Merge pull request #1656 from Dahlular/lambentupdates

Map Updates and Coping With Actions
This commit is contained in:
Dahlular
2022-09-06 15:42:46 -06:00
committed by GitHub
6 changed files with 297 additions and 77 deletions
@@ -18482,6 +18482,7 @@
/obj/machinery/atmospherics/pipe/simple/supply/hidden/layer3{
name = "air supply pipe"
},
/obj/structure/fans/tiny,
/turf/open/floor/wood{
icon_state = "wood_tile";
name = "tile"
@@ -20028,6 +20029,7 @@
/obj/machinery/status_display{
pixel_x = -32
},
/obj/structure/dresser,
/turf/open/floor/wood{
icon_state = "wood_parquet";
name = "parquet"
@@ -32035,6 +32037,7 @@
/obj/machinery/airalarm{
pixel_y = 22
},
/obj/structure/dresser,
/turf/open/floor/wood{
icon_state = "wood_parquet";
name = "parquet"
@@ -50321,6 +50324,7 @@
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden/layer1{
name = "scrubbers pipe"
},
/obj/structure/fans/tiny,
/turf/open/floor/wood{
icon_state = "wood_tile";
name = "tile"
@@ -52219,6 +52223,7 @@
/obj/machinery/airalarm{
pixel_y = 22
},
/obj/structure/dresser,
/turf/open/floor/wood{
icon_state = "wood_parquet";
name = "parquet"
@@ -71636,6 +71641,7 @@
/obj/machinery/airalarm{
pixel_y = 22
},
/obj/structure/dresser,
/turf/open/floor/wood{
icon_state = "wood_parquet";
name = "parquet"
@@ -73542,20 +73548,6 @@
},
/turf/open/indestructible/layenia/crystal,
/area/layenia/cave)
"lzh" = (
/obj/structure/disposalpipe/segment{
dir = 9
},
/obj/machinery/atmospherics/pipe/simple/supply/hidden/layer3{
dir = 9;
name = "air supply pipe"
},
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden/layer1{
dir = 9;
name = "scrubbers pipe"
},
/turf/open/floor/plating,
/area/maintenance/starboard/central/upper)
"lzj" = (
/obj/structure/window/reinforced/tinted{
dir = 8
@@ -83584,6 +83576,7 @@
/obj/machinery/status_display{
pixel_x = -32
},
/obj/structure/dresser,
/turf/open/floor/wood{
icon_state = "wood_parquet";
name = "parquet"
@@ -134989,6 +134982,7 @@
/obj/machinery/airalarm{
pixel_y = 22
},
/obj/structure/dresser,
/turf/open/floor/wood{
icon_state = "wood_parquet";
name = "parquet"
@@ -261678,7 +261672,7 @@ xrc
xrc
xrc
xrc
lzh
aGg
qMG
qzm
qMG
@@ -437,7 +437,7 @@
repeatable = TRUE
//property_weights = list("extended" = -1, "chaos" = 1)
occurances_max = 1
chaos_min = 1.8
chaos_min = 2.5 //Increased due to how big the station is
/datum/dynamic_ruleset/event/carp_migration
name = "Carp Migration"
+70 -59
View File
@@ -485,65 +485,6 @@
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,
/turf/closed/wall/mineral/sandstone,
/obj/structure/falsewall/sandstone,)
// canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/fulltile
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
icon_state = "plasmawindow"
dir = FULLTILE_WINDOW_DIR
max_integrity = 300
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
//canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/obj/structure/window/plasma/fulltile,
/obj/structure/window/plasma/reinforced/fulltile,
/obj/machinery/door,
@@ -578,6 +519,76 @@
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,
/obj/machinery/door/firedoor,
/turf/closed/wall/mineral/lead,
/turf/closed/wall/mineral/sandstone,
/obj/structure/falsewall/sandstone)
// canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/fulltile
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
icon_state = "plasmawindow"
dir = FULLTILE_WINDOW_DIR
max_integrity = 300
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
//canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/turf/closed/indestructible/riveted/,
/turf/closed/indestructible/riveted/uranium,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/structure/window/plasma/fulltile,
/obj/structure/window/plasma/reinforced/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,
/obj/machinery/door/firedoor,
/turf/closed/wall/mineral/lead,
/turf/closed/indestructible/,
/turf/closed/indestructible/riveted,
/turf/closed/indestructible/fakeglass)
@@ -0,0 +1,204 @@
//I'll be honest I have no clue where to put lambent aspects, so this will just be here for now. I'm not the best at modularization, nor coding.
