"pill22" = 'icons/UI_Icons/Pills/pill22.png',
)
//this exists purely to avoid meta by pre-loading all language icons.
/datum/asset/language/register()
for(var/path in typesof(/datum/language))
@@ -639,7 +311,7 @@ GLOBAL_LIST_EMPTY(asset_datums)
/datum/asset/spritesheet/pipes
name = "pipes"
/datum/asset/spritesheet/pipes/register()
/datum/asset/spritesheet/pipes/register() //we do not have chempipes
for (var/each in list('icons/obj/atmospherics/pipes/pipe_item.dmi', 'icons/obj/atmospherics/pipes/disposal.dmi', 'icons/obj/atmospherics/pipes/transit_tube.dmi'))
InsertAll("", each, GLOB.alldirs)
..()
@@ -649,7 +321,7 @@ GLOBAL_LIST_EMPTY(asset_datums)
name = "design"
/datum/asset/spritesheet/research_designs/register()
for (var/path in subtypesof(/datum/design))
for(var/path in subtypesof(/datum/design))
var/datum/design/D = path
var/icon_file
@@ -0,0 +1,28 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
</head>
<body>
<script>
//this is used over window.location because window.location has a character limit in IE.
function sendbyond(text) {
var xhr = new XMLHttpRequest();
xhr.open('GET', '?'+text, true);
xhr.send(null);
}
var xhr = new XMLHttpRequest();
xhr.open('GET', 'asset_data.json', true);
xhr.responseType = 'text';
xhr.onreadystatechange = function () {
if (xhr.readyState === 4) {
var status = xhr.status;
if (status >= 200 && status < 400) {
sendbyond('asset_cache_preload_data=' + encodeURIComponent(xhr.responseText));
}
}
};
xhr.send(null);
</script>
</body>
</html>
+1 -1
View File
@@ -208,7 +208,7 @@
/datum/supply_pack/science/hev
name = "Hazard Suit Crate"
desc = "A familiar suit from the times of interdimensional exploring. Research Directors might prefer these due to their superior radioactive protection over the standard RD suit."
cost = 10000
cost = 15000
access = ACCESS_RD
contains = list(/obj/item/clothing/suit/space/hardsuit/rd/hev)
crate_name = "hazard suit crate"
+8
View File
@@ -94,3 +94,11 @@
/// Messages currently seen by this client
var/list/seen_messages
// List of all asset filenames sent to this client by the asset cache, along with their assoicated md5s
var/list/sent_assets = list()
/// List of all completed blocking send jobs awaiting acknowledgement by send_asset
var/list/completed_asset_jobs = list()
/// Last asset send job id.
var/last_asset_job = 0
var/last_completed_asset_job = 0
+31 -22
View File
@@ -36,29 +36,11 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
if(!usr || usr != mob) //stops us calling Topic for somebody else's client. Also helps prevent usr=null
return
// asset_cache
var/asset_cache_job
if(href_list["asset_cache_confirm_arrival"])
var/job = text2num(href_list["asset_cache_confirm_arrival"])
//because we skip the limiter, we have to make sure this is a valid arrival and not somebody tricking us
// into letting append to a list without limit.
if (job && job <= last_asset_job && !(job in completed_asset_jobs))
completed_asset_jobs += job
asset_cache_job = asset_cache_confirm_arrival(href_list["asset_cache_confirm_arrival"])
if (!asset_cache_job)
return
else if (job in completed_asset_jobs) //byond bug ID:2256651
to_chat(src, "<span class='danger'>An error has been detected in how your client is receiving resources. Attempting to correct.... (If you keep seeing these messages you might want to close byond and reconnect)</span>")
src << browse("...", "window=asset_cache_browser")
// Keypress passthrough
if(href_list["__keydown"])
var/keycode = browser_keycode_to_byond(href_list["__keydown"])
if(keycode)
keyDown(keycode)
return
if(href_list["__keyup"])
var/keycode = browser_keycode_to_byond(href_list["__keyup"])
if(keycode)
keyUp(keycode)
return
var/mtl = CONFIG_GET(number/minute_topic_limit)
if (!holder && mtl)
@@ -75,7 +57,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
topiclimiter[ADMINSWARNED_AT] = minute
msg += " Administrators have been informed."
log_game("[key_name(src)] Has hit the per-minute topic limit of [mtl] topic calls in a given game minute")
message_admins("[ADMIN_LOOKUPFLW(src)] [ADMIN_KICK(usr)] Has hit the per-minute topic limit of [mtl] topic calls in a given game minute")
message_admins("[ADMIN_LOOKUPFLW(usr)] [ADMIN_KICK(usr)] Has hit the per-minute topic limit of [mtl] topic calls in a given game minute")
to_chat(src, "<span class='danger'>[msg]</span>")
return
@@ -96,6 +78,27 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
if(!(href_list["_src_"] == "chat" && href_list["proc"] == "ping" && LAZYLEN(href_list) == 2))
log_href("[src] (usr:[usr]\[[COORD(usr)]\]) : [hsrc ? "[hsrc] " : ""][href]")
//byond bug ID:2256651
if (asset_cache_job && (asset_cache_job in completed_asset_jobs))
to_chat(src, "<span class='danger'>An error has been detected in how your client is receiving resources. Attempting to correct.... (If you keep seeing these messages you might want to close byond and reconnect)</span>")
src << browse("...", "window=asset_cache_browser")
return
if (href_list["asset_cache_preload_data"])
asset_cache_preload_data(href_list["asset_cache_preload_data"])
return
// Keypress passthrough
if(href_list["__keydown"])
var/keycode = browser_keycode_to_byond(href_list["__keydown"])
if(keycode)
keyDown(keycode)
return
if(href_list["__keyup"])
var/keycode = browser_keycode_to_byond(href_list["__keyup"])
if(keycode)
keyUp(keycode)
return
// Admin PM
if(href_list["priv_msg"])
cmd_admin_pm(href_list["priv_msg"],null)
@@ -830,8 +833,14 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
'html/browser/playeroptions.css',
)
spawn (10) //removing this spawn causes all clients to not get verbs.
