diff --git a/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm b/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm index d80e3759..97dd5564 100644 --- a/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm +++ b/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm @@ -167,7 +167,7 @@ /area/ruin/unpowered/xenonest) "aM" = ( /obj/structure/alien/weeds, -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /turf/open/floor/plating/asteroid/basalt/lava_land_surface, /area/ruin/unpowered/xenonest) "aQ" = ( @@ -260,7 +260,7 @@ /obj/structure/stone_tile/cracked{ dir = 1 }, -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "be" = ( @@ -381,7 +381,7 @@ /obj/structure/stone_tile{ dir = 1 }, -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "bs" = ( @@ -439,7 +439,7 @@ /obj/structure/stone_tile{ dir = 8 }, -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /turf/open/indestructible/boss, /area/ruin/unpowered/xenonest) "by" = ( diff --git a/_maps/RandomRuins/SpaceRuins/bigderelict1.dmm b/_maps/RandomRuins/SpaceRuins/bigderelict1.dmm index f1a3005c..9c273f4d 100644 --- a/_maps/RandomRuins/SpaceRuins/bigderelict1.dmm +++ b/_maps/RandomRuins/SpaceRuins/bigderelict1.dmm @@ -1288,7 +1288,7 @@ /turf/open/floor/plasteel, /area/ruin/space/has_grav/derelictoutpost/cargobay) "cV" = ( -/obj/effect/decal/cleanable/xenoblood/xsplatter, +/obj/effect/decal/cleanable/blood/splatter/xeno, /turf/open/floor/plasteel, /area/ruin/space/has_grav/derelictoutpost/cargobay) "cW" = ( @@ -1525,7 +1525,7 @@ /turf/open/floor/plasteel, /area/ruin/space/has_grav/derelictoutpost/cargobay) "dq" = ( -/obj/effect/decal/cleanable/xenoblood/xsplatter, +/obj/effect/decal/cleanable/blood/splatter/xeno, /obj/structure/alien/weeds{ color = "#4BAE56"; desc = "A thick gelatinous surface covers the floor. Someone get the golashes."; diff --git a/_maps/RandomZLevels/Academy.dmm b/_maps/RandomZLevels/Academy.dmm index 29bd7d05..2f08d9a2 100644 --- a/_maps/RandomZLevels/Academy.dmm +++ b/_maps/RandomZLevels/Academy.dmm @@ -3830,7 +3830,7 @@ /turf/open/floor/engine/cult, /area/awaymission/academy/academycellar) "kY" = ( -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /turf/open/floor/engine/cult, /area/awaymission/academy/academycellar) "kZ" = ( diff --git a/_maps/RandomZLevels/caves.dmm b/_maps/RandomZLevels/caves.dmm index 66ab3e60..92373463 100644 --- a/_maps/RandomZLevels/caves.dmm +++ b/_maps/RandomZLevels/caves.dmm @@ -873,7 +873,7 @@ /obj/structure/window/reinforced{ dir = 4 }, -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /turf/open/floor/plating{ initial_gas_mix = "n2=23;o2=14" }, @@ -945,7 +945,7 @@ /area/awaymission/caves/research) "cN" = ( /obj/machinery/door/window/eastleft, -/obj/effect/decal/cleanable/xenoblood/xgibs, +/obj/effect/decal/cleanable/blood/gibs/xeno, /turf/open/floor/plating{ initial_gas_mix = "n2=23;o2=14" }, @@ -1015,7 +1015,7 @@ }, /area/awaymission/caves/BMP_asteroid/level_two) "cV" = ( -/obj/effect/decal/cleanable/xenoblood/xgibs, +/obj/effect/decal/cleanable/blood/gibs/xeno, /turf/open/floor/plating{ initial_gas_mix = "n2=23;o2=14" }, diff --git a/_maps/RandomZLevels/moonoutpost19.dmm b/_maps/RandomZLevels/moonoutpost19.dmm index 7edc7b45..c251a338 100644 --- a/_maps/RandomZLevels/moonoutpost19.dmm +++ b/_maps/RandomZLevels/moonoutpost19.dmm @@ -5597,8 +5597,8 @@ }, /area/awaymission/moonoutpost19/arrivals) "kK" = ( -/obj/effect/decal/cleanable/xenoblood, -/obj/effect/decal/cleanable/xenoblood/xgibs, +/obj/effect/decal/cleanable/blood/xeno, +/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/turf_decal/tile/bar, /obj/effect/turf_decal/tile/bar{ dir = 1 @@ -5608,7 +5608,7 @@ }, /area/awaymission/moonoutpost19/arrivals) "kL" = ( -/obj/effect/decal/cleanable/xenoblood, +/obj/effect/decal/cleanable/blood/xeno, /obj/effect/decal/remains/xeno{ desc = "They look like the remains of something... alien. The front of skull appears to have been completely obliterated." }, diff --git a/code/__DEFINES/citadel_defines.dm b/code/__DEFINES/citadel_defines.dm index 8662d19f..7c2250ea 100644 --- a/code/__DEFINES/citadel_defines.dm +++ b/code/__DEFINES/citadel_defines.dm @@ -111,11 +111,6 @@ #define isgenital(A) (istype(A, /obj/item/organ/genital)) #define isborer(A) (istype(A, /mob/living/simple_animal/borer)) -#define isipcperson(A) (is_species(A, /datum/species/ipc)) -#define ismammal(A) (is_species(A, /datum/species/mammal)) -#define isavian(A) (is_species(A, /datum/species/avian)) -#define isaquatic(A) (is_species(A, /datum/species/aquatic)) -#define isxenoperson(A) (is_species(A, /datum/species/xeno)) #define CITADEL_MENTOR_OOC_COLOUR "#224724" diff --git a/code/__DEFINES/cleaning.dm b/code/__DEFINES/cleaning.dm index c4db590e..6049fd79 100644 --- a/code/__DEFINES/cleaning.dm +++ b/code/__DEFINES/cleaning.dm @@ -5,8 +5,3 @@ #define CLEAN_STRONG 4 // Industrial strength #define CLEAN_IMPRESSIVE 5 // Cleaning strong enough your granny would be proud #define CLEAN_GOD 6 // Cleans things spotless down to the atomic structure - -//How strong things have to be to wipe forensic evidence... -#define CLEAN_STRENGTH_FINGERPRINTS CLEAN_IMPRESSIVE -#define CLEAN_STRENGTH_BLOOD CLEAN_WEAK -#define CLEAN_STRENGTH_FIBERS CLEAN_IMPRESSIVE diff --git a/code/__DEFINES/components.dm b/code/__DEFINES/components.dm index 4979823a..1058587d 100644 --- a/code/__DEFINES/components.dm +++ b/code/__DEFINES/components.dm @@ -7,6 +7,7 @@ #define GET_COMPONENT(varname, path) GET_COMPONENT_FROM(varname, path, src) #define COMPONENT_INCOMPATIBLE 1 +#define COMPONENT_NOTRANSFER 2 // How multiple components of the exact same type are handled in the same datum @@ -101,4 +102,6 @@ * The arguments are the same when the text and number values are the same and all other values have the same ref */ #define ELEMENT_BESPOKE (1 << 1) -#define COMSIG_MOVABLE_UPDATE_GLIDE_SIZE "movable_glide_size" //Called when the movable's glide size is updated: (new_glide_size) \ No newline at end of file +#define COMSIG_MOVABLE_UPDATE_GLIDE_SIZE "movable_glide_size" //Called when the movable's glide size is updated: (new_glide_size) +//Blood color +#define COMSIG_BLOOD_COLOR "blood_DNA_to_color" //RGB blood stuff diff --git a/code/__DEFINES/footsteps.dm b/code/__DEFINES/footsteps.dm index ef96b83c..16d76360 100644 --- a/code/__DEFINES/footsteps.dm +++ b/code/__DEFINES/footsteps.dm @@ -15,6 +15,15 @@ //misc footstep sounds #define FOOTSTEP_GENERIC_HEAVY "heavy" +#define FOOTPRINT_SHOE "shoe" +#define FOOTPRINT_FOOT "foot" +#define FOOTPRINT_PAW "paw" +#define FOOTPRINT_CLAW "claw" +#define FOOTPRINT_WHEEL "wheels" +#define FOOTPRINT_TRAIL "trails_" +#define FOOTPRINT_SNAKE "snake" +#define FOOTPRINT_DRAG "drag" + /* id = list( diff --git a/code/__DEFINES/forensics.dm b/code/__DEFINES/forensics.dm deleted file mode 100644 index 657c69b8..00000000 --- a/code/__DEFINES/forensics.dm +++ /dev/null @@ -1,2 +0,0 @@ -#define IF_HAS_BLOOD_DNA(__thing) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA)) -#define IF_HAS_BLOOD_DNA_AND(__thing, __conditions...) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA) && (##__conditions)) diff --git a/code/__DEFINES/is_helpers.dm b/code/__DEFINES/is_helpers.dm index 70c7bb40..5f047e79 100644 --- a/code/__DEFINES/is_helpers.dm +++ b/code/__DEFINES/is_helpers.dm @@ -78,6 +78,15 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list( #define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) ) #define isvampire(A) (is_species(A,/datum/species/vampire)) +// Citadel specific species +#define isipcperson(A) (is_species(A, /datum/species/ipc)) +#define ismammal(A) (is_species(A, /datum/species/mammal)) +#define isavian(A) (is_species(A, /datum/species/avian)) +#define isaquatic(A) (is_species(A, /datum/species/aquatic)) +#define isinsect(A) (is_species(A, /datum/species/insect)) +#define isxenoperson(A) (is_species(A, /datum/species/xeno)) +#define isstartjelly(A) (is_species(A, /datum/species/jelly/roundstartslime)) + //more carbon mobs #define ismonkey(A) (istype(A, /mob/living/carbon/monkey)) @@ -193,6 +202,8 @@ GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list( #define iscameramob(A) (istype(A, /mob/camera)) +#define isaicamera(A) (istype(A, /mob/camera/aiEye)) + #define iseminence(A) (istype(A, /mob/camera/eminence)) //Footstep helpers diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index 616ffaae..752e4e56 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -147,12 +147,22 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache) #define BLOOD_LOSS_IN_SPREAD 20 //Bloody shoe blood states -#define BLOOD_STATE_HUMAN "blood" -#define BLOOD_STATE_XENO "xeno" +#define BLOOD_STATE_BLOOD "blood" #define BLOOD_STATE_OIL "oil" #define BLOOD_STATE_NOT_BLOODY "no blood whatsoever" #define BLOOD_AMOUNT_PER_DECAL 20 +//Blood Decal Colors +#define BLOOD_COLOR_HUMAN "#dc0000" +#define BLOOD_COLOR_XENO "#94a83c" +#define BLOOD_COLOR_OIL "#301d02" +#define BLOOD_COLOR_SYNTHETIC "#3f48aa" +#define BLOOD_COLOR_SLIME "#00ff90" +#define BLOOD_COLOR_LIZARD "#db004D" +#define BLOOD_COLOR_UNIVERSAL "#db3300" +#define BLOOD_COLOR_BUG "#a37c0f" + + //suit sensors: sensor_mode defines #define SENSOR_OFF 0 diff --git a/code/__HELPERS/unsorted.dm b/code/__HELPERS/unsorted.dm index 5f33e4c4..c8ebfa1d 100644 --- a/code/__HELPERS/unsorted.dm +++ b/code/__HELPERS/unsorted.dm @@ -761,7 +761,6 @@ Turf and target are separate in case you want to teleport some distance from a t loc = loc.loc return null - //For objects that should embed, but make no sense being is_sharp or is_pointed() //e.g: rods GLOBAL_LIST_INIT(can_embed_types, typecacheof(list( diff --git a/code/_globalvars/lists/mobs.dm b/code/_globalvars/lists/mobs.dm index b7ef4528..0a28cdf3 100644 --- a/code/_globalvars/lists/mobs.dm +++ b/code/_globalvars/lists/mobs.dm @@ -58,3 +58,63 @@ GLOBAL_LIST_EMPTY(latejoiners) //CIT CHANGE - All latejoining people, for traito for(var/i in GLOB.mob_list) var/mob/M = i M.update_config_movespeed() + +GLOBAL_LIST_INIT(noodle_taurs, list( + "Naga", + "Tentacle" + )) + +GLOBAL_LIST_INIT(paw_taurs, list( + "Fox", + "Wolf", + "Otie", + "Drake", + "Lab", + "Shepherd", + "Husky", + "Eevee", + "Panther", + "Horse", + "Cow", + "Tiger" + )) + + //blood types +GLOBAL_LIST_INIT(regular_bloods,list( + "O-", + "O+", + "A-", + "A+", + "B-", + "B+", + "AB-", + "AB+" + )) + +GLOBAL_LIST_INIT(all_types_bloods,list( + "O-", + "O+", + "A-", + "A+", + "B-", + "B+", + "AB-", + "AB+", + "SY", + "X*", + "HF", + "L", + "U", + "GEL", + "BUG" + )) + +GLOBAL_LIST_INIT(blood_types, list( + "blood", + "jellyblood" + )) + +GLOBAL_LIST_INIT(blood_id_types, list( + "blood" = /datum/reagent/blood, + "jellyblood" = /datum/reagent/blood/jellyblood + )) diff --git a/code/datums/components/_component.dm b/code/datums/components/_component.dm index bc99665f..a836ac95 100644 --- a/code/datums/components/_component.dm +++ b/code/datums/components/_component.dm @@ -2,6 +2,10 @@ var/dupe_mode = COMPONENT_DUPE_HIGHLANDER var/dupe_type var/datum/parent + //only set to true if you are able to properly transfer this component + //At a minimum RegisterWithParent and UnregisterFromParent should be used + //Make sure you also implement PostTransfer for any post transfer handling + var/can_transfer = FALSE /datum/component/New(datum/P, ...) parent = P @@ -154,7 +158,7 @@ return /datum/component/proc/PostTransfer() - return + return COMPONENT_INCOMPATIBLE //Do not support transfer by default as you must properly support it /datum/component/proc/_GetInverseTypeList(our_type = type) //we can do this one simple trick @@ -285,10 +289,12 @@ if(target.parent) target.RemoveComponent() target.parent = src - if(target.PostTransfer() == COMPONENT_INCOMPATIBLE) - var/c_type = target.type - qdel(target) - CRASH("Incompatible [c_type] transfer attempt to a [type]!") + var/result = target.PostTransfer() + switch(result) + if(COMPONENT_INCOMPATIBLE) + var/c_type = target.type + qdel(target) + CRASH("Incompatible [c_type] transfer attempt to a [type]!") if(target == AddComponent(target)) target._JoinParent() @@ -298,10 +304,13 @@ return var/comps = dc[/datum/component] if(islist(comps)) - for(var/I in comps) - target.TakeComponent(I) + for(var/datum/component/I in comps) + if(I.can_transfer) + target.TakeComponent(I) else - target.TakeComponent(comps) + var/datum/component/C = comps + if(C.can_transfer) + target.TakeComponent(comps) /datum/component/ui_host() return parent diff --git a/code/datums/components/decal.dm b/code/datums/components/decal.dm index 5300493a..641dbdb1 100644 --- a/code/datums/components/decal.dm +++ b/code/datums/components/decal.dm @@ -1,6 +1,6 @@ /datum/component/decal dupe_mode = COMPONENT_DUPE_ALLOWED - + can_transfer = TRUE var/cleanable var/description var/mutable_appearance/pic diff --git a/code/datums/components/decals/blood.dm b/code/datums/components/decals/blood.dm index 3114ddb2..c8be6251 100644 --- a/code/datums/components/decals/blood.dm +++ b/code/datums/components/decals/blood.dm @@ -7,33 +7,7 @@ . = ..() RegisterSignal(parent, COMSIG_ATOM_GET_EXAMINE_NAME, .proc/get_examine_name) -/datum/component/decal/blood/generate_appearance(_icon, _icon_state, _dir, _layer, _color) - var/obj/item/I = parent - if(!_icon) - _icon = 'icons/effects/blood.dmi' - if(!_icon_state) - _icon_state = "itemblood" - var/icon = initial(I.icon) - var/icon_state = initial(I.icon_state) - if(!icon || !icon_state) - // It's something which takes on the look of other items, probably - icon = I.icon - icon_state = I.icon_state - var/static/list/blood_splatter_appearances = list() - //try to find a pre-processed blood-splatter. otherwise, make a new one - var/index = "[REF(icon)]-[icon_state]" - pic = blood_splatter_appearances[index] - - if(!pic) - var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object - blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent) - blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant - pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state)) - blood_splatter_appearances[index] = pic - return TRUE - /datum/component/decal/blood/proc/get_examine_name(datum/source, mob/user, list/override) var/atom/A = parent - override[EXAMINE_POSITION_ARTICLE] = A.gender == PLURAL? "some" : "a" - override[EXAMINE_POSITION_BEFORE] = " blood-stained " + return COMPONENT_EXNAME_CHANGED diff --git a/code/datums/components/forensics.dm b/code/datums/components/forensics.dm deleted file mode 100644 index cdfe89cf..00000000 --- a/code/datums/components/forensics.dm +++ /dev/null @@ -1,159 +0,0 @@ -/datum/component/forensics - dupe_mode = COMPONENT_DUPE_UNIQUE - var/list/fingerprints //assoc print = print - var/list/hiddenprints //assoc ckey = realname/gloves/ckey - var/list/blood_DNA //assoc dna = bloodtype - var/list/fibers //assoc print = print - -/datum/component/forensics/InheritComponent(datum/component/forensics/F, original) //Use of | and |= being different here is INTENTIONAL. - fingerprints = fingerprints | F.fingerprints - hiddenprints = hiddenprints | F.hiddenprints - blood_DNA = blood_DNA | F.blood_DNA - fibers = fibers | F.fibers - check_blood() - return ..() - -/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers) - if(!isatom(parent)) - return COMPONENT_INCOMPATIBLE - fingerprints = new_fingerprints - hiddenprints = new_hiddenprints - blood_DNA = new_blood_DNA - fibers = new_fibers - check_blood() - RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_act) - -/datum/component/forensics/proc/wipe_fingerprints() - fingerprints = null - return TRUE - -/datum/component/forensics/proc/wipe_hiddenprints() - return //no. - -/datum/component/forensics/proc/wipe_blood_DNA() - blood_DNA = null - if(isitem(parent)) - qdel(parent.GetComponent(/datum/component/decal/blood)) - return TRUE - -/datum/component/forensics/proc/wipe_fibers() - fibers = null - return TRUE - -/datum/component/forensics/proc/clean_act(datum/source, strength) - if(strength >= CLEAN_STRENGTH_FINGERPRINTS) - wipe_fingerprints() - if(strength >= CLEAN_STRENGTH_BLOOD) - wipe_blood_DNA() - if(strength >= CLEAN_STRENGTH_FIBERS) - wipe_fibers() - -/datum/component/forensics/proc/add_fingerprint_list(list/_fingerprints) //list(text) - if(!length(_fingerprints)) - return - LAZYINITLIST(fingerprints) - for(var/i in _fingerprints) //We use an associative list, make sure we don't just merge a non-associative list into ours. - fingerprints[i] = i - return TRUE - -/datum/component/forensics/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE) - if(!M) - return - add_hiddenprint(M) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - add_fibers(H) - if(H.gloves) //Check if the gloves (if any) hide fingerprints - var/obj/item/clothing/gloves/G = H.gloves - if(G.transfer_prints) - ignoregloves = TRUE - if(!ignoregloves) - H.gloves.add_fingerprint(H, TRUE) //ignoregloves = 1 to avoid infinite loop. - return - var/full_print = md5(H.dna.uni_identity) - LAZYSET(fingerprints, full_print, full_print) - return TRUE - -/datum/component/forensics/proc/add_fiber_list(list/_fibertext) //list(text) - if(!length(_fibertext)) - return - LAZYINITLIST(fibers) - for(var/i in _fibertext) //We use an associative list, make sure we don't just merge a non-associative list into ours. - fibers[i] = i - return TRUE - -/datum/component/forensics/proc/add_fibers(mob/living/carbon/human/M) - var/fibertext - var/item_multiplier = isitem(src)?1.2:1 - if(M.wear_suit) - fibertext = "Material from \a [M.wear_suit]." - if(prob(10*item_multiplier) && !LAZYACCESS(fibers, fibertext)) - LAZYSET(fibers, fibertext, fibertext) - if(!(M.wear_suit.body_parts_covered & CHEST)) - if(M.w_uniform) - fibertext = "Fibers from \a [M.w_uniform]." - if(prob(12*item_multiplier) && !LAZYACCESS(fibers, fibertext)) //Wearing a suit means less of the uniform exposed. - LAZYSET(fibers, fibertext, fibertext) - if(!(M.wear_suit.body_parts_covered & HANDS)) - if(M.gloves) - fibertext = "Material from a pair of [M.gloves.name]." - if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext)) - LAZYSET(fibers, fibertext, fibertext) - else if(M.w_uniform) - fibertext = "Fibers from \a [M.w_uniform]." - if(prob(15*item_multiplier) && !LAZYACCESS(fibers, fibertext)) - // "Added fibertext: [fibertext]" - LAZYSET(fibers, fibertext, fibertext) - if(M.gloves) - fibertext = "Material from a pair of [M.gloves.name]." - if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext)) - LAZYSET(fibers, fibertext, fibertext) - else if(M.gloves) - fibertext = "Material from a pair of [M.gloves.name]." - if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext)) - LAZYSET(fibers, fibertext, fibertext) - return TRUE - -/datum/component/forensics/proc/add_hiddenprint_list(list/_hiddenprints) //list(ckey = text) - if(!length(_hiddenprints)) - return - LAZYINITLIST(hiddenprints) - for(var/i in _hiddenprints) //We use an associative list, make sure we don't just merge a non-associative list into ours. - hiddenprints[i] = _hiddenprints[i] - return TRUE - -/datum/component/forensics/proc/add_hiddenprint(mob/living/M) - if(!M || !M.key) - return - var/hasgloves = "" - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(H.gloves) - hasgloves = "(gloves)" - var/current_time = TIME_STAMP("hh:mm:ss", FALSE) - if(!LAZYACCESS(hiddenprints, M.key)) - LAZYSET(hiddenprints, M.key, "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]") - else - var/laststamppos = findtext(LAZYACCESS(hiddenprints, M.key), " Last: ") - if(laststamppos) - LAZYSET(hiddenprints, M.key, copytext(hiddenprints[M.key], 1, laststamppos)) - hiddenprints[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]" //made sure to be existing by if(!LAZYACCESS);else - var/atom/A = parent - A.fingerprintslast = M.ckey - return TRUE - -/datum/component/forensics/proc/add_blood_DNA(list/dna) //list(dna_enzymes = type) - if(!length(dna)) - return - LAZYINITLIST(blood_DNA) - for(var/i in dna) - blood_DNA[i] = dna[i] - check_blood() - return TRUE - -/datum/component/forensics/proc/check_blood() - if(!isitem(parent)) - return - if(!length(blood_DNA)) - return - parent.LoadComponent(/datum/component/decal/blood) diff --git a/code/datums/components/lockon_aiming.dm b/code/datums/components/lockon_aiming.dm index ffeae38f..1cf42496 100644 --- a/code/datums/components/lockon_aiming.dm +++ b/code/datums/components/lockon_aiming.dm @@ -237,6 +237,3 @@ LOCKON_RANGING_BREAK_CHECK cd++ CHECK_TICK - -/datum/component/lockon_aiming/PostTransfer(datum/new_parent) - return COMPONENT_INCOMPATIBLE diff --git a/code/datums/components/mirage_border.dm b/code/datums/components/mirage_border.dm index 2e6f8f79..20e3b317 100644 --- a/code/datums/components/mirage_border.dm +++ b/code/datums/components/mirage_border.dm @@ -1,4 +1,5 @@ /datum/component/mirage_border + can_transfer = TRUE var/obj/effect/abstract/mirage_holder/holder /datum/component/mirage_border/Initialize(turf/target, direction, range=world.view) diff --git a/code/datums/components/rotation.dm b/code/datums/components/rotation.dm index 72bf1c36..112915a2 100644 --- a/code/datums/components/rotation.dm +++ b/code/datums/components/rotation.dm @@ -44,19 +44,21 @@ if(src.rotation_flags & ROTATION_CLOCKWISE) default_rotation_direction = ROTATION_CLOCKWISE - if(src.rotation_flags & ROTATION_ALTCLICK) +/datum/component/simple_rotation/proc/add_signals() + if(rotation_flags & ROTATION_ALTCLICK) RegisterSignal(parent, COMSIG_CLICK_ALT, .proc/HandRot) RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/ExamineMessage) - if(src.rotation_flags & ROTATION_WRENCH) + if(rotation_flags & ROTATION_WRENCH) RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/WrenchRot) - if(src.rotation_flags & ROTATION_VERBS) +/datum/component/simple_rotation/proc/add_verbs() + if(rotation_flags & ROTATION_VERBS) var/atom/movable/AM = parent - if(src.rotation_flags & ROTATION_FLIP) + if(rotation_flags & ROTATION_FLIP) AM.verbs += /atom/movable/proc/simple_rotate_flip - if(src.rotation_flags & ROTATION_CLOCKWISE) + if(rotation_flags & ROTATION_CLOCKWISE) AM.verbs += /atom/movable/proc/simple_rotate_clockwise - if(src.rotation_flags & ROTATION_COUNTERCLOCKWISE) + if(rotation_flags & ROTATION_COUNTERCLOCKWISE) AM.verbs += /atom/movable/proc/simple_rotate_counterclockwise /datum/component/simple_rotation/proc/remove_verbs() @@ -66,11 +68,30 @@ AM.verbs -= /atom/movable/proc/simple_rotate_clockwise AM.verbs -= /atom/movable/proc/simple_rotate_counterclockwise -/datum/component/simple_rotation/Destroy() +/datum/component/simple_rotation/proc/remove_signals() + UnregisterSignal(parent, list(COMSIG_CLICK_ALT, COMSIG_PARENT_EXAMINE, COMSIG_PARENT_ATTACKBY)) + +/datum/component/simple_rotation/RegisterWithParent() + add_verbs() + add_signals() + . = ..