Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport

Conflicts:
	code/datums/disease.dm
	code/modules/reagents/Chemistry-Reagents.dm
	icons/turf/areas.dmi
	maps/tgstation.2.0.9.1.dmm

yep, this time going to merge map updates before making map changes >.>

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-10-21 01:25:04 +10:00
77 changed files with 10392 additions and 9860 deletions
+6 -28
View File
@@ -7,12 +7,17 @@
config_tag = "Extend-A-Traitormongous"
var/list/possible_traitors
var/num_players = 0
/datum/game_mode/traitor/autotraitor/announce()
..()
world << "<B>This is a test bed for theories and methods to implement an infinite traitor round. Traitors will be added to the round automagically as needed.<br>Expect bugs.</B>"
world << "<B>Game mode is AutoTraitor. Traitors will be added to the round automagically as needed.<br>Expect bugs.</B>"
/datum/game_mode/traitor/autotraitor/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
possible_traitors = get_players_for_role(BE_TRAITOR)
for(var/datum/mind/player in possible_traitors)
@@ -134,33 +139,6 @@
//else
//message_admins("Number of Traitors is at maximum. Not making a new Traitor.")
/* Old equation. Commenting out.
target_traitors = max(1, min(round((playercount + r) / 10, 1), traitors_possible))
message_admins("Target Traitor Count is: [target_traitors]")
if (traitorcount < target_traitors)
message_admins("Number of Traitors is below Target. Making a new Traitor.")
var/mob/living/newtraitor = pick(possible_traitors)
message_admins("[newtraitor.real_name] is the new Traitor.")
for(var/datum/objective/o in SelectObjectives(newtraitor.mind.assigned_role, newtraitor.mind))
o.owner = newtraitor.mind
newtraitor.mind.objectives += o
equip_traitor(newtraitor)
traitors += newtraitor.mind
newtraitor << "\red <B>ATTENTION:</B> \black It is time to pay your debt to the Syndicate..."
newtraitor << "<B>You are now a traitor.</B>"
newtraitor.mind.special_role = "traitor"
var/obj_count = 1
newtraitor << "\blue Your current objectives:"
for(var/datum/objective/objective in newtraitor.mind.objectives)
newtraitor << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
else
message_admins("Number of Traitors is at Target. No new Traitor.")
*/
traitorcheckloop()
+1 -1
View File
@@ -206,7 +206,7 @@
// world << sound('sound/AI/outbreak7.ogg')
var/virus_type
if(!virus)
virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat)
virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis)
else
switch(virus)
if("fake gbs")
+2
View File
@@ -324,6 +324,8 @@ Whitespace:Seperator;
// Less if there are not enough valid players in the game entirely to make recommended_enemies.
/datum/game_mode/proc/latespawn(var/mob)
/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/new_player/player)
if(player.preferences.be_special & role)
return 1
+122
View File
@@ -86,6 +86,128 @@ datum/objective/mutiny
return 0
return 1
datum/objective/mutiny/rp
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
// less violent rev objectives
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || target.current.handcuffed || !ishuman(target.current))
return 1
// Check if they're converted
if(istype(ticker.mode, /datum/game_mode/revolution))
if(target in ticker.mode:head_revolutionaries)
return 1
var/turf/T = get_turf(target.current)
if(T && (T.z != 1)) //If they leave the station they count as dead for this
return 2
return 0
return 1
datum/objective/anti_revolution/execute
find_target()
..()
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.assigned_role] has extracted confidential information above their clearance. Execute \him[target.current]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "[target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] has extracted confidential information above their clearance. Execute \him[target.current]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current))
return 1
return 0
return 1
datum/objective/anti_revolution/brig
var/already_completed = 0
find_target()
..()
if(target && target.current)
explanation_text = "Brig [target.current.real_name], the [target.assigned_role] for 20 minutes to set an example."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Brig [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] for 20 minutes to set an example."