//load info on what assets the client has
src << browse('code/modules/asset_cache/validate_assets.html', "window=asset_cache_browser")
//Precache the client with all other assets slowly, so as to not block other browse() calls
getFilesSlow(src, SSassets.preload, register_asset = FALSE)
addtimer(CALLBACK(GLOBAL_PROC, /proc/getFilesSlow, src, SSassets.preload, FALSE), 5 SECONDS)
#if (PRELOAD_RSC == 0)
for (var/name in GLOB.vox_sounds)
var/file = GLOB.vox_sounds[name]
+3 -1
View File
@@ -6,5 +6,7 @@
if(!CONFIG_GET(flag/minimaps_enabled))
to_chat(usr, "<span class='boldwarning'>Minimap generation is not enabled in the server's configuration.</span>")
return
if(!SSminimaps.station_minimap)
to_chat(usr, "<span class='boldwarning'>Minimap generation is in progress, please wait!</span>")
return
SSminimaps.station_minimap.show(src)
+43 -43
View File
@@ -1,43 +1,43 @@
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.5
body_parts_covered = HANDS
slot_flags = ITEM_SLOT_GLOVES
attack_verb = list("challenged")
var/transfer_prints = FALSE
var/transfer_blood = 0
strip_delay = 20
equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
transfer_blood = 0
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
return OXYLOSS
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_gloves()
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
return FALSE // return TRUE to cancel attack_hand()
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.5
body_parts_covered = HANDS
slot_flags = ITEM_SLOT_GLOVES
attack_verb = list("challenged")
var/transfer_prints = FALSE
var/transfer_blood = 0
strip_delay = 20
equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/gloves/clean_blood)
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
transfer_blood = 0
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
return OXYLOSS
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_gloves()
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
return FALSE // return TRUE to cancel attack_hand()
+46 -10
View File
@@ -238,26 +238,62 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0)
equip_delay_other = 140
var/datum/brain_trauma/mild/phobia/paranoia
var/warped = FALSE
clothing_flags = IGNORE_HAT_TOSS
/obj/item/clothing/head/foilhat/Initialize(mapload)
. = ..()
if(!warped)
AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_HEAD, 6, TRUE, null, CALLBACK(src, .proc/warp_up))
else
warp_up()
/obj/item/clothing/head/foilhat/equipped(mob/living/carbon/human/user, slot)
..()
if(slot == SLOT_HEAD)
if(paranoia)
QDEL_NULL(paranoia)
paranoia = new()
user.gain_trauma(paranoia, TRAUMA_RESILIENCE_MAGIC, "conspiracies")
to_chat(user, "<span class='warning'>As you don the foiled hat, an entire world of conspiracy theories and seemingly insane ideas suddenly rush into your mind. What you once thought unbelievable suddenly seems.. undeniable. Everything is connected and nothing happens just by accident. You know too much and now they're out to get you. </span>")
. = ..()
if(slot != SLOT_HEAD || warped)
return
if(paranoia)
QDEL_NULL(paranoia)
paranoia = new()
user.gain_trauma(paranoia, TRAUMA_RESILIENCE_MAGIC, "conspiracies")
to_chat(user, "<span class='warning'>As you don the foiled hat, an entire world of conspiracy theories and seemingly insane ideas suddenly rush into your mind. What you once thought unbelievable suddenly seems.. undeniable. Everything is connected and nothing happens just by accident. You know too much and now they're out to get you. </span>")
/obj/item/clothing/head/foilhat/MouseDrop(atom/over_object)
//God Im sorry
if(!warped && iscarbon(usr))
var/mob/living/carbon/C = usr
if(src == C.head)
to_chat(C, "<span class='userdanger'>Why would you want to take this off? Do you want them to get into your mind?!</span>")
return
return ..()
/obj/item/clothing/head/foilhat/dropped(mob/user)
..()
. = ..()
if(paranoia)
QDEL_NULL(paranoia)
/obj/item/clothing/head/foilhat/proc/warp_up()
name = "scorched tinfoil hat"
desc = "A badly warped up hat. Quite unprobable this will still work against any of fictional and contemporary dangers it used to."
warped = TRUE
if(!isliving(loc) || !paranoia)
return
var/mob/living/target = loc
if(target.get_item_by_slot(SLOT_HEAD) != src)
return
QDEL_NULL(paranoia)
if(!target.IsUnconscious())
to_chat(target, "<span class='warning'>Your zealous conspirationism rapidly dissipates as the donned hat warps up into a ruined mess. All those theories starting to sound like nothing but a ridicolous fanfare.</span>")
/obj/item/clothing/head/foilhat/attack_hand(mob/user)
if(iscarbon(user))
if(!warped && iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.head)
to_chat(user, "<span class='userdanger'>Why would you want to take this off? Do you want them to get into your mind?!</span>")
return
..()
return ..()
/obj/item/clothing/head/foilhat/microwave_act(obj/machinery/microwave/M)
. = ..()
if(!warped)
warp_up()
+113 -113
View File
@@ -1,113 +1,113 @@
/obj/item/clothing/shoes
name = "shoes"
icon = 'icons/obj/clothing/shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0
body_parts_covered = FEET
slot_flags = ITEM_SLOT_FEET
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/offset = 0
var/equipped_before_drop = FALSE
//CITADEL EDIT Enables digitigrade shoe styles
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
var/last_blood_DNA = "" //same as last one
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
user.visible_message("<span class='suicide'>[user] begins tying \the [src] up waaay too tightly! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/obj/item/bodypart/l_leg = user.get_bodypart(BODY_ZONE_L_LEG)
var/obj/item/bodypart/r_leg = user.get_bodypart(BODY_ZONE_R_LEG)
if(l_leg)
l_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
if(r_leg)
r_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return BRUTELOSS
else//didnt realize this suicide act existed (was in miscellaneous.dm) and didnt want to remove it, so made it a 50/50 chance. Why not!
user.visible_message("<span class='suicide'>[user] is bashing [user.p_their()] own head in with [src]! Ain't that a kick in the head?</span>")
for(var/i = 0, i < 3, i++)
sleep(3)
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna, diseases)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
var/bloody = FALSE
if(blood_DNA)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
if(adjusted == NORMAL_STYLE)
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
if(mutantrace_variation && ishuman(user))
var/mob/living/carbon/human/H = user
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_shoes()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
H.update_inv_shoes()
if(offset && slot_flags & slotdefine2slotbit(slot))
user.pixel_y += offset
worn_y_dimension -= (offset * 2)
user.update_inv_shoes()
equipped_before_drop = TRUE
/obj/item/clothing/shoes/proc/restore_offsets(mob/user)
equipped_before_drop = FALSE
user.pixel_y -= offset
worn_y_dimension = world.icon_size
/obj/item/clothing/shoes/dropped(mob/user)
if(offset && equipped_before_drop)
restore_offsets(user)
. = ..()
/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/obj/item/clothing/shoes/clean_blood(datum/source, strength)
. = ..()
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/obj/item/proc/negates_gravity()
return FALSE
/obj/item/clothing/shoes
name = "shoes"
icon = 'icons/obj/clothing/shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0
body_parts_covered = FEET
slot_flags = ITEM_SLOT_FEET
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/offset = 0
var/equipped_before_drop = FALSE
//CITADEL EDIT Enables digitigrade shoe styles
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
var/last_blood_DNA = "" //same as last one
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/shoes/clean_blood)
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
user.visible_message("<span class='suicide'>[user] begins tying \the [src] up waaay too tightly! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/obj/item/bodypart/l_leg = user.get_bodypart(BODY_ZONE_L_LEG)
var/obj/item/bodypart/r_leg = user.get_bodypart(BODY_ZONE_R_LEG)
if(l_leg)
l_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
if(r_leg)
r_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return BRUTELOSS
else//didnt realize this suicide act existed (was in miscellaneous.dm) and didnt want to remove it, so made it a 50/50 chance. Why not!