() + +/datum/component/simple_rotation/PostTransfer() + //Because of the callbacks which we don't track cleanly we can't transfer this + //item cleanly, better to let the new of the new item create a new rotation datum + //instead (there's no real state worth transferring) + return COMPONENT_NOTRANSFER + +/datum/component/simple_rotation/UnregisterFromParent() remove_verbs() + remove_signals() + . = ..() + +/datum/component/simple_rotation/Destroy() QDEL_NULL(can_user_rotate) QDEL_NULL(can_be_rotated) QDEL_NULL(after_rotation) + //Signals + verbs removed via UnRegister . = ..() /datum/component/simple_rotation/RemoveComponent() diff --git a/code/datums/components/storage/concrete/_concrete.dm b/code/datums/components/storage/concrete/_concrete.dm index 4d1ed323..ec22b6b7 100644 --- a/code/datums/components/storage/concrete/_concrete.dm +++ b/code/datums/components/storage/concrete/_concrete.dm @@ -4,6 +4,7 @@ // /mob/living/Move() in /modules/mob/living/living.dm - hiding storage boxes on mob movement /datum/component/storage/concrete + can_transfer = TRUE var/drop_all_on_deconstruct = TRUE var/drop_all_on_destroy = FALSE var/drop_all_on_break = FALSE diff --git a/code/datums/components/wet_floor.dm b/code/datums/components/wet_floor.dm index 60640c6d..526d482e 100644 --- a/code/datums/components/wet_floor.dm +++ b/code/datums/components/wet_floor.dm @@ -1,5 +1,6 @@ /datum/component/wet_floor dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS + can_transfer = TRUE var/highest_strength = TURF_DRY var/lube_flags = NONE //why do we have this? var/list/time_left_list //In deciseconds. @@ -26,14 +27,19 @@ if(!isopenturf(parent)) return COMPONENT_INCOMPATIBLE add_wet(strength, duration_minimum, duration_add, duration_maximum) - RegisterSignal(parent, COMSIG_TURF_IS_WET, .proc/is_wet) - RegisterSignal(parent, COMSIG_TURF_MAKE_DRY, .proc/dry) permanent = _permanent if(!permanent) START_PROCESSING(SSwet_floors, src) addtimer(CALLBACK(src, .proc/gc, TRUE), 1) //GC after initialization. last_process = world.time +/datum/component/wet_floor/RegisterWithParent() + RegisterSignal(parent, COMSIG_TURF_IS_WET, .proc/is_wet) + RegisterSignal(parent, COMSIG_TURF_MAKE_DRY, .proc/dry) + +/datum/component/wet_floor/UnregisterFromParent() + UnregisterSignal(parent, list(COMSIG_TURF_IS_WET, COMSIG_TURF_MAKE_DRY)) + /datum/component/wet_floor/Destroy() STOP_PROCESSING(SSwet_floors, src) var/turf/T = parent @@ -138,12 +144,19 @@ /datum/component/wet_floor/PreTransfer() var/turf/O = parent O.cut_overlay(current_overlay) + //That turf is no longer slippery, we're out of here + //Slippery components don't transfer due to callbacks + qdel(O.GetComponent(/datum/component/slippery)) /datum/component/wet_floor/PostTransfer() if(!isopenturf(parent)) return COMPONENT_INCOMPATIBLE var/turf/T = parent T.add_overlay(current_overlay) + //Make sure to add/update any slippery component on the new turf (update_flags calls LoadComponent) + update_flags() + + //NB it's possible we get deleted after this, due to inherit /datum/component/wet_floor/proc/add_wet(type, duration_minimum = 0, duration_add = 0, duration_maximum = MAXIMUM_WET_TIME, _permanent = FALSE) var/static/list/allowed_types = list(TURF_WET_WATER, TURF_WET_LUBE, TURF_WET_ICE, TURF_WET_PERMAFROST) diff --git a/code/datums/elements/cleaning.dm b/code/datums/elements/cleaning.dm index 3e0c60ad..e4fb3edd 100644 --- a/code/datums/elements/cleaning.dm +++ b/code/datums/elements/cleaning.dm @@ -15,24 +15,34 @@ for(var/A in T) if(is_cleanable(A)) qdel(A) - else if(istype(A, /obj/item)) - var/obj/item/I = A - SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - if(ismob(I.loc)) - var/mob/M = I.loc + else if(isitem(A)) + var/obj/item/cleaned_item = A + SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_item.clean_blood() + if(ismob(cleaned_item.loc)) + var/mob/M = cleaned_item.loc M.regenerate_icons() else if(ishuman(A)) var/mob/living/carbon/human/cleaned_human = A if(cleaned_human.lying) if(cleaned_human.head) - SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.head.clean_blood() + cleaned_human.update_inv_head() if(cleaned_human.wear_suit) - SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.wear_suit.clean_blood() + cleaned_human.update_inv_wear_suit() else if(cleaned_human.w_uniform) - SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.w_uniform.clean_blood() + cleaned_human.update_inv_w_uniform() if(cleaned_human.shoes) - SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.shoes.clean_blood() + cleaned_human.update_inv_shoes() + SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.clean_blood() cleaned_human.wash_cream() cleaned_human.regenerate_icons() - to_chat(cleaned_human, "[AM] cleans your face!") + to_chat(cleaned_human, "[src] cleans your face!") diff --git a/code/datums/mutable_appearance.dm b/code/datums/mutable_appearance.dm index 1b095c55..31023b3f 100644 --- a/code/datums/mutable_appearance.dm +++ b/code/datums/mutable_appearance.dm @@ -10,10 +10,11 @@ // And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var // Helper similar to image() -/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE) +/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE, color = "#FFFFFF") var/mutable_appearance/MA = new() MA.icon = icon MA.icon_state = icon_state MA.layer = layer MA.plane = plane + MA.color = color return MA diff --git a/code/game/atoms.dm b/code/game/atoms.dm index 551a977a..3e7fc722 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -43,6 +43,12 @@ var/rad_flags = NONE // Will move to flags_1 when i can be arsed to var/rad_insulation = RAD_NO_INSULATION + var/icon/blood_splatter_icon + var/list/fingerprints + var/list/fingerprintshidden + var/list/blood_DNA + var/list/suit_fibers + /atom/New(loc, ...) //atom creation method that preloads variables at creation if(GLOB.use_preloader && (src.type == GLOB._preloader.target_path))//in case the instanciated atom is creating other atoms in New() @@ -231,7 +237,7 @@ return FALSE /atom/proc/CheckExit() - return 1 + return TRUE /atom/proc/HasProximity(atom/movable/AM as mob|obj) return @@ -298,6 +304,18 @@ /atom/proc/examine(mob/user) . = list("[get_examine_string(user, TRUE)].") + + //This reformat names to get a/an properly working on item descriptions when they are bloody + var/f_name = "\a [src]." + if(src.blood_DNA && !istype(src, /obj/effect/decal)) + if(gender == PLURAL) + f_name = "some " + else + f_name = "a " + f_name += "blood-stained [name]!" + + to_chat(user, "[icon2html(src, user)] That's [f_name]") + if(desc) . += desc @@ -360,12 +378,14 @@ //returns the mob's dna info as a list, to be inserted in an object's blood_DNA list /mob/living/proc/get_blood_dna_list() - if(get_blood_id() != "blood") + var/blood_id = get_blood_id() + if(!(blood_id =="blood" || blood_id == "jellyblood")) return return list("ANIMAL DNA" = "Y-") /mob/living/carbon/get_blood_dna_list() - if(get_blood_id() != "blood") + var/blood_id = get_blood_id() + if(!(blood_id =="blood" || blood_id == "jellyblood")) return var/list/blood_dna = list() if(dna) @@ -383,18 +403,116 @@ var/new_blood_dna = L.get_blood_dna_list() if(!new_blood_dna) return FALSE - var/old_length = blood_DNA_length() - add_blood_DNA(new_blood_dna) - if(blood_DNA_length() == old_length) + LAZYINITLIST(blood_DNA) //if our list of DNA doesn't exist yet, initialise it. + var/old_length = blood_DNA.len + blood_DNA |= new_blood_dna + if(blood_DNA.len == old_length) return FALSE return TRUE +//to add blood dna info to the object's blood_DNA list +/atom/proc/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases) + LAZYINITLIST(blood_DNA) + var/old_length = blood_DNA.len + blood_DNA |= blood_dna + if(blood_DNA.len > old_length) + return TRUE + //some new blood DNA was added + //to add blood from a mob onto something, and transfer their dna info /atom/proc/add_mob_blood(mob/living/M) var/list/blood_dna = M.get_blood_dna_list() if(!blood_dna) return FALSE - return add_blood_DNA(blood_dna) + return add_blood_DNA(blood_dna, M.diseases) + +//to add blood onto something, with blood dna info to include. +/atom/proc/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) + return FALSE + +/obj/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) + return transfer_blood_dna(blood_dna, diseases) + +/obj/item/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) + . = ..() + if(!.) + return + add_blood_overlay() + +/obj/item/proc/add_blood_overlay() + if(!blood_DNA.len) + return + if(initial(icon) && initial(icon_state)) + blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object + blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent) + blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant + blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY) + add_overlay(blood_splatter_icon) + +/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) + . = ..() + transfer_blood = rand(2, 4) + +/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) + var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src + if(!B) + B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases) + B.transfer_blood_dna(blood_dna, diseases) //give blood info to the blood decal. + return TRUE //we bloodied the floor + +/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) + if(head) + head.add_blood_DNA(blood_dna, diseases) + update_inv_head() + else if(wear_mask) + wear_mask.add_blood_DNA(blood_dna, diseases) + update_inv_wear_mask() + if(wear_neck) + wear_neck.add_blood_DNA(blood_dna, diseases) + update_inv_neck() + if(wear_suit) + wear_suit.add_blood_DNA(blood_dna, diseases) + update_inv_wear_suit() + else if(w_uniform) + w_uniform.add_blood_DNA(blood_dna, diseases) + update_inv_w_uniform() + if(gloves) + var/obj/item/clothing/gloves/G = gloves + G.add_blood_DNA(blood_dna, diseases) + else + transfer_blood_dna(blood_dna, diseases) + bloody_hands = rand(2, 4) + update_inv_gloves() //handles bloody hands overlays and updating + return TRUE + +/atom/proc/blood_DNA_to_color() + var/list/colors = list()//first we make a list of all bloodtypes present + for(var/bloop in blood_DNA) + if(colors[blood_DNA[bloop]]) + colors[blood_DNA[bloop]]++ + else + colors[blood_DNA[bloop]] = 1 + + var/final_rgb = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up + + if(colors.len) + var/sum = 0 //this is all shitcode, but it works; trust me + final_rgb = bloodtype_to_color(colors[1]) + sum = colors[colors[1]] + if(colors.len > 1) + var/i = 2 + while(i <= colors.len) + var/tmp = colors[colors[i]] + final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum)) + sum += tmp + i++ + + return final_rgb + +/atom/proc/clean_blood() + if(islist(blood_DNA)) + blood_DNA = null + return TRUE /atom/proc/wash_cream() return TRUE diff --git a/code/game/gamemodes/meteor/meteors.dm b/code/game/gamemodes/meteor/meteors.dm index 78d79ea7..6d681f81 100644 --- a/code/game/gamemodes/meteor/meteors.dm +++ b/code/game/gamemodes/meteor/meteors.dm @@ -317,7 +317,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event /obj/effect/meteor/meaty/xeno/ram_turf(turf/T) if(!isspaceturf(T)) - new /obj/effect/decal/cleanable/xenoblood(T) + new /obj/effect/decal/cleanable/blood/xeno(T) //Station buster Tunguska /obj/effect/meteor/tunguska diff --git a/code/game/machinery/bloodbankgen.dm b/code/game/machinery/bloodbankgen.dm new file mode 100644 index 00000000..c489f6c9 --- /dev/null +++ b/code/game/machinery/bloodbankgen.dm @@ -0,0 +1,361 @@ +/obj/machinery/bloodbankgen + name = "blood bank generator" + desc = "Generates universally applicable synthetics for all blood types. Add regular blood to convert." + icon = 'icons/obj/bloodbank.dmi' + icon_state = "bloodbank-off" + density = TRUE + use_power = IDLE_POWER_USE + idle_power_usage = 80 + circuit = /obj/item/circuitboard/machine/bloodbankgen + interaction_flags_machine = INTERACT_MACHINE_OPEN | INTERACT_MACHINE_ALLOW_SILICON + var/draining = FALSE + var/filling = FALSE + var/obj/item/reagent_containers/blood/bag = null + var/obj/item/reagent_containers/blood/outbag = null + var/bloodstored = 0 + var/maxbloodstored = 1000 + var/menustat = "menu" + var/efficiency = 0 + var/productivity = 0 + +/obj/machinery/bloodbankgen/Initialize() + . = ..() + create_reagents(1000) + update_icon() + +/obj/machinery/bloodbankgen/Destroy() + QDEL_NULL(bag) + QDEL_NULL(outbag) + return ..() + +/obj/machinery/bloodbankgen/contents_explosion(severity, target) + ..() + if(bag) + bag.ex_act(severity, target) + if(outbag) + outbag.ex_act(severity, target) + +/obj/machinery/bloodbankgen/handle_atom_del(atom/A) + ..() + if(A == bag) + bag = null + update_icon() + updateUsrDialog() + if(A == outbag) + outbag = null + update_icon() + updateUsrDialog() + +/obj/machinery/bloodbankgen/RefreshParts() + var/E = 0 + var/P = 0 + for(var/obj/item/stock_parts/manipulator/M in component_parts) + E += M.rating + efficiency = E + productivity = P + +/obj/machinery/bloodbankgen/update_icon() + cut_overlays() + if(is_operational()) + icon_state = "bloodbank-on" + + if(panel_open) + add_overlay("bloodbank-panel") + + if(src.bag) + add_overlay("bloodbag-input") + if(bag.reagents.total_volume) + var/mutable_appearance/filling_overlay = mutable_appearance(icon, "input-reagent") + + var/percent = round((bag.reagents.total_volume / bag.volume) * 100) + switch(percent) + if(0 to 9) + filling_overlay.icon_state = "input-reagent0" + if(10 to 24) + filling_overlay.icon_state = "input-reagent10" + if(25 to 49) + filling_overlay.icon_state = "input-reagent25" + if(50 to 74) + filling_overlay.icon_state = "input-reagent50" + if(75 to 79) + filling_overlay.icon_state = "input-reagent75" + if(80 to 90) + filling_overlay.icon_state = "input-reagent80" + if(91 to INFINITY) + filling_overlay.icon_state = "input-reagent100" + + filling_overlay.color = list(mix_color_from_reagents(bag.reagents.reagent_list)) + add_overlay(filling_overlay) + + if(src.outbag) + add_overlay("bloodbag-output") + if(outbag.reagents.total_volume) + var/mutable_appearance/filling_overlay = mutable_appearance(icon, "output-reagent") + + var/percent = round((outbag.reagents.total_volume / outbag.volume) * 100) + switch(percent) + if(0 to 9) + filling_overlay.icon_state = "output-reagent0" + if(10 to 24) + filling_overlay.icon_state = "output-reagent10" + if(25 to 49) + filling_overlay.icon_state = "output-reagent25" + if(50 to 74) + filling_overlay.icon_state = "output-reagent50" + if(75 to 79) + filling_overlay.icon_state = "output-reagent75" + if(80 to 90) + filling_overlay.icon_state = "output-reagent80" + if(91 to INFINITY) + filling_overlay.icon_state = "output-reagent100" + + filling_overlay.color = list(mix_color_from_reagents(outbag.reagents.reagent_list)) + add_overlay(filling_overlay) + return + +/obj/machinery/bloodbankgen/process() + if(!is_operational()) + return PROCESS_KILL + + bloodstored = reagents.total_volume + + var/transfer_amount = 20 + + if(draining) + if(reagents.total_volume >= reagents.maximum_volume) + draining = FALSE + return + + if(bag) + if(bag.reagents.total_volume) + var/datum/reagent/blood/B = bag.reagents.has_reagent("blood") + if(B) + var/amount = reagents.maximum_volume - reagents.total_volume //monitor the machine's internal storage + amount = min(amount, transfer_amount) + if(!amount) + draining = FALSE + updateUsrDialog() + visible_message("[src] beeps loudly.") + playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) + return + + if(bag.blood_type == "SY") //no infinite loops using synthetics. + reagents.add_reagent("syntheticblood", amount) + else + reagents.add_reagent("syntheticblood", (amount+(5*efficiency))) + + if(bag.reagents.total_volume >= amount) + bag.reagents.remove_reagent("blood", amount) + else + visible_message("[src] beeps loudly.") + playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) + draining = FALSE + + bag.update_icon() + update_icon() + updateUsrDialog() + else + draining = FALSE + updateUsrDialog() + return + + if(filling) + if(!reagents || !reagents.total_volume) + filling = FALSE //there ain't anything in the machine yo. + return + if(outbag && outbag.reagents.total_volume < outbag.reagents.maximum_volume) + var/amount = outbag.reagents.maximum_volume - outbag.reagents.total_volume //monitor the output bag's internal storage + amount = min(amount, transfer_amount) + if(!amount) + filling = FALSE + visible_message("[src] pings.") + playsound(loc, 'sound/machines/beep.ogg', 50, 1) + updateUsrDialog() + return + + reagents.trans_to(outbag, amount) + outbag.update_icon() + update_icon() + updateUsrDialog() + else + visible_message("[src] pings.") + playsound(loc, 'sound/machines/beep.ogg', 50, 1) + filling = FALSE + updateUsrDialog() + return + +/obj/machinery/bloodbankgen/attackby(obj/item/O, mob/user, params) + if(user.a_intent == INTENT_HARM) + return ..() + + if(default_deconstruction_screwdriver(user, "bloodbank-off", "bloodbank-off", O)) + if(bag) + var/obj/item/reagent_containers/blood/B = bag + B.forceMove(drop_location()) + bag = null + if(outbag) + var/obj/item/reagent_containers/blood/B = outbag + B.forceMove(drop_location()) + outbag = null + update_icon() + return + + if(default_deconstruction_crowbar(O)) + return + + if(istype(O, /obj/item/reagent_containers/blood)) + . = 1 //no afterattack + if(!panel_open) + if(bag && outbag) + to_chat(user, "This machine already has bags attached.") + + if(!bag && !outbag) + var/choice = alert(user, "Choose where to place [O]", "", "Input", "Cancel", "Output") + switch(choice) + if("Cancel") + return FALSE + if("Input") + attachinput(O, user) + if("Output") + attachoutput(O, user) + else if(!bag) + attachinput(O, user) + else if(!outbag) + attachoutput(O, user) + else + to_chat(user, "Close the maintenance panel first.") + return + + else + to_chat(user, "You cannot put this in [src]!") + +/obj/machinery/bloodbankgen/ui_interact(mob/user) + . = ..() + + if(!is_operational()) + return + + var/dat + switch(menustat) + if("noblood") + dat += "
You do not have enough blood product to create synthetics.
" + menustat = "menu" + if("complete") + dat += "
Operation complete.
" + menustat = "menu" + if("nobagspace") + dat += "
Not enough space left in container. Please replace receptical.
" + menustat = "menu" + + dat+= "
Current Synthetics stockpile: [reagents.total_volume] units.
" + + dat += "
Supply Bag
" + if(bag) + dat += "
Current Capacity: [bag.reagents.total_volume] of [bag.reagents.maximum_volume]" + if(bag.reagents && bag.reagents.total_volume) + dat += "
Drain" + + dat += "
Detach" + + + dat += "

Synthetics Bag
" + if(outbag) + dat += "
Current Capacity:[outbag.reagents.total_volume] of [outbag.reagents.maximum_volume]" + if(!(outbag.reagents.total_volume >= outbag.reagents.maximum_volume)) + dat += "
Fill" + dat += "
Detach" + + if(!bag && !outbag) + dat += "
No containers inside, please insert container.