else
explanation_text = "Free Objective"
return target
check_completion()
if(already_completed)
return 1
if(target && target.current)
if(target.current.stat == DEAD)
return 0
if(target.is_brigged(10 * 60 * 10))
already_completed = 1
return 1
return 0
return 0
datum/objective/anti_revolution/demote
find_target()
..()
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.assigned_role] has been classified as harmful to NanoTrasen's goals. Demote \him[target.current] to assistant."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "[target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] has been classified as harmful to NanoTrasen's goals. Demote \him[target.current] to assistant."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current && istype(target,/mob/living/carbon/human))
var/obj/item/weapon/card/id/I = target.current:wear_id
if(istype(I, /obj/item/device/pda))
var/obj/item/device/pda/P = I
I = P.id
if(!istype(I)) return 1
if(I.assignment == "Assistant")
return 1
else
return 0
return 1
datum/objective/debrain//I want braaaainssss
find_target()
@@ -0,0 +1,222 @@
// A sort of anti-revolution where the heads are given objectives to mess with the crew
/datum/game_mode/anti_revolution
name = "anti-revolution"
config_tag = "anti-revolution"
required_players = 5
var/finished = 0
var/checkwin_counter = 0
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/required_execute_targets = 1
var/required_brig_targets = 0
var/recommended_execute_targets = 1
var/recommended_brig_targets = 3
var/recommended_demote_targets = 3
var/list/datum/mind/heads = list()
var/list/datum/mind/execute_targets = list()
var/list/datum/mind/brig_targets = list()
var/list/datum/mind/demote_targets = list()
///////////////////////////
//Announces the game type//
///////////////////////////
/datum/game_mode/anti_revolution/announce()
world << "<B>The current game mode is - Anti-Revolution!</B>"
world << "<B>Looks like CentComm has given a few new orders..</B>"
///////////////////////////////////////////////////////////////////////////////
//Gets the round setup, cancelling if there's not enough players at the start//
///////////////////////////////////////////////////////////////////////////////
/datum/game_mode/anti_revolution/pre_setup()
for(var/mob/new_player/player in world) if(player.mind)
if(player.mind.assigned_role in command_positions)
heads += player.mind
else
if(execute_targets.len < recommended_execute_targets)
execute_targets += player.mind
else if(brig_targets.len < recommended_brig_targets)
brig_targets += player.mind
else if(demote_targets.len < recommended_demote_targets)
demote_targets += player.mind
if(heads.len==0)
return 0
if(execute_targets.len < required_execute_targets || brig_targets.len < required_brig_targets)
return 0
return 1
/datum/game_mode/anti_revolution/proc/add_head_objectives(datum/mind/head)
for(var/datum/mind/target in execute_targets)
var/datum/objective/anti_revolution/execute/obj = new
obj.owner = head
obj.target = target
obj.explanation_text = "[target.current.real_name], the [target.assigned_role] has extracted confidential information above their clearance. Execute them."
head.objectives += obj
for(var/datum/mind/target in brig_targets)
var/datum/objective/anti_revolution/brig/obj = new
obj.owner = head
obj.target = target
obj.explanation_text = "Brig [target.current.real_name], the [target.assigned_role] for 20 minutes to set an example."
head.objectives += obj
for(var/datum/mind/target in demote_targets)
var/datum/objective/anti_revolution/demote/obj = new
obj.owner = head
obj.target = target
obj.explanation_text = "[target.current.real_name], the [target.assigned_role] has been classified as harmful to NanoTrasen's goals. Demote them to assistant."
head.objectives += obj
/datum/game_mode/anti_revolution/post_setup()
for(var/datum/mind/head_mind in heads)
add_head_objectives(head_mind)
for(var/datum/mind/head_mind in heads)
greet_head(head_mind)
modePlayer += heads
spawn (rand(waittime_l, waittime_h))
send_intercept()
..()
/datum/game_mode/anti_revolution/process()
checkwin_counter++
if(checkwin_counter >= 5)
if(!finished)
ticker.mode.check_win()
checkwin_counter = 0
return 0
/datum/game_mode/proc/greet_head(var/datum/mind/head_mind, var/you_are=1)
var/obj_count = 1
if (you_are)
head_mind.current << "\blue It looks like this shift CentComm has some special orders for you.. check your objectives."
head_mind.current << "\blue Note that you can ignore these objectives, but resisting NT's orders probably means demotion or worse."