user.visible_message("<span class='suicide'>[user] is bashing [user.p_their()] own head in with [src]! Ain't that a kick in the head?</span>")
for(var/i = 0, i < 3, i++)
sleep(3)
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna, diseases)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
var/bloody = FALSE
if(blood_DNA)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
if(adjusted == NORMAL_STYLE)
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
if(mutantrace_variation && ishuman(user))
var/mob/living/carbon/human/H = user
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_shoes()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
H.update_inv_shoes()
if(offset && slot_flags & slotdefine2slotbit(slot))
user.pixel_y += offset
worn_y_dimension -= (offset * 2)
user.update_inv_shoes()
equipped_before_drop = TRUE
/obj/item/clothing/shoes/proc/restore_offsets(mob/user)
equipped_before_drop = FALSE
user.pixel_y -= offset
worn_y_dimension = world.icon_size
/obj/item/clothing/shoes/dropped(mob/user)
if(offset && equipped_before_drop)
restore_offsets(user)
. = ..()
/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/obj/item/clothing/shoes/clean_blood(datum/source, strength)
. = ..()
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/obj/item/proc/negates_gravity()
return FALSE
+15 -12
View File
@@ -432,7 +432,7 @@
/obj/item/clothing/suit/space/hardsuit/wizard/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, FALSE)
AddComponent(/datum/component/anti_magic, TRUE, FALSE, FALSE, ITEM_SLOT_OCLOTHING, INFINITY, FALSE)
//Medical hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/medical
@@ -604,7 +604,6 @@
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
var/datum/component/mobhook
/obj/item/clothing/suit/space/hardsuit/ancient
name = "prototype RIG hardsuit"
@@ -616,7 +615,7 @@
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
var/footstep = 1
var/datum/component/mobhook
var/mob/listeningTo
/obj/item/clothing/suit/space/hardsuit/ancient/mason
name = "M.A.S.O.N RIG"
@@ -673,20 +672,24 @@
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
. = ..()
if (slot == SLOT_WEAR_SUIT)
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
else
QDEL_NULL(mobhook)
if(slot != SLOT_WEAR_SUIT)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
return
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
listeningTo = user
/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
. = ..()
QDEL_NULL(mobhook)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
QDEL_NULL(mobhook) // mobhook is not our component
listeningTo = null
return ..()
/////////////SHIELDED//////////////////////////////////
@@ -368,6 +368,10 @@ Contains:
resistance_flags = FIRE_PROOF
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_HEAD)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal
name = "paranormal response team suit"
desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats."
@@ -380,7 +384,7 @@ Contains:
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE)
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
@@ -408,16 +412,12 @@ Contains:
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor/miner
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inq"
item_state = "hardsuit-inq"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/miner
armor = list("melee" = 70, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
slowdown = 1
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/miner
name = "inquisitor's helmet"
icon_state = "hardsuit0-inq"
item_state = "hardsuit0-inq"
armor = list("melee" = 70, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker/miner
+2 -2
View File
@@ -53,8 +53,8 @@
/datum/reagent/carpet,
/datum/reagent/firefighting_foam,
/datum/reagent/consumable/tearjuice,
/datum/reagent/medicine/strange_reagent
/datum/reagent/medicine/strange_reagent,
/datum/reagent/medicine/copium
)
//needs to be chemid unit checked at some point
+9 -5
View File
@@ -283,7 +283,7 @@
var/field_type = /datum/proximity_monitor/advanced/debug
var/operating = FALSE
var/datum/proximity_monitor/advanced/current = null
var/datum/component/mobhook
var/mob/listeningTo
/obj/item/multitool/field_debug/Initialize()
. = ..()
@@ -292,7 +292,7 @@
/obj/item/multitool/field_debug/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(current)
QDEL_NULL(mobhook)
listeningTo = null
return ..()
/obj/item/multitool/field_debug/proc/setup_debug_field()
@@ -303,16 +303,20 @@
/obj/item/multitool/field_debug/attack_self(mob/user)
operating = !operating
to_chat(user, "You turn [src] [operating? "on":"off"].")
QDEL_NULL(mobhook)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
listeningTo = null
if(!istype(current) && operating)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
listeningTo = user
setup_debug_field()
else if(!operating)
QDEL_NULL(current)
/obj/item/multitool/field_debug/dropped()
. = ..()
QDEL_NULL(mobhook)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
listeningTo = null
/obj/item/multitool/field_debug/proc/on_mob_move()
check_turf(get_turf(src))
+1
View File
@@ -133,6 +133,7 @@
/datum/proximity_monitor/advanced/timestop/proc/freeze_mob(mob/living/L)
if(L.anti_magic_check(check_anti_magic, check_holy))
immune += L
return
L.Stun(20, 1, 1)
frozen_mobs[L] = L.anchored
+1 -1
View File
@@ -138,7 +138,7 @@ GLOBAL_LIST_INIT(hallucination_list, list(
Show()
/obj/effect/hallucination/simple/Destroy()
if(target.client)
if(target && target.client)
target.client.images.Remove(current_image)
active = FALSE
return ..()
@@ -191,7 +191,7 @@
desc = "A synthetic chunk of meat."
icon_state = "meatproduct" //growing meat will make it look like a lumpo
foodtype = RAW | MEAT //hurr durr chemicals we're harmed in the production of this meat thus its non-vegan.
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/meatproduct
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/plain/meatproduct
/obj/item/reagent_containers/food/snacks/meat/slab/meatproduct
name = "meat product"
@@ -280,7 +280,7 @@
bitesize = 4
tastes = list("meat" = 1, "wheat" = 1)
foodtype = GRAIN
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/meatproduct
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/plain/meatproduct
/obj/item/reagent_containers/food/snacks/meat/slab/gorilla
name = "gorilla meat"
@@ -340,7 +340,7 @@
/obj/item/reagent_containers/food/snacks/meat/steak/plain
foodtype = MEAT
/obj/item/reagent_containers/food/snacks/meat/steak/meatproduct
/obj/item/reagent_containers/food/snacks/meat/steak/plain/meatproduct
foodtype = MEAT
icon_state = "meatproduct_steak"
@@ -497,4 +497,4 @@
/obj/item/reagent_containers/food/snacks/meat/cutlet/chicken
name = "chicken cutlet"
tastes = list("chicken" = 1)
icon_state = "bird_cutlet_cooked"
icon_state = "bird_cutlet_cooked"
@@ -46,7 +46,8 @@ God bless America.
/obj/item/reagent_containers/syringe,
/obj/item/reagent_containers/food/condiment,
/obj/item/storage/part_replacer,
/obj/item/his_grace))
/obj/item/his_grace,
/obj/item/portallight))
var/datum/looping_sound/deep_fryer/fry_loop
/obj/machinery/deepfryer/Initialize()
+3 -3
View File
@@ -64,14 +64,14 @@
var/uses = 1
if(seed)
uses = round(seed.potency / 20)
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, uses, TRUE, CALLBACK(src, .proc/block_magic), CALLBACK(src, .proc/expire)) //deliver us from evil o melon god
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, ITEM_SLOT_HANDS, uses, TRUE, CALLBACK(src, .proc/block_magic), CALLBACK(src, .proc/expire)) //deliver us from evil o melon god
/obj/item/reagent_containers/food/snacks/grown/holymelon/proc/block_magic(mob/user, major)
if(major)
visible_message("<span class='warning'>[src] hums slightly, and seems to decay a bit.</span>")
to_chat(user, "<span class='warning'>[src] hums slightly, and seems to decay a bit.</span>")
/obj/item/reagent_containers/food/snacks/grown/holymelon/proc/expire(mob/user)
visible_message("<span class='warning'>[src] rapidly turns into ash!</span>")
to_chat(user, "<span class='warning'>[src] rapidly turns into ash!</span>")
qdel(src)
new /obj/effect/decal/cleanable/ash(drop_location())
@@ -12,6 +12,7 @@ Chaplain
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
custom_spawn_text = "You're playing a job that is essential for when the station deals with paranormal threats. While you have access to weapons, armor and tools such as your nullrod and bible, this does not mean you should hunt those threats unless warranted. If you have any questions, don't hesitate to ask mentors."