" + + var/datum/browser/popup = new(user, "bloodbankgen", name, 350, 520) + popup.set_content(dat) + popup.open() + +/obj/machinery/bloodbankgen/proc/activateinput() + if(bag) + draining = TRUE + update_icon() + else + to_chat(usr, "There is no blood bag in the input slot.") + return + +/obj/machinery/bloodbankgen/proc/activateoutput() + if(outbag) + filling = TRUE + update_icon() + else + to_chat(usr, "There is no blood bag in the output slot.") + return + +/obj/machinery/bloodbankgen/proc/check_container_volume(list/reagents, multiplier = 1) + var/sum_reagents = 0 + for(var/R in reagents) + sum_reagents += reagents[R] + sum_reagents *= multiplier + + if(outbag.reagents.total_volume + sum_reagents > outbag.reagents.maximum_volume) + menustat = "nobagspace" + return FALSE + + return TRUE + +/obj/machinery/bloodbankgen/proc/detachinput() + if(bag) + bag.forceMove(drop_location()) + if(usr && Adjacent(usr) && !issiliconoradminghost(usr)) + usr.put_in_hands(bag) + bag = null + update_icon() + +/obj/machinery/bloodbankgen/proc/detachoutput() + if(outbag) + outbag.forceMove(drop_location()) + if(usr && Adjacent(usr) && !issiliconoradminghost(usr)) + usr.put_in_hands(outbag) + outbag = null + update_icon() + +/obj/machinery/bloodbankgen/proc/attachinput(obj/item/O, mob/user) + if(!bag) + if(!user.transferItemToLoc(O, src)) + return + bag = O + to_chat(user, "You add [O] to the machine's input slot.") + update_icon() + updateUsrDialog() + else + to_chat(user, "There is already something in this slot!") + +/obj/machinery/bloodbankgen/proc/attachoutput(obj/item/O, mob/user) + if(!outbag) + if(!user.transferItemToLoc(O, src)) + return + outbag = O + to_chat(user, "You add [O] to the machine's output slot.") + update_icon() + updateUsrDialog() + else + to_chat(user, "There is already something in this slot!") + +/obj/machinery/bloodbankgen/Topic(href, href_list) + if(..() || panel_open) + return + + usr.set_machine(src) + + if(href_list["activateinput"]) + activateinput() + updateUsrDialog() + + else if(href_list["detachinput"]) + detachinput() + updateUsrDialog() + + else if(href_list["activateoutput"]) + activateoutput() + updateUsrDialog() + + else if(href_list["detachoutput"]) + detachoutput() + updateUsrDialog() diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index a7d62ea6..69363d5a 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -329,7 +329,7 @@ else //for simple_animals & borgs L.adjustBruteLoss(DOOR_CRUSH_DAMAGE) var/turf/location = get_turf(src) - //add_blood doesn't work for borgs/xenos, but add_blood_floor does. + //add_blood_DNA doesn't work for borgs/xenos, but add_blood_floor does. if(iscarbon(L)) var/mob/living/carbon/C = L C.bleed(DOOR_CRUSH_DAMAGE) diff --git a/code/game/machinery/iv_drip.dm b/code/game/machinery/iv_drip.dm index f03c4bf6..e2a7ba99 100644 --- a/code/game/machinery/iv_drip.dm +++ b/code/game/machinery/iv_drip.dm @@ -8,14 +8,14 @@ icon_state = "iv_drip" anchored = FALSE mouse_drag_pointer = MOUSE_ACTIVE_POINTER - var/mob/living/carbon/attached = null + var/mob/living/carbon/attached var/mode = IV_INJECTING - var/obj/item/reagent_containers/beaker = null + var/obj/item/reagent_containers/beaker var/static/list/drip_containers = typecacheof(list(/obj/item/reagent_containers/blood, /obj/item/reagent_containers/food, /obj/item/reagent_containers/glass, /obj/item/reagent_containers/chem_pack)) -/obj/machinery/iv_drip/Initialize() +/obj/machinery/iv_drip/Initialize(mapload) . = ..() update_icon() @@ -84,6 +84,8 @@ if(Adjacent(target) && usr.Adjacent(target)) if(beaker) usr.visible_message("[usr] attaches [src] to [target].", "You attach [src] to [target].") + log_combat(usr, target, "attached", src, "containing: [beaker.name] - ([beaker.reagents.log_list()])") + add_fingerprint(usr) attached = target START_PROCESSING(SSmachines, src) update_icon() @@ -100,6 +102,8 @@ return beaker = W to_chat(user, "You attach [W] to [src].") + user.log_message("attached a [W] to [src] at [AREACOORD(src)] containing ([beaker.reagents.log_list()])", LOG_ATTACK) + add_fingerprint(user) update_icon() return else @@ -142,10 +146,11 @@ if(!amount) if(prob(5)) visible_message("[src] pings.") + playsound(loc, 'sound/machines/beep.ogg', 50, 1) return // If the human is losing too much blood, beep. - if(attached.blood_volume < ( (BLOOD_VOLUME_SAFE*attached.blood_ratio) && prob(5) ) ) + if(attached.blood_volume < ((BLOOD_VOLUME_SAFE*attached.blood_ratio) && prob(5) && ishuman(attached))) //really couldn't care less about monkeys visible_message("[src] beeps loudly.") playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) attached.transfer_blood_to(beaker, amount) @@ -178,9 +183,10 @@ if(usr.incapacitated()) return - if(beaker) - beaker.forceMove(drop_location()) + if(usr && Adjacent(usr) && !issiliconoradminghost(usr)) + if(!usr.put_in_hands(beaker)) + beaker.forceMove(drop_location()) beaker = null update_icon() @@ -195,7 +201,6 @@ if(usr.incapacitated()) return - mode = !mode to_chat(usr, "The IV drip is now [mode ? "injecting" : "taking blood"].") update_icon() @@ -204,7 +209,9 @@ . = ..() if(get_dist(user, src) > 2) return + . += "[src] is [mode ? "injecting" : "taking blood"].\n" + if(beaker) if(beaker.reagents && beaker.reagents.reagent_list.len) . += "\tAttached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.\n" diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm index 85720764..e4e19668 100644 --- a/code/game/machinery/suit_storage_unit.dm +++ b/code/game/machinery/suit_storage_unit.dm @@ -265,6 +265,8 @@ things_to_clear += occupant.GetAllContents() for(var/atom/movable/AM in things_to_clear) //Scorches away blood and forensic evidence, although the SSU itself is unaffected SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG) + AM.clean_blood() + AM.fingerprints = list() var/datum/component/radioactive/contamination = AM.GetComponent(/datum/component/radioactive) if(contamination) qdel(contamination) diff --git a/code/game/machinery/washing_machine.dm b/code/game/machinery/washing_machine.dm index acc123b5..5ea822f5 100644 --- a/code/game/machinery/washing_machine.dm +++ b/code/game/machinery/washing_machine.dm @@ -11,10 +11,6 @@ var/obj/item/color_source var/max_wash_capacity = 5 -/obj/machinery/washing_machine/ComponentInitialize() - . = ..() - AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood))) - /obj/machinery/washing_machine/examine(mob/user) . = ..() . += "Alt-click it to start a wash cycle." @@ -59,7 +55,8 @@ M.Translate(rand(-3, 3), rand(-1, 3)) animate(src, transform=M, time=2) -/obj/machinery/washing_machine/proc/clean_blood() +/obj/machinery/washing_machine/clean_blood() + ..() if(!busy) bloody_mess = FALSE update_icon() @@ -67,7 +64,8 @@ /obj/machinery/washing_machine/proc/wash_cycle() for(var/X in contents) var/atom/movable/AM = X - SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + AM.clean_blood() AM.machine_wash(src) busy = FALSE diff --git a/code/game/objects/effects/decals/cleanable.dm b/code/game/objects/effects/decals/cleanable.dm index 44bd9643..b200dc03 100644 --- a/code/game/objects/effects/decals/cleanable.dm +++ b/code/game/objects/effects/decals/cleanable.dm @@ -10,6 +10,7 @@ /obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases) . = ..() + LAZYINITLIST(blood_DNA) //Kinda needed if (random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0) icon_state = pick(random_icon_states) create_reagents(300) @@ -29,7 +30,7 @@ /obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal if(mergeable_decal) - return TRUE + qdel(C) /obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks)) @@ -83,7 +84,9 @@ add_blood = bloodiness bloodiness -= add_blood S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood) - S.add_blood_DNA(return_blood_DNA()) + if(blood_DNA && blood_DNA.len) + S.add_blood_DNA(blood_DNA) + S.add_blood_overlay() S.blood_state = blood_state update_icon() H.update_inv_shoes() @@ -92,4 +95,4 @@ if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY)) return bloodiness else - return 0 + return FALSE diff --git a/code/game/objects/effects/decals/cleanable/aliens.dm b/code/game/objects/effects/decals/cleanable/aliens.dm index 663707de..4301709f 100644 --- a/code/game/objects/effects/decals/cleanable/aliens.dm +++ b/code/game/objects/effects/decals/cleanable/aliens.dm @@ -1,71 +1,73 @@ // Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code. -/obj/effect/decal/cleanable/xenoblood +/obj/effect/decal/cleanable/blood/xeno name = "xeno blood" desc = "It's green and acidic. It looks like... blood?" - icon = 'icons/effects/blood.dmi' - icon_state = "xfloor1" - random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7") - bloodiness = BLOOD_AMOUNT_PER_DECAL - blood_state = BLOOD_STATE_XENO + color = BLOOD_COLOR_XENO -/obj/effect/decal/cleanable/xenoblood/Initialize() +/obj/effect/decal/cleanable/blood/splatter/xeno + color = BLOOD_COLOR_XENO + +/obj/effect/decal/cleanable/blood/gibs/xeno + color = BLOOD_COLOR_XENO + gibs_reagent_id = "liquidxenogibs" + gibs_bloodtype = "X*" + +/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases) . = ..() - add_blood_DNA(list("UNKNOWN DNA" = "X*")) + update_icon() -/obj/effect/decal/cleanable/xenoblood/xsplatter - random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5") +/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon() + add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY) + cut_overlays() + var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]x_flesh") + flesh.appearance_flags = RESET_COLOR + flesh.color = body_colors + add_overlay(flesh) -/obj/effect/decal/cleanable/xenoblood/xgibs - name = "xeno gibs" - desc = "Gnarly..." - icon = 'icons/effects/blood.dmi' - icon_state = "xgib1" - layer = LOW_OBJ_LAYER - random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6") - mergeable_decal = FALSE - -/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions) +/obj/effect/decal/cleanable/blood/gibs/xeno/streak(list/directions) set waitfor = 0 var/direction = pick(directions) for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++) sleep(2) if(i > 0) - new /obj/effect/decal/cleanable/xenoblood/xsplatter(loc) + var/list/datum/disease/diseases + GET_COMPONENT(infective, /datum/component/infective) + if(infective) + diseases = infective.diseases + var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases) + splat.transfer_blood_dna(blood_DNA, diseases) if(!step_to(src, get_step(src, direction), 0)) break -/obj/effect/decal/cleanable/xenoblood/xgibs/ex_act() - return +/obj/effect/decal/cleanable/blood/gibs/xeno/up + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") -/obj/effect/decal/cleanable/xenoblood/xgibs/up - random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1") +/obj/effect/decal/cleanable/blood/gibs/xeno/down + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") -/obj/effect/decal/cleanable/xenoblood/xgibs/down - random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1") +/obj/effect/decal/cleanable/blood/gibs/xeno/body + random_icon_states = list("gibhead", "gibtorso") -/obj/effect/decal/cleanable/xenoblood/xgibs/body - random_icon_states = list("xgibhead", "xgibtorso") +/obj/effect/decal/cleanable/blood/gibs/xeno/torso + random_icon_states = list("gibtorso") -/obj/effect/decal/cleanable/xenoblood/xgibs/torso - random_icon_states = list("xgibtorso") +/obj/effect/decal/cleanable/blood/gibs/xeno/limb + random_icon_states = list("gibleg", "gibarm") -/obj/effect/decal/cleanable/xenoblood/xgibs/limb - random_icon_states = list("xgibleg", "xgibarm") +/obj/effect/decal/cleanable/blood/gibs/xeno/core + random_icon_states = list("gibmid1", "gibmid2", "gibmid3") -/obj/effect/decal/cleanable/xenoblood/xgibs/core - random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3") - -/obj/effect/decal/cleanable/xenoblood/xgibs/larva +/obj/effect/decal/cleanable/blood/gibs/xeno/larva random_icon_states = list("xgiblarva1", "xgiblarva2") -/obj/effect/decal/cleanable/xenoblood/xgibs/larva/body +/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body random_icon_states = list("xgiblarvahead", "xgiblarvatorso") /obj/effect/decal/cleanable/blood/xtracks - icon_state = "xtracks" + icon_state = "tracks" random_icon_states = null /obj/effect/decal/cleanable/blood/xtracks/Initialize() + add_blood_DNA(list("UNKNOWN DNA" = "X*")) . = ..() - add_blood_DNA(list("Unknown DNA" = "X*")) diff --git a/code/game/objects/effects/decals/cleanable/gibs.dm b/code/game/objects/effects/decals/cleanable/gibs.dm new file mode 100644 index 00000000..e5d38d3e --- /dev/null +++ b/code/game/objects/effects/decals/cleanable/gibs.dm @@ -0,0 +1,233 @@ +/obj/effect/decal/cleanable/blood/gibs + name = "gibs" + desc = "They look bloody and gruesome." + icon_state = "gibbl5" + layer = LOW_OBJ_LAYER + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6") + mergeable_decal = FALSE + var/body_colors = "#e3ba84" //a default color just in case. + var/gibs_reagent_id = "liquidgibs" + var/gibs_bloodtype = "A+" + +/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases) + . = ..() + if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0) + icon_state = pick(random_icon_states) + if(gibs_reagent_id) + reagents.add_reagent(gibs_reagent_id, 5) + if(gibs_bloodtype) + add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases)) + update_icon() + + +/obj/effect/decal/cleanable/blood/gibs/update_icon() + add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY) + cut_overlays() + var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts") + guts.appearance_flags = RESET_COLOR + add_overlay(guts) + var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh") + flesh.appearance_flags = RESET_COLOR + flesh.color = body_colors + add_overlay(flesh) + +/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target) + return + +/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L) + if(istype(L) && has_gravity(loc)) + playsound(loc, 'sound/effects/gib_step.ogg', !HAS_TRAIT(L,TRAIT_LIGHT_STEP) ? 20 : 50, 1) + . = ..() + +/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions) + set waitfor = 0 + var/direction = pick(directions) + for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++) + sleep(2) + if(i > 0) + var/list/datum/disease/diseases + GET_COMPONENT(infective, /datum/component/infective) + if(infective) + diseases = infective.diseases + var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases) + splat.transfer_blood_dna(blood_DNA, diseases) + if(!step_to(src, get_step(src, direction), 0)) + break + +/obj/effect/decal/cleanable/blood/gibs/up + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") + +/obj/effect/decal/cleanable/blood/gibs/down + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") + +/obj/effect/decal/cleanable/blood/gibs/body + random_icon_states = list("gibhead", "gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/torso + random_icon_states = list("gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/limb + random_icon_states = list("gibleg", "gibarm") + +/obj/effect/decal/cleanable/blood/gibs/core + random_icon_states = list("gibmid1", "gibmid2", "gibmid3") + +/obj/effect/decal/cleanable/blood/gibs/old + name = "old rotting gibs" + desc = "Space Jesus, why didn't anyone clean this up? It smells terrible." + bloodiness = 0 + +/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases) + . = ..() + setDir(pick(GLOB.cardinals)) + icon_state += "-old" + update_icon() + +/obj/effect/decal/cleanable/blood/drip + name = "drips of blood" + desc = "It's gooey." + icon_state = "1" + random_icon_states = list("drip1","drip2","drip3","drip4","drip5") + bloodiness = 0 + var/drips = 1 + +/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in() + return TRUE + +/obj/effect/decal/cleanable/blood/gibs/human + +/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases) + . = ..() + update_icon() + +/obj/effect/decal/cleanable/blood/gibs/human/up + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") + +/obj/effect/decal/cleanable/blood/gibs/human/down + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") + +/obj/effect/decal/cleanable/blood/gibs/human/body + random_icon_states = list("gibhead", "gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/human/torso + random_icon_states = list("gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/human/limb + random_icon_states = list("gibleg", "gibarm") + +/obj/effect/decal/cleanable/blood/gibs/human/core + random_icon_states = list("gibmid1", "gibmid2", "gibmid3") + + +//Lizards +/obj/effect/decal/cleanable/blood/gibs/human/lizard + body_colors = "117720" + gibs_reagent_id = "liquidgibs" + gibs_bloodtype = "L" + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/Initialize(mapload, list/datum/disease/diseases) + . = ..() + update_icon() + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/up + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/down + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/body + random_icon_states = list("gibhead", "gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/torso + random_icon_states = list("gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/limb + random_icon_states = list("gibleg", "gibarm") + +/obj/effect/decal/cleanable/blood/gibs/human/lizard/core + random_icon_states = list("gibmid1", "gibmid2", "gibmid3") + +// Slime Gibs +/obj/effect/decal/cleanable/blood/gibs/slime + desc = "They look gooey and gruesome." + gibs_reagent_id = "liquidslimegibs" + gibs_bloodtype = "GEL" + +/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases) + . = ..() + update_icon() + +/obj/effect/decal/cleanable/blood/gibs/slime/update_icon() + add_atom_colour(body_colors, FIXED_COLOUR_PRIORITY) + cut_overlays() + var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]s_guts") + guts.appearance_flags = RESET_COLOR + guts.color = body_colors + add_overlay(guts) + var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh") + flesh.appearance_flags = RESET_COLOR + flesh.color = body_colors + add_overlay(flesh) + +/obj/effect/decal/cleanable/blood/gibs/slime/up + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") + +/obj/effect/decal/cleanable/blood/gibs/slime/down + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") + +/obj/effect/decal/cleanable/blood/gibs/slime/body + random_icon_states = list("gibhead", "gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/slime/torso + random_icon_states = list("gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/slime/limb + random_icon_states = list("gibleg", "gibarm") + +/obj/effect/decal/cleanable/blood/gibs/slime/core + random_icon_states = list("gibmid1", "gibmid2", "gibmid3") + +/obj/effect/decal/cleanable/blood/gibs/synth + desc = "They look sludgy and disgusting." + gibs_reagent_id = "liquidsyntheticgibs" + gibs_bloodtype = "SY" + +/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases) + . = ..() + update_icon() + +//IPCs +/obj/effect/decal/cleanable/blood/gibs/ipc + desc = "They look sharp yet oozing." + body_colors = "00ff00" + gibs_reagent_id = "liquidoilgibs" + gibs_bloodtype = "HF" + +/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases) + . = ..() + update_icon() + +/obj/effect/decal/cleanable/blood/gibs/ipc/update_icon() + add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY) + cut_overlays() + var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]r-overlay") + guts.appearance_flags = RESET_COLOR + add_overlay(guts) + +/obj/effect/decal/cleanable/blood/gibs/ipc/up + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") + +/obj/effect/decal/cleanable/blood/gibs/ipc/down + random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") + +/obj/effect/decal/cleanable/blood/gibs/ipc/body + random_icon_states = list("gibhead", "gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/ipc/torso + random_icon_states = list("gibtorso") + +/obj/effect/decal/cleanable/blood/gibs/ipc/limb + random_icon_states = list("gibleg", "gibarm") + +/obj/effect/decal/cleanable/blood/gibs/ipc/core + random_icon_states = list("gibmid1", "gibmid2", "gibmid3") diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm index 439ae734..80169778 100644 --- a/code/game/objects/effects/decals/cleanable/humans.dm +++ b/code/game/objects/effects/decals/cleanable/humans.dm @@ -1,31 +1,45 @@ /obj/effect/decal/cleanable/blood name = "blood" - desc = "It's red and gooey. Perhaps it's the chef's cooking?" + desc = "It's gooey. Perhaps it's the chef's cooking?" icon = 'icons/effects/blood.dmi' icon_state = "floor1" random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7") - blood_state = BLOOD_STATE_HUMAN - bloodiness = BLOOD_AMOUNT_PER_DECAL + blood_state = BLOOD_STATE_BLOOD + bloodiness = MAX_SHOE_BLOODINESS + color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere. /obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C) - C.add_blood_DNA(return_blood_DNA()) - if (bloodiness) - if (C.bloodiness < MAX_SHOE_BLOODINESS) - C.bloodiness += bloodiness - return ..() + if (C.blood_DNA) + blood_DNA |= C.blood_DNA.Copy() + update_icon() + ..() + +/obj/effect/decal/cleanable/blood/transfer_blood_dna() + ..() + update_icon() + +/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna() + . = ..() + update_icon() + +/obj/effect/decal/cleanable/blood/update_icon() + color = blood_DNA_to_color() /obj/effect/decal/cleanable/blood/old name = "dried blood" - desc = "Looks like it's been here a while. Eew." + desc = "Looks like it's been here a while. Eew." bloodiness = 0 /obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases) - icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization. - add_blood_DNA(list("Non-human DNA" = "A+")) // Needs to happen before ..() - return ..() + ..() + icon_state += "-old" + add_blood_DNA(list("Non-human DNA" = "A+")) + +/obj/effect/decal/cleanable/blood/splats + random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5") /obj/effect/decal/cleanable/blood/splatter - random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5") + random_icon_states = list("splatter1", "splatter2", "splatter3", "splatter4", "splatter5") /obj/effect/decal/cleanable/blood/tracks icon_state = "tracks" @@ -39,84 +53,27 @@ random_icon_states = null var/list/existing_dirs = list() -/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in() - return TRUE +/obj/effect/decal/cleanable/trail_holder/update_icon() + color = blood_DNA_to_color() -/obj/effect/decal/cleanable/blood/gibs - name = "gibs" - desc = "They look bloody and gruesome." - icon = 'icons/effects/blood.dmi' - icon_state = "gibbl5" - layer = LOW_OBJ_LAYER - random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6") - mergeable_decal = FALSE - -/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases) +/obj/effect/cleanable/trail_holder/Initialize() . = ..() - reagents.add_reagent("liquidgibs", 5) + update_icon() /obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target) return -/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L) - if(istype(L) && has_gravity(loc)) - playsound(loc, 'sound/effects/gib_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 20 : 50, 1) - . = ..() - -/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions) - set waitfor = 0 - var/direction = pick(directions) - for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++) - sleep(2) - if(i > 0) - var/list/datum/disease/diseases - GET_COMPONENT(infective, /datum/component/infective) - if(infective) - diseases = infective.diseases - new /obj/effect/decal/cleanable/blood/splatter(loc, diseases) - if(!step_to(src, get_step(src, direction), 0)) - break - -/obj/effect/decal/cleanable/blood/gibs/up - random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1") - -/obj/effect/decal/cleanable/blood/gibs/down - random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1") - -/obj/effect/decal/cleanable/blood/gibs/body - random_icon_states = list("gibhead", "gibtorso") - -/obj/effect/decal/cleanable/blood/gibs/torso - random_icon_states = list("gibtorso") - -/obj/effect/decal/cleanable/blood/gibs/limb - random_icon_states = list("gibleg", "gibarm") - -/obj/effect/decal/cleanable/blood/gibs/core - random_icon_states = list("gibmid1", "gibmid2", "gibmid3") - -/obj/effect/decal/cleanable/blood/gibs/old - name = "old rotting gibs" - desc = "Space Jesus, why didn't anyone clean this up? It smells terrible." - bloodiness = 0 - -/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases) - . = ..() - setDir(pick(1,2,4,8)) - icon_state += "-old" - add_blood_DNA(list("Non-human DNA" = "A+")) - -/obj/effect/decal/cleanable/blood/drip - name = "drips of blood" - desc = "It's red." - icon_state = "1" - random_icon_states = list("drip1","drip2","drip3","drip4","drip5") - bloodiness = 0 - var/drips = 1 - -/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in() +/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in() return TRUE +/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna() + ..() + update_icon() + +/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna() + . = ..() + update_icon() + //BLOODY FOOTPRINTS /obj/effect/decal/cleanable/blood/footprints @@ -127,15 +84,16 @@ random_icon_states = null var/entered_dirs = 0 var/exited_dirs = 0 - blood_state = BLOOD_STATE_HUMAN //the icon state to load images from + blood_state = BLOOD_STATE_BLOOD //the icon state to load images from var/list/shoe_types = list() /obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O) - ..() if(ishuman(O)) var/mob/living/carbon/human/H = O var/obj/item/clothing/shoes/S = H.shoes if(S && S.bloody_shoes[blood_state]) + if(color != bloodtype_to_color(S.last_bloodtype)) + return S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0) shoe_types |= S.type if (!(entered_dirs & H.dir)) @@ -143,11 +101,12 @@ update_icon() /obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O) - ..() if(ishuman(O)) var/mob/living/carbon/human/H = O var/obj/item/clothing/shoes/S = H.shoes if(S && S.bloody_shoes[blood_state]) + if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color + return S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0) shoe_types |= S.type if (!(exited_dirs & H.dir)) @@ -156,8 +115,8 @@ /obj/effect/decal/cleanable/blood/footprints/update_icon() + ..() cut_overlays() - for(var/Ddir in GLOB.cardinals) if(entered_dirs & Ddir) var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] @@ -170,7 +129,7 @@ GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir) add_overlay(bloodstep_overlay) - alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness + alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness /obj/effect/decal/cleanable/blood/footprints/examine(mob/user) @@ -184,9 +143,49 @@ /obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C) if(blood_state != C.blood_state) //We only replace footprints of the same type as us return + if(color != C.color) + return ..() /obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in() if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY)) - return 1 - return 0 + return TRUE + return FALSE + +/* Eventually TODO: make snowflake trails like baycode's +/obj/effect/decal/cleanable/blood/footprints/tracks/shoe + name = "footprints" + desc = "They look like tracks left by footwear." + icon_state = FOOTPRINT_SHOE + print_state = FOOTPRINT_SHOE +/obj/effect/decal/cleanable/blood/footprints/tracks/foot + name = "footprints" + desc = "They look like tracks left by a bare foot." + icon_state = FOOTPRINT_FOOT + print_state = FOOTPRINT_FOOT +/obj/effect/decal/cleanable/blood/footprints/tracks/snake + name = "tracks" + desc = "They look like tracks left by a giant snake." + icon_state = FOOTPRINT_SNAKE + print_state = FOOTPRINT_SNAKE +/obj/effect/decal/cleanable/blood/footprints/tracks/paw + name = "footprints" + desc = "They look like tracks left by paws." + icon_state = FOOTPRINT_PAW + print_state = FOOTPRINT_PAW +/obj/effect/decal/cleanable/blood/footprints/tracks/claw + name = "footprints" + desc = "They look like tracks left by claws." + icon_state = FOOTPRINT_CLAW + print_state = FOOTPRINT_CLAW +/obj/effect/decal/cleanable/blood/footprints/tracks/wheels + name = "tracks" + desc = "They look like tracks left by wheels." + gender = PLURAL + icon_state = FOOTPRINT_WHEEL + print_state = FOOTPRINT_WHEEL +/obj/effect/decal/cleanable/blood/footprints/tracks/body + name = "trails" + desc = "A trail left by something being dragged." + icon_state = FOOTPRINT_DRAG + print_state = FOOTPRINT_DRAG */ diff --git a/code/game/objects/effects/decals/cleanable/robots.dm b/code/game/objects/effects/decals/cleanable/robots.dm index 833b89e6..cd208d33 100644 --- a/code/game/objects/effects/decals/cleanable/robots.dm +++ b/code/game/objects/effects/decals/cleanable/robots.dm @@ -11,6 +11,10 @@ bloodiness = BLOOD_AMOUNT_PER_DECAL mergeable_decal = FALSE +/obj/effect/decal/cleanable/robot_debris/Initialize(mapload, list/datum/disease/diseases) + . = ..