for(var/datum/objective/objective in head_mind.objectives)
head_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
head_mind.special_role = "Corrupt Head"
obj_count++
head_mind.current.verbs += /mob/proc/ResignFromHeadPosition
//////////////////////////////////////
//Checks if the revs have won or not//
//////////////////////////////////////
/datum/game_mode/anti_revolution/check_win()
if(check_head_victory())
finished = 1
else if(check_crew_victory())
finished = 2
return
///////////////////////////////
//Checks if the round is over//
///////////////////////////////
/datum/game_mode/anti_revolution/check_finished()
if(finished != 0)
return 1
else
return 0
//////////////////////////
//Checks for crew victory//
//////////////////////////
/datum/game_mode/anti_revolution/proc/check_crew_victory()
for(var/datum/mind/head_mind in heads)
var/turf/T = get_turf(head_mind.current)
if((head_mind) && (head_mind.current) && (head_mind.current.stat != 2) && T && (T.z == 1) && !head_mind.is_brigged(600))
if(ishuman(head_mind.current))
return 0
return 1
/////////////////////////////
//Checks for a head victory//
/////////////////////////////
/datum/game_mode/anti_revolution/proc/check_head_victory()
for(var/datum/mind/head_mind in heads)
for(var/datum/objective/objective in head_mind.objectives)
if(!(objective.check_completion()))
return 0
return 1
/datum/game_mode/anti_revolution/declare_completion()
var/text = ""
if(finished == 2)
world << "\red <FONT size = 3><B> The heads of staff were relieved of their posts! The crew wins!</B></FONT>"
else if(finished == 1)
world << "\red <FONT size = 3><B> The heads of staff managed to meet the goals set for them by CentComm!</B></FONT>"
world << "<FONT size = 2><B>The heads of staff were: </B></FONT>"
var/list/heads = list()
heads = get_all_heads()
for(var/datum/mind/head_mind in heads)
text = ""
if(head_mind.current)
text += "[head_mind.current.real_name]"
if(head_mind.current.stat == 2)
text += " (Dead)"
else
text += " (Survived!)"
else
text += "[head_mind.key] (character destroyed)"
world << text
world << "<FONT size = 2><B>Their objectives were: </B></FONT>"
for(var/datum/mind/head_mind in heads)
if(head_mind.objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in head_mind.objectives)
if(objective.check_completion())
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("head_objective","[objective.type]|SUCCESS")
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
feedback_add_details("head_objective","[objective.type]|FAIL")
count++
break // just print once
return 1
/datum/game_mode/anti_revolution/latespawn(mob/living/carbon/human/character)
..()
if(emergency_shuttle.departed)
return
if(character.mind.assigned_role in command_positions)
heads += character.mind
modePlayer += character.mind
add_head_objectives(character.mind)
greet_head(character.mind)
/mob/proc/ResignFromHeadPosition()
set category = "IC"
set name = "Resign From Head Position"
if(!istype(ticker.mode, /datum/game_mode/anti_revolution))
return
ticker.mode:heads -= src.mind
src.mind.objectives = list()
ticker.mode.modePlayer -= src.mind
src.mind.special_role = null
src.verbs -= /mob/proc/ResignFromHeadPosition
src << "\red You resigned from your position, now you have the consequences."
+1 -1
View File
@@ -25,7 +25,7 @@
var/finished = 0
var/checkwin_counter = 0
var/const/max_headrevs = 3
var/max_headrevs = 3
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
///////////////////////////
@@ -280,46 +280,6 @@
return 1
/*obj/item/weapon/paper/communist_manifesto
name = "Communist Manifesto"
icon = 'books.dmi'
icon_state = "redcommunist"
info = "Supporters of the Revolution:<br><br>"
attack(mob/living/carbon/M as mob, mob/user as mob)
if(user.mind in ticker.mode:head_revolutionaries)
if(RevConvert(M,user))
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] converts [] with the Communist Manifesto!", user, M))
info += "[M.real_name]<br>"
else
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] fails to convert [] with the Communist Manifesto!", user, M))
else
usr << "\red You are completely confounded as to the operation of this tome."
return
proc/RevConvert(mob/living/carbon/M,mob/user)
if(!istype(M)) return 0
if((M.mind in ticker.mode:head_revolutionaries) || (M.mind in ticker.mode:revolutionaries))
user << "\red <b>[M] is already a revolutionary!</b>"
return 0
else if(M.mind in ticker.mode:get_unconvertables())
user << "\red <b>[M] cannot be a revolutionary!</b>"
return 0
else
if(world.time < M.mind.rev_cooldown)
user << "\red Wait five seconds before reconversion attempt."
return 0
user << "\red Attempting to convert [M]..."
var/choice = alert(M,"Asked by [user]: Do you want to join the revolution?","Align Thyself with the Revolution!","No!","Yes!")
if(choice == "Yes!")
ticker.mode:add_revolutionary(M.mind)
user << "\blue <b>[M] joins the revolution!</b>"
. = 1
else if(choice == "No!")