outfit = /datum/outfit/job/chaplain
+89 -56
View File
@@ -1,21 +1,27 @@
/datum/minimap
var/name
var/name = "minimap"
var/icon/overlay_icon
// The map icons
var/icon/map_icon
var/icon/meta_icon
var/icon/overlay_icon
var/list/color_area_names = list()
var/minx
var/maxx
var/miny
var/maxy
var/z_level
var/id = 0
var/static/next_id = 0
/datum/minimap/New(z, x1 = 1, y1 = 1, x2 = world.maxx, y2 = world.maxy, name)
var/z_level
var/id = ""
/datum/minimap/New(z, x1 = 1, y1 = 1, x2 = world.maxx, y2 = world.maxy, name = "minimap")
if(!z)
CRASH("ERROR: new minimap requested without z level") //CRASH to halt the operatio
src.name = name
id = ++next_id
z_level = z
id = "[md5("[z_level]" + src.name + REF(src))]" //use it's own md5 as a special identifier
var/crop_x1 = x2
var/crop_x2 = x1
@@ -25,10 +31,11 @@
// do the generating
map_icon = new('html/blank.png')
meta_icon = new('html/blank.png')
map_icon.Scale(x2-x1+1, y2-y1+1) // arrays start at 1
meta_icon.Scale(x2-x1+1, y2-y1+1)
map_icon.Scale(x2 - x1 + 1, y2 - y1 + 1) // arrays start at 1
meta_icon.Scale(x2 - x1 + 1, y2 - y1 + 1)
var/list/area_to_color = list()
for(var/turf/T in block(locate(x1,y1,z),locate(x2,y2,z)))
for(var/turf/T in block(locate(x1, y1, z_level), locate(x2, y2, z_level)))
var/area/A = T.loc
var/img_x = T.x - x1 + 1 // arrays start at 1
var/img_y = T.y - y1 + 1
@@ -37,21 +44,26 @@
crop_x2 = max(crop_x2, T.x)
crop_y1 = min(crop_y1, T.y)
crop_y2 = max(crop_y2, T.y)
var/meta_color = area_to_color[A]
if(!meta_color)
meta_color = rgb(rand(0,255),rand(0,255),rand(0,255)) // technically conflicts could happen but it's like very unlikely and it's not that big of a deal if one happens
meta_color = rgb(rand(0, 255), rand(0, 255), rand(0, 255)) // technically conflicts could happen but it's like very unlikely and it's not that big of a deal if one happens
area_to_color[A] = meta_color
color_area_names[meta_color] = A.name
meta_icon.DrawBox(meta_color, img_x, img_y)
if(istype(T, /turf/closed/wall))
map_icon.DrawBox("#000000", img_x, img_y)
else if(!istype(A, /area/space))
var/color = A.minimap_color || "#FF00FF"
if(locate(/obj/machinery/power/solar) in T)
color = "#02026a"
if((locate(/obj/effect/spawner/structure/window) in T) || (locate(/obj/structure/grille) in T))
color = BlendRGB(color, "#000000", 0.5)
map_icon.DrawBox(color, img_x, img_y)
map_icon.Crop(crop_x1, crop_y1, crop_x2, crop_y2)
meta_icon.Crop(crop_x1, crop_y1, crop_x2, crop_y2)
minx = crop_x1
@@ -60,14 +72,17 @@
maxy = crop_y2
overlay_icon = new(map_icon)
overlay_icon.Scale(16, 16)
/datum/minimap/proc/send(mob/user)
//we're done baking, now we ship it.
register_asset("minimap-[id].png", map_icon)
register_asset("minimap-[id]-meta.png", meta_icon)
send_asset_list(user, list("minimap-[id].png" = map_icon, "minimap-[id]-meta.png" = meta_icon), verify=FALSE)
/datum/minimap/proc/send(mob/user)
if(!id)
CRASH("ERROR: send called, but the minimap id is null/missing. ID: [id]")
send_asset_list(user, list("minimap-[id].png" = map_icon, "minimap-[id]-meta.png" = meta_icon))
/datum/minimap_group
var/list/minimaps
var/list/minimaps = list()
var/static/next_id = 0
var/id
var/name
@@ -75,45 +90,62 @@
/datum/minimap_group/New(list/maps, name)
id = ++next_id
src.name = name
minimaps = maps || list()
if(maps)
minimaps = maps
/datum/minimap_group/proc/show(mob/user)
if(!length(minimaps))
to_chat(user, "<span class='boldwarning'>ERROR: Attempted to access an empty datum/minimap_group. This should probably not happen.</span>")
return
var/list/datas = list()
var/list/info = list()
var/datum/minimap/first_map = minimaps[1]
for(var/i in 1 to length(minimaps))
for(var/i in 1 to length(minimaps))// OLD: for(var/i in 1 to length(minimaps))
var/datum/minimap/M = minimaps[i]
M.send(user)
info += "<img src='minimap-[M.id].png' id='map-[i]'><img src='minimap-[M.id]-meta.png' style='display: none' id='map-[i]-meta'><div id='label-[i]'></div>"
info += {"
<div class="block">
<div> <!-- The div is in here to fit it both in the block div -->
<img id='map-[i]' src='minimap-[M.id].png' />
<img id='map-[i]-meta' src='minimap-[M.id]-meta.png' style='display: none' />
</div>
<div class="statusDisplay" id='label-[i]'></div>
</div>
"}
datas += json_encode(M.color_area_names);
info = info.Join()
var/html = {"
<!DOCTYPE html>
<HTML>
<HEAD>
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<script>
function hexify(num) {
if(!num) num = 0;
num = num.toString(16);
if(num.length == 1) num = "0" + num;
return num;
}
window.onload = function() {
var datas = \[[jointext(datas, ",")]]
if(window.HTMLCanvasElement) {
for(var i = 0; i < [minimaps.len]; i++) {
(function() {
info = info.Join()
//this is bad. Too bad!
var/headerJS = {"
<script>
function hexify(num) {
if(!num){
num = 0;
}
num = num.toString(16);
if(num.length == 1){
num = "0" + num;
}
return num;
}
window.onload = function() {
var datas = \[[jointext(datas, ",")]]
if(!window.HTMLCanvasElement){
//something has gone horribly wrong!
return false
}
for(var i = 0; i < [length(minimaps)]; i++){
//the fuck is this wrapped?
var data = datas\[i];
var img = document.getElementById("map-" + (i+1));
if(!img) return;
var img = document.getElementById("map-" + (i + 1));
if(!img){
return; //if it does not exist, it means it's done!