() + reagents.add_reagent("liquidoilgibs", 5) + /obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions) set waitfor = 0 var/direction = pick(directions) @@ -50,6 +54,7 @@ /obj/effect/decal/cleanable/oil/Initialize() . = ..() reagents.add_reagent("oil", 30) + reagents.add_reagent("liquidoilgibs", 5) /obj/effect/decal/cleanable/oil/streak random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5") diff --git a/code/game/objects/effects/spawners/gibspawner.dm b/code/game/objects/effects/spawners/gibspawner.dm index d4f440c3..baec60a8 100644 --- a/code/game/objects/effects/spawners/gibspawner.dm +++ b/code/game/objects/effects/spawners/gibspawner.dm @@ -1,25 +1,68 @@ - /obj/effect/gibspawner - var/sparks = 0 //whether sparks spread + var/sparks = FALSE //whether sparks spread var/virusProb = 20 //the chance for viruses to spread on the gibs + var/gib_mob_type //generate a fake mob to transfer DNA from if we weren't passed a mob. + var/gib_mob_species //We'll want to nip-pick their species for blood type stuff + var/sound_to_play = 'sound/effects/blobattack.ogg' + var/sound_vol = 60 var/list/gibtypes = list() //typepaths of the gib decals to spawn var/list/gibamounts = list() //amount to spawn for each gib decal type we'll spawn. var/list/gibdirections = list() //of lists of possible directions to spread each gib decal type towards. -/obj/effect/gibspawner/Initialize(mapload, datum/dna/MobDNA, list/datum/disease/diseases) +/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases) . = ..() - - if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len) - to_chat(world, "Gib list length mismatch!") + if(gibtypes.len != gibamounts.len) + stack_trace("Gib list amount length mismatch!") + return + if(gibamounts.len != gibdirections.len) + stack_trace("Gib list dir length mismatch!") return var/obj/effect/decal/cleanable/blood/gibs/gib = null + if(sound_to_play && isnum(sound_vol)) + playsound(src, sound_to_play, sound_vol, TRUE) + if(sparks) var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(2, 1, loc) s.start() + var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling. + var/body_coloring = "" + if(source_mob) + dna_to_add = source_mob.get_blood_dna_list() //ez pz + if(ishuman(source_mob)) + var/mob/living/carbon/human/H = source_mob + if(H.dna.species.use_skintones) + body_coloring = "#[skintone2hex(H.skin_tone)]" + else + body_coloring = "#[H.dna.features["mcolor"]]" + + else if(gib_mob_type) + var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs. + if(gib_mob_species) + if(ishuman(temp_mob)) + var/mob/living/carbon/human/H = temp_mob + H.set_species(gib_mob_species) + dna_to_add = temp_mob.get_blood_dna_list() + if(H.dna.species.use_skintones) + body_coloring = "#[skintone2hex(H.skin_tone)]" + else + body_coloring = "#[H.dna.features["mcolor"]]" + qdel(H) + else + dna_to_add = temp_mob.get_blood_dna_list() + qdel(temp_mob) + else if(!issilicon(temp_mob)) + dna_to_add = temp_mob.get_blood_dna_list() + qdel(temp_mob) + else + qdel(temp_mob) + else + dna_to_add = list("Non-human DNA" = random_blood_type()) //else, generate a random bloodtype for it. + + for(var/i = 1, i<= gibtypes.len, i++) if(gibamounts[i]) for(var/j = 1, j<= gibamounts[i], j++) @@ -29,10 +72,11 @@ var/mob/living/carbon/digester = loc digester.stomach_contents += gib - if(MobDNA) + if(dna_to_add && dna_to_add.len) + gib.add_blood_DNA(dna_to_add) + gib.body_colors = body_coloring + gib.update_icon() - else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey - gib.add_blood_DNA(list("Non-human DNA" = "A+")) var/list/directions = gibdirections[i] if(isturf(loc)) if(directions.len) @@ -41,80 +85,157 @@ return INITIALIZE_HINT_QDEL - /obj/effect/gibspawner/generic gibtypes = list(/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core) - gibamounts = list(2,2,1) + gibamounts = list(2, 2, 1) + sound_vol = 40 /obj/effect/gibspawner/generic/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 40, 1) - gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list()) - . = ..() + if(!gibdirections.len) + gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list()) + return ..() + +/obj/effect/gibspawner/generic/animal + gib_mob_type = /mob/living/simple_animal/pet /obj/effect/gibspawner/human - gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up, /obj/effect/decal/cleanable/blood/gibs/down, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/body, /obj/effect/decal/cleanable/blood/gibs/limb, /obj/effect/decal/cleanable/blood/gibs/core) - gibamounts = list(1,1,1,1,1,1,1) + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human/up, /obj/effect/decal/cleanable/blood/gibs/human/down, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/body, /obj/effect/decal/cleanable/blood/gibs/human/limb, /obj/effect/decal/cleanable/blood/gibs/human/core) + gibamounts = list(1, 1, 1, 1, 1, 1, 1) + gib_mob_type = /mob/living/carbon/human + gib_mob_species = /datum/species/human + sound_vol = 50 /obj/effect/gibspawner/human/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 50, 1) - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) - . = ..() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) + return ..() - -/obj/effect/gibspawner/humanbodypartless //only the gibs that don't look like actual full bodyparts (except torso). - gibtypes = list(/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/torso) +/obj/effect/gibspawner/human/bodypartless //only the gibs that don't look like actual full bodyparts (except torso). + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/core, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/core, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/torso) gibamounts = list(1, 1, 1, 1, 1, 1) -/obj/effect/gibspawner/humanbodypartless/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 50, 1) - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) - . = ..() +/obj/effect/gibspawner/human/bodypartless/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) + return ..() +/obj/effect/gibspawner/lizard + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human/lizard/up, /obj/effect/decal/cleanable/blood/gibs/human/lizard/down, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/body, /obj/effect/decal/cleanable/blood/gibs/human/lizard/limb, /obj/effect/decal/cleanable/blood/gibs/human/lizard/core) + gibamounts = list(1, 1, 1, 1, 1, 1, 1) + gib_mob_type = /mob/living/carbon/human/species/lizard + gib_mob_species = /datum/species/lizard + sound_vol = 50 + +/obj/effect/gibspawner/lizard/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) + return ..() + +/obj/effect/gibspawner/lizard/bodypartless + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/core, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/core, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/torso) + gibamounts = list(1, 1, 1, 1, 1, 1) + +/obj/effect/gibspawner/lizard/bodypartless/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) + return ..() + +/obj/effect/gibspawner/slime + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/slime/up, /obj/effect/decal/cleanable/blood/gibs/slime/down, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/body, /obj/effect/decal/cleanable/blood/gibs/slime/limb, /obj/effect/decal/cleanable/blood/gibs/slime/core) + gibamounts = list(1, 1, 1, 1, 1, 1, 1) + gib_mob_type = /mob/living/carbon/human/species/roundstartslime + gib_mob_species = /datum/species/jelly/roundstartslime + sound_vol = 50 + +/obj/effect/gibspawner/slime/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) + return ..() + +/obj/effect/gibspawner/slime/bodypartless //only the gibs that don't look like actual full bodyparts (except torso). + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/core, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/core, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/torso) + gibamounts = list(1, 1, 1, 1, 1, 1) + +/obj/effect/gibspawner/slime/bodypartless/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) + return ..() + +/obj/effect/gibspawner/ipc + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/ipc/up, /obj/effect/decal/cleanable/blood/gibs/ipc/down, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/body, /obj/effect/decal/cleanable/blood/gibs/ipc/limb, /obj/effect/decal/cleanable/blood/gibs/ipc/core) + gibamounts = list(1, 1, 1, 1, 1, 1, 1) + gib_mob_type = /mob/living/carbon/human/species/ipc + gib_mob_species = /datum/species/ipc + sound_vol = 50 + sparks = TRUE + sound_to_play = 'sound/effects/bang.ogg' + +/obj/effect/gibspawner/ipc/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) + return ..() + +/obj/effect/gibspawner/ipc/bodypartless //only the gibs that don't look like actual full bodyparts (except torso). + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/core, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/core, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/torso) + gibamounts = list(1, 1, 1, 1, 1, 1) + +/obj/effect/gibspawner/ipc/bodypartless/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) + return ..() /obj/effect/gibspawner/xeno - gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up, /obj/effect/decal/cleanable/xenoblood/xgibs/down, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/body, /obj/effect/decal/cleanable/xenoblood/xgibs/limb, /obj/effect/decal/cleanable/xenoblood/xgibs/core) - gibamounts = list(1,1,1,1,1,1,1) + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up, /obj/effect/decal/cleanable/blood/gibs/xeno/down, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/body, /obj/effect/decal/cleanable/blood/gibs/xeno/limb, /obj/effect/decal/cleanable/blood/gibs/xeno/core) + gibamounts = list(1, 1, 1, 1, 1, 1, 1) + gib_mob_type = /mob/living/carbon/alien /obj/effect/gibspawner/xeno/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 60, 1) - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) - . = ..() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list()) + return ..() - -/obj/effect/gibspawner/xenobodypartless //only the gibs that don't look like actual full bodyparts (except torso). - gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/torso) +/obj/effect/gibspawner/xeno/bodypartless //only the gibs that don't look like actual full bodyparts (except torso). + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/core, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/core, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/torso) gibamounts = list(1, 1, 1, 1, 1, 1) +/obj/effect/gibspawner/xeno/bodypartless/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) + return ..() -/obj/effect/gibspawner/xenobodypartless/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 60, 1) - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list()) - . = ..() +/obj/effect/gibspawner/xeno/xenoperson + gib_mob_type = /mob/living/carbon/human/species/xeno + gib_mob_species = /datum/species/xeno + +/obj/effect/gibspawner/xeno/xenoperson/bodypartless /obj/effect/gibspawner/larva - gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body) + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body) gibamounts = list(1, 1, 1, 1) + gib_mob_type = /mob/living/carbon/alien/larva /obj/effect/gibspawner/larva/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 60, 1) - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs) - . = ..() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs) + return ..() -/obj/effect/gibspawner/larvabodypartless - gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva) +/obj/effect/gibspawner/larva/bodypartless + gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva) gibamounts = list(1, 1, 1) -/obj/effect/gibspawner/larvabodypartless/Initialize() - playsound(src, 'sound/effects/blobattack.ogg', 60, 1) - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list()) - . = ..() +/obj/effect/gibspawner/larva/bodypartless/Initialize() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list()) + return ..() /obj/effect/gibspawner/robot - sparks = 1 + sparks = TRUE gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up, /obj/effect/decal/cleanable/robot_debris/down, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris/limb) - gibamounts = list(1,1,1,1,1,1) + gibamounts = list(1, 1, 1, 1, 1, 1) + gib_mob_type = /mob/living/silicon/robot /obj/effect/gibspawner/robot/Initialize() - gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs) - gibamounts[6] = pick(0,1,2) - . = ..() + if(!gibdirections.len) + gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs) + gibamounts[6] = pick(0, 1, 2) + return ..() diff --git a/code/game/objects/effects/temporary_visuals/miscellaneous.dm b/code/game/objects/effects/temporary_visuals/miscellaneous.dm index dd7267c5..296112a4 100644 --- a/code/game/objects/effects/temporary_visuals/miscellaneous.dm +++ b/code/game/objects/effects/temporary_visuals/miscellaneous.dm @@ -6,7 +6,9 @@ layer = BELOW_MOB_LAYER var/splatter_type = "splatter" -/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir) +/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color) + if(new_color) + color = new_color if(set_dir in GLOB.diagonals) icon_state = "[splatter_type][pick(1, 2, 6)]" else @@ -41,7 +43,7 @@ animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration) /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter - splatter_type = "xsplatter" + color = BLOOD_COLOR_XENO /obj/effect/temp_visual/dir_setting/speedbike_trail name = "speedbike trails" diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index ecae0d85..30fec05d 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -543,6 +543,17 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE) M.become_blind(EYE_DAMAGE) to_chat(M, "You go blind!") +/obj/item/clean_blood() + . = ..() + if(.) + if(blood_splatter_icon) + cut_overlay(blood_splatter_icon) + +/obj/item/clothing/gloves/clean_blood() + . = ..() + if(.) + transfer_blood = 0 + /obj/item/singularity_pull(S, current_size) ..() if(current_size >= STAGE_FOUR) diff --git a/code/game/objects/items/circuitboards/machine_circuitboards.dm b/code/game/objects/items/circuitboards/machine_circuitboards.dm index b9cc55de..04243ae7 100644 --- a/code/game/objects/items/circuitboards/machine_circuitboards.dm +++ b/code/game/objects/items/circuitboards/machine_circuitboards.dm @@ -43,6 +43,15 @@ /obj/item/stock_parts/manipulator = 1, /obj/item/stack/sheet/glass = 1) +/obj/item/circuitboard/machine/bloodbankgen + name = "Blood Bank Generator (Machine Board)" + build_path = /obj/machinery/bloodbankgen + req_components = list( + /obj/item/stock_parts/matter_bin = 1, + /obj/item/stock_parts/manipulator = 1, + /obj/item/stack/cable_coil = 5, + /obj/item/stack/sheet/glass = 1) + /obj/item/circuitboard/machine/clonepod name = "Clone Pod (Machine Board)" build_path = /obj/machinery/clonepod diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 22d2a2f8..a27526ba 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -422,7 +422,7 @@ GENE SCANNER msg += "Subject is bleeding!\n" var/blood_percent = round((C.blood_volume / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100) var/blood_type = C.dna.blood_type - if(blood_id != "blood")//special blood substance + if(blood_id != ("blood" || "jellyblood"))//special blood substance var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id] if(R) blood_type = R.name diff --git a/code/game/objects/items/mop.dm b/code/game/objects/items/mop.dm index ac1e2848..5d384a93 100644 --- a/code/game/objects/items/mop.dm +++ b/code/game/objects/items/mop.dm @@ -27,6 +27,7 @@ /obj/item/mop/proc/clean(turf/A) if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1)) SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM) + A.clean_blood() for(var/obj/effect/O in A) if(is_cleanable(O)) qdel(O) diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index af6f02cd..caab2855 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -18,7 +18,6 @@ var/fix_bone= 0 /obj/item/stack/medical/attack(mob/living/M, mob/user) - if(M.stat == DEAD && !stop_bleeding) var/t_him = "it" if(M.gender == MALE) diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm index 52064e05..db4fea47 100644 --- a/code/game/objects/items/stacks/stack.dm +++ b/code/game/objects/items/stacks/stack.dm @@ -390,9 +390,9 @@ . = ..() /obj/item/stack/proc/copy_evidences(obj/item/stack/from) - add_blood_DNA(from.return_blood_DNA()) - add_fingerprint_list(from.return_fingerprints()) - add_hiddenprint_list(from.return_hiddenprints()) + blood_DNA = from.blood_DNA + fingerprints = from.fingerprints + fingerprintshidden = from.fingerprintshidden fingerprintslast = from.fingerprintslast //TODO bloody overlay @@ -437,4 +437,4 @@ /datum/stack_recipe_list/New(title, recipes) src.title = title - src.recipes = recipes + src.recipes = recipes \ No newline at end of file diff --git a/code/game/objects/items/storage/toolbox.dm b/code/game/objects/items/storage/toolbox.dm index 0e768094..8cdd4f08 100644 --- a/code/game/objects/items/storage/toolbox.dm +++ b/code/game/objects/items/storage/toolbox.dm @@ -34,6 +34,8 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/update_icon() ..() cut_overlays() + if(blood_DNA && blood_DNA.len) + add_blood_overlay() if(has_latches) var/icon/I = icon('icons/obj/storage.dmi', latches) add_overlay(I) @@ -312,4 +314,4 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) generate_rubber_toolbox_icon() icon = GLOB.rubber_toolbox_icons[icon_state] . = ..() - AddComponent(/datum/component/bouncy) \ No newline at end of file + AddComponent(/datum/component/bouncy) diff --git a/code/game/objects/items/twohanded.dm b/code/game/objects/items/twohanded.dm index 46c1506f..360e9943 100644 --- a/code/game/objects/items/twohanded.dm +++ b/code/game/objects/items/twohanded.dm @@ -346,7 +346,8 @@ icon_state = "dualsaber[item_color][wielded]" else icon_state = "dualsaber0" - SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + + clean_blood() /obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user) if(user.has_dna()) @@ -881,4 +882,4 @@ var/client/C = user.client C.change_view(CONFIG_GET(string/default_view)) user.client.pixel_x = 0 - user.client.pixel_y = 0 + user.client.pixel_y = 0 \ No newline at end of file diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index 186fb6da..92d9e550 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -319,6 +319,7 @@ /obj/machinery/shower/proc/wash_obj(obj/O) . = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + . = O.clean_blood() O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) if(isitem(O)) var/obj/item/I = O @@ -329,8 +330,9 @@ /obj/machinery/shower/proc/wash_turf() if(isturf(loc)) var/turf/tile = loc - SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) + tile.clean_blood() + SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) for(var/obj/effect/E in tile) if(is_cleanable(E)) qdel(E) @@ -382,7 +384,8 @@ else if(H.w_uniform && wash_obj(H.w_uniform)) H.update_inv_w_uniform() if(washgloves) - SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + H.clean_blood() + SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) if(H.shoes && washshoes && wash_obj(H.shoes)) H.update_inv_shoes() if(H.wear_mask && washmask && wash_obj(H.wear_mask)) @@ -399,9 +402,11 @@ else if(M.wear_mask && wash_obj(M.wear_mask)) M.update_inv_wear_mask(0) - SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + M.clean_blood() + SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) else - SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + L.clean_blood() + SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) /obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing) var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive) @@ -499,7 +504,8 @@ H.regenerate_icons() user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep else - SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + user.clean_blood() /obj/structure/sink/attackby(obj/item/O, mob/living/user, params) if(busy) @@ -555,7 +561,8 @@ busy = FALSE return 1 busy = FALSE - SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + O.clean_blood() O.acid_level = 0 create_reagents(5) reagents.add_reagent(dispensedreagent, 5) @@ -676,4 +683,4 @@ else playsound(loc, 'sound/weapons/tap.ogg', 50, 1) if(BURN) - playsound(loc, 'sound/items/welder.ogg', 80, 1) + playsound(loc, 'sound/items/welder.ogg', 80, 1) \ No newline at end of file diff --git a/code/game/turfs/open.dm b/code/game/turfs/open.dm index 1f03b222..1730a2ec 100644 --- a/code/game/turfs/open.dm +++ b/code/game/turfs/open.dm @@ -238,6 +238,7 @@ M.apply_water() SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + clean_blood() for(var/obj/effect/O in src) if(is_cleanable(O)) qdel(O) diff --git a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm index b05fcad6..a399c91e 100644 --- a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm +++ b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm @@ -372,6 +372,8 @@ break if(!GLOB.ratvar_awakens) + if(GLOB.clockwork_vitality <= 0) + break GLOB.clockwork_vitality -= vitality_used sleep(2) diff --git a/code/modules/antagonists/wizard/equipment/artefact.dm b/code/modules/antagonists/wizard/equipment/artefact.dm index d4b05440..98f95a7c 100644 --- a/code/modules/antagonists/wizard/equipment/artefact.dm +++ b/code/modules/antagonists/wizard/equipment/artefact.dm @@ -333,14 +333,11 @@ cooldown = world.time + cooldown_time /obj/item/voodoo/proc/update_targets() - possible = list() + LAZYINITLIST(possible) if(!voodoo_link) return - var/list/prints = voodoo_link.return_fingerprints() - if(!length(prints)) - return FALSE for(var/mob/living/carbon/human/H in GLOB.alive_mob_list) - if(prints[md5(H.dna.uni_identity)]) + if(md5(H.dna.uni_identity) in voodoo_link.fingerprints) possible |= H /obj/item/voodoo/proc/GiveHint(mob/victim,force=0) diff --git a/code/modules/cargo/packs.dm b/code/modules/cargo/packs.dm index 9d47a6cf..13d08dd5 100644 --- a/code/modules/cargo/packs.dm +++ b/code/modules/cargo/packs.dm @@ -1381,17 +1381,31 @@ /datum/supply_pack/medical/bloodpacks name = "Blood Pack Variety Crate" - desc = "Contains eight different blood packs for reintroducing blood to patients." + desc = "Contains ten different blood packs for reintroducing blood to patients." cost = 3000 - contains = list(/obj/item/reagent_containers/blood, - /obj/item/reagent_containers/blood, + contains = list(/obj/item/reagent_containers/blood/random, + /obj/item/reagent_containers/blood/random, /obj/item/reagent_containers/blood/APlus, /obj/item/reagent_containers/blood/AMinus, /obj/item/reagent_containers/blood/BPlus, /obj/item/reagent_containers/blood/BMinus, /obj/item/reagent_containers/blood/OPlus, /obj/item/reagent_containers/blood/OMinus, - /obj/item/reagent_containers/blood/lizard) + /obj/item/reagent_containers/blood/lizard, + /obj/item/reagent_containers/blood/jellyblood, + /obj/item/reagent_containers/blood/insect) + crate_name = "blood freezer" + crate_type = /obj/structure/closet/crate/freezer + +/datum/supply_pack/medical/bloodpackssynth + name = "Synthetics Blood Pack Crate" + desc = "Contains five synthetics blood packs for reintroducing blood to patients." + cost = 3000 + contains = list(/obj/item/reagent_containers/blood/synthetics, + /obj/item/reagent_containers/blood/synthetics, + /obj/item/reagent_containers/blood/synthetics, + /obj/item/reagent_containers/blood/synthetics, + /obj/item/reagent_containers/blood/synthetics) crate_name = "blood freezer" crate_type = /obj/structure/closet/crate/freezer diff --git a/code/modules/clothing/gloves/_gloves.dm b/code/modules/clothing/gloves/_gloves.dm index 988a0510..00cb9b1e 100644 --- a/code/modules/clothing/gloves/_gloves.dm +++ b/code/modules/clothing/gloves/_gloves.dm @@ -14,11 +14,10 @@ /obj/item/clothing/gloves/ComponentInitialize() . = ..() - AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood))) + AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood))) -/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength) - if(strength < CLEAN_STRENGTH_BLOOD) - return +/obj/item/clothing/gloves/clean_blood(datum/source, strength) + . = ..() transfer_blood = 0 /obj/item/clothing/gloves/suicide_act(mob/living/carbon/user) @@ -30,8 +29,8 @@ if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves") - IF_HAS_BLOOD_DNA(src) - . += mutable_appearance('icons/effects/blood.dmi', "bloodyhands") + 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) ..() @@ -41,4 +40,4 @@ // Called just before an attack_hand(), in mob/UnarmedAttack() /obj/item/clothing/gloves/proc/Touch(atom/A, proximity) - return 0 // return 1 to cancel attack_hand() \ No newline at end of file + return FALSE // return TRUE to cancel attack_hand() diff --git a/code/modules/clothing/head/_head.dm b/code/modules/clothing/head/_head.dm index c8116ea4..fc1e78b6 100644 --- a/code/modules/clothing/head/_head.dm +++ b/code/modules/clothing/head/_head.dm @@ -46,11 +46,11 @@ if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet") - IF_HAS_BLOOD_DNA(src) - . += mutable_appearance('icons/effects/blood.dmi', "helmetblood") + if(blood_DNA) + . += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color()) /obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE) ..() if(ismob(loc)) var/mob/M = loc - M.update_inv_head() \ No newline at end of file + M.update_inv_head() diff --git a/code/modules/clothing/masks/_masks.dm b/code/modules/clothing/masks/_masks.dm index 7f7cc60f..337bd4a5 100644 --- a/code/modules/clothing/masks/_masks.dm +++ b/code/modules/clothing/masks/_masks.dm @@ -59,8 +59,8 @@ if(body_parts_covered & HEAD) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") - IF_HAS_BLOOD_DNA(src) - . += mutable_appearance('icons/effects/blood.dmi', "maskblood") + if(blood_DNA) + . += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color()) /obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE) ..() diff --git a/code/modules/clothing/neck/_neck.dm b/code/modules/clothing/neck/_neck.dm index dd3ff919..94472f79 100644 --- a/code/modules/clothing/neck/_neck.dm +++ b/code/modules/clothing/neck/_neck.dm @@ -12,8 +12,8 @@ if(body_parts_covered & HEAD) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") - IF_HAS_BLOOD_DNA(src) - . += mutable_appearance('icons/effects/blood.dmi', "maskblood") + if(blood_DNA) + . += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color()) /obj/item/clothing/neck/tie name = "tie" diff --git a/code/modules/clothing/shoes/_shoes.dm b/code/modules/clothing/shoes/_shoes.dm index 59fba6e5..b420ee67 100644 --- a/code/modules/clothing/shoes/_shoes.dm +++ b/code/modules/clothing/shoes/_shoes.dm @@ -11,17 +11,19 @@ permeability_coefficient = 0.5 slowdown = SHOES_SLOWDOWN var/blood_state = BLOOD_STATE_NOT_BLOODY - var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) + 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, .proc/clean_blood))) + 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) @@ -42,22 +44,28 @@ 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_HAS_BLOOD_DNA(src) + if(blood_DNA) bloody = TRUE else - bloody = bloody_shoes[BLOOD_STATE_HUMAN] + 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") + . += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color()) else - . += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood") + . += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color()) /obj/item/clothing/shoes/equipped(mob/user, slot) . = ..() @@ -93,14 +101,13 @@ var/mob/M = loc M.update_inv_shoes() -/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength) - if(strength < CLEAN_STRENGTH_BLOOD) - return - bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) +/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 \ No newline at end of file + return FALSE diff --git a/code/modules/clothing/suits/_suits.dm b/code/modules/clothing/suits/_suits.dm index bd837c14..6e469faa 100644 --- a/code/modules/clothing/suits/_suits.dm +++ b/code/modules/clothing/suits/_suits.dm @@ -5,6 +5,7 @@ allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) slot_flags = ITEM_SLOT_OCLOTHING + body_parts_covered = CHEST var/blood_overlay_type = "suit" var/togglename = null var/suittoggled = FALSE @@ -30,12 +31,12 @@ adjusted = NORMAL_STYLE if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None")) - if(H.dna.features["taur"] in list("Naga", "Tentacle")) + if(H.dna.features["taur"] in GLOB.noodle_taurs) taurmode = SNEK_TAURIC if(tauric == TRUE) center = TRUE dimension_x = 64 - else if(H.dna.features["taur"] in list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger","Deer")) + else if(H.dna.features["taur"] in GLOB.paw_taurs) taurmode = PAW_TAURIC if(tauric == TRUE) center = TRUE @@ -53,11 +54,11 @@ if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") - IF_HAS_BLOOD_DNA(src) - if(taurmode >= SNEK_TAURIC) - . += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood") + if(blood_DNA) + if(tauric) + . += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color()) else - . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") + . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color()) var/mob/living/carbon/human/M = loc if(ishuman(M) && M.w_uniform) var/obj/item/clothing/under/U = M.w_uniform diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm index 422be6e3..2889242c 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -22,8 +22,8 @@ if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform") - IF_HAS_BLOOD_DNA(src) - . += mutable_appearance('icons/effects/blood.dmi', "uniformblood") + if(blood_DNA) + . += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color()) if(accessory_overlay) . += accessory_overlay diff --git a/code/modules/detectivework/detective_work.dm b/code/modules/detectivework/detective_work.dm index 17396093..0f3b6532 100644 --- a/code/modules/detectivework/detective_work.dm +++ b/code/modules/detectivework/detective_work.dm @@ -1,111 +1,107 @@ //CONTAINS: Suit fibers and Detective's Scanning Computer -/atom/proc/return_fingerprints() - GET_COMPONENT(D, /datum/component/forensics) - if(D) - . = D.fingerprints +/atom/proc/add_fibers(mob/living/carbon/human/M) + if(M.gloves && istype(M.gloves, /obj/item/clothing/)) + var/obj/item/clothing/gloves/G = M.gloves + if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects + if(add_blood_DNA(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody + G.transfer_blood-- + else if(M.bloody_hands > 1) + if(add_blood_DNA(M.blood_DNA, M.diseases)) + M.bloody_hands-- + if(!suit_fibers) + suit_fibers = list() + var/fibertext + var/item_multiplier = isitem(src)?1.2:1 + if(M.wear_suit) + fibertext = "Material from \a [M.wear_suit]." + if(prob(10*item_multiplier) && !(fibertext in suit_fibers)) + suit_fibers += fibertext + if(!(M.wear_suit.body_parts_covered & CHEST)) + if(M.w_uniform) + fibertext = "Fibers from \a [M.w_uniform]." + if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed. + suit_fibers += fibertext + if(!(M.wear_suit.body_parts_covered & HANDS)) + if(M.gloves) + fibertext = "Material from a pair of [M.gloves.name]." + if(prob(20*item_multiplier) && !(fibertext in suit_fibers)) + suit_fibers += fibertext + else if(M.w_uniform) + fibertext = "Fibers from \a [M.w_uniform]." + if(prob(15*item_multiplier) && !(fibertext in suit_fibers)) + // "Added fibertext: [fibertext]" + suit_fibers += fibertext + if(M.gloves) + fibertext = "Material from a pair of [M.gloves.name]." + if(prob(20*item_multiplier) && !(fibertext in suit_fibers)) + suit_fibers += "Material from a pair of [M.gloves.name]." + else if(M.gloves) + fibertext = "Material from a pair of [M.gloves.name]." + if(prob(20*item_multiplier) && !(fibertext in suit_fibers)) + suit_fibers += "Material from a pair of [M.gloves.name]." -/atom/proc/return_hiddenprints() - GET_COMPONENT(D, /datum/component/forensics) - if(D) - . = D.hiddenprints -/atom/proc/return_blood_DNA() - GET_COMPONENT(D, /datum/component/forensics) - if(D) - . = D.blood_DNA +/atom/proc/add_hiddenprint(mob/living/M) + if(!M || !M.key) + return -/atom/proc/blood_DNA_length() - GET_COMPONENT(D, /datum/component/forensics) - if(D) - . = length(D.blood_DNA) + if(!fingerprintshidden) //Add the list if it does not exist + fingerprintshidden = list() -/atom/proc/return_fibers() - GET_COMPONENT(D, /datum/component/forensics) - if(D) - . = D.fibers + var/hasgloves = "" + if(ishuman(M)) + var/mob/living/carbon/human/H = M + if(H.gloves) + hasgloves = "(gloves)" + + var/current_time = TIME_STAMP("hh:mm:ss", FALSE) + if(!fingerprintshidden[M.key]) + fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]" + else + var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ") + if(laststamppos) + fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos) + fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]" + + fingerprintslast = M.ckey -/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT - if(length(fingerprints)) - . = AddComponent(/datum/component/forensics, fingerprints) //Set ignoregloves to add prints irrespective of the mob having gloves on. /atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE) - var/datum/component/forensics/D = AddComponent(/datum/component/forensics) - . = D.add_fingerprint(M, ignoregloves) + if(!M || !M.key) + return -/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT - if(length(fibertext)) - . = AddComponent(/datum/component/forensics, null, null, null, fibertext) + add_hiddenprint(M) -/atom/proc/add_fibers(mob/living/carbon/human/M) - var/old = 0 - if(M.gloves && istype(M.gloves, /obj/item/clothing)) - var/obj/item/clothing/gloves/G = M.gloves - old = length(G.return_blood_DNA()) - if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects - if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody - G.transfer_blood-- - else if(M.bloody_hands > 1) - old = length(M.return_blood_DNA()) - if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old) - M.bloody_hands-- - var/datum/component/forensics/D = AddComponent(/datum/component/forensics) - . = D.add_fibers(M) + if(ishuman(M)) + var/mob/living/carbon/human/H = M -/atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM - if(length(hiddenprints)) - . = AddComponent(/datum/component/forensics, null, hiddenprints) + add_fibers(H) -/atom/proc/add_hiddenprint(mob/living/M) - var/datum/component/forensics/D = AddComponent(/datum/component/forensics) - . = D.add_hiddenprint(M) + if(H.gloves) //Check if the gloves (if any) hide fingerprints + var/obj/item/clothing/gloves/G = H.gloves + if(G.transfer_prints) + ignoregloves = TRUE -/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE - return FALSE + if(!ignoregloves) + H.gloves.add_fingerprint(H, TRUE) //ignoregloves = TRUE to avoid infinite loop. + return -/obj/add_blood_DNA(list/dna) - . = ..() - if(length(dna)) - . = AddComponent(/datum/component/forensics, null, null, dna) - -/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) - . = ..() - transfer_blood = rand(2, 4) - -/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) - var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src - if(!B) - B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases) - B.add_blood_DNA(blood_dna) //give blood info to the blood decal. - return TRUE //we bloodied the floor - -/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases) - if(wear_suit) - wear_suit.add_blood_DNA(blood_dna) - update_inv_wear_suit() - else if(w_uniform) - w_uniform.add_blood_DNA(blood_dna) - update_inv_w_uniform() - if(gloves) - var/obj/item/clothing/gloves/G = gloves - G.add_blood_DNA(blood_dna) - else if(length(blood_dna)) - AddComponent(/datum/component/forensics, null, null, blood_dna) - bloody_hands = rand(2, 4) - if(head) - head.add_blood_DNA(blood_dna) - update_inv_head() - else if(wear_mask) - wear_mask.add_blood_DNA(blood_dna) - update_inv_wear_mask() - if(wear_neck) - wear_neck.add_blood_DNA(blood_dna) - update_inv_neck() - update_inv_gloves() //handles bloody hands overlays and updating - return TRUE + LAZYINITLIST(fingerprints) //Add the list if it does not exist + var/full_print = md5(H.dna.uni_identity) + fingerprints[full_print] = full_print /atom/proc/transfer_fingerprints_to(atom/A) - A.add_fingerprint_list(return_fingerprints()) - A.add_hiddenprint_list(return_hiddenprints()) + // Make sure everything are lists. + LAZYINITLIST(A.fingerprints) + LAZYINITLIST(A.fingerprintshidden) + LAZYINITLIST(fingerprints) + LAZYINITLIST(fingerprintshidden) + + // Transfer + if(fingerprints) + A.fingerprints |= fingerprints.Copy() //detective + if(fingerprintshidden) + A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast diff --git a/code/modules/detectivework/evidence.dm b/code/modules/detectivework/evidence.dm index 1a4a2d87..60e4b7af 100644 --- a/code/modules/detectivework/evidence.dm +++ b/code/modules/detectivework/evidence.dm @@ -16,7 +16,7 @@ /obj/item/evidencebag/attackby(obj/item/I, mob/user, params) if(evidencebagEquip(I, user)) - return 1 + return TRUE /obj/item/evidencebag/handle_atom_del(atom/A) cut_overlays() @@ -25,12 +25,12 @@ desc = initial(desc) /obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user) - if(!istype(I) || I.anchored == 1) + if(!istype(I) || I.anchored == TRUE) return if(istype(I, /obj/item/evidencebag)) to_chat(user, "You find putting an evidence bag in another evidence bag to be slightly absurd.") - return 1 //now this is podracing + return TRUE //now this is podracing if(I.w_class > WEIGHT_CLASS_NORMAL) to_chat(user, "[I] won't fit in [src].") @@ -62,7 +62,7 @@ desc = "An evidence bag containing [I]. [I.desc]" I.forceMove(src) w_class = I.w_class - return 1 + return TRUE /obj/item/evidencebag/attack_self(mob/user) if(contents.len) diff --git a/code/modules/detectivework/scanner.dm b/code/modules/detectivework/scanner.dm index f9cd1256..bff010a3 100644 --- a/code/modules/detectivework/scanner.dm +++ b/code/modules/detectivework/scanner.dm @@ -14,7 +14,7 @@ flags_1 = CONDUCT_1 item_flags = NOBLUDGEON slot_flags = ITEM_SLOT_BELT - var/scanning = 0 + var/scanning = FALSE var/list/log = list() var/range = 8 var/view_check = TRUE @@ -30,7 +30,7 @@ /obj/item/detective_scanner/attack_self(mob/user) if(log.len && !scanning) - scanning = 1 + scanning = TRUE to_chat(user, "Printing report, please wait...") addtimer(CALLBACK(src, .proc/PrintReport), 100) else @@ -56,7 +56,7 @@ // Clear the logs log = list() - scanning = 0 + scanning = FALSE /obj/item/detective_scanner/afterattack(atom/A, mob/user, params) . = ..() @@ -70,7 +70,7 @@ if((get_dist(A, user) > range) || (!(A in view(range, user)) && view_check) || (loc != user)) return - scanning = 1 + scanning = TRUE user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.") to_chat(user, "You scan \the [A]. The scanner is now analysing the results...") @@ -80,14 +80,20 @@ //Make our lists var/list/fingerprints = list() - var/list/blood = A.return_blood_DNA() - var/list/fibers = A.return_fibers() + var/list/blood = list() + var/list/fibers = list() var/list/reagents = list() var/target_name = A.name // Start gathering + if(A.blood_DNA && A.blood_DNA.len) + blood = A.blood_DNA.Copy() + + if(A.suit_fibers && A.suit_fibers.len) + fibers = A.suit_fibers.Copy() + if(ishuman(A)) var/mob/living/carbon/human/H = A @@ -96,7 +102,8 @@ else if(!ismob(A)) - fingerprints = A.return_fingerprints() + if(A.fingerprints && A.fingerprints.len) + fingerprints = A.fingerprints.Copy() // Only get reagents from non-mobs. if(A.reagents && A.reagents.reagent_list.len) @@ -115,40 +122,40 @@ // We gathered everything. Create a fork and slowly display the results to the holder of the scanner. - var/found_something = 0 + var/found_something = FALSE add_log("[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]", 0) // Fingerprints if(length(fingerprints)) - sleep(30) + sleep(3 SECONDS) add_log("Prints:") for(var/finger in fingerprints) add_log("[finger]") - found_something = 1 + found_something = TRUE // Blood if (length(blood)) - sleep(30) + sleep(3 SECONDS) add_log("Blood:") - found_something = 1 + found_something = TRUE for(var/B in blood) add_log("Type: [blood[B]] DNA: [B]") //Fibers if(length(fibers)) - sleep(30) + sleep(3 SECONDS) add_log("Fibers:") for(var/fiber in fibers) add_log("[fiber]") - found_something = 1 + found_something = TRUE //Reagents if(length(reagents)) - sleep(30) + sleep(3 SECONDS) add_log("Reagents:") for(var/R in reagents) add_log("Reagent: [R] Volume: [reagents[R]]") - found_something = 1 + found_something = TRUE // Get a new user var/mob/holder = null @@ -164,10 +171,10 @@ to_chat(holder, "You finish scanning \the [target_name].") add_log("---------------------------------------------------------", 0) - scanning = 0 + scanning = FALSE return -/obj/item/detective_scanner/proc/add_log(msg, broadcast = 1) +/obj/item/detective_scanner/proc/add_log(msg, broadcast = TRUE) if(scanning) if(broadcast && ismob(loc)) var/mob/M = loc diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm index ca1a961a..757aadae 100644 --- a/code/modules/mob/living/blood.dm +++ b/code/modules/mob/living/blood.dm @@ -2,6 +2,9 @@ BLOOD SYSTEM ****************************************************/ +#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations. + + /mob/living/carbon/human/proc/suppress_bloodloss(amount) if(bleedsuppress) return @@ -30,6 +33,9 @@ bleed_rate = 0 return + if(bleed_rate <= 0) + bleed_rate = 0 + if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood. //Blood regeneration if there is some space @@ -80,6 +86,9 @@ var/obj/item/bodypart/BP = X var/brutedamage = BP.brute_dam + if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty. + continue + //We want an accurate reading of .len listclearnulls(BP.embedded_objects) temp_bleed += 0.5*BP.embedded_objects.len @@ -87,7 +96,7 @@ if(brutedamage >= 20) temp_bleed += (brutedamage * 0.013) - bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases + bleed_rate = max(bleed_rate - 0.50, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH))) bleed(bleed_rate) @@ -105,9 +114,11 @@ /mob/living/carbon/human/bleed(amt) amt *= physiology.bleed_mod if(!(NOBLOOD in dna.species.species_traits)) - ..() - - + .=..() + if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground? + var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()] + if(istype(R) && isturf(loc)) + R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER) /mob/living/proc/restore_blood() blood_volume = initial(blood_volume) @@ -123,16 +134,16 @@ //Gets blood from mob to a container or other mob, preserving all data in it. /mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced) if(!blood_volume || !AM.reagents) - return 0 + return FALSE if(blood_volume < (BLOOD_VOLUME_BAD * blood_ratio) && !forced) - return 0 + return FALSE if(blood_volume < amount) amount = blood_volume var/blood_id = get_blood_id() if(!blood_id) - return 0 + return FALSE blood_volume -= amount @@ -141,29 +152,27 @@ if(iscarbon(AM)) var/mob/living/carbon/C = AM if(blood_id == C.get_blood_id())//both mobs have the same blood substance - if(blood_id == "blood") //normal blood + if(blood_id == "blood" || blood_id == "jellyblood") //normal blood if(blood_data["viruses"]) for(var/thing in blood_data["viruses"]) var/datum/disease/D = thing if((D.spread_flags & DISEASE_SPREAD_SPECIAL) || (D.spread_flags & DISEASE_SPREAD_NON_CONTAGIOUS)) continue C.ForceContractDisease(D) - if(!(blood_data["blood_type"] in get_safe_blood(C.dna.blood_type))) - C.reagents.add_reagent("toxin", amount * 0.5) - return 1 + //This used to inject oof ouch results, but since we add the reagent, and the reagent causes oof ouch on mob life... why double dip? C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM) - return 1 + return TRUE AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature) - return 1 + return TRUE /mob/living/proc/get_blood_data(blood_id) return /mob/living/carbon/get_blood_data(blood_id) - if(blood_id == "blood") //actual blood reagent + if(blood_id == "blood" || blood_id == "jellyblood") //actual blood reagent var/blood_data = list() //set the blood data blood_data["donor"] = src @@ -174,6 +183,7 @@ blood_data["viruses"] += D.Copy() blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0) + blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type) if(disease_resistances && disease_resistances.len) blood_data["resistances"] = disease_resistances.Copy() var/list/temp_chem = list() @@ -206,21 +216,6 @@ if(istype(ling)) blood_data["changeling_loudness"] = ling.loudfactor return blood_data - if(blood_id == "slimejelly") //Just so MKUltra works. Takes the minimum required data. Sishen is testing if this breaks stuff. - var/blood_data = list() - if(mind) - blood_data["mind"] = mind - else if(last_mind) - blood_data["mind"] = last_mind - if(ckey) - blood_data["ckey"] = ckey - else if(last_mind) - blood_data["ckey"] = ckey(last_mind.key) - blood_data["gender"] = gender - blood_data["real_name"] = real_name - return blood_data - - //get the id of the substance this mob use as blood. /mob/proc/get_blood_id() @@ -234,12 +229,15 @@ if(!(HAS_TRAIT(src, TRAIT_NOCLONE))) return "blood" -/mob/living/carbon/human/get_blood_id() - if(dna.species.exotic_blood) +/mob/living/carbon/get_blood_id() + if(isjellyperson(src)) + return "jellyblood" + if(dna?.species?.exotic_blood) return dna.species.exotic_blood else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE))) return - return "blood" + else + return "blood" // This is has more potential uses, and is probably faster than the old proc. /proc/get_safe_blood(bloodtype) @@ -248,16 +246,21 @@ return var/static/list/bloodtypes_safe = list( - "A-" = list("A-", "O-"), - "A+" = list("A-", "A+", "O-", "O+"), - "B-" = list("B-", "O-"), - "B+" = list("B-", "B+", "O-", "O+"), - "AB-" = list("A-", "B-", "O-", "AB-"), - "AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+"), - "O-" = list("O-"), - "O+" = list("O-", "O+"), - "L" = list("L"), - "U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U") + "A-" = list("A-", "O-", "SY"), + "A+" = list("A-", "A+", "O-", "O+", "SY"), + "B-" = list("B-", "O-", "SY"), + "B+" = list("B-", "B+", "O-", "O+", "SY"), + "AB-" = list("A-", "B-", "O-", "AB-", "SY"), + "AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "SY"), + "O-" = list("O-","SY"), + "O+" = list("O-", "O+","SY"), + "L" = list("L","SY"), + "U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY"), + "HF" = list("HF", "SY"), + "X*" = list("X*", "SY"), + "SY" = list("SY"), + "GEL" = list("GEL","SY"), + "BUG" = list("BUG", "SY") ) var/safe = bloodtypes_safe[bloodtype] @@ -266,7 +269,7 @@ //to add a splatter of blood or other mob liquid. /mob/living/proc/add_splatter_floor(turf/T, small_drip) - if(get_blood_id() != "blood") + if(get_blood_id() == null) return if(!T) T = get_turf(src) @@ -280,24 +283,27 @@ drop.drips++ drop.add_overlay(pick(drop.random_icon_states)) drop.transfer_mob_blood_dna(src) + drop.update_icon() return else - temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter + temp_blood_DNA = list() + temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter qdel(drop)//the drip is replaced by a bigger splatter else drop = new(T, get_static_viruses()) drop.transfer_mob_blood_dna(src) + drop.update_icon() return // Find a blood decal or create a new one. - var/obj/effect/decal/cleanable/blood/B = locate() in T + var/obj/effect/decal/cleanable/blood/splats/B = locate() in T if(!B) - B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses()) - if (B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit + B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses()) + if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit B.bloodiness += BLOOD_AMOUNT_PER_DECAL B.transfer_mob_blood_dna(src) //give blood info to the blood decal. if(temp_blood_DNA) - B.add_blood_DNA(temp_blood_DNA) + B.blood_DNA |= temp_blood_DNA /mob/living/carbon/human/add_splatter_floor(turf/T, small_drip) if(!(NOBLOOD in dna.species.species_traits)) @@ -306,10 +312,10 @@ /mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip) if(!T) T = get_turf(src) - var/obj/effect/decal/cleanable/xenoblood/B = locate() in T.contents + var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents if(!B) B = new(T) - B.add_blood_DNA(list("UNKNOWN DNA" = "X*")) + B.blood_DNA["UNKNOWN DNA"] = "X*" /mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip) if(!T) @@ -318,6 +324,44 @@ if(!B) B = new(T) +/mob/living/proc/add_splash_floor(turf/T) + if(get_blood_id() == null) + return + if(!T) + T = get_turf(src) + + var/list/temp_blood_DNA + + // Find a blood decal or create a new one. + var/obj/effect/decal/cleanable/blood/B = locate() in T + if(!B) + B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses()) + if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit + B.bloodiness += BLOOD_AMOUNT_PER_DECAL + B.transfer_mob_blood_dna(src) //give blood info to the blood decal. + src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools + if(temp_blood_DNA) + B.blood_DNA |= temp_blood_DNA + +/mob/living/carbon/human/add_splash_floor(turf/T) + if(!(NOBLOOD in dna.species.species_traits)) + ..() + +/mob/living/carbon/alien/add_splash_floor(turf/T) + if(!T) + T = get_turf(src) + var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents + if(!B) + B = new(T) + B.blood_DNA["UNKNOWN DNA"] = "X*" + +/mob/living/silicon/robot/add_splash_floor(turf/T) + if(!T) + T = get_turf(src) + var/obj/effect/decal/cleanable/oil/B = locate() in T.contents + if(!B) + B = new(T) + //This is a terrible way of handling it. /mob/living/proc/ResetBloodVol() if(ishuman(src)) diff --git a/code/modules/mob/living/bloodcrawl.dm b/code/modules/mob/living/bloodcrawl.dm index cc11c0e8..19500653 100644 --- a/code/modules/mob/living/bloodcrawl.dm +++ b/code/modules/mob/living/bloodcrawl.dm @@ -147,9 +147,9 @@ /mob/living/proc/exit_blood_effect(obj/effect/decal/cleanable/B) playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1) //Makes the mob have the color of the blood pool it came out of - var/newcolor = rgb(149, 10, 10) - if(istype(B, /obj/effect/decal/cleanable/xenoblood)) - newcolor = rgb(43, 186, 0) + var/newcolor = BLOOD_COLOR_HUMAN + if(istype(B, /obj/effect/decal/cleanable/blood/xeno)) + newcolor = BLOOD_COLOR_XENO add_atom_colour(newcolor, TEMPORARY_COLOUR_PRIORITY) // but only for a few seconds spawn(30) diff --git a/code/modules/mob/living/brain/brain.dm b/code/modules/mob/living/brain/brain.dm index 97b29ca4..1b2944c1 100644 --- a/code/modules/mob/living/brain/brain.dm +++ b/code/modules/mob/living/brain/brain.dm @@ -10,7 +10,10 @@ /mob/living/brain/Initialize() . = ..() create_dna(src) - stored_dna.initialize_dna(random_blood_type()) + if(stored_dna.blood_type) + stored_dna.initialize_dna(stored_dna.blood_type) + else + stored_dna.initialize_dna(random_blood_type()) if(isturf(loc)) //not spawned in an MMI or brain organ (most likely adminspawned) var/obj/item/organ/brain/OB = new(loc) //we create a new brain organ for it. OB.brainmob = src @@ -21,6 +24,8 @@ if(!stored_dna.species) var/rando_race = pick(GLOB.roundstart_races) stored_dna.species = new rando_race() + if(stored_dna.species.exotic_bloodtype) + stored_dna.blood_type = stored_dna.species.exotic_bloodtype /mob/living/brain/Destroy() if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting. diff --git a/code/modules/mob/living/carbon/alien/alien.dm b/code/modules/mob/living/carbon/alien/alien.dm index 41732d7f..f7fdd2d3 100644 --- a/code/modules/mob/living/carbon/alien/alien.dm +++ b/code/modules/mob/living/carbon/alien/alien.dm @@ -20,7 +20,7 @@ var/heat_protection = 0.5 var/leaping = 0 - gib_type = /obj/effect/decal/cleanable/xenoblood/xgibs + gib_type = /obj/effect/decal/cleanable/blood/gibs/xeno unique_name = 1 var/static/regex/alien_name_regex = new("alien (larva|sentinel|drone|hunter|praetorian|queen)( \\(\\d+\\))?") diff --git a/code/modules/mob/living/carbon/alien/death.dm b/code/modules/mob/living/carbon/alien/death.dm index fbae1e89..b48f116f 100644 --- a/code/modules/mob/living/carbon/alien/death.dm +++ b/code/modules/mob/living/carbon/alien/death.dm @@ -2,7 +2,7 @@ if(with_bodyparts) new /obj/effect/gibspawner/xeno(drop_location()) else - new /obj/effect/gibspawner/xenobodypartless(drop_location()) + new /obj/effect/gibspawner/xeno/bodypartless(drop_location()) /mob/living/carbon/alien/gib_animation() new /obj/effect/temp_visual/gib_animation(loc, "gibbed-a") diff --git a/code/modules/mob/living/carbon/alien/larva/death.dm b/code/modules/mob/living/carbon/alien/larva/death.dm index f9ed1f9b..febc8d77 100644 --- a/code/modules/mob/living/carbon/alien/larva/death.dm +++ b/code/modules/mob/living/carbon/alien/larva/death.dm @@ -10,7 +10,7 @@ if(with_bodyparts) new /obj/effect/gibspawner/larva(drop_location()) else - new /obj/effect/gibspawner/larvabodypartless(drop_location()) + new /obj/effect/gibspawner/larva/bodypartless(drop_location()) /mob/living/carbon/alien/larva/gib_animation() new /obj/effect/temp_visual/gib_animation(loc, "gibbed-l") diff --git a/code/modules/mob/living/carbon/alien/organs.dm b/code/modules/mob/living/carbon/alien/organs.dm index df1be454..7b696279 100644 --- a/code/modules/mob/living/carbon/alien/organs.dm +++ b/code/modules/mob/living/carbon/alien/organs.dm @@ -89,6 +89,8 @@ owner.adjustFireLoss(-heal_amt) owner.adjustOxyLoss(-heal_amt) owner.adjustCloneLoss(-heal_amt) + if(owner.blood_volume && (owner.blood_volume < BLOOD_VOLUME_NORMAL)) + owner.blood_volume += 5 else owner.adjustPlasma(plasma_rate * 0.1) diff --git a/code/modules/mob/living/carbon/carbon_defines.dm b/code/modules/mob/living/carbon/carbon_defines.dm index f5b00200..16a6b4ed 100644 --- a/code/modules/mob/living/carbon/carbon_defines.dm +++ b/code/modules/mob/living/carbon/carbon_defines.dm @@ -49,6 +49,7 @@ //Gets filled up in create_bodyparts() var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems) + var/list/leg_bodyparts = list() var/icon_render_key = "" var/static/list/limb_icon_cache = list() diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm index ada57d67..a78f4574 100644 --- a/code/modules/mob/living/carbon/damage_procs.dm +++ b/code/modules/mob/living/carbon/damage_procs.dm @@ -85,7 +85,7 @@ if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage amount = -amount if(amount > 0) - blood_volume -= 5*amount + blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough. else blood_volume -= amount return ..() diff --git a/code/modules/mob/living/carbon/human/death.dm b/code/modules/mob/living/carbon/human/death.dm index db54b035..579f9b6c 100644 --- a/code/modules/mob/living/carbon/human/death.dm +++ b/code/modules/mob/living/carbon/human/death.dm @@ -5,10 +5,34 @@ new /obj/effect/temp_visual/dust_animation(loc, "dust-h") /mob/living/carbon/human/spawn_gibs(with_bodyparts) - if(with_bodyparts) - new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses()) + if(isjellyperson(src)) + if(with_bodyparts) + new /obj/effect/gibspawner/slime(drop_location(), dna, get_static_viruses()) + else + new /obj/effect/gibspawner/slime/bodypartless(drop_location(), dna, get_static_viruses()) + + if(isipcperson(src)) + if(with_bodyparts) + new /obj/effect/gibspawner/ipc(drop_location(), dna, get_static_viruses()) + else + new /obj/effect/gibspawner/ipc/bodypartless(drop_location(), dna, get_static_viruses()) + + if(isxenoperson(src)) + if(with_bodyparts) + new /obj/effect/gibspawner/xeno/xenoperson(drop_location(), dna, get_static_viruses()) + else + new /obj/effect/gibspawner/xeno/xenoperson/bodypartless(drop_location(), dna, get_static_viruses()) + + if(islizard(src)) + if(with_bodyparts) + new /obj/effect/gibspawner/lizard(drop_location(), dna, get_static_viruses()) + else + new /obj/effect/gibspawner/lizard/bodypartless(drop_location(), dna, get_static_viruses()) else - new /obj/effect/gibspawner/humanbodypartless(drop_location(), dna, get_static_viruses()) + if(with_bodyparts) + new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses()) + else + new /obj/effect/gibspawner/human/bodypartless(drop_location(), dna, get_static_viruses()) /mob/living/carbon/human/spawn_dust(just_ash = FALSE) if(just_ash) diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index f155ff62..624dc971 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -45,7 +45,7 @@ if(wear_suit) . += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)]." //suit/armor storage - if(s_store) + if(s_store && !(SLOT_S_STORE in obscured)) . += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name]." //back if(back) @@ -56,11 +56,10 @@ if(!(I.item_flags & ABSTRACT)) . += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))]." - GET_COMPONENT(FR, /datum/component/forensics) //gloves if(gloves && !(SLOT_GLOVES in obscured)) . += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands." - else if(FR && length(FR.blood_DNA)) + else if(length(blood_DNA)) var/hand_number = get_num_arms(FALSE) if(hand_number) . += "[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!" @@ -83,7 +82,7 @@ if(wear_mask && !(SLOT_WEAR_MASK in obscured)) . += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face." - if (wear_neck && !(SLOT_NECK in obscured)) + if(wear_neck && !(SLOT_NECK in obscured)) . += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck." //eyes @@ -147,6 +146,8 @@ var/temp = getBruteLoss() //no need to calculate each of these twice + msg += "" //Everything below gets this span + var/list/msg = list() var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 263e86f0..89765081 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -33,7 +33,7 @@ if(CONFIG_GET(flag/disable_stambuffer)) togglesprint() - AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood))) + AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /mob/living/carbon/human/clean_blood))) /mob/living/carbon/human/ComponentInitialize() @@ -699,16 +699,17 @@ if(..