//This will be finished lader.
//Innate powers, without attuning to a specific aspect
/datum/action/innate/lambent
name = "Dahl's a dumbass"
desc = "Yell at her if you see this"
background_icon_state = "bg_agent"
icon_icon = 'icons/mob/actions/actions_spells.dmi' //Using this for now until I sprite some action buttons
button_icon_state = "spell_default"
var/mob/living/carbon/human/holder
//check_flags = AB_CHECK_STUN|AB_CHECK_CONSCIOUS
//cooldown_time = 10
/datum/action/innate/lambent/Grant(mob/user)
. = ..()
holder = user
/*
//FLIGHT
/datum/action/innate/lambent/flight(mob/user)
name = "Toggle free-flight"
desc = "Displace the weave locally to propell yourself in any direction."
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_STUN
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "flight"
/datum/action/innate/lambent/flight/Trigger()
switch(active)
if(0) //Start off
Activate()
active = 1
return
if(1)
Deactivate()
active = 0
return //can't help but feel like I'm doing things terribly wrong.
/datum/action/innate/lambent/flight/Activate()
holder.movement_type |= FLYING
holder.override_float = TRUE
holder.pass_flags |= PASSTABLE
holder.visible_message("Reality begins to distort around [holder], bringing them into the air!")
/datum/action/innate/lambent/flight/Deactivate()
holder.movement_type &= ~FLYING
holder.override_float = FALSE
holder.pass_flags &= ~PASSTABLE
holder.visible_message("Flickering reality fades as [holder] settles to the ground.")
*/
/* Finish this when I understand the code a bit more
/datum/action/cooldown/lambent/locate
name = "Weave Locate"
desc = "Plunge into the weave to teleport to a target of your choosing. Be aware of your end result."
button_icon_state = "emp"
cooldown_time = 120
/var/mob/living/carbon/human/target_human = target
*/
/*
/datum/action/innate/lambent/dash
name = "Surge Dash"
desc = "Imbue yourself with weave energy to dash forwards."
var/current_charges = 3
var/max_charges = 3
var/charge_rate = 250
var/dash_sound = 'sound/magic/blink.ogg'
var/recharge_sound = 'sound/magic/charge.ogg'
var/phasein = /obj/effect/temp_visual/dir_setting/ninja/phase
var/phaseout = /obj/effect/temp_visual/dir_setting/ninja/phase/out
var/beam_effect = "blur"
var/obj/item/lambent/dash
/obj/item/lambent/dash
name = "condensed Weave energy"
desc = "Bundling energy straight from the Weave. It hurts your head just to comprehend."
block_chance = 50
w_class = WEIGHT_CLASS_HUGE
force = 0
throwforce = 0
attack_verb = list("resonated", "harmonized")
var/datum/action/innate/lambent/dash/ability
icon_state = "energy_katana" //PH
interaction_flags_item = 0 //Prevent it from being clicked on, just in case.
//item_flags = DROPDEL //Deletes itself when dropped, but I may need to call some code and qdel instead.
/obj/item/lambent/dash/Initialize()
. = ..()
ability = new(src)
/obj/item/lambent/dash/attack_self(mob/user)
visible_message("<span class='notice'>[user] dissipates a flickering energy in their palm.</span>")
src.dropped()
/obj/item/lambent/dash/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
ability.Teleport(user, target)
/obj/item/lambent/dash/pickup(mob/living/user)
. = ..()
ability.Grant(user)
user.update_icons()
/obj/item/lambent/dash/dropped(mob/user)
. = ..()
ability.Remove(user)
user.update_icons()
QDEL_IN(src, 1)
//datum/action/innate/lambent/dash/ability //This is what poor planning with code gets you. Use a proc_holder next time -Dahl
/datum/action/innate/lambent/dash/Trigger()
//This is effectively an on/off state of the ability.