user << "\red <b>[M] does not support the revolution!</b>"
. = 0
M.mind.rev_cooldown = world.time+50*/
mob/living/carbon/human/proc
RevConvert(mob/M as mob in oview(src))
@@ -0,0 +1,200 @@
// BS12's less violent revolution mode
/datum/game_mode/revolution/rp_revolution
name = "rp-revolution"
config_tag = "rp-revolution"
required_players = 12
required_enemies = 3
recommended_enemies = 3
var/list/heads = list()
var/tried_to_add_revheads = 0
///////////////////////////////////////////////////////////////////////////////
//Gets the round setup, cancelling if there's not enough players at the start//
///////////////////////////////////////////////////////////////////////////////
/datum/game_mode/revolution/rp_revolution/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
var/num_players = num_players()
max_headrevs = max(num_players / 4, 3)
recommended_enemies = max_headrevs
var/list/datum/mind/possible_headrevs = get_players_for_role(BE_REV)
var/head_check = 0
for(var/mob/new_player/player in player_list)
if(player.mind.assigned_role in command_positions)
head_check = 1
break
for(var/datum/mind/player in possible_headrevs)
for(var/job in restricted_jobs)//Removing heads and such from the list
if(player.assigned_role == job)
possible_headrevs -= player
for (var/i=1 to max_headrevs)
if (possible_headrevs.len==0)
break
var/datum/mind/lenin = pick(possible_headrevs)
possible_headrevs -= lenin
head_revolutionaries += lenin
if((head_revolutionaries.len==0)||(!head_check))
return 0
return 1
/datum/game_mode/revolution/rp_revolution/post_setup()
heads = get_living_heads()
for(var/datum/mind/rev_mind in head_revolutionaries)
for(var/datum/mind/head_mind in heads)
var/datum/objective/mutiny/rp/rev_obj = new
rev_obj.owner = rev_mind
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate or capture [head_mind.name], the [head_mind.assigned_role]."
rev_mind.objectives += rev_obj
update_rev_icons_added(rev_mind)
for(var/datum/mind/rev_mind in head_revolutionaries)
greet_revolutionary(rev_mind)
rev_mind.current.verbs += /mob/living/carbon/human/proc/RevConvert
modePlayer += head_revolutionaries
spawn (rand(waittime_l, waittime_h))
send_intercept()
/datum/game_mode/revolution/rp_revolution/greet_revolutionary(var/datum/mind/rev_mind, var/you_are=1)
var/obj_count = 1
if (you_are)
rev_mind.current << "\blue You are a member of the revolutionaries' leadership!"
for(var/datum/objective/objective in rev_mind.objectives)
rev_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
rev_mind.special_role = "Head Revolutionary"
obj_count++
///////////////////////////////////////////////////
//Deals with converting players to the revolution//
///////////////////////////////////////////////////
/datum/game_mode/revolution/rp_revolution/add_revolutionary(datum/mind/rev_mind)
// overwrite this func to make it so even heads can be converted
var/mob/living/carbon/human/H = rev_mind.current//Check to see if the potential rev is implanted
if(!is_convertible(H))
return 0
if((rev_mind in revolutionaries) || (rev_mind in head_revolutionaries))
return 0
revolutionaries += rev_mind
rev_mind.current << "\red <FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill, capture or convert the heads to win the revolution!</FONT>"
rev_mind.special_role = "Revolutionary"
update_rev_icons_added(rev_mind)
return 1
/////////////////////////////
//Checks for a head victory//
/////////////////////////////
/datum/game_mode/revolution/rp_revolution/check_heads_victory()
for(var/datum/mind/rev_mind in head_revolutionaries)
var/turf/T = get_turf(rev_mind.current)
if(rev_mind.current.stat != 2)
// TODO: add a similar check that also checks whether they're without ID in the brig..
// probably wanna export this stuff into a separate function for use by both
// revs and heads
if(!rev_mind.current.handcuffed && T && T.z == 1)
return 0
return 1
///////////////////////////
//Announces the game type//
///////////////////////////
/datum/game_mode/revolution/rp_revolution/announce()
world << "<B>The current game mode is - Revolution!</B>"
world << "<B>Some crewmembers are attempting to start a revolution!</B>"
//////////////////////////////////////////////////////////////////////
//Announces the end of the game with all relavent information stated//
//////////////////////////////////////////////////////////////////////
/datum/game_mode/revolution/rp_revolution/declare_completion()
if(finished == 1)
feedback_set_details("round_end_result","win - heads overthrown")
world << "\red <FONT size = 3><B> The heads of staff were overthrown! The revolutionaries win!</B></FONT>"
else if(finished == 2)
feedback_set_details("round_end_result","loss - revolution stopped")
world << "\red <FONT size = 3><B> The heads of staff managed to stop the revolution!</B></FONT>"
..()
return 1
/datum/game_mode/revolution/proc/is_convertible(mob/M)
for(var/obj/item/weapon/implant/loyalty/L in M)//Checking that there is a loyalty implant in the contents
if(L.imp_in == M)//Checking that it's actually implanted
return 0
return 1
/mob/living/carbon/human/proc/RevConvert(mob/M as mob in oview(src))
set name = "Rev-Convert"
set category = "IC"
if(((src.mind in ticker.mode:head_revolutionaries) || (src.mind in ticker.mode:revolutionaries)))
if((M.mind in ticker.mode:head_revolutionaries) || (M.mind in ticker.mode:revolutionaries))
src << "\red <b>[M] is already be a revolutionary!</b>"
else if(!ticker.mode:is_convertible(M))
src << "\red <b>[M] is implanted with a loyalty implant - Remove it first!</b>"
else
if(world.time < M.mind.rev_cooldown)
src << "\red Wait five seconds before reconversion attempt."