()) dropItemToGround(I) -/mob/living/carbon/human/proc/clean_blood(datum/source, strength) - if(strength < CLEAN_STRENGTH_BLOOD) - return - if(gloves) - if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)) - update_inv_gloves() +/mob/living/carbon/human/clean_blood() + var/mob/living/carbon/human/H = src + if(H.gloves) + if(H.gloves.clean_blood()) + H.update_inv_gloves() else - if(bloody_hands) - bloody_hands = 0 - update_inv_gloves() + ..() // Clear the Blood_DNA list + if(H.bloody_hands) + H.bloody_hands = 0 + H.update_inv_gloves() + update_icons() //apply the now updated overlays to the mob /mob/living/carbon/human/wash_cream() if(creamed) //clean both to prevent a rare bug @@ -1110,6 +1111,20 @@ /mob/living/carbon/human/species/zombie/krokodil_addict race = /datum/species/krokodil_addict +/mob/living/carbon/human/species/mammal + race = /datum/species/mammal + +/mob/living/carbon/human/species/insect + race = /datum/species/insect + +/mob/living/carbon/human/species/xeno + race = /datum/species/xeno + +/mob/living/carbon/human/species/ipc + race = /datum/species/ipc + +/mob/living/carbon/human/species/roundstartslime + race = /datum/species/jelly/roundstartslime //define holder_type on nerds we wanna commit scoop to /* /mob/living/carbon/human var/holder_type = /obj/item/clothing/head/mob_holder/micro diff --git a/code/modules/mob/living/carbon/human/human_defines.dm b/code/modules/mob/living/carbon/human/human_defines.dm index d0a16ea0..ea25104c 100644 --- a/code/modules/mob/living/carbon/human/human_defines.dm +++ b/code/modules/mob/living/carbon/human/human_defines.dm @@ -49,6 +49,9 @@ var/bleed_rate = 0 //how much are we bleeding var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) + var/name_override //For temporary visible name changes var/genital_override = FALSE //Force genitals on things incase of chems diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm index 5dc4400f..d489c2e3 100644 --- a/code/modules/mob/living/carbon/human/human_helpers.dm +++ b/code/modules/mob/living/carbon/human/human_helpers.dm @@ -127,3 +127,10 @@ return FALSE return . + +/* +/mob/living/carbon/human/transfer_blood_dna(list/blood_dna) + ..() + 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]*/ diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index 4dc63308..c6fb6870 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -56,18 +56,17 @@ //Bloody footprints var/turf/T = get_turf(src) if(S.bloody_shoes && S.bloody_shoes[S.blood_state]) - for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T) - if (oldFP.blood_state == S.blood_state) - return - //No oldFP or they're all a different kind of blood - S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP) - if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD) - var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T) - FP.blood_state = S.blood_state - FP.entered_dirs |= dir - FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD - FP.add_blood_DNA(S.return_blood_DNA()) - FP.update_icon() + var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T + if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype))) + return + S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP) + var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T) + FP.blood_state = S.blood_state + FP.entered_dirs |= dir + FP.bloodiness = S.bloody_shoes[S.blood_state] + if(S.last_bloodtype) + FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype) + FP.update_icon() update_inv_shoes() //End bloody footprints S.step_action() diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index cc2d088d..ac53fa31 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -314,7 +314,10 @@ GLOBAL_LIST_EMPTY(roundstart_races) /datum/species/proc/on_species_loss(mob/living/carbon/human/C, datum/species/new_species, pref_load) if(C.dna.species.exotic_bloodtype) - C.dna.blood_type = random_blood_type() + if(!new_species.exotic_bloodtype) + C.dna.blood_type = random_blood_type() + else + C.dna.blood_type = new_species.exotic_bloodtype if(DIGITIGRADE in species_traits) C.Digitigrade_Leg_Swap(TRUE) for(var/X in inherent_traits) @@ -968,6 +971,16 @@ GLOBAL_LIST_EMPTY(roundstart_races) return "TAUR" //END EDIT +/* TODO: Snowflake trail marks +// Impliments different trails for species depending on if they're wearing shoes. +/datum/species/proc/get_move_trail(var/mob/living/carbon/human/H) + if(H.lying) + return /obj/effect/decal/cleanable/blood/footprints/tracks/body + if(H.shoes || (H.wear_suit && (H.wear_suit.body_parts_covered & FEET))) + var/obj/item/clothing/shoes/shoes = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) ? H.wear_suit : H.shoes // suits take priority over shoes + return shoes.move_trail + else + return move_trail */ /datum/species/proc/spec_life(mob/living/carbon/human/H) if(HAS_TRAIT(H, TRAIT_NOBREATH)) diff --git a/code/modules/mob/living/carbon/human/species_types/flypeople.dm b/code/modules/mob/living/carbon/human/species_types/flypeople.dm index 3ef8b0f8..40cbcbab 100644 --- a/code/modules/mob/living/carbon/human/species_types/flypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/flypeople.dm @@ -10,6 +10,7 @@ meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/fly disliked_food = null liked_food = GROSS + exotic_bloodtype = "BUG" /datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H) if(chem.id == "pestkiller") diff --git a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm index fc4b9a4e..5d50394b 100644 --- a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm @@ -4,13 +4,15 @@ id = "jelly" default_color = "00FF90" say_mod = "chirps" - species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD) + species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR) mutantlungs = /obj/item/organ/lungs/slime + mutant_heart = /obj/item/organ/heart/slime mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur") //CIT CHANGE default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None") //CIT CHANGE inherent_traits = list(TRAIT_TOXINLOVER) meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime - exotic_blood = "slimejelly" + exotic_blood = "jellyblood" + exotic_bloodtype = "GEL" damage_overlay_type = "" var/datum/action/innate/regenerate_limbs/regenerate_limbs var/datum/action/innate/slime_change/slime_change //CIT CHANGE @@ -121,7 +123,7 @@ name = "Slimeperson" id = "slime" default_color = "00FFFF" - species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD) + species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR) say_mod = "says" hair_color = "mutcolor" hair_alpha = 150 diff --git a/code/modules/mob/living/carbon/human/species_types/mothmen.dm b/code/modules/mob/living/carbon/human/species_types/mothmen.dm index 02825e35..1929d87f 100644 --- a/code/modules/mob/living/carbon/human/species_types/mothmen.dm +++ b/code/modules/mob/living/carbon/human/species_types/mothmen.dm @@ -14,6 +14,7 @@ liked_food = VEGETABLES | DAIRY| CLOTH disliked_food = FRUIT | GROSS toxic_food = MEAT | RAW + exotic_bloodtype = "BUG" /datum/species/moth/on_species_gain(mob/living/carbon/C) . = ..() @@ -58,4 +59,4 @@ if(H.loc && !isspaceturf(H.loc) && H.dna.features["moth_wings"] != "Burnt Off") var/datum/gas_mixture/current = H.loc.return_air() if(current && (current.return_pressure() >= ONE_ATMOSPHERE*0.85)) //as long as there's reasonable pressure and no gravity, flight is possible - return TRUE \ No newline at end of file + return TRUE diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index e278e7dc..1a75d508 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -186,7 +186,7 @@ There are several things that need to be remembered: inv.update_icon() if(!gloves && bloody_hands) - var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER) + var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color()) if(get_num_arms() < 2) if(has_left_hand()) bloody_overlay.icon_state = "bloodyhands_left" @@ -276,6 +276,32 @@ There are several things that need to be remembered: if(client && hud_used) var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES] inv.update_icon() +/* + if(!shoes && bloody_feet) + var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color()) + if(dna.features["taur"] != "None") + if(dna.features["taur"] in GLOB.noodle_taurs) + bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color()) + if(get_num_legs() < 2) + if(has_left_leg()) + bloody_overlay.icon_state = "snekbloodyfeet_left" + else if(has_right_leg()) + bloody_overlay.icon_state = "snekbloodyfeet_right" + else if(dna.features["taur"] in GLOB.paw_taurs) + bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color()) + if(get_num_legs() < 2) + if(has_left_leg()) + bloody_overlay.icon_state = "pawbloodyfeet_left" + else if(has_right_leg()) + bloody_overlay.icon_state = "pawbloodyfeet_right" + else + if(get_num_legs() < 2) + if(has_left_leg()) + bloody_overlay.icon_state = "bloodyfeet_left" + else if(has_right_leg()) + bloody_overlay.icon_state = "bloodyfeet_right" + + overlays_standing[GLOVES_LAYER] = bloody_overlay*/ if(shoes) var/obj/item/clothing/shoes/S = shoes diff --git a/code/modules/mob/living/carbon/update_icons.dm b/code/modules/mob/living/carbon/update_icons.dm index 5c67b69a..9c691e1b 100644 --- a/code/modules/mob/living/carbon/update_icons.dm +++ b/code/modules/mob/living/carbon/update_icons.dm @@ -1,353 +1,733 @@ -//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can. -/mob/living/carbon/update_transform() - var/matrix/ntransform = matrix(transform) //aka transform.Copy() - var/final_pixel_y = pixel_y - var/final_dir = dir - var/changed = 0 - - if(lying != lying_prev && rotate_on_lying) - changed++ - ntransform.TurnTo(lying_prev,lying) - if(lying == 0) //Lying to standing - final_pixel_y = get_standard_pixel_y_offset() - if(size_multiplier >= 1) //if its bigger than normal - ntransform.Translate(0,16 * (size_multiplier-1)) - else - if(lying_prev == 90) - ntransform.Translate(16 * (size_multiplier-1),16 * (size_multiplier-1)) - - if(lying_prev == 270) - ntransform.Translate(-16 * (size_multiplier-1),16 * (size_multiplier-1)) - - else //if(lying != 0) - if(lying_prev == 0) //Standing to lying - pixel_y = get_standard_pixel_y_offset() - final_pixel_y = get_standard_pixel_y_offset(lying) - if(lying == 90) //Check the angle of the sprite to offset it accordingly. - ntransform.Translate(-16 * (size_multiplier-1),0) - if(size_multiplier < 1) //if its smaller than normal - ntransform.Translate(0,16 * (size_multiplier-1)) //we additionally offset the sprite downwards - - if(lying == 270) //check the angle of the sprite to offset it accordingly - ntransform.Translate(16 * (size_multiplier-1),0) - if(size_multiplier < 1) //if its smaller than normal - ntransform.Translate(0,16 * (size_multiplier-1)) //we additionally offset the sprite downwards - - if(dir & (EAST|WEST)) //Facing east or west - final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass - - if(resize != RESIZE_DEFAULT_SIZE) - changed++ - ntransform.Scale(resize) - resize = RESIZE_DEFAULT_SIZE - - //Apply size multiplier, thank NeverExisted for this - if(size_multiplier != previous_size) - changed++ - //now we offset the sprite - //Scaling affects offset. There's probably a smarter and easier way to do this, but this way it works for sure (?) - //Just to be clear. All this bullshit is needed because someone wanted to store the old transform matrix instead of using a new one each iteration - //Winfre is currently doing a great job at coating my nuts in slobber while i code this - if(!lying) //when standing. People of all sizes are affected equally - ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite - ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly. - ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset - else //when lying. Macros dont get an offset, Micros do. We must also check the cases when a micro becomes a macro and viceversa - if(previous_size <= 1 && size_multiplier <= 1) //micro stays a micro. We modify the side-offset - ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite - ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly - ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset - - if(previous_size <= 1 && size_multiplier > 1) //micro becomes a macro. We remove the side-offset - ntransform.Translate(0,-16 * (previous_size-1)) //reset the sprite - ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly - - if(previous_size > 1 && size_multiplier <= 1) //macro becomes a micro. We add an offset - ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly. - ntransform.Translate(0,16 * (size_multiplier-1)) //apply the new offset - - if(previous_size > 1 && size_multiplier > 1) //macro stays a macro. We just scale the sprite with no offset changes - ntransform.Scale(size_multiplier/previous_size) //scale the sprite accordingly - - - if(changed) - animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT) - floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life(). - -/mob/living/carbon - var/list/overlays_standing[TOTAL_LAYERS] - -/mob/living/carbon/proc/apply_overlay(cache_index) - if((. = overlays_standing[cache_index])) - add_overlay(.) - -/mob/living/carbon/proc/remove_overlay(cache_index) - var/I = overlays_standing[cache_index] - if(I) - cut_overlay(I) - overlays_standing[cache_index] = null - -/mob/living/carbon/regenerate_icons() - if(notransform) - return 1 - update_inv_hands() - update_inv_handcuffed() - update_inv_legcuffed() - update_fire() - - -/mob/living/carbon/update_inv_hands() - remove_overlay(HANDS_LAYER) - if (handcuffed) - drop_all_held_items() - return - - var/list/hands = list() - for(var/obj/item/I in held_items) - if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) - I.screen_loc = ui_hand_position(get_held_index_of_item(I)) - client.screen += I - if(observers && observers.len) - for(var/M in observers) - var/mob/dead/observe = M - if(observe.client && observe.client.eye == src) - observe.client.screen += I - else - observers -= observe - if(!observers.len) - observers = null - break - - var/t_state = I.item_state - if(!t_state) - t_state = I.icon_state - - var/icon_file = I.lefthand_file - if(get_held_index_of_item(I) % 2 == 0) - icon_file = I.righthand_file - - hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE) - - overlays_standing[HANDS_LAYER] = hands - apply_overlay(HANDS_LAYER) - - -/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning") - remove_overlay(FIRE_LAYER) - if(on_fire) - var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER) - new_fire_overlay.appearance_flags = RESET_COLOR - overlays_standing[FIRE_LAYER] = new_fire_overlay - - apply_overlay(FIRE_LAYER) - - - -/mob/living/carbon/update_damage_overlays() - remove_overlay(DAMAGE_LAYER) - - var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER) - overlays_standing[DAMAGE_LAYER] = damage_overlay - - for(var/X in bodyparts) - var/obj/item/bodypart/BP = X - if(BP.dmg_overlay_type) - if(BP.brutestate) - damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays - if(BP.burnstate) - damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]") - - apply_overlay(DAMAGE_LAYER) - - -/mob/living/carbon/update_inv_wear_mask() - remove_overlay(FACEMASK_LAYER) - - if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated - return - - if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK]) - var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK] - inv.update_icon() - - if(wear_mask) - if(!(head && (head.flags_inv & HIDEMASK))) - overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi') - update_hud_wear_mask(wear_mask) - - apply_overlay(FACEMASK_LAYER) - -/mob/living/carbon/update_inv_neck() - remove_overlay(NECK_LAYER) - - if(client && hud_used && hud_used.inv_slots[SLOT_NECK]) - var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK] - inv.update_icon() - - if(wear_neck) - if(!(head && (head.flags_inv & HIDENECK))) - overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi') - update_hud_neck(wear_neck) - - apply_overlay(NECK_LAYER) - -/mob/living/carbon/update_inv_back() - remove_overlay(BACK_LAYER) - - if(client && hud_used && hud_used.inv_slots[SLOT_BACK]) - var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK] - inv.update_icon() - - if(back) - overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi') - update_hud_back(back) - - apply_overlay(BACK_LAYER) - -/mob/living/carbon/update_inv_head() - remove_overlay(HEAD_LAYER) - - if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated - return - - if(client && hud_used && hud_used.inv_slots[SLOT_BACK]) - var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD] - inv.update_icon() - - if(head) - overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi') - update_hud_head(head) - - apply_overlay(HEAD_LAYER) - - -/mob/living/carbon/update_inv_handcuffed() - remove_overlay(HANDCUFF_LAYER) - if(handcuffed) - var/mutable_appearance/cuffs = mutable_appearance('icons/mob/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER) - cuffs.color = handcuffed.color - - overlays_standing[HANDCUFF_LAYER] = cuffs - apply_overlay(HANDCUFF_LAYER) - -/mob/living/carbon/update_inv_legcuffed() - remove_overlay(LEGCUFF_LAYER) - clear_alert("legcuffed") - if(legcuffed) - var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER) - legcuffs.color = legcuffed.color - - overlays_standing[HANDCUFF_LAYER] = legcuffs - apply_overlay(LEGCUFF_LAYER) - throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed) - -//mob HUD updates for items in our inventory - -//update whether handcuffs appears on our hud. -/mob/living/carbon/proc/update_hud_handcuffed() - if(hud_used) - for(var/hand in hud_used.hand_slots) - var/obj/screen/inventory/hand/H = hud_used.hand_slots[hand] - if(H) - H.update_icon() - -//update whether our head item appears on our hud. -/mob/living/carbon/proc/update_hud_head(obj/item/I) - return - -//update whether our mask item appears on our hud. -/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I) - return - -//update whether our neck item appears on our hud. -/mob/living/carbon/proc/update_hud_neck(obj/item/I) - return - -//update whether our back item appears on our hud. -/mob/living/carbon/proc/update_hud_back(obj/item/I) - return - - - -//Overlays for the worn overlay so you can overlay while you overlay -//eg: ammo counters, primed grenade flashing, etc. -//"icon_file" is used automatically for inhands etc. to make sure it gets the right inhand file -/obj/item/proc/worn_overlays(isinhands = FALSE, icon_file) - . = list() - - -/mob/living/carbon/update_body() - update_body_parts() - -/mob/living/carbon/proc/update_body_parts() - //CHECK FOR UPDATE - var/oldkey = icon_render_key - icon_render_key = generate_icon_render_key() - if(oldkey == icon_render_key) - return - - remove_overlay(BODYPARTS_LAYER) - - for(var/X in bodyparts) - var/obj/item/bodypart/BP = X - BP.update_limb() - - //LOAD ICONS - if(limb_icon_cache[icon_render_key]) - load_limb_from_cache() - return - - //GENERATE NEW LIMBS - var/list/new_limbs = list() - for(var/X in bodyparts) - var/obj/item/bodypart/BP = X - new_limbs += BP.get_limb_icon() - if(new_limbs.len) - overlays_standing[BODYPARTS_LAYER] = new_limbs - limb_icon_cache[icon_render_key] = new_limbs - - apply_overlay(BODYPARTS_LAYER) - update_damage_overlays() - - - -///////////////////// -// Limb Icon Cache // -///////////////////// -/* - Called from update_body_parts() these procs handle the limb icon cache. - the limb icon cache adds an icon_render_key to a human mob, it represents: - - skin_tone (if applicable) - - gender - - limbs (stores as the limb name and whether it is removed/fine, organic/robotic) - These procs only store limbs as to increase the number of matching icon_render_keys - This cache exists because drawing 6/7 icons for humans constantly is quite a waste - See RemieRichards on irc.rizon.net #coderbus + /////////////////////// + //UPDATE_ICONS SYSTEM// + /////////////////////// +/* Keep these comments up-to-date if you -insist- on hurting my code-baby ;_; +This system allows you to update individual mob-overlays, without regenerating them all each time. +When we generate overlays we generate the standing version and then rotate the mob as necessary.. +As of the time of writing there are 20 layers within this list. Please try to keep this from increasing. //22 and counting, good job guys + var/overlays_standing[20] //For the standing stance +Most of the time we only wish to update one overlay: + e.g. - we dropped the fireaxe out of our left hand and need to remove its icon from our mob + e.g.2 - our hair colour has changed, so we need to update our hair icons on our mob +In these cases, instead of updating every overlay using the old behaviour (regenerate_icons), we instead call +the appropriate update_X proc. + e.g. - update_l_hand() + e.g.2 - update_hair() +Note: Recent changes by aranclanos+carn: + update_icons() no longer needs to be called. + the system is easier to use. update_icons() should not be called unless you absolutely -know- you need it. + IN ALL OTHER CASES it's better to just call the specific update_X procs. +Note: The defines for layer numbers is now kept exclusvely in __DEFINES/misc.dm instead of being defined there, + then redefined and undefiend everywhere else. If you need to change the layering of sprites (or add a new layer) + that's where you should start. +All of this means that this code is more maintainable, faster and still fairly easy to use. +There are several things that need to be remembered: +> Whenever we do something that should cause an overlay to update (which doesn't use standard procs + ( i.e. you do something like l_hand = /obj/item/something new(src), rather than using the helper procs) + You will need to call the relevant update_inv_* proc + All of these are named after the variable they update from. They are defined at the mob/ level like + update_clothing was, so you won't cause undefined proc runtimes with usr.update_inv_wear_id() if the usr is a + slime etc. Instead, it'll just return without doing any work. So no harm in calling it for slimes and such. +> There are also these special cases: + update_damage_overlays() //handles damage overlays for brute/burn damage + update_body() //Handles updating your mob's body layer and mutant bodyparts + as well as sprite-accessories that didn't really fit elsewhere (underwear, undershirts, socks, lips, eyes) + //NOTE: update_mutantrace() is now merged into this! + update_hair() //Handles updating your hair overlay (used to be update_face, but mouth and + eyes were merged into update_body()) */ -//produces a key based on the mob's limbs +//HAIR OVERLAY +/mob/living/carbon/human/update_hair() + dna.species.handle_hair(src) + +//used when putting/removing clothes that hide certain mutant body parts to just update those and not update the whole body. +/mob/living/carbon/human/proc/update_mutant_bodyparts() + dna.species.handle_mutant_bodyparts(src) + + +/mob/living/carbon/human/update_body() + remove_overlay(BODY_LAYER) + dna.species.handle_body(src) + ..() + +/mob/living/carbon/human/update_fire() + ..((fire_stacks > 3) ? "Standing" : "Generic_mob_burning") + + +/* --------------------------------------- */ +//For legacy support. +/mob/living/carbon/human/regenerate_icons() + + if(!..()) + icon_render_key = null //invalidate bodyparts cache + update_body() + update_hair() + update_inv_w_uniform() + update_inv_wear_id() + update_inv_gloves() + update_inv_glasses() + update_inv_ears() + update_inv_shoes() + update_inv_s_store() + update_inv_wear_mask() + update_inv_head() + update_inv_belt() + update_inv_back() + update_inv_wear_suit() + update_inv_pockets() + update_inv_neck() + update_transform() + //mutations + update_mutations_overlay() + //damage overlays + update_damage_overlays() + +/* --------------------------------------- */ +//vvvvvv UPDATE_INV PROCS vvvvvv + +/mob/living/carbon/human/update_inv_w_uniform() + remove_overlay(UNIFORM_LAYER) + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM] + inv.update_icon() + + if(istype(w_uniform, /obj/item/clothing/under)) + var/obj/item/clothing/under/U = w_uniform + U.screen_loc = ui_iclothing + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) + client.screen += w_uniform + update_observer_view(w_uniform,1) + + if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT)) + return + + + var/t_color = U.item_color + if(!t_color) + t_color = U.icon_state + if(U.suit_style == NORMAL_SUIT_STYLE) + if(U.adjusted == ALT_STYLE) + t_color = "[t_color]_d" + + var/alt_worn = U.alternate_worn_icon + + if(!U.force_alternate_icon && U.mutantrace_variation && U.suit_style == DIGITIGRADE_SUIT_STYLE) + alt_worn = 'modular_citadel/icons/mob/uniform_digi.dmi' + + var/mutable_appearance/uniform_overlay + + if(dna && dna.species.sexes) + var/G = (gender == FEMALE) ? "f" : "m" + if(G == "f" && U.fitted != NO_FEMALE_UNIFORM) + uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = (alt_worn ? alt_worn : 'icons/mob/uniform.dmi'), isinhands = FALSE, femaleuniform = U.fitted) + + if(!uniform_overlay) + uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = (alt_worn ? alt_worn : 'icons/mob/uniform.dmi'), isinhands = FALSE) + + + if(OFFSET_UNIFORM in dna.species.offset_features) + uniform_overlay.pixel_x += dna.species.offset_features[OFFSET_UNIFORM][1] + uniform_overlay.pixel_y += dna.species.offset_features[OFFSET_UNIFORM][2] + overlays_standing[UNIFORM_LAYER] = uniform_overlay + + apply_overlay(UNIFORM_LAYER) + update_mutant_bodyparts() + + +/mob/living/carbon/human/update_inv_wear_id() + remove_overlay(ID_LAYER) + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID] + inv.update_icon() + + var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER] + + if(wear_id) + wear_id.screen_loc = ui_id + if(client && hud_used && hud_used.hud_shown) + client.screen += wear_id + update_observer_view(wear_id) + + //TODO: add an icon file for ID slot stuff, so it's less snowflakey + id_overlay = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = ((wear_id.alternate_worn_icon) ? wear_id.alternate_worn_icon : 'icons/mob/mob.dmi')) + if(OFFSET_ID in dna.species.offset_features) + id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1] + id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2] + overlays_standing[ID_LAYER] = id_overlay + apply_overlay(ID_LAYER) + + +/mob/living/carbon/human/update_inv_gloves() + remove_overlay(GLOVES_LAYER) + + if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES]) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES] + inv.update_icon() + + if(!gloves && bloody_hands) + var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color()) + if(get_num_arms() < 2) + if(has_left_hand()) + bloody_overlay.icon_state = "bloodyhands_left" + else if(has_right_hand()) + bloody_overlay.icon_state = "bloodyhands_right" + + overlays_standing[GLOVES_LAYER] = bloody_overlay + + var/mutable_appearance/gloves_overlay = overlays_standing[GLOVES_LAYER] + if(gloves) + gloves.screen_loc = ui_gloves + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) + client.screen += gloves + update_observer_view(gloves,1) + var/t_state = gloves.item_state + if(!t_state) + t_state = gloves.icon_state + overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = ((gloves.alternate_worn_icon) ? gloves.alternate_worn_icon : 'icons/mob/hands.dmi')) + gloves_overlay = overlays_standing[GLOVES_LAYER] + if(OFFSET_GLOVES in dna.species.offset_features) + gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1] + gloves_overlay.pixel_y += dna.species.offset_features[OFFSET_GLOVES][2] + overlays_standing[GLOVES_LAYER] = gloves_overlay + apply_overlay(GLOVES_LAYER) + + +/mob/living/carbon/human/update_inv_glasses() + remove_overlay(GLASSES_LAYER) + + if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated + return + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES] + inv.update_icon() + + if(glasses) + glasses.screen_loc = ui_glasses //...draw the item in the inventory screen + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) //if the inventory is open ... + client.screen += glasses //Either way, add the item to the HUD + update_observer_view(glasses,1) + if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES))) + overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = ((glasses.alternate_worn_icon) ? glasses.alternate_worn_icon : 'icons/mob/eyes.dmi')) + var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER] + if(glasses_overlay) + if(OFFSET_GLASSES in