}
var canvas = document.createElement("canvas");
canvas.width = img.width * 2;
canvas.height = img.height * 2;
var ctx = canvas.getContext('2d');
ctx.msImageSmoothingEnabled = false;
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
@@ -122,9 +154,10 @@ window.onload = function() {
ctx.canvas.width = img.width;
ctx.canvas.height = img.height;
ctx.drawImage(document.getElementById("map-" + (i+1) + "-meta"), 0, 0);
var imagedata = ctx.getImageData(0, 0, img.width, img.height);
var label = document.getElementById("label-" + (i+1));
canvas.onmousemove = function(e) {
canvas.onmousemove = function(e){
var rect = canvas.getBoundingClientRect();
var x = Math.floor(e.offsetX * img.width / rect.width);
var y = Math.floor(e.offsetY * img.height / rect.height);
@@ -133,23 +166,23 @@ window.onload = function() {
label.textContent = data\[color];
canvas.title = data\[color];
}
canvas.onmouseout = function(e) {
label.textContent = "";
canvas.onmouseout = function(e){
canvas.title = "";
}
})();
}
}
}
}
</script>
<STYLE>
img, canvas {
width: 100%
}
</STYLE>
<TITLE>[name]</TITLE>
</HEAD>
<BODY>[info]</BODY>
</HTML>"}
</script>
<style>
img, canvas {
width: 100%;
background-color: white;
}
</style>
"}
user << browse(html, "window=minimap_[id];size=768x[round(768 / first_map.map_icon.Width() * first_map.map_icon.Height() + 50)]")
var/datum/browser/popup = new(user, "minimap_[id]", name, 500, 700)
popup.add_head_content(headerJS) //set the head
popup.set_content(info)
var/datum/minimap/MICO = minimaps[1]
popup.set_title_image(MICO.overlay_icon)
popup.open(FALSE)
@@ -95,8 +95,14 @@ Doesn't work on other aliens/AI.*/
var/mob/living/M = input("Select who to whisper to:","Whisper to?",null) as null|mob in options
if(!M)
return 0
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='noticealien'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return FALSE
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
if(msg)
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
log_directed_talk(user, M, msg, LOG_SAY, tag="alien whisper")
to_chat(M, "<span class='noticealien'>You hear a strange, alien voice in your head...</span>[msg]")
to_chat(user, "<span class='noticealien'>You said: \"[msg]\" to [M]</span>")
@@ -29,7 +29,7 @@
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /mob/living/carbon/human/clean_blood)))
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /mob/living/carbon/human/clean_blood)
/mob/living/carbon/human/ComponentInitialize()
@@ -603,6 +603,8 @@
return FALSE
if(HAS_TRAIT(M, TRAIT_MINDSHIELD)) //mindshield implant, no dice
return FALSE
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
return FALSE
if(M in linked_mobs)
return FALSE
linked_mobs.Add(M)
@@ -688,9 +690,14 @@
var/mob/living/M = input("Select who to send your message to:","Send thought to?",null) as null|mob in options
if(!M)
return
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(H, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
var/msg = sanitize(input("Message:", "Telepathy") as text|null)
if(msg)
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(H, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
log_directed_talk(H, M, msg, LOG_SAY, "slime telepathy")
to_chat(M, "<span class='notice'>You hear an alien voice in your head... </span><font color=#008CA2>[msg]</font>")
to_chat(H, "<span class='notice'>You telepathically said: \"[msg]\" to [M]</span>")
@@ -88,7 +88,7 @@
to_chat(H, "<span class='notice'>[victim] doesn't have blood!</span>")
return
V.drain_cooldown = world.time + 30
if(victim.anti_magic_check(FALSE, TRUE))
if(victim.anti_magic_check(FALSE, TRUE, FALSE, 0))
to_chat(victim, "<span class='warning'>[H] tries to bite you, but stops before touching you!</span>")
to_chat(H, "<span class='warning'>[victim] is blessed! You stop just in time to avoid catching fire.</span>")
return
+3 -1
View File
@@ -873,6 +873,8 @@
return 0
if(digitalcamo || digitalinvis)
return 0
if(ismimic(src)) // Are we a mimic? Mimics should not be tracked to prevent AI camera cheese.
return 0
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
if(!near_camera(src))
@@ -974,7 +976,7 @@
apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), EFFECT_IRRADIATE, blocked)
/mob/living/anti_magic_check(magic = TRUE, holy = FALSE)
/mob/living/anti_magic_check(magic = TRUE, holy = FALSE, chargecost = 1, self = FALSE)
. = ..()
if(.)
return
+1
View File
@@ -892,6 +892,7 @@
/mob/living/silicon/ai/revive(full_heal = 0, admin_revive = 0)
. = ..()
if(.) //successfully ressuscitated from death
set_eyeobj_visible(TRUE)
set_core_display_icon(display_icon_override)
/mob/living/silicon/ai/proc/malfhacked(obj/machinery/power/apc/apc)
@@ -18,6 +18,7 @@
update_canmove()
if(eyeobj)
eyeobj.setLoc(get_turf(src))
set_eyeobj_visible(FALSE)
GLOB.shuttle_caller_list -= src
SSshuttle.autoEvac()
@@ -6,6 +6,8 @@
/mob/camera/aiEye
name = "Inactive AI Eye"
icon_state = "ai_camera"
icon = 'icons/mob/cameramob.dmi'
invisibility = INVISIBILITY_MAXIMUM
hud_possible = list(ANTAG_HUD, AI_DETECT_HUD = HUD_LIST_LIST)
var/list/visibleCameraChunks = list()
@@ -158,11 +160,11 @@
cameraFollow = null
unset_machine()
if(!eyeobj || !eyeobj.loc || QDELETED(eyeobj))
if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
to_chat(src, "ERROR: Eyeobj not found. Creating new eye...")
create_eye()
eyeobj.setLoc(loc)
eyeobj?.setLoc(loc)
/mob/living/silicon/ai/proc/create_eye()
if(eyeobj)
@@ -172,6 +174,13 @@
eyeobj.ai = src
eyeobj.setLoc(loc)
eyeobj.name = "[name] (AI Eye)"
set_eyeobj_visible(TRUE)
/mob/living/silicon/ai/proc/set_eyeobj_visible(state = TRUE)
if(!eyeobj)
return
eyeobj.mouse_opacity = state ? MOUSE_OPACITY_ICON : initial(eyeobj.mouse_opacity)
eyeobj.invisibility = state ? INVISIBILITY_OBSERVER : initial(eyeobj.invisibility)
/mob/living/silicon/ai/verb/toggle_acceleration()
set category = "AI Commands"
+1 -1
View File
@@ -19,7 +19,7 @@
// messenging the client
malfhacked(malfhack)
if(!eyeobj || QDELETED(eyeobj) || !eyeobj.loc)
if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
view_core()
if(machine)
@@ -6,6 +6,7 @@
O.mode = 1
O.emotion = "Neutral"
O.update()
set_eyeobj_visible(TRUE)
if(multicam_on)
end_multicam()
view_core()
@@ -4,4 +4,5 @@
var/obj/machinery/status_display/ai/O = each
O.mode = 0
O.update()
set_eyeobj_visible(FALSE)
view_core()
@@ -120,6 +120,9 @@ GLOBAL_DATUM(ai_camera_room_landmark, /obj/effect/landmark/ai_multicam_room)
/mob/camera/aiEye/pic_in_pic
name = "Secondary AI Eye"
invisibility = INVISIBILITY_OBSERVER
mouse_opacity = MOUSE_OPACITY_ICON
icon_state = "ai_pip_camera"
var/obj/screen/movable/pic_in_pic/ai/screen
var/list/cameras_telegraphed = list()
var/telegraph_cameras = TRUE
@@ -21,6 +21,9 @@
locked = FALSE //unlock cover
if(connected_ai)
deployed = FALSE
update_canmove()
if(!QDELETED(builtInCamera) && builtInCamera.status)
builtInCamera.toggle_cam(src,0)
@@ -1232,7 +1232,6 @@
/mob/living/silicon/robot/proc/TryConnectToAI()
set_connected_ai(select_active_ai_with_fewest_borgs(z))
if(connected_ai)
connected_ai.connected_robots += src
lawsync()
lawupdate = 1
return TRUE
@@ -1270,4 +1269,4 @@
var/mob/living/silicon/ai/old_ai = .