holder.visible_message("PH Trigger Initial")
if(holder.get_active_held_item() == null)
if(var/active == 0) //Start off
holder.visible_message("PH Trigger to Activate")
Activate()
active = 1 //set to 1 so we can toggle off
return
if(var/active == 1)
holder.visible_message("PH Trigger to Deactivate")
Deactivate()
active = 0 //set to 0 so we can toggle on
return
holder.visible_message("PH active held item return")
return
/datum/action/innate/lambent/dash/Activate()
holder.visible_message("PH Activation")
holder.equip_to_slot_if_possible(new/obj/item/lambent/dash(null), SLOT_HANDS)
/datum/action/innate/lambent/dash/Deactivate()
holder.visible_message("PH Deactivation")
if(holder.get_item_by_slot(SLOT_HANDS) == /obj/item/lambent/dash)
holder.dropItemToGround(/obj/item/lambent/dash)
/* Leaving this here as a toggled ability to reference later.
/datum/action/innate/lambent/dash/Trigger()
holder.visible_message("PH Trigger Initial")
switch(active)
if(0) //Start off
holder.visible_message("PH Trigger to Activate")
Activate()
active = 1 //set to 1 so we can toggle off
if(1)
holder.visible_message("PH Trigger to Deactivate")
Deactivate()
active = 0 //set to 0 so we can toggle on
/datum/action/innate/lambent/dash/Activate()
holder.visible_message("PH Activation")
/datum/action/innate/lambent/dash/Deactivate()
holder.visible_message("PH Deactivation")
*/
/*
/datum/action/innate/lambent/dash/IsAvailable()
if(current_charges > 0)
return TRUE
else
return FALSE
*/
//something something dash.Teleport(user,)
/datum/action/innate/lambent/dash/proc/Teleport(mob/user, atom/target)
if(!IsAvailable())
return
var/turf/T = get_turf(target)
if(target in view(user.client.view, user))
var/obj/spot1 = new phaseout(get_turf(user), user.dir)
user.forceMove(T)
playsound(T, dash_sound, 25, 1)
var/obj/spot2 = new phasein(get_turf(user), user.dir)
spot1.Beam(spot2,beam_effect,time=20)
current_charges--
holder.update_action_buttons_icon()
addtimer(CALLBACK(src, .proc/charge), charge_rate)
/datum/action/innate/lambent/dash/proc/charge()
current_charges = CLAMP(current_charges + 1, 0, max_charges)
holder.update_action_buttons_icon()
if(recharge_sound)
playsound(holder, recharge_sound, 50, 1)
to_chat(holder, "<span class='notice'>[src] now has [current_charges]/[max_charges] charges.</span>")
*/
@@ -1,6 +1,7 @@
/*
Lambent
*/
/datum/job/lambent
title = "Lambent"
flag = LAMBENT
@@ -30,9 +31,9 @@ Lambent
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
mind_traits = list(TRAIT_CAPTAIN_METABOLISM)
mind_traits = list(TRAIT_CAPTAIN_METABOLISM, TRAIT_AUTO_CATCH_ITEM, TRAIT_DISK_VERIFIER, TRAIT_NOSLIPALL)
blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity, /datum/quirk/nonviolent)
blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity)
/datum/outfit/job/lambent
name = "Lambent"
@@ -54,3 +55,12 @@ Lambent
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
//innate abilities will go here
/datum/job/lambent/after_spawn(mob/living/H, mob/M)
//var/datum/action/innate/lambent/dash/dash = new
//dash.Grant(H)
//var/datum/action/innate/lambent/flight/flight = new
//flight.Grant(H)
+1
View File
@@ -3198,6 +3198,7 @@
#include "hyperstation\code\modules\jobs\job_types\_job.dm"
#include "hyperstation\code\modules\jobs\job_types\civilian.dm"
#include "hyperstation\code\modules\jobs\job_types\job_alt_titles.dm"
#include "hyperstation\code\modules\jobs\job_types\lambent_aspect.dm"
#include "hyperstation\code\modules\jobs\job_types\roleplay.dm"
#include "hyperstation\code\modules\jobs\job_types\security.dm"
#include "hyperstation\code\modules\mining\shelters.dm"