dna.species.offset_features) + glasses_overlay.pixel_x += dna.species.offset_features[OFFSET_GLASSES][1] + glasses_overlay.pixel_y += dna.species.offset_features[OFFSET_GLASSES][2] + overlays_standing[GLASSES_LAYER] = glasses_overlay + apply_overlay(GLASSES_LAYER) + + +/mob/living/carbon/human/update_inv_ears() + remove_overlay(EARS_LAYER) + + if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated + return + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS] + inv.update_icon() + + if(ears) + ears.screen_loc = ui_ears //move the item to the appropriate screen loc + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) //if the inventory is open + client.screen += ears //add it to the client's screen + update_observer_view(ears,1) + + overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = ((ears.alternate_worn_icon) ? ears.alternate_worn_icon : 'icons/mob/ears.dmi')) + var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER] + if(OFFSET_EARS in dna.species.offset_features) + ears_overlay.pixel_x += dna.species.offset_features[OFFSET_EARS][1] + ears_overlay.pixel_y += dna.species.offset_features[OFFSET_EARS][2] + overlays_standing[EARS_LAYER] = ears_overlay + apply_overlay(EARS_LAYER) + + +/mob/living/carbon/human/update_inv_shoes() + remove_overlay(SHOES_LAYER) + + if(get_num_legs() <2) + return + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES] + inv.update_icon() +/* + if(!shoes && bloody_feet) + var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color()) + if(dna.features["taur"] != "None") + if(dna.features["taur"] in GLOB.noodle_taurs) + bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color()) + if(get_num_legs() < 2) + if(has_left_leg()) + bloody_overlay.icon_state = "snekbloodyfeet_left" + else if(has_right_leg()) + bloody_overlay.icon_state = "snekbloodyfeet_right" + else if(dna.features["taur"] in GLOB.paw_taurs) + bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color()) + if(get_num_legs() < 2) + if(has_left_leg()) + bloody_overlay.icon_state = "pawbloodyfeet_left" + else if(has_right_leg()) + bloody_overlay.icon_state = "pawbloodyfeet_right" + else + if(get_num_legs() < 2) + if(has_left_leg()) + bloody_overlay.icon_state = "bloodyfeet_left" + else if(has_right_leg()) + bloody_overlay.icon_state = "bloodyfeet_right" + overlays_standing[GLOVES_LAYER] = bloody_overlay*/ + + if(shoes) + var/obj/item/clothing/shoes/S = shoes + shoes.screen_loc = ui_shoes //move the item to the appropriate screen loc + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) //if the inventory is open + client.screen += shoes //add it to client's screen + update_observer_view(shoes,1) + if(S.mutantrace_variation) + if(S.adjusted == ALT_STYLE) + S.alternate_worn_icon = 'modular_citadel/icons/mob/digishoes.dmi' + else + S.alternate_worn_icon = null + var/t_state = shoes.item_state + if (!t_state) + t_state = shoes.icon_state + overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(state = t_state, default_layer = SHOES_LAYER, default_icon_file = ((shoes.alternate_worn_icon) ? shoes.alternate_worn_icon : 'icons/mob/feet.dmi')) + var/mutable_appearance/shoes_overlay = overlays_standing[SHOES_LAYER] + if(OFFSET_SHOES in dna.species.offset_features) + shoes_overlay.pixel_x += dna.species.offset_features[OFFSET_SHOES][1] + shoes_overlay.pixel_y += dna.species.offset_features[OFFSET_SHOES][2] + overlays_standing[SHOES_LAYER] = shoes_overlay + apply_overlay(SHOES_LAYER) + +/mob/living/carbon/human/update_inv_s_store() + remove_overlay(SUIT_STORE_LAYER) + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE] + inv.update_icon() + + if(s_store) + s_store.screen_loc = ui_sstore1 + if(client && hud_used && hud_used.hud_shown) + client.screen += s_store + update_observer_view(s_store) + var/t_state = s_store.item_state + if(!t_state) + t_state = s_store.icon_state + overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.alternate_worn_icon) ? s_store.alternate_worn_icon : 'icons/mob/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER) + var/mutable_appearance/s_store_overlay = overlays_standing[SUIT_LAYER] + if(OFFSET_S_STORE in dna.species.offset_features) + s_store_overlay.pixel_x += dna.species.offset_features[OFFSET_S_STORE][1] + s_store_overlay.pixel_y += dna.species.offset_features[OFFSET_S_STORE][2] + overlays_standing[SUIT_STORE_LAYER] = s_store_overlay + apply_overlay(SUIT_STORE_LAYER) + + +/mob/living/carbon/human/update_inv_head() + ..() + update_mutant_bodyparts() + if(head) + remove_overlay(HEAD_LAYER) + var/obj/item/clothing/head/H = head + if(H.mutantrace_variation) + if(H.muzzle_var == ALT_STYLE) + H.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_helmet.dmi' + else + H.alternate_worn_icon = null + + overlays_standing[HEAD_LAYER] = H.build_worn_icon(state = H.icon_state, default_layer = HEAD_LAYER, default_icon_file = ((head.alternate_worn_icon) ? H.alternate_worn_icon : 'icons/mob/head.dmi')) + var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER] + + if(OFFSET_HEAD in dna.species.offset_features) + head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1] + head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2] + overlays_standing[HEAD_LAYER] = head_overlay + apply_overlay(HEAD_LAYER) + +/mob/living/carbon/human/update_inv_belt() + remove_overlay(BELT_LAYER) + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT] + inv.update_icon() + + if(belt) + belt.screen_loc = ui_belt + if(client && hud_used && hud_used.hud_shown) + client.screen += belt + update_observer_view(belt) + + var/t_state = belt.item_state + if(!t_state) + t_state = belt.icon_state + + overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = ((belt.alternate_worn_icon) ? belt.alternate_worn_icon : 'icons/mob/belt.dmi')) + var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER] + if(OFFSET_BELT in dna.species.offset_features) + belt_overlay.pixel_x += dna.species.offset_features[OFFSET_BELT][1] + belt_overlay.pixel_y += dna.species.offset_features[OFFSET_BELT][2] + overlays_standing[BELT_LAYER] = belt_overlay + apply_overlay(BELT_LAYER) + + +/mob/living/carbon/human/update_inv_wear_suit() + remove_overlay(SUIT_LAYER) + + if(client && hud_used) + var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT] + inv.update_icon() + + if(wear_suit) + var/obj/item/clothing/suit/S = wear_suit + var/no_taur_thanks = FALSE + if(!istype(S)) + no_taur_thanks = TRUE + wear_suit.screen_loc = ui_oclothing + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) + client.screen += wear_suit + update_observer_view(wear_suit,1) + + if(!S.force_alternate_icon) + if(!no_taur_thanks && S.mutantrace_variation) //Just make sure we've got this checked too + if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE) //are we not a taur, but we have Digitigrade legs? Run this check first, then. + S.alternate_worn_icon = 'modular_citadel/icons/mob/suit_digi.dmi' + else + S.alternate_worn_icon = null + + if(S.tauric == TRUE) //Are we a suit with tauric mode possible? + if(S.taurmode == SNEK_TAURIC) + S.alternate_worn_icon = 'modular_citadel/icons/mob/taur_naga.dmi' + if(S.taurmode == PAW_TAURIC) + S.alternate_worn_icon = 'modular_citadel/icons/mob/taur_canine.dmi' + if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE) + S.alternate_worn_icon = 'modular_citadel/icons/mob/suit_digi.dmi' + else if(S.taurmode == NOT_TAURIC && S.adjusted == NORMAL_STYLE) + S.alternate_worn_icon = null + + overlays_standing[SUIT_LAYER] = S.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = ((wear_suit.alternate_worn_icon) ? S.alternate_worn_icon : 'icons/mob/suit.dmi')) + var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER] + if(OFFSET_SUIT in dna.species.offset_features) + suit_overlay.pixel_x += dna.species.offset_features[OFFSET_SUIT][1] + suit_overlay.pixel_y += dna.species.offset_features[OFFSET_SUIT][2] + if(!no_taur_thanks && S.center) + suit_overlay = center_image(suit_overlay, S.dimension_x, S.dimension_y) + overlays_standing[SUIT_LAYER] = suit_overlay + update_hair() + update_mutant_bodyparts() + + apply_overlay(SUIT_LAYER) + + +/mob/living/carbon/human/update_inv_pockets() + if(client && hud_used) + var/obj/screen/inventory/inv + + inv = hud_used.inv_slots[SLOT_L_STORE] + inv.update_icon() + + inv = hud_used.inv_slots[SLOT_R_STORE] + inv.update_icon() + + if(l_store) + l_store.screen_loc = ui_storage1 + if(hud_used.hud_shown) + client.screen += l_store + update_observer_view(l_store) + + if(r_store) + r_store.screen_loc = ui_storage2 + if(hud_used.hud_shown) + client.screen += r_store + update_observer_view(r_store) + + +/mob/living/carbon/human/update_inv_wear_mask() + ..() + if(wear_mask) + var/obj/item/clothing/mask/M = wear_mask + remove_overlay(FACEMASK_LAYER) + if(M.mutantrace_variation) + if(M.muzzle_var == ALT_STYLE) + M.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi' + else + M.alternate_worn_icon = null + + overlays_standing[FACEMASK_LAYER] = M.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = ((wear_mask.alternate_worn_icon) ? M.alternate_worn_icon : 'icons/mob/mask.dmi')) + var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER] + + if(OFFSET_FACEMASK in dna.species.offset_features) + mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1] + mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2] + overlays_standing[FACEMASK_LAYER] = mask_overlay + apply_overlay(FACEMASK_LAYER) + update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout + +/mob/living/carbon/human/update_inv_back() + ..() + var/mutable_appearance/back_overlay = overlays_standing[BACK_LAYER] + if(back_overlay) + remove_overlay(BACK_LAYER) + if(OFFSET_BACK in dna.species.offset_features) + back_overlay.pixel_x += dna.species.offset_features[OFFSET_BACK][1] + back_overlay.pixel_y += dna.species.offset_features[OFFSET_BACK][2] + overlays_standing[BACK_LAYER] = back_overlay + apply_overlay(BACK_LAYER) + +/proc/wear_female_version(t_color, icon, layer, type) + var/index = t_color + var/icon/female_clothing_icon = GLOB.female_clothing_icons[index] + if(!female_clothing_icon) //Create standing/laying icons if they don't exist + generate_female_clothing(index,t_color,icon,type) + return mutable_appearance(GLOB.female_clothing_icons[t_color], layer = -layer) + +/mob/living/carbon/human/proc/get_overlays_copy(list/unwantedLayers) + var/list/out = new + for(var/i in 1 to TOTAL_LAYERS) + if(overlays_standing[i]) + if(i in unwantedLayers) + continue + out += overlays_standing[i] + return out + +//human HUD updates for items in our inventory + +//update whether our head item appears on our hud. +/mob/living/carbon/human/update_hud_head(obj/item/I) + I.screen_loc = ui_head + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) + client.screen += I + update_observer_view(I,1) + +//update whether our mask item appears on our hud. +/mob/living/carbon/human/update_hud_wear_mask(obj/item/I) + I.screen_loc = ui_mask + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) + client.screen += I + update_observer_view(I,1) + +//update whether our neck item appears on our hud. +/mob/living/carbon/human/update_hud_neck(obj/item/I) + I.screen_loc = ui_neck + if(client && hud_used && hud_used.hud_shown) + if(hud_used.inventory_shown) + client.screen += I + update_observer_view(I,1) + +//update whether our back item appears on our hud. +/mob/living/carbon/human/update_hud_back(obj/item/I) + I.screen_loc = ui_back + if(client && hud_used && hud_used.hud_shown) + client.screen += I + update_observer_view(I) + + + + +/* +Does everything in relation to building the /mutable_appearance used in the mob's overlays list +covers: + inhands and any other form of worn item + centering large appearances + layering appearances on custom layers + building appearances from custom icon files +By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons()) +state: A string to use as the state, this is FAR too complex to solve in this proc thanks to shitty old code +so it's specified as an argument instead. +default_layer: The layer to draw this on if no other layer is specified +default_icon_file: The icon file to draw states from if no other icon file is specified +isinhands: If true then alternate_worn_icon is skipped so that default_icon_file is used, +in this situation default_icon_file is expected to match either the lefthand_ or righthand_ file var +femalueuniform: A value matching a uniform item's fitted var, if this is anything but NO_FEMALE_UNIFORM, we +generate/load female uniform sprites matching all previously decided variables +*/ +/obj/item/proc/build_worn_icon(var/state = "", var/default_layer = 0, var/default_icon_file = null, var/isinhands = FALSE, var/femaleuniform = NO_FEMALE_UNIFORM) + + //Find a valid icon file from variables+arguments + var/file2use + if(!isinhands && alternate_worn_icon) + file2use = alternate_worn_icon + if(!file2use) + file2use = default_icon_file + + //Find a valid layer from variables+arguments + var/layer2use + if(alternate_worn_layer) + layer2use = alternate_worn_layer + if(!layer2use) + layer2use = default_layer + + var/mutable_appearance/standing + if(femaleuniform) + standing = wear_female_version(state,file2use,layer2use,femaleuniform) + if(!standing) + standing = mutable_appearance(file2use, state, -layer2use) + + //Get the overlays for this item when it's being worn + //eg: ammo counters, primed grenade flashes, etc. + var/list/worn_overlays = worn_overlays(isinhands, file2use) + if(worn_overlays && worn_overlays.len) + standing.overlays.Add(worn_overlays) + + standing = center_image(standing, isinhands ? inhand_x_dimension : worn_x_dimension, isinhands ? inhand_y_dimension : worn_y_dimension) + + //Handle held offsets + var/mob/M = loc + if(istype(M)) + var/list/L = get_held_offsets() + if(L) + standing.pixel_x += L["x"] //+= because of center()ing + standing.pixel_y += L["y"] + + standing.alpha = alpha + standing.color = color + + return standing + + +/obj/item/proc/get_held_offsets() + var/list/L + if(ismob(loc)) + var/mob/M = loc + L = M.get_item_offsets_for_index(M.get_held_index_of_item(src)) + return L + + +//Can't think of a better way to do this, sadly +/mob/proc/get_item_offsets_for_index(i) + switch(i) + if(3) //odd = left hands + return list("x" = 0, "y" = 16) + if(4) //even = right hands + return list("x" = 0, "y" = 16) + else //No offsets or Unwritten number of hands + return list("x" = 0, "y" = 0) + + + +//produces a key based on the human's limbs +/mob/living/carbon/human/generate_icon_render_key() + . = "[dna.species.limbs_id]" + + if(dna.check_mutation(HULK)) + . += "-coloured-hulk" + else if(dna.species.use_skintones) + . += "-coloured-[skin_tone]" + else if(dna.species.fixed_mut_color) + . += "-coloured-[dna.species.fixed_mut_color]" + else if(dna.features["mcolor"]) + . += "-coloured-[dna.features["mcolor"]]-[dna.features["mcolor2"]]-[dna.features["mcolor3"]]" + else + . += "-not_coloured" + + . += "-[gender]" + + + var/is_taur = FALSE + var/mob/living/carbon/human/H = src + if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None")) + is_taur = TRUE + -/mob/living/carbon/proc/generate_icon_render_key() for(var/X in bodyparts) var/obj/item/bodypart/BP = X + + if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg)) + if(is_taur) + continue + + . += "-[BP.body_zone]" - if(BP.use_digitigrade) - . += "-digitigrade[BP.use_digitigrade]" - if(BP.animal_origin) - . += "-[BP.animal_origin]" if(BP.status == BODYPART_ORGANIC) . += "-organic" else . += "-robotic" + if(BP.use_digitigrade) + . += "-digitigrade[BP.use_digitigrade]" + if(BP.dmg_overlay_type) + . += "-[BP.dmg_overlay_type]" + if(BP.body_markings) + . += "-[BP.body_markings]" + else + . += "-no_marking" if(HAS_TRAIT(src, TRAIT_HUSK)) . += "-husk" +/mob/living/carbon/human/load_limb_from_cache() + ..() + update_hair() -//change the mob's icon to the one matching its key -/mob/living/carbon/proc/load_limb_from_cache() - if(limb_icon_cache[icon_render_key]) - remove_overlay(BODYPARTS_LAYER) - overlays_standing[BODYPARTS_LAYER] = limb_icon_cache[icon_render_key] - apply_overlay(BODYPARTS_LAYER) +/mob/living/carbon/human/proc/update_observer_view(obj/item/I, inventory) + if(observers && observers.len) + for(var/M in observers) + var/mob/dead/observe = M + if(observe.client && observe.client.eye == src) + if(observe.hud_used) + if(inventory && !observe.hud_used.inventory_shown) + continue + observe.client.screen += I + else + observers -= observe + if(!observers.len) + observers = null + break + +// Only renders the head of the human +/mob/living/carbon/human/proc/update_body_parts_head_only() + if (!dna) + return + + if (!dna.species) + return + + var/obj/item/bodypart/HD = get_bodypart("head") + + if (!istype(HD)) + return + + HD.update_limb() + + add_overlay(HD.get_limb_icon()) update_damage_overlays() + + if(HD && !(HAS_TRAIT(src, TRAIT_HUSK))) + // lipstick + if(lip_style && (LIPS in dna.species.species_traits)) + var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER) + lip_overlay.color = lip_color + if(OFFSET_LIPS in dna.species.offset_features) + lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1] + lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2] + add_overlay(lip_overlay) + + // eyes + if(!(NOEYES in dna.species.species_traits)) + var/has_eyes = getorganslot(ORGAN_SLOT_EYES) + var/mutable_appearance/eye_overlay + if(!has_eyes) + eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER) + else + eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER) + if((EYECOLOR in dna.species.species_traits) && has_eyes) + eye_overlay.color = "#" + eye_color + if(OFFSET_EYES in dna.species.offset_features) + eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1] + eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2] + add_overlay(eye_overlay) + + dna.species.handle_hair(src) + + update_inv_head() + update_inv_wear_mask() diff --git a/code/modules/mob/living/simple_animal/bot/cleanbot.dm b/code/modules/mob/living/simple_animal/bot/cleanbot.dm index 9e72c22a..8e98e2dd 100644 --- a/code/modules/mob/living/simple_animal/bot/cleanbot.dm +++ b/code/modules/mob/living/simple_animal/bot/cleanbot.dm @@ -289,7 +289,6 @@ ) if(blood) - target_types += /obj/effect/decal/cleanable/xenoblood target_types += /obj/effect/decal/cleanable/blood target_types += /obj/effect/decal/cleanable/trail_holder diff --git a/code/modules/mob/living/simple_animal/bot/mulebot.dm b/code/modules/mob/living/simple_animal/bot/mulebot.dm index 7b1fa9c9..8e512fa5 100644 --- a/code/modules/mob/living/simple_animal/bot/mulebot.dm +++ b/code/modules/mob/living/simple_animal/bot/mulebot.dm @@ -474,7 +474,8 @@ if(isturf(next)) if(bloodiness) var/obj/effect/decal/cleanable/blood/tracks/B = new(loc) - B.add_blood_DNA(return_blood_DNA()) + if(blood_DNA && blood_DNA.len) + B.blood_DNA |= blood_DNA.Copy() var/newdir = get_dir(next, loc) if(newdir == dir) B.setDir(newdir) @@ -487,7 +488,6 @@ B.setDir(newdir) bloodiness-- - var/oldloc = loc var/moved = step_towards(src, next) // attempt to move if(cell) diff --git a/code/modules/mob/living/simple_animal/hostile/alien.dm b/code/modules/mob/living/simple_animal/hostile/alien.dm index 79a90132..bb513581 100644 --- a/code/modules/mob/living/simple_animal/hostile/alien.dm +++ b/code/modules/mob/living/simple_animal/hostile/alien.dm @@ -177,6 +177,7 @@ qdel(target) return TRUE var/atom/movable/M = target - SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + M.clean_blood() visible_message("[src] polishes \the [target].") return TRUE diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/gutlunch.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/gutlunch.dm index c2d0a214..910e9c3c 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/gutlunch.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/gutlunch.dm @@ -39,7 +39,7 @@ animal_species = /mob/living/simple_animal/hostile/asteroid/gutlunch childtype = list(/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck = 45, /mob/living/simple_animal/hostile/asteroid/gutlunch/guthen = 55) - wanted_objects = list(/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/blood/gibs/) + wanted_objects = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/) var/obj/item/udder/gutlunch/udder = null /mob/living/simple_animal/hostile/asteroid/gutlunch/Initialize() diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm index e70d34c2..dc887651 100644 --- a/code/modules/mob/mob_helpers.dm +++ b/code/modules/mob/mob_helpers.dm @@ -487,6 +487,26 @@ It's fairly easy to fix if dealing with single letters but not so much with comp /mob/proc/can_hear() . = TRUE +/proc/bloodtype_to_color(var/type) + . = BLOOD_COLOR_HUMAN + switch(type) + if("U")//Universal blood; a bit orange + . = BLOOD_COLOR_UNIVERSAL + if("SY")//Synthetics blood; blue + . = BLOOD_COLOR_SYNTHETIC + if("L")//lizard, a bit pink/purple + . = BLOOD_COLOR_LIZARD + if("X*")//xeno blood; greenish yellow + . = BLOOD_COLOR_XENO + if("HF")// Oil/Hydraulic blood. something something why not. reee + . = BLOOD_COLOR_OIL + if("GEL")// slimepeople blood, rgb 0, 255, 144 + . = BLOOD_COLOR_SLIME + if("BUG")// yellowish, like, y'know bug guts I guess. + . = BLOOD_COLOR_BUG + //add more stuff to the switch if you have more blood colors for different types + // the defines are in _DEFINES/misc.dm + mob/proc/checkloadappearance() var/mob/living/carbon/human/H = src //This will be where the person gets to select their appearance instead of the random character diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 6acc68cf..acb30365 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -158,7 +158,7 @@ if(..()) if(reagents.total_volume) if(M.reagents) - reagents.trans_to(M, reagents.total_volume) + reagents.reaction(M, INJECT) /obj/item/pen/sleepy/Initialize() diff --git a/code/modules/projectiles/guns/ballistic.dm b/code/modules/projectiles/guns/ballistic.dm index 31f6b3dd..87ebda89 100644 --- a/code/modules/projectiles/guns/ballistic.dm +++ b/code/modules/projectiles/guns/ballistic.dm @@ -170,7 +170,7 @@ if(iscarbon(user)) var/mob/living/carbon/C = user user_dna = C.dna - B.add_blood_DNA(user_dna) + B.add_blood_DNA(user_dna, C.diseases) var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna)) B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner) return(BRUTELOSS) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 3cf287d1..27b896c9 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -163,10 +163,19 @@ var/splatter_dir = dir if(starting) splatter_dir = get_dir(starting, target_loca) - if(isalien(L)) + var/obj/item/bodypart/B = L.get_bodypart(def_zone) + if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters + do_sparks(2, FALSE, target.loc) + if(prob(25)) + new /obj/effect/decal/cleanable/oil(target_loca) + else if(isalien(L)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir) else - new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir) + if(ishuman(target)) + var/mob/living/carbon/human/H = target + new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type)) + else + new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color()) if(iscarbon(L)) var/mob/living/carbon/C = L C.bleed(damage) diff --git a/code/modules/projectiles/projectile/bullets/smg.dm b/code/modules/projectiles/projectile/bullets/smg.dm index 4a36ecf9..bcb7397e 100644 --- a/code/modules/projectiles/projectile/bullets/smg.dm +++ b/code/modules/projectiles/projectile/bullets/smg.dm @@ -19,29 +19,40 @@ var/turf/T = get_turf(target) //section shamelessly copypasta'd from the clean component - SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) for(var/A in T) if(is_cleanable(A)) qdel(A) - else if(istype(A, /obj/item)) - var/obj/item/I = A - SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - if(ismob(I.loc)) - var/mob/M = I.loc + else if(isitem(A)) + var/obj/item/cleaned_item = A + SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_item.clean_blood() + if(ismob(cleaned_item.loc)) + var/mob/M = cleaned_item.loc M.regenerate_icons() else if(ishuman(A)) var/mob/living/carbon/human/cleaned_human = A - if(cleaned_human.head) - SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - if(cleaned_human.wear_suit) - SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - else if(cleaned_human.w_uniform) - SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - if(cleaned_human.shoes) - SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - cleaned_human.wash_cream() - cleaned_human.regenerate_icons() + if(cleaned_human.lying) + if(cleaned_human.head) + SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.head.clean_blood() + cleaned_human.update_inv_head() + if(cleaned_human.wear_suit) + SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.wear_suit.clean_blood() + cleaned_human.update_inv_wear_suit() + else if(cleaned_human.w_uniform) + SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.w_uniform.clean_blood() + cleaned_human.update_inv_w_uniform() + if(cleaned_human.shoes) + SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.shoes.clean_blood() + cleaned_human.update_inv_shoes() + SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + cleaned_human.clean_blood() + cleaned_human.wash_cream() + cleaned_human.regenerate_icons() // 4.6x30mm (Autorifles) diff --git a/code/modules/reagents/chemistry/machinery/pandemic.dm b/code/modules/reagents/chemistry/machinery/pandemic.dm index 720d411d..5e80c42a 100644 --- a/code/modules/reagents/chemistry/machinery/pandemic.dm +++ b/code/modules/reagents/chemistry/machinery/pandemic.dm @@ -188,7 +188,7 @@ to_chat(usr, "ERROR: Cannot replicate virus strain.") return A = A.Copy() - var/list/data = list("viruses" = list(A)) + var/list/data = list("blood_DNA" = "UNKNOWN DNA", "blood_type" = "SY", "viruses" = list(A)) var/obj/item/reagent_containers/glass/bottle/B = new(drop_location()) B.name = "[A.name] culture bottle" B.desc = "A small bottle. Contains [A.agent] culture in synthblood medium." diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm index 81d2b87e..d1bca659 100644 --- a/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -1,8 +1,9 @@ /datum/reagent/blood - data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_HUMAN, "blood_type"= null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) name = "Blood" id = "blood" - color = "#C80000" // rgb: 200, 0, 0 + color = BLOOD_COLOR_HUMAN // rgb: 200, 0, 0 + description = "Blood from some creature." metabolization_rate = 5 //fast rate so it disappears fast. taste_description = "iron" taste_mult = 1.3 @@ -27,27 +28,75 @@ if(iscarbon(L)) var/mob/living/carbon/C = L - if(C.get_blood_id() == "blood" && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits)))) - if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type))) - C.reagents.add_reagent("toxin", reac_volume * 0.5) - else - C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM) + var/blood_id = C.get_blood_id() + if((blood_id == "blood" || blood_id == "jellyblood") && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits)))) + C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM * C.blood_ratio) + // we don't care about bloodtype here, we're just refilling the mob - if(reac_volume >= 10 && istype(L)) + if(reac_volume >= 10 && istype(L) && method != INJECT) L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"])) +/datum/reagent/blood/on_mob_life(mob/living/carbon/C) //Because lethals are preferred over stamina. damnifino. + var/blood_id = C.get_blood_id() + if((blood_id == "blood" || blood_id == "jellyblood")) + if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type))) //we only care about bloodtype here because this is where the poisoning should be + C.adjustToxLoss(rand(2,8)*REM, TRUE, TRUE) //forced to ensure people don't use it to gain beneficial toxin as slime person + ..