return
src << "\red Attempting to convert [M]..."
log_admin("[src]([src.ckey]) attempted to convert [M].")
message_admins("\red [src]([src.ckey]) attempted to convert [M].")
var/choice = alert(M,"Asked by [src]: Do you want to join the revolution?","Align Thyself with the Revolution!","No!","Yes!")
if(choice == "Yes!")
ticker.mode:add_revolutionary(M.mind)
M << "\blue You join the revolution!"
src << "\blue <b>[M] joins the revolution!</b>"
else if(choice == "No!")
M << "\red You reject this traitorous cause!"
src << "\red <b>[M] does not support the revolution!</b>"
M.mind.rev_cooldown = world.time+50
/datum/game_mode/revolution/rp_revolution/process()
// only perform rev checks once in a while
if(tried_to_add_revheads < world.time)
tried_to_add_revheads = world.time+50
var/active_revs = 0
for(var/datum/mind/rev_mind in head_revolutionaries)
if(rev_mind.current.client && rev_mind.current.client.inactivity <= 10*60*20) // 20 minutes inactivity are OK
active_revs++
if(active_revs == 0)
log_admin("There are zero active head revolutionists, trying to add some..")
message_admins("There are zero active head revolutionists, trying to add some..")
var/added_heads = 0
for(var/mob/living/carbon/human/H in world) if(H.client && H.mind && H.client.inactivity <= 10*60*20 && H.mind in revolutionaries)
head_revolutionaries += H.mind
for(var/datum/mind/head_mind in heads)
var/datum/objective/mutiny/rp/rev_obj = new
rev_obj.owner = H.mind
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate or capture [head_mind.name], the [head_mind.assigned_role]."
H.mind.objectives += rev_obj
update_rev_icons_added(H.mind)
H.verbs += /mob/living/carbon/human/proc/RevConvert
H << "\red Congratulations, yer heads of revolution are all gone now, so yer earned yourself a promotion."
added_heads = 1
break
if(added_heads)
log_admin("Managed to add new heads of revolution.")
message_admins("Managed to add new heads of revolution.")
else
log_admin("Unable to add new heads of revolution.")
message_admins("Unable to add new heads of revolution.")
tried_to_add_revheads = world.time + 6000 // wait 10 minutes
return ..()
+6 -6
View File
@@ -262,9 +262,6 @@
if(!D.hidden[SCANNER])
dat += text("<font color='red'><B>Warning: [D.form] Detected</B>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]</FONT><BR>")
if (occupant.virus2 || occupant.reagents.reagent_list.len > 0)
dat += text("<font color='red'>Warning: Foreign substances detected in bloodstream.</FONT>")
dat += "<HR><table border='1'>"
dat += "<tr>"
dat += "<th>Organ</th>"
@@ -273,8 +270,7 @@
dat += "<th>Other Wounds</th>"
dat += "</tr>"
for(var/name in occupant.organs)
var/datum/organ/external/e = occupant.organs[name]
for(var/datum/organ/external/e in occupant.organs)
dat += "<tr>"
var/AN = ""
var/open = ""
@@ -282,6 +278,10 @@
var/imp = ""
var/bled = ""
var/splint = ""
var/internal_bleeding = ""
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "Internal Bleeding:"
break
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
if(e.status & ORGAN_BLEEDING)
@@ -295,7 +295,7 @@
if(!AN && !open && !infected & !imp)
AN = "None"
if(!(e.status & ORGAN_DESTROYED))
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][splint][open][infected][imp]</td>"
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][splint][open][infected][imp][internal_bleeding]</td>"
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
+2 -1
View File
@@ -85,7 +85,7 @@
<TT><B>Automatic Station Cleaner v1.0</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [src.locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [src.open ? "opened" : "closed"]"},
Maintenance panel is [src.open ? "opened" : "closed"]"},
text("<A href='?src=\ref[src];operation=start'>[src.on ? "On" : "Off"]</A>"))