old_ai.connected_robots -= src
if(connected_ai)
connected_ai.connected_robots |= src
connected_ai.connected_robots |= src
+5 -3
View File
@@ -804,15 +804,17 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
if(client)
client << output(null, "statbrowser:check_spells")
/mob/proc/anti_magic_check(magic = TRUE, holy = FALSE)
if(!magic && !holy)
/mob/proc/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE)
if(!magic && !holy && !tinfoil)
return
var/list/protection_sources = list()
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, magic, holy, protection_sources) & COMPONENT_BLOCK_MAGIC)
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, src, magic, holy, tinfoil, chargecost, self, protection_sources) & COMPONENT_BLOCK_MAGIC)
if(protection_sources.len)
return pick(protection_sources)
else
return src
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
return src
//You can buckle on mobs if you're next to them since most are dense
/mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
+8 -5
View File
@@ -1,8 +1,11 @@
/datum/asset/group/oui_theme_nano
children = list(
/datum/asset/simple/jquery,
/datum/asset/simple/oui_theme_nano
)
/datum/asset/simple/oui_theme_nano
assets = list(
// JavaScript
"sui-nano-common.js" = 'html/oracle_ui/themes/nano/sui-nano-common.js',
"sui-nano-jquery.min.js" = 'html/oracle_ui/themes/nano/sui-nano-jquery.min.js',
// Stylesheets
"sui-nano-common.css" = 'html/oracle_ui/themes/nano/sui-nano-common.css',
"sui-nano-common.js" = 'html/oracle_ui/themes/nano/sui-nano-common.js',
"sui-nano-common.css" = 'html/oracle_ui/themes/nano/sui-nano-common.css',
)
@@ -59,6 +59,9 @@
/obj/item/ammo_casing/energy/laser/redtag/hitscan
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan
/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy
projectile_type = /obj/item/projectile/beam/lasertag/redtag/hitscan/holy
/obj/item/ammo_casing/energy/xray
projectile_type = /obj/item/projectile/beam/xray
e_cost = 50
@@ -159,3 +159,65 @@
/obj/item/gun/energy/laser/redtag/hitscan
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan)
/obj/item/gun/energy/laser/redtag/hitscan/chaplain
name = "\improper holy lasrifle"
desc = "A lasrifle from the old Imperium. This one seems to be blessed by techpriests."
icon_state = "LaserAK"
item_state = null
force = 14
pin = /obj/item/firing_pin/holy
icon = 'modular_citadel/icons/obj/guns/VGguns.dmi'
ammo_x_offset = 4
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan/holy)
lefthand_file = 'modular_citadel/icons/mob/citadel/guns_lefthand.dmi'
righthand_file = 'modular_citadel/icons/mob/citadel/guns_righthand.dmi'
var/chaplain_spawnable = TRUE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
throw_speed = 3
throw_range = 4
throwforce = 10
obj_flags = UNIQUE_RENAME
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE)
/obj/item/gun/energy/laser/redtag/hitscan/chaplain/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
if(!ishuman(user) || !ishuman(target))
return
if(semicd)
return
if(user == target)
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
else
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
semicd = TRUE
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
if(user == target)
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
else if(target && target.Adjacent(user))
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
semicd = FALSE
return
semicd = FALSE
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
playsound('sound/weapons/dink.ogg', 30, 1)
if((iscultist(target)) || (is_servant_of_ratvar(target)))
chambered.BB.damage *= 1500
else if(chambered && chambered.BB)
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
+4
View File
@@ -9,6 +9,7 @@
fire_sound = 'sound/weapons/emitter.ogg'
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_HUGE
var/checks_antimagic = FALSE
var/max_charges = 6
var/charges = 0
var/recharge_rate = 4
@@ -31,6 +32,9 @@
return
else
no_den_usage = 0
if(checks_antimagic && user.anti_magic_check(TRUE, FALSE, FALSE, 0, TRUE))
to_chat(user, "<span class='warning'>Something is interfering with [src].</span>")
return
. = ..()
/obj/item/gun/magic/can_shoot()
+5 -2
View File
@@ -87,14 +87,17 @@
max_charges = 10 //10, 5, 5, 4
/obj/item/gun/magic/wand/resurrection/zap_self(mob/living/user)
..()
charges--
if(user.anti_magic_check())
user.visible_message("<span class='warning'>[src] has no effect on [user]!</span>")
return
user.revive(full_heal = 1)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.regenerate_limbs()
C.regenerate_organs()
to_chat(user, "<span class='notice'>You feel great!</span>")
charges--
..()
/obj/item/gun/magic/wand/resurrection/debug //for testing
name = "debug wand of healing"
File diff suppressed because it is too large Load Diff
+9
View File
@@ -186,6 +186,15 @@
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
selfdestruct = TRUE
/obj/item/firing_pin/holy
name = "blessed pin"
desc = "A firing pin that only responds to those who are holier than thou."
/obj/item/firing_pin/holy/pin_auth(mob/living/user)
if(user.mind.isholy)
return TRUE
return FALSE
// Laser tag pins
/obj/item/firing_pin/tag
name = "laser tag firing pin"
@@ -151,6 +151,11 @@
/obj/item/projectile/beam/lasertag/redtag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/lasertag/redtag/hitscan/holy
name = "lasrifle beam"
damage = 0.1
damage_type = BURN
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
@@ -200,7 +200,8 @@
pH = 11
/datum/reagent/toxin/mindbreaker/on_mob_life(mob/living/carbon/M)
M.hallucination += 5
if(!M.has_quirk(/datum/quirk/insanity))
M.hallucination += 5
return ..()
/datum/reagent/toxin/plantbgone
@@ -93,7 +93,7 @@
/datum/design/medkit
name = "Medkit Cabinent"
name = "Medkit Cabinet"
id = "medkit_cabinet"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 4000)
@@ -483,6 +483,16 @@
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/ranged_analyzer
name = "Long-range Analyzer"
desc = "A new advanced atmospheric analyzer design, capable of performing scans at long range."
id = "ranged_analyzer"
build_type = PROTOLATHE
materials = list(MAT_METAL = 400, MAT_GLASS = 1000, MAT_URANIUM = 800, MAT_GOLD = 200, MAT_PLASTIC = 200)
build_path = /obj/item/analyzer/ranged
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/rcd_loaded
name = "Rapid Construction Device (RCD)"
desc = "A tool that can construct and deconstruct walls, airlocks and floors on the fly."