() + /datum/reagent/blood/reaction_obj(obj/O, volume) if(volume >= 3 && istype(O)) - O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"])) + O.add_blood_DNA(data) + +/datum/reagent/blood/reaction_turf(turf/T, reac_volume)//splash the blood all over the place + if(!istype(T)) + return + if(reac_volume < 3) + return + + var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here + if(!B) + B = new(T) + if(data["blood_DNA"]) + B.blood_DNA[data["blood_DNA"]] = data["blood_type"] + if(!B.reagents) + B.reagents.add_reagent(id, reac_volume) + B.update_icon() /datum/reagent/blood/on_new(list/data) if(istype(data)) SetViruses(src, data) + color = bloodtype_to_color(data["blood_type"]) + if(data["blood_type"] == "SY") + name = "Synthetic Blood" + taste_description = "oily" + + if(data["blood_type"] == "X*") + name = "Xenomorph Blood" + taste_description = "acidic heresy" + shot_glass_icon_state = "shotglassgreen" + pH = 2.5 + + if(data["blood_type"] == "HF") + name = "Hydraulic Blood" + taste_description = "burnt oil" + pH = 9.75 + + if(data["blood_type"] == "BUG") + name = "Insect Blood" + taste_description = "greasy" + pH = 7.25 + + if(data["blood_type"] == "L") + name = "Lizard Blood" + taste_description = "spicy" + pH = 6.85 + + /datum/reagent/blood/on_merge(list/mix_data) if(data && mix_data) if(data["blood_DNA"] != mix_data["blood_DNA"]) - data["cloneable"] = 0 //On mix, consider the genetic sampling unviable for pod cloning if the DNA sample doesn't match. + data["cloneable"] = FALSE //On mix, consider the genetic sampling unviable for pod cloning if the DNA sample doesn't match. if(data["viruses"] || mix_data["viruses"]) var/list/mix1 = data["viruses"] @@ -77,27 +126,111 @@ var/datum/disease/D = thing . += D -/datum/reagent/blood/reaction_turf(turf/T, reac_volume)//splash the blood all over the place - if(!istype(T)) - return - if(reac_volume < 3) - return +/datum/reagent/blood/synthetics + data = list("donor"=null,"viruses"=null,"blood_DNA"="REPLICATED", "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + name = "Synthetic Blood" + id = "syntheticblood" + taste_description = "oily" + color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48 - var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here - if(!B) - B = new(T) - if(data["blood_DNA"]) - B.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"])) +/datum/reagent/blood/lizard + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_LIZARD, "blood_type"="L","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + name = "Lizard Blood" + id = "lizardblood" + taste_description = "spicy" + color = BLOOD_COLOR_LIZARD // rgb: 11, 7, 48 + pH = 6.85 + +/datum/reagent/blood/jellyblood + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SLIME, "blood_type"="GEL","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + name = "Slime Jelly Blood" + id = "jellyblood" + description = "A gooey semi-liquid produced from one of the deadliest lifeforms in existence. SO REAL." + color = BLOOD_COLOR_SLIME + taste_description = "slime" + taste_mult = 1.3 + pH = 4 + +/datum/reagent/blood/xenomorph + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_XENO, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + name = "Xenomorph Blood" + id = "xenoblood" + taste_description = "acidic heresy" + color = BLOOD_COLOR_XENO // greenish yellow ooze + shot_glass_icon_state = "shotglassgreen" + pH = 2.5 + +/datum/reagent/blood/oil + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_OIL, "blood_type"="HF","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + name = "Hydraulic Blood" + id = "oilblood" + taste_description = "burnt oil" + color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors. + pH = 9.75 + +/datum/reagent/blood/insect + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_BUG, "blood_type"="BUG","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + name = "Insectoid Blood" + id = "bugblood" + taste_description = "waxy" + color = BLOOD_COLOR_BUG // Bug colored, I guess. + pH = 7.25 + + +/datum/reagent/blood/jellyblood/on_mob_life(mob/living/carbon/M) + if(prob(10)) + if(M.dna?.species?.exotic_bloodtype != "GEL") + to_chat(M, "Your insides are burning!") + M.adjustToxLoss(rand(20,60)*REM, 0) + . = 1 + else if(prob(40) && isjellyperson(M)) + M.heal_bodypart_damage(2*REM) + . = 1 + ..() /datum/reagent/liquidgibs name = "Liquid gibs" id = "liquidgibs" - color = "#FF9966" + color = BLOOD_COLOR_HUMAN description = "You don't even want to think about what's in here." taste_description = "gross iron" shot_glass_icon_state = "shotglassred" + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_HUMAN, "blood_type"= "O+","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) pH = 7.45 +/datum/reagent/liquidgibs/xeno + name = "Liquid xeno gibs" + id = "liquidxenogibs" + color = BLOOD_COLOR_XENO + taste_description = "blended heresy" + shot_glass_icon_state = "shotglassgreen" + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_XENO, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + pH = 2.5 + +/datum/reagent/liquidgibs/slime + name = "Slime sludge" + id = "liquidslimegibs" + color = BLOOD_COLOR_SLIME + taste_description = "slime" + shot_glass_icon_state = "shotglassgreen" + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SLIME, "blood_type"="GEL","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + pH = 4 + +/datum/reagent/liquidgibs/synth + name = "Synthetic sludge" + id = "liquidsyntheticgibs" + color = BLOOD_COLOR_SYNTHETIC + taste_description = "jellied plastic" + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + +/datum/reagent/liquidgibs/oil + name = "Hydraulic sludge" + id = "liquidoilgibs" + color = BLOOD_COLOR_OIL + taste_description = "chunky burnt oil" + data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_OIL, "blood_type"="HF","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null) + pH = 9.75 + /datum/reagent/vaccine //data must contain virus type name = "Vaccine" @@ -604,6 +737,30 @@ race = /datum/species/android mutationtext = "The pain subsides. You feel... artificial." +//Citadel Races +/datum/reagent/mutationtoxin/mammal + name = "Mammal Mutation Toxin" + id = "mammalmutationtoxin" + description = "A glowing toxin." + color = "#5EFF3B" //RGB: 94, 255, 59 + race = /datum/species/mammal + mutationtext = "The pain subsides. You feel... fluffier." + +/datum/reagent/mutationtoxin/insect + name = "Insect Mutation Toxin" + id = "insectmutationtoxin" + description = "A glowing toxin." + color = "#5EFF3B" //RGB: 94, 255, 59 + race = /datum/species/insect + mutationtext = "The pain subsides. You feel... attracted to dark, moist areas." + +/datum/reagent/mutationtoxin/xenoperson + name = "Xeno-Hybrid Mutation Toxin" + id = "xenopersonmutationtoxin" + description = "A glowing toxin." + color = "#5EFF3B" //RGB: 94, 255, 59 + race = /datum/species/xeno + mutationtext = "The pain subsides. You feel... oddly longing for the Queen." //sadly, not the British one. //BLACKLISTED RACES /datum/reagent/mutationtoxin/skeleton @@ -966,12 +1123,12 @@ reagent_state = SOLID taste_description = "iron" pH = 6 - + overdose_threshold = 30 color = "#c2391d" /datum/reagent/iron/on_mob_life(mob/living/carbon/C) if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio)) - C.blood_volume += 0.5 + C.blood_volume += 0.01 //we'll have synthetics from medbay. ..() /datum/reagent/iron/reaction_mob(mob/living/M, method=TOUCH, reac_volume) @@ -980,6 +1137,17 @@ M.reagents.add_reagent("toxin", reac_volume) ..() +/datum/reagent/iron/overdose_start(mob/living/M) + to_chat(M, "You start feeling your guts twisting painfully!") + SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/overdose, name) + +/datum/reagent/iron/overdose_process(mob/living/carbon/C) + if(prob(20)) + var/obj/item/organ/liver/L = C.getorganslot(ORGAN_SLOT_LIVER) + if (istype(L)) + C.applyLiverDamage(2) //mild until the fabled med rework comes out. the organ damage galore + ..() + /datum/reagent/gold name = "Gold" id = "gold" @@ -1096,17 +1264,19 @@ pH = 5.5 /datum/reagent/space_cleaner/reaction_obj(obj/O, reac_volume) - if(istype(O, /obj/effect/decal/cleanable)) + if(istype(O, /obj/effect/decal/cleanable) || istype(O, /obj/item/projectile/bullet/reusable/foam_dart) || istype(O, /obj/item/ammo_casing/caseless/foam_dart)) qdel(O) else if(O) O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) - SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + O.clean_blood() /datum/reagent/space_cleaner/reaction_turf(turf/T, reac_volume) if(reac_volume >= 1) T.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) - SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + T.clean_blood() for(var/obj/effect/decal/cleanable/C in T) qdel(C) @@ -1124,26 +1294,33 @@ H.lip_style = null H.update_body() for(var/obj/item/I in C.held_items) - SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + I.clean_blood() if(C.wear_mask) - if(SEND_SIGNAL(C.wear_mask, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)) + SEND_SIGNAL(C.wear_mask, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + if(C.wear_mask.clean_blood()) C.update_inv_wear_mask() if(ishuman(M)) var/mob/living/carbon/human/H = C if(H.head) - if(SEND_SIGNAL(H.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)) + SEND_SIGNAL(H.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + if(H.head.clean_blood()) H.update_inv_head() if(H.wear_suit) - if(SEND_SIGNAL(H.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)) + SEND_SIGNAL(H.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + if(H.wear_suit.clean_blood()) H.update_inv_wear_suit() else if(H.w_uniform) - if(SEND_SIGNAL(H.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)) + SEND_SIGNAL(H.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + if(H.w_uniform.clean_blood()) H.update_inv_w_uniform() if(H.shoes) - if(SEND_SIGNAL(H.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)) + SEND_SIGNAL(H.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + if(H.shoes.clean_blood()) H.update_inv_shoes() H.wash_cream() - SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) + SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) + M.clean_blood() /datum/reagent/space_cleaner/ez_clean name = "EZ Clean" diff --git a/code/modules/reagents/chemistry/recipes/medicine.dm b/code/modules/reagents/chemistry/recipes/medicine.dm index c45a7e44..67070475 100644 --- a/code/modules/reagents/chemistry/recipes/medicine.dm +++ b/code/modules/reagents/chemistry/recipes/medicine.dm @@ -282,6 +282,12 @@ results = list("regen_jelly" = 2) required_reagents = list("tricordrazine" = 1, "slimejelly" = 1) +/datum/chemical_reaction/jelly_convert + name = "Blood Jelly Conversion" + id = "blood_jelly" + results = list("slimejelly" = 1) + required_reagents = list("toxin" = 1, "jellyblood" = 1) + /datum/chemical_reaction/corazone name = "Corazone" id = "corazone" diff --git a/code/modules/reagents/reagent_containers.dm b/code/modules/reagents/reagent_containers.dm index 8f0eae2e..3d1c5671 100644 --- a/code/modules/reagents/reagent_containers.dm +++ b/code/modules/reagents/reagent_containers.dm @@ -27,7 +27,7 @@ create_reagents(volume, reagent_flags) if(spawned_disease) var/datum/disease/F = new spawned_disease() - var/list/data = list("viruses"= list(F)) + var/list/data = list("blood_DNA" = "UNKNOWN DNA", "blood_type" = "SY","viruses"= list(F)) reagents.add_reagent("blood", disease_amount, data) add_initial_reagents() diff --git a/code/modules/reagents/reagent_containers/blood_pack.dm b/code/modules/reagents/reagent_containers/blood_pack.dm index 3e555f38..fe35981b 100644 --- a/code/modules/reagents/reagent_containers/blood_pack.dm +++ b/code/modules/reagents/reagent_containers/blood_pack.dm @@ -4,13 +4,16 @@ icon = 'icons/obj/bloodpack.dmi' icon_state = "bloodpack" volume = 200 + reagent_flags = DRAINABLE var/blood_type = null var/labelled = 0 + var/color_to_apply = "#FFFFFF" + var/mutable_appearance/fill_overlay /obj/item/reagent_containers/blood/Initialize() . = ..() if(blood_type != null) - reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null)) + reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_colour"=color, "blood_type"=blood_type,"resistances"=null,"trace_chem"=null)) update_icon() /obj/item/reagent_containers/blood/on_reagent_change(changetype) @@ -18,6 +21,7 @@ var/datum/reagent/blood/B = reagents.has_reagent("blood") if(B && B.data && B.data["blood_type"]) blood_type = B.data["blood_type"] + color_to_apply = bloodtype_to_color(blood_type) else blood_type = null update_pack_name() @@ -45,7 +49,7 @@ /obj/item/reagent_containers/blood/random/Initialize() icon_state = "bloodpack" - blood_type = pick("A+", "A-", "B+", "B-", "O+", "O-", "L") + blood_type = pick("A+", "A-", "B+", "B-", "O+", "O-", "L", "SY", "HF", "GEL", "BUG") return ..() /obj/item/reagent_containers/blood/APlus @@ -72,6 +76,18 @@ /obj/item/reagent_containers/blood/universal blood_type = "U" +/obj/item/reagent_containers/blood/synthetics + blood_type = "SY" + +/obj/item/reagent_containers/blood/oilblood + blood_type = "HF" + +/obj/item/reagent_containers/blood/jellyblood + blood_type = "GEL" + +/obj/item/reagent_containers/blood/insect + blood_type = "BUG" + /obj/item/reagent_containers/blood/attackby(obj/item/I, mob/user, params) if (istype(I, /obj/item/pen) || istype(I, /obj/item/toy/crayon)) if(!user.is_literate()) diff --git a/code/modules/research/designs/machine_desings/machine_designs_medical.dm b/code/modules/research/designs/machine_desings/machine_designs_medical.dm index 7cb8a460..2e0d769d 100644 --- a/code/modules/research/designs/machine_desings/machine_designs_medical.dm +++ b/code/modules/research/designs/machine_desings/machine_designs_medical.dm @@ -105,3 +105,11 @@ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_ENGINEERING build_path = /obj/item/circuitboard/machine/clonescanner category = list("Medical Machinery") + +/datum/design/board/bloodbankgen + name = "Machine Design (Blood Bank Generator Board)" + desc = "The circuit board for a blood bank generator." + id = "bloodbankgen" + build_path = /obj/item/circuitboard/machine/bloodbankgen + departmental_flags = DEPARTMENTAL_FLAG_MEDICAL + category = list ("Medical Machinery") diff --git a/code/modules/research/techweb/all_nodes.dm b/code/modules/research/techweb/all_nodes.dm index 9b97f75e..b4a860c8 100644 --- a/code/modules/research/techweb/all_nodes.dm +++ b/code/modules/research/techweb/all_nodes.dm @@ -61,7 +61,7 @@ display_name = "Biological Technology" description = "What makes us tick." //the MC, silly! prereq_ids = list("base") - design_ids = list("medicalkit", "chem_heater", "chem_master", "chem_dispenser", "sleeper", "vr_sleeper", "pandemic", "defibmount", "operating", "soda_dispenser", "beer_dispenser", "healthanalyzer", "blood_bag","genescanner") + design_ids = list("medicalkit", "chem_heater", "chem_master", "chem_dispenser", "sleeper", "vr_sleeper", "pandemic", "defibmount", "operating", "soda_dispenser", "beer_dispenser", "healthanalyzer", "blood_bag", "genescanner", "bloodbankgen") research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500) export_price = 5000 diff --git a/code/modules/surgery/bodyparts/bodyparts.dm b/code/modules/surgery/bodyparts/bodyparts.dm index 408133d2..29afcc8c 100644 --- a/code/modules/surgery/bodyparts/bodyparts.dm +++ b/code/modules/surgery/bodyparts/bodyparts.dm @@ -774,6 +774,8 @@ px_y = 12 stam_heal_tick = 2 max_stamina_damage = 50 + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/bloody_legs = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) /obj/item/bodypart/l_leg/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG)) @@ -838,6 +840,8 @@ px_y = 12 max_stamina_damage = 50 stam_heal_tick = 2 + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/bloody_legs = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) /obj/item/bodypart/r_leg/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG)) diff --git a/code/modules/surgery/bodyparts/helpers.dm b/code/modules/surgery/bodyparts/helpers.dm index a2e80179..c6e2da08 100644 --- a/code/modules/surgery/bodyparts/helpers.dm +++ b/code/modules/surgery/bodyparts/helpers.dm @@ -49,6 +49,27 @@ +/mob/proc/has_left_leg() + return TRUE + +/mob/living/carbon/has_left_leg() + var/obj/item/bodypart/l_leg = get_bodypart(BODY_ZONE_L_LEG) + if(l_leg) + return TRUE + else + return FALSE + +/mob/proc/has_right_leg() + return TRUE + +/mob/living/carbon/has_right_leg() + var/obj/item/bodypart/r_leg = get_bodypart(BODY_ZONE_R_LEG) + if(r_leg) + return TRUE + else + return FALSE + + //Limb numbers /mob/proc/get_num_arms(check_disabled = TRUE) return 2 diff --git a/code/modules/surgery/organs/heart.dm b/code/modules/surgery/organs/heart.dm index 977a33b8..40e20d60 100644 --- a/code/modules/surgery/organs/heart.dm +++ b/code/modules/surgery/organs/heart.dm @@ -57,7 +57,7 @@ /obj/item/organ/heart/prepare_eat() var/obj/S = ..() - S.icon_state = "heart-off" + S.icon_state = "[icon_base]-off" return S /obj/item/organ/heart/on_life() @@ -90,6 +90,12 @@ owner.set_heartattack(TRUE) failed = TRUE +obj/item/organ/heart/slime + name = "slime heart" + desc = "It seems we've gotten to the slimy core of the matter." + icon_state = "heart-s-on" + icon_base = "heart-s" + /obj/item/organ/heart/cursed name = "cursed heart" desc = "A heart that, when inserted, will force you to pump it manually." @@ -215,6 +221,19 @@ obj/item/organ/heart/cybernetic/upgraded/on_life() desc = "An electronic pump that regulates hydraulic functions, the electronics have EMP shielding." icon_state = "heart-c" +/obj/item/organ/heart/ipc + name = "IPC heart" + desc = "An electronic pump that regulates hydraulic functions, they have an auto-restart after EMPs." + icon_state = "heart-c" + organ_flags = ORGAN_SYNTHETIC + +/obj/item/organ/heart/ipc/emp_act() + . = ..() + if(. & EMP_PROTECT_SELF) + return + Stop() + addtimer(CALLBACK(src, .proc/Restart), 10) + /obj/item/organ/heart/freedom name = "heart of freedom" desc = "This heart pumps with the passion to give... something freedom." diff --git a/icons/effects/blood.dmi b/icons/effects/blood.dmi index 6a1a35f3..5bc30f88 100644 Binary files a/icons/effects/blood.dmi and b/icons/effects/blood.dmi differ diff --git a/icons/effects/fluidtracks.dmi b/icons/effects/fluidtracks.dmi new file mode 100644 index 00000000..e2f0c974 Binary files /dev/null and b/icons/effects/fluidtracks.dmi differ diff --git a/icons/effects/footprints.dmi b/icons/effects/footprints.dmi index d7871b7a..69207097 100644 Binary files a/icons/effects/footprints.dmi and b/icons/effects/footprints.dmi differ diff --git a/icons/mob/dam_mob.dmi b/icons/mob/dam_mob.dmi index fe92746b..c34b57b4 100644 Binary files a/icons/mob/dam_mob.dmi and b/icons/mob/dam_mob.dmi differ diff --git a/icons/obj/bloodbank.dmi b/icons/obj/bloodbank.dmi new file mode 100644 index 00000000..4b4b2b69 Binary files /dev/null and b/icons/obj/bloodbank.dmi differ diff --git a/modular_citadel/code/game/objects/items/melee/eutactic_blades.dm b/modular_citadel/code/game/objects/items/melee/eutactic_blades.dm index 2be99436..d0e059e7 100644 --- a/modular_citadel/code/game/objects/items/melee/eutactic_blades.dm +++ b/modular_citadel/code/game/objects/items/melee/eutactic_blades.dm @@ -307,7 +307,7 @@ var/mob/M = loc M.update_inv_hands() - SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)//blood overlays get weird otherwise, because the sprite changes. (retained from original desword because I have no idea what this is) + clean_blood() /obj/item/twohanded/dualsaber/hypereutactic/AltClick(mob/living/user) if(!user.canUseTopic(src, BE_CLOSE, FALSE) || hacked) diff --git a/modular_citadel/code/modules/mob/living/carbon/human/human.dm b/modular_citadel/code/modules/mob/living/carbon/human/human.dm index bb8d4a5f..e5d386b5 100644 --- a/modular_citadel/code/modules/mob/living/carbon/human/human.dm +++ b/modular_citadel/code/modules/mob/living/carbon/human/human.dm @@ -1,18 +1,3 @@ -/mob/living/carbon/human/species/mammal - race = /datum/species/mammal - -/mob/living/carbon/human/species/avian - race = /datum/species/avian - -/mob/living/carbon/human/species/aquatic - race = /datum/species/aquatic - -/mob/living/carbon/human/species/insect - race = /datum/species/insect - -/mob/living/carbon/human/species/xeno - race = /datum/species/xeno - /mob/living/proc/resist_embedded() return diff --git a/modular_citadel/code/modules/mob/living/carbon/human/species_types/furrypeople.dm b/modular_citadel/code/modules/mob/living/carbon/human/species_types/furrypeople.dm index 2e8dfb78..178199ae 100644 --- a/modular_citadel/code/modules/mob/living/carbon/human/species_types/furrypeople.dm +++ b/modular_citadel/code/modules/mob/living/carbon/human/species_types/furrypeople.dm @@ -222,7 +222,7 @@ miss_sound = 'sound/weapons/slashmiss.ogg' meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno skinned_type = /obj/item/stack/sheet/animalhide/xeno - exotic_bloodtype = "L" + exotic_bloodtype = "X*" damage_overlay_type = "xeno" liked_food = MEAT diff --git a/modular_citadel/code/modules/mob/living/carbon/human/species_types/ipc.dm b/modular_citadel/code/modules/mob/living/carbon/human/species_types/ipc.dm index 2e0df07e..2b53fa46 100644 --- a/modular_citadel/code/modules/mob/living/carbon/human/species_types/ipc.dm +++ b/modular_citadel/code/modules/mob/living/carbon/human/species_types/ipc.dm @@ -10,7 +10,7 @@ inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID) mutant_bodyparts = list("ipc_screen", "ipc_antenna") default_features = list("ipc_screen" = "Blank", "ipc_antenna" = "None") - meat = null //robots can't make meat silly! + meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc //Just robo looking parts. mutant_heart = /obj/item/organ/heart/ipc mutantlungs = /obj/item/organ/lungs/ipc @@ -19,7 +19,7 @@ mutanteyes = /obj/item/organ/eyes/ipc mutanttongue = /obj/item/organ/tongue/robot - exotic_bloodtype = "oil" + exotic_bloodtype = "HF" var/datum/action/innate/monitor_change/screen diff --git a/modular_citadel/code/modules/reagents/chemistry/reagents/other_reagents.dm b/modular_citadel/code/modules/reagents/chemistry/reagents/other_reagents.dm index 00063c22..c8ebde11 100644 --- a/modular_citadel/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/modular_citadel/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -1,11 +1,3 @@ -/datum/reagent/space_cleaner/reaction_obj(obj/O, reac_volume) - if(istype(O, /obj/effect/decal/cleanable) || istype(O, /obj/item/projectile/bullet/reusable/foam_dart) || istype(O, /obj/item/ammo_casing/caseless/foam_dart)) - qdel(O) - else - if(O) - O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) - SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) - /datum/reagent/syndicateadrenals name = "Syndicate Adrenaline" id = "syndicateadrenals" diff --git a/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm b/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm index 91d7a1c2..1f97035b 100644 --- a/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm +++ b/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm @@ -317,10 +317,10 @@ //So slimes can play too. /datum/chemical_reaction/fermi/enthrall/slime - required_catalysts = list("slimejelly" = 1) + required_catalysts = list("jellyblood" = 1) /datum/chemical_reaction/fermi/enthrall/slime/FermiFinish(datum/reagents/holder, var/atom/my_atom) - var/datum/reagent/toxin/slimejelly/B = locate(/datum/reagent/toxin/slimejelly) in my_atom.reagents.reagent_list//The one line change. + var/datum/reagent/blood/jellyblood/B = locate(/datum/reagent/blood/jellyblood) in my_atom.reagents.reagent_list//The one line change. var/datum/reagent/fermi/enthrall/E = locate(/datum/reagent/fermi/enthrall) in my_atom.reagents.reagent_list if(!B.data) var/list/seen = viewers(5, get_turf(my_atom)) diff --git a/modular_citadel/code/modules/reagents/reagents/cit_reagents.dm b/modular_citadel/code/modules/reagents/reagents/cit_reagents.dm index 0337d213..9dfc3054 100644 --- a/modular_citadel/code/modules/reagents/reagents/cit_reagents.dm +++ b/modular_citadel/code/modules/reagents/reagents/cit_reagents.dm @@ -2,7 +2,7 @@ /datum/reagent/consumable/semen name = "Semen" id = "semen" - description = "Sperm from some animal. Useless for anything but insemination, really." + description = "Sperm from some animal. I bet you'll drink this out of a bucket someday." taste_description = "something salty" taste_mult = 2 //Not very overpowering flavor data = list("donor"=null,"viruses"=null,"donor_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null) @@ -42,7 +42,9 @@ add_blood_DNA(list("Non-human DNA" = "A+")) /obj/effect/decal/cleanable/semen/replace_decal(obj/effect/decal/cleanable/semen/S) - S.add_blood_DNA(return_blood_DNA()) + if(S.blood_DNA) + blood_DNA |= S.blood_DNA.Copy() + ..() /datum/reagent/consumable/femcum name = "Female Ejaculate" @@ -74,7 +76,8 @@ add_blood_DNA(list("Non-human DNA" = "A+")) /obj/effect/decal/cleanable/femcum/replace_decal(obj/effect/decal/cleanable/femcum/F) - F.add_blood_DNA(return_blood_DNA()) + if(F.blood_DNA) + blood_DNA |= F.blood_DNA.Copy() ..() /datum/reagent/consumable/femcum/reaction_turf(turf/T, reac_volume) diff --git a/modular_citadel/icons/mob/64x32_effects.dmi b/modular_citadel/icons/mob/64x32_effects.dmi index 7db65a8f..a11b3584 100644 Binary files a/modular_citadel/icons/mob/64x32_effects.dmi and b/modular_citadel/icons/mob/64x32_effects.dmi differ diff --git a/tgstation.dme b/tgstation.dme index 30f1e8bf..4979ae49 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -47,7 +47,6 @@ #include "code\__DEFINES\flags.dm" #include "code\__DEFINES\food.dm" #include "code\__DEFINES\footsteps.dm" -#include "code\__DEFINES\forensics.dm" #include "code\__DEFINES\hud.dm" #include "code\__DEFINES\integrated_electronics.dm" #include "code\__DEFINES\interaction_flags.dm" @@ -365,7 +364,6 @@ #include "code\datums\components\empprotection.dm" #include "code\datums\components\footstep.dm" #include "code\datums\components\forced_gravity.dm" -#include "code\datums\components\forensics.dm" #include "code\datums\components\infective.dm" #include "code\datums\components\jousting.dm" #include "code\datums\components\knockoff.dm" @@ -394,7 +392,6 @@ #include "code\datums\components\uplink.dm" #include "code\datums\components\wearertargeting.dm" #include "code\datums\components\wet_floor.dm" -#include "code\datums\components\decals\blood.dm" #include "code\datums\components\storage\storage.dm" #include "code\datums\components\storage\concrete\_concrete.dm" #include "code\datums\components\storage\concrete\bag_of_holding.dm" @@ -600,6 +597,7 @@ #include "code\game\machinery\autolathe.dm" #include "code\game\machinery\bank_machine.dm" #include "code\game\machinery\Beacon.dm" +#include "code\game\machinery\bloodbankgen.dm" #include "code\game\machinery\buttons.dm" #include "code\game\machinery\cell_charger.dm" #include "code\game\machinery\cloning.dm" @@ -782,6 +780,7 @@ #include "code\game\objects\effects\decals\misc.dm" #include "code\game\objects\effects\decals\remains.dm" #include "code\game\objects\effects\decals\cleanable\aliens.dm" +#include "code\game\objects\effects\decals\cleanable\gibs.dm" #include "code\game\objects\effects\decals\cleanable\humans.dm" #include "code\game\objects\effects\decals\cleanable\misc.dm" #include "code\game\objects\effects\decals\cleanable\robots.dm" diff --git a/tools/mapmerge2/dmi.py b/tools/mapmerge2/dmi.py index f0a8182c..c12964ce 100644 --- a/tools/mapmerge2/dmi.py +++ b/tools/mapmerge2/dmi.py @@ -45,6 +45,8 @@ class Dmi: @classmethod def from_file(cls, fname): image = Image.open(fname) + if image.mode != 'RGBA': + image = image.convert('RGBA') # no metadata = regular image file if 'Description' not in image.info: @@ -250,4 +252,4 @@ if __name__ == '__main__': Dmi.from_file(os.path.join(dirpath, filename)) count += 1 - print(f"Successfully parsed {count} dmi files") + print(f"Successfully parsed {count} dmi files") \ No newline at end of file diff --git a/tools/mapmerge2/dmm.py b/tools/mapmerge2/dmm.py index 8bb1dca3..15aa04c0 100644 --- a/tools/mapmerge2/dmm.py +++ b/tools/mapmerge2/dmm.py @@ -343,7 +343,7 @@ def _parse(map_raw_text): in_map_block = False in_coord_block = False in_map_string = False - iter_x = 0 + base_x = 0 adjust_y = True curr_num = "" @@ -487,7 +487,7 @@ def _parse(map_raw_text): curr_x = int(curr_num) if curr_x > maxx: maxx = curr_x - iter_x = 0 + base_x = curr_x curr_num = "" reading_coord = "y" elif reading_coord == "y": @@ -521,21 +521,15 @@ def _parse(map_raw_text): adjust_y = False else: curr_y += 1 - if curr_x > maxx: - maxx = curr_x - if iter_x > 1: - curr_x = 1 - iter_x = 0 - + curr_x = base_x else: curr_key = BASE * curr_key + base52_r[char] curr_key_len += 1 if curr_key_len == key_length: - iter_x += 1 - if iter_x > 1: - curr_x += 1 - grid[curr_x, curr_y, curr_z] = duplicate_keys.get(curr_key, curr_key) + if curr_x > maxx: + maxx = curr_x + curr_x += 1 curr_key = 0 curr_key_len = 0 @@ -551,4 +545,4 @@ def _parse(map_raw_text): data = DMM(key_length, Coordinate(maxx, maxy, maxz)) data.dictionary = dictionary data.grid = grid - return data + return data \ No newline at end of file diff --git a/tools/mapmerge2/update_paths.py b/tools/mapmerge2/update_paths.py index 2c316e94..deab468e 100644 --- a/tools/mapmerge2/update_paths.py +++ b/tools/mapmerge2/update_paths.py @@ -173,4 +173,4 @@ if __name__ == "__main__": parser.add_argument("--directory", "-d", help="path to maps directory, defaults to _maps/") parser.add_argument("--inline", "-i", help="treat update source as update string instead of path", action="store_true") parser.add_argument("--verbose", "-v", help="toggle detailed update information", action="store_true") - main(parser.parse_args()) + main(parser.parse_args()) \ No newline at end of file