if(!src.locked)
dat += text({"<BR>Cleans Blood: []<BR>"}, text("<A href='?src=\ref[src];operation=blood'>[src.blood ? "Yes" : "No"]</A>"))
@@ -301,6 +301,7 @@ text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"
target_types += /obj/effect/decal/cleanable/vomit
target_types += /obj/effect/decal/cleanable/robot_debris
target_types += /obj/effect/decal/cleanable/crayon
target_types += /obj/effect/decal/cleanable/liquid_fuel
if(src.blood)
target_types += /obj/effect/decal/cleanable/xenoblood/
+2
View File
@@ -84,6 +84,8 @@
dat += "<br><b>Medical Robots:</b>"
var/bdat = null
for(var/obj/machinery/bot/medbot/M in world)
if(!M)
continue
var/turf/bl = get_turf(M)
bdat += "[M.name] - <b>\[[bl.x],[bl.y]\]</b> - [M.on ? "Online" : "Offline"]<br>"
if((!isnull(M.reagent_glass)) && M.use_beaker)
@@ -39,6 +39,9 @@
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "\blue You start to add cables to the frame."
if(do_after(user, 20))
if(!P)
user << "\blue You realize the cable coil no longer exist."
return;
P:amount -= 5
if(!P:amount) del(P)
user << "\blue You add cables to the frame."
+9 -1
View File
@@ -828,7 +828,15 @@ About the new airlock wires panel:
src.aiHacking = 0
src.attack_ai(user)
/obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (src.isElectrified())
if (istype(mover, /obj/item))
var/obj/item/i = mover
if (i.m_amt)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return ..()
/obj/machinery/door/airlock/attack_paw(mob/user as mob)
return src.attack_hand(user)
+1 -1
View File
@@ -177,7 +177,7 @@
var/tp = text2num(href_list["tp"])
var/timeleft = timeleft()
timeleft += tp
timeleft = min(max(round(timeleft), 0), 600)
timeleft = min(max(round(timeleft), 0), 3600)
timeset(timeleft)
//src.timing = 1
//src.closedoor()
+112
View File
@@ -0,0 +1,112 @@
/obj/machinery/iv_drip
name = "\improper IV drip"
icon = 'icons/obj/iv_drip.dmi'
anchored = 0
density = 1
/obj/machinery/iv_drip/var/mob/living/carbon/human/attached = null
/obj/machinery/iv_drip/var/obj/item/weapon/reagent_containers/beaker = null
/obj/machinery/iv_drip/update_icon()
if(src.attached)
icon_state = "hooked"
else
icon_state = ""
overlays = null
if(beaker)
var/datum/reagents/reagents = beaker.reagents
if(reagents.total_volume)
var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent")
var/percent = round((reagents.total_volume / beaker.volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "reagent0"
if(10 to 24) filling.icon_state = "reagent10"
if(25 to 49) filling.icon_state = "reagent25"
if(50 to 74) filling.icon_state = "reagent50"
if(75 to 79) filling.icon_state = "reagent75"
if(80 to 90) filling.icon_state = "reagent80"
if(91 to INFINITY) filling.icon_state = "reagent100"
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/machinery/iv_drip/MouseDrop(over_object, src_location, over_location)
..()
if(attached)
visible_message("[src.attached] is detached from \the [src]")
src.attached = null
src.update_icon()
return
if(in_range(src, usr) && ishuman(over_object) && get_dist(over_object, src) <= 1)
visible_message("[usr] attaches \the [src] to \the [over_object].")
src.attached = over_object
src.update_icon()
/obj/machinery/iv_drip/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/reagent_containers))
if(!isnull(src.beaker))
user << "There is already a reagent container loaded!"
return
user.drop_item()
W.loc = src
src.beaker = W
user << "You attach \the [W] to \the [src]."
src.update_icon()
return
else
return ..()
/obj/machinery/iv_drip/process()
set background = 1
..()
if(src.attached && src.beaker && src.beaker.volume > 0)
if(!(get_dist(src, src.attached) <= 1))
visible_message("The needle is ripped out of [src.attached], doesn't that hurt?")