+1 -1
View File
@@ -636,7 +636,7 @@
id = "exp_tools"
display_name = "Experimental Tools"
description = "Highly advanced construction tools."
design_ids = list("exwelder", "jawsoflife", "handdrill")
design_ids = list("exwelder", "jawsoflife", "handdrill", "ranged_analyzer")
prereq_ids = list("adv_engi")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2750)
export_price = 5000
@@ -64,10 +64,9 @@
var/interrupted = FALSE
var/mob/target
var/icon/bluespace
var/datum/weakref/redirect_component
/datum/status_effect/slimerecall/on_apply()
redirect_component = WEAKREF(owner.AddComponent(/datum/component/redirect, list(COMSIG_LIVING_RESIST = CALLBACK(src, .proc/resistField))))
RegisterSignal(owner, COMSIG_LIVING_RESIST, .proc/resistField)
to_chat(owner, "<span class='danger'>You feel a sudden tug from an unknown force, and feel a pull to bluespace!</span>")
to_chat(owner, "<span class='notice'>Resist if you wish avoid the force!</span>")
bluespace = icon('icons/effects/effects.dmi',"chronofield")
@@ -77,9 +76,9 @@
/datum/status_effect/slimerecall/proc/resistField()
interrupted = TRUE
owner.remove_status_effect(src)
/datum/status_effect/slimerecall/on_remove()
qdel(redirect_component.resolve())
redirect_component = null
UnregisterSignal(owner, COMSIG_LIVING_RESIST)
owner.cut_overlay(bluespace)
if(interrupted || !ismob(target))
to_chat(owner, "<span class='warning'>The bluespace tug fades away, and you feel that the force has passed you by.</span>")
@@ -98,10 +97,9 @@
duration = -1 //Will remove self when block breaks.
alert_type = /obj/screen/alert/status_effect/freon/stasis
var/obj/structure/ice_stasis/cube
var/datum/weakref/redirect_component
/datum/status_effect/frozenstasis/on_apply()
redirect_component = WEAKREF(owner.AddComponent(/datum/component/redirect, list(COMSIG_LIVING_RESIST = CALLBACK(src, .proc/breakCube))))
RegisterSignal(owner, COMSIG_LIVING_RESIST, .proc/breakCube)
cube = new /obj/structure/ice_stasis(get_turf(owner))
owner.forceMove(cube)
owner.status_flags |= GODMODE
@@ -118,8 +116,7 @@
if(cube)
qdel(cube)
owner.status_flags &= ~GODMODE
qdel(redirect_component.resolve())
redirect_component = null
UnregisterSignal(owner, COMSIG_LIVING_RESIST)
/datum/status_effect/slime_clone
id = "slime_cloned"
@@ -1,8 +1,8 @@
//Xenobio control console
/mob/camera/aiEye/remote/xenobio
visible_icon = TRUE
icon = 'icons/obj/abductor.dmi'
icon_state = "camera_target"
icon = 'icons/mob/cameramob.dmi'
icon_state = "generic_camera"
var/allowed_area = null
/mob/camera/aiEye/remote/xenobio/Initialize()
@@ -24,8 +24,6 @@
circuit = /obj/item/circuitboard/computer/xenobiology
var/datum/action/innate/hotkey_help/hotkey_help
var/datum/component/redirect/listener
var/obj/machinery/monkey_recycler/connected_recycler
var/list/stored_slimes
var/obj/item/slimepotion/slime/current_potion
@@ -41,7 +39,7 @@
. = ..()
hotkey_help = new
stored_slimes = list()
listener = AddComponent(/datum/component/redirect, list(COMSIG_ATOM_CONTENTS_DEL = CALLBACK(src, .proc/on_contents_del)))
RegisterSignal(src, COMSIG_ATOM_CONTENTS_DEL, .proc/on_contents_del)
for(var/obj/machinery/monkey_recycler/recycler in GLOB.monkey_recyclers)
if(get_area(src) == get_area(recycler))
connected_recycler = recycler
@@ -80,8 +78,8 @@
eyeobj = new /mob/camera/aiEye/remote/xenobio(get_turf(src))
eyeobj.origin = src
eyeobj.visible_icon = TRUE
eyeobj.icon = 'icons/obj/abductor.dmi'
eyeobj.icon_state = "camera_target"
eyeobj.icon = 'icons/mob/cameramob.dmi'
eyeobj.icon_state = "generic_camera"
/obj/machinery/computer/camera_advanced/xenobio/GrantActions(mob/living/user)
..()
+26 -13
View File
@@ -115,6 +115,7 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
var/nonabstract_req = 0 //spell can only be cast by mobs that are physical entities
var/stat_allowed = 0 //see if it requires being conscious/alive, need to set to 1 for ghostpells
var/phase_allowed = 0 // If true, the spell can be cast while phased, eg. blood crawling, ethereal jaunting
var/antimagic_allowed = TRUE // If false, the spell cannot be cast while under the effect of antimagic
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_emote_self = null
var/invocation_type = "none" //can be none, whisper, emote and shout
@@ -147,27 +148,36 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
if(player_lock)
if(!user.mind || !(src in user.mind.spell_list) && !(src in user.mob_spell_list))
to_chat(user, "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>")
return 0
return FALSE
else
if(!(src in user.mob_spell_list))
return 0
return FALSE
var/turf/T = get_turf(user)
if(is_centcom_level(T.z) && !centcom_cancast) //Certain spells are not allowed on the centcom zlevel
to_chat(user, "<span class='notice'>You can't cast this spell here.</span>")
return 0
return FALSE
if(!skipcharge)
if(!charge_check(user))
return 0
return FALSE
if(user.stat && !stat_allowed)
to_chat(user, "<span class='notice'>Not when you're incapacitated.</span>")
return 0
return FALSE
if(!antimagic_allowed)
var/antimagic = user.anti_magic_check(TRUE, FALSE, chargecost = 0, self = TRUE)
if(antimagic)
if(isitem(antimagic))
to_chat(user, "<span class='notice'>[antimagic] is interfering with your magic.</span>")
else
to_chat(user, "<span class='notice'>Magic seems to flee from you, you can't gather enough power to cast this spell.</span>")
return FALSE
if(!phase_allowed && istype(user.loc, /obj/effect/dummy))
to_chat(user, "<span class='notice'>[name] cannot be cast unless you are completely manifested in the material plane.</span>")
return 0
return FALSE
if(ishuman(user))
@@ -175,7 +185,7 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
if((invocation_type == "whisper" || invocation_type == "shout") && !H.can_speak_vocal())
to_chat(user, "<span class='notice'>You can't get the words out!</span>")
return 0
return FALSE
var/list/casting_clothes = typecacheof(list(/obj/item/clothing/suit/wizrobe,
/obj/item/clothing/suit/space/hardsuit/wizard,
@@ -187,24 +197,24 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