src.attached:apply_damage(3, BRUTE, pick("r_arm", "l_arm"))
src.attached = null
src.update_icon()
return
var/transfer_amount = REAGENTS_METABOLISM
if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 4
src.beaker.reagents.trans_to(src.attached, transfer_amount)
update_icon()
/obj/machinery/iv_drip/attack_hand(mob/user as mob)
if(src.beaker)
src.beaker.loc = get_turf(src)
src.beaker = null
update_icon()
else
return ..()
/obj/machinery/iv_drip/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
if(beaker)
usr << "\blue Attached is \a [beaker] with:"
if(beaker.reagents && beaker.reagents.reagent_list.len)
for(var/datum/reagent/R in beaker.reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Attached is an empty [beaker]."
else
usr << "\blue No chemicals are attached."
if(attached)
usr << "\blue [attached] is attached."
else
usr << "\blue No one is attached."
@@ -0,0 +1,58 @@
obj/effect/decal/cleanable/liquid_fuel
//Liquid fuel is used for things that used to rely on volatile fuels or plasma being contained to a couple tiles.
icon = 'icons/effects/effects.dmi'
icon_state = "fuel"
layer = TURF_LAYER+0.2
anchored = 1
var/amount = 1 //Basically moles.
New(newLoc,amt=1)
src.amount = amt
//Be absorbed by any other liquid fuel in the tile.
for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
if(other != src)
other.amount += src.amount
spawn other.Spread()
del src
Spread()
. = ..()
proc/Spread()
//Allows liquid fuels to sometimes flow into other tiles.
if(amount < 0.5) return
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in cardinal)
if(S.air_check_directions & d)
if(rand(25))
var/turf/simulated/O = get_step(src,d)
var/can_pass = 1
for (var/obj/machinery/door/airlock/door in O)
if (door.density)
can_pass = 0
if (can_pass)
if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in O)
new/obj/effect/decal/cleanable/liquid_fuel(O,amount*0.25)
amount *= 0.75
flamethrower_fuel
icon_state = "mustard"
anchored = 0
New(newLoc, amt = 1, d = 0)
dir = d //Setting this direction means you won't get torched by your own flamethrower.
. = ..()
Spread()
//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
if(amount < 0.1) return
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in list(turn(dir,90),turn(dir,-90)))
if(S.air_check_directions & d)
var/turf/simulated/O = get_step(S,d)
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
amount *= 0.5
+16 -22
View File
@@ -179,28 +179,22 @@
if (!istype(M)) // not sure if this is the right thing...
return
//if(istype(M) &&((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && (M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat) && prob(50))))
if(istype(M,/mob/living/carbon))
if (user.a_intent == "help")
if(surgery_steps == null) build_surgery_steps_list()
for(var/datum/surgery_step/S in surgery_steps)
var/have_correct_tool = 0
if(istype(S.required_tool, /list))
for(var/T in S.required_tool) if(istype(src, T))
have_correct_tool = 1
break
else
have_correct_tool = (istype(src, S.required_tool))
if(!have_correct_tool) continue
if(S.can_use(user, M, user.zone_sel.selecting, src))
S.begin_step(user, M, user.zone_sel.selecting, src)
if(do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, user.zone_sel.selecting, src)
else
S.fail_step(user, M, user.zone_sel.selecting, src)
return //don't want to do weapony things after surgery
if (can_operate(M)) //Checks if mob is lying down on table for surgery
if(istype(M,/mob/living/carbon))
if (user.a_intent == "help" || (user.a_intent != "harm" && is_surgery_tool(src)))
if(surgery_steps == null) build_surgery_steps_list()
for(var/datum/surgery_step/S in surgery_steps)
//check if tool is right or close enough
if(istype(src, S.required_tool) || (S.allowed_tools && src.type in S.allowed_tools ))
if(S.can_use(user, M, user.zone_sel.selecting, src)) //is this step possible?
S.begin_step(user, M, user.zone_sel.selecting, src)
if(do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, user.zone_sel.selecting, src)
else
S.fail_step(user, M, user.zone_sel.selecting, src)
return //don't want to do weapony things after surgery
if (is_surgery_tool(src))
return
var/messagesource = M
@@ -210,7 +210,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if (!connection)
return
Broadcast_Message(connection, new /mob/living/silicon/ai(src),
Broadcast_Message(connection, new /mob/living/silicon/ai(src,null,null,1),
0, "*garbled automated announcement*", src,
message, from, "Automated Announcement", from, "synthesized voice",
4, 0, 1)
+1 -1
View File
@@ -109,7 +109,7 @@ MASS SPECTROMETER
user.show_message("\blue Localized Damage, Brute/Burn:",1)
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
user.show_message(text("\blue \t []: []\blue-[][]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0, (org.status & ORGAN_BLEEDING)?"\red (bleeding)":""),1)
else
user.show_message("\blue \t Limbs are OK.",1)
+27 -19
View File
@@ -9,7 +9,7 @@
else if (M.gender == FEMALE)
t_him = "her"
user << "\red \The [M] is dead, you cannot help [t_him]!"
return
return 1
if (!istype(M))
user << "\red \The [src] cannot be applied to [M]!"