if(clothes_req) //clothes check
if(!is_type_in_typecache(H.wear_suit, casting_clothes))
to_chat(H, "<span class='notice'>I don't feel strong enough without my robe.</span>")
return 0
return FALSE
if(!is_type_in_typecache(H.head, casting_clothes))
to_chat(H, "<span class='notice'>I don't feel strong enough without my hat.</span>")
return 0
return FALSE
if(cult_req) //CULT_REQ CLOTHES CHECK
if(!istype(H.wear_suit, /obj/item/clothing/suit/magusred) && !istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit/cult))
to_chat(H, "<span class='notice'>I don't feel strong enough without my armor.</span>")
return 0
return FALSE
if(!istype(H.head, /obj/item/clothing/head/magus) && !istype(H.head, /obj/item/clothing/head/helmet/space/hardsuit/cult))
to_chat(H, "<span class='notice'>I don't feel strong enough without my helmet.</span>")
return 0
return FALSE
else
if(clothes_req || human_req)
to_chat(user, "<span class='notice'>This spell can only be cast by humans!</span>")
return 0
return FALSE
if(nonabstract_req && (isbrain(user) || ispAI(user)))
to_chat(user, "<span class='notice'>This spell can only be cast by physical beings!</span>")
return 0
return FALSE
if(!skipcharge)
@@ -499,6 +509,9 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
if(user.stat && !stat_allowed)
return FALSE
if(!antimagic_allowed && user.anti_magic_check(TRUE, FALSE, chargecost = 0, self = TRUE))
return FALSE
if(!ishuman(user))
if(clothes_req || human_req)
return FALSE
+1 -1
View File
@@ -35,6 +35,6 @@
return TRUE
if(ismob(mover))
var/mob/M = mover
if(M.anti_magic_check())
if(M.anti_magic_check(chargecost = 0))
return TRUE
return FALSE
@@ -86,7 +86,7 @@
/obj/effect/cross_action/spacetime_dist/proc/walk_link(atom/movable/AM)
if(ismob(AM))
var/mob/M = AM
if(M.anti_magic_check())
if(M.anti_magic_check(chargecost = 0))
return
if(linked_dist && walks_left > 0)
flick("purplesparkles", src)
+6 -4
View File
@@ -10,9 +10,11 @@
action_background_icon_state = "bg_spell"
var/notice = "notice"
var/boldnotice = "boldnotice"
var/magic_check = TRUE
var/magic_check = FALSE
var/holy_check = FALSE
var/tinfoil_check = TRUE
/obj/effect/proc_holder/spell/targeted/telepathy/cast(list/targets, mob/living/simple_animal/revenant/user = usr)
/obj/effect/proc_holder/spell/targeted/telepathy/cast(list/targets, mob/living/user = usr)
for(var/mob/living/M in targets)
var/msg = stripped_input(usr, "What do you wish to tell [M]?", null, "")
if(!msg)
@@ -20,11 +22,11 @@
return
log_directed_talk(user, M, msg, LOG_SAY, "[name]")
to_chat(user, "<span class='[boldnotice]'>You transmit to [M]:</span> <span class='[notice]'>[msg]</span>")
if(!magic_check || !M.anti_magic_check(FALSE, TRUE)) //hear no evil
if(!M.anti_magic_check(magic_check, holy_check, tinfoil_check, 0)) //hear no evil
to_chat(M, "<span class='[boldnotice]'>You hear something behind you talking...</span> <span class='[notice]'>[msg]</span>")
for(var/ded in GLOB.dead_mob_list)
if(!isobserver(ded))
continue
var/follow_rev = FOLLOW_LINK(ded, user)
var/follow_whispee = FOLLOW_LINK(ded, M)
to_chat(ded, "[follow_rev] <span class='[boldnotice]'>[user] [name]:</span> <span class='[notice]'>\"[msg]\" to</span> [follow_whispee] <span class='name'>[M]</span>")
to_chat(ded, "[follow_rev] <span class='[boldnotice]'>[user] [name]:</span> <span class='[notice]'>\"[msg]\" to</span> [follow_whispee] <span class='name'>[M]</span>")
+10 -1
View File
@@ -254,7 +254,8 @@
var/static/regex/clap_words = regex("clap|applaud")
var/static/regex/honk_words = regex("ho+nk") //hooooooonk
var/static/regex/multispin_words = regex("like a record baby|right round")
var/static/regex/orgasm_words = regex("cum|orgasm|climax|squirt|heyo") //CITADEL CHANGE
var/static/regex/family_friendly_words = regex("family") //Hyper change
//var/static/regex/orgasm_words = regex("cum|orgasm|climax|squirt|heyo") //CITADEL CHANGE
var/static/regex/dab_words = regex("dab|mood") //CITADEL CHANGE
var/static/regex/snap_words = regex("snap") //CITADEL CHANGE
var/static/regex/bwoink_words = regex("what the fuck are you doing|bwoink|hey you got a moment?") //CITADEL CHANGE
@@ -572,6 +573,7 @@
var/mob/living/L = V
L.SpinAnimation(speed = 10, loops = 5)
/* Yeah nah fam.
//CITADEL CHANGES
//ORGASM
else if((findtext(message, orgasm_words)))
@@ -580,6 +582,13 @@
var/mob/living/carbon/human/H = V
if(H.canbearoused && H.has_dna() && HAS_TRAIT(H, TRAIT_NYMPHO)) // probably a redundant check but for good measure
H.mob_climax(forced_climax=TRUE)
*/
else if((findtext(message, family_friendly_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/M = V
M.say(pick("You don't turn your back on family.","...Even when they do."))
SEND_SOUND(M, sound('hyperstation/sound/misc/family.ogg',volume=75))
//DAB
else if((findtext(message, dab_words)))
+13 -13
View File
@@ -1,13 +1,13 @@
//include unit test files in this module in this ifdef
//Keep this sorted alphabetically
#ifdef UNIT_TESTS
#include "anchored_mobs.dm"
#include "component_tests.dm"
#include "reagent_id_typos.dm"
#include "reagent_recipe_collisions.dm"
#include "spawn_humans.dm"
#include "subsystem_init.dm"
#include "timer_sanity.dm"
#include "unit_test.dm"
#endif
//include unit test files in this module in this ifdef
//Keep this sorted alphabetically
#ifdef UNIT_TESTS
#include "anchored_mobs.dm"
#include "component_tests.dm"
#include "reagent_id_typos.dm"
#include "reagent_recipe_collisions.dm"
#include "spawn_humans.dm"
#include "subsystem_init.dm"
#include "timer_sanity.dm"
#include "unit_test.dm"
#endif
@@ -0,0 +1,12 @@
/datum/unit_test/component_duping/Run()
var/list/bad_dms = list()
var/list/bad_dts = list()
for(var/t in typesof(/datum/component))
var/datum/component/comp = t
if(!isnum(initial(comp.dupe_mode)))
bad_dms += t
var/dupe_type = initial(comp.dupe_type)
if(dupe_type && !ispath(dupe_type))
bad_dts += t
if(length(bad_dms) || length(bad_dts))
Fail("Components with invalid dupe modes: ([bad_dms.Join(",")]) ||| Components with invalid dupe types: ([bad_dts.Join(",")])")