@@ -21,28 +21,14 @@
user << "\red You don't have the dexterity to do this!"
return 1
if (user)
if (M != user)
user.visible_message( \
"\blue [M] has been applied with [src] by [user].", \
"\blue You apply \the [src] to [M]." \
)
else
var/t_himself = "itself"
if (user.gender == MALE)
t_himself = "himself"
else if (user.gender == FEMALE)
t_himself = "herself"
user.visible_message( \
"\blue [M] applied [src] on [t_himself].", \
"\blue You apply \the [src] on yourself." \
)
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/datum/organ/external/affecting = H.get_organ("chest")
if(affecting.status & ORGAN_ROBOT)
user << "\red This isn't useful at all on a robotic limb.."
return 1
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
affecting = H.get_organ(check_zone(user2.zone_sel.selecting))
@@ -65,16 +51,20 @@
if(src.heal_brute)
if(!affecting.bandage() && !child.bandage())
user << "\red The wounds on this limb have already been bandaged."
return 1
else if(src.heal_burn)
if(!affecting.salve() && !child.salve())
user << "\red The wounds on this limb have already been salved."
return 1
else
if(src.heal_brute)
if(!affecting.bandage())
user << "\red The wounds on this limb have already been bandaged."
return 1
else if(src.heal_burn)
if(!affecting.salve())
user << "\red The wounds on this limb have already been salved."
return 1
H.UpdateDamageIcon()
M.updatehealth()
@@ -82,3 +72,21 @@
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
use(1)
if (user)
if (M != user)
user.visible_message( \
"\blue [M] has been applied with [src] by [user].", \
"\blue You apply \the [src] to [M]." \
)
else
var/t_himself = "itself"
if (user.gender == MALE)
t_himself = "himself"
else if (user.gender == FEMALE)
t_himself = "herself"
user.visible_message( \
"\blue [M] applied [src] on [t_himself].", \
"\blue You apply \the [src] on yourself." \
)
@@ -284,9 +284,12 @@
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!H.shoes)
var/datum/organ/external/affecting = H.get_organ(pick("l_leg", "r_leg"))
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(affecting.status & ORGAN_ROBOT)
return
H.Weaken(3)
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
..()
@@ -404,7 +404,10 @@ ZIPPO
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
user.adjustFireLoss(2)
if (user.l_hand == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
user.SetLuminosity(user.luminosity + 2)
@@ -16,8 +16,8 @@
log_attack("<font color='red'> [user.real_name] ([user.ckey]) tried planting [name] on [target:real_name] ([target:ckey])</font>")
user.visible_message("\red [user.name] is trying to plant some kind of explosive on [target.name]!")
log_admin("ATTACK: [user.real_name] ([user.ckey]) tried planting [name] on [target:real_name] ([target:ckey])")
msg_admin_attack("ATTACK: [user.real_name] ([user.ckey]) tried planting [name] on [target:real_name] ([target:ckey])") //BS12 EDIT ALG
log_admin("ATTACK: [user.real_name] ([user.ckey]) tried planting [name] on [target:real_name] ([target:ckey])")
msg_admin_attack("ATTACK: [user.real_name] ([user.ckey]) tried planting [name] on [target:real_name] ([target:ckey])") //BS12 EDIT ALG
if(do_after(user, 50) && in_range(user, target))
user.drop_item()
@@ -46,6 +46,11 @@
if(crit_fail)
user << "\red The Bluespace generator isn't working."
return
if(istype(W, /obj/item/weapon/storage/backpack/holding) && !W.crit_fail)
user << "\red The Bluespace interfaces of the two devices conflict and malfunction."
del(W)
return
/* //BoH+BoH=Singularity, commented out.
if(istype(W, /obj/item/weapon/storage/backpack/holding) && !W.crit_fail)
investigate_log("has become a singularity. Caused by [user.key]","singulo")
user << "\red The Bluespace interfaces of the two devices catastrophically malfunction!"
@@ -56,6 +61,7 @@
log_game("[key_name(user)] detonated a bag of holding")
del(src)
return
*/
..()
proc/failcheck(mob/user as mob)
@@ -62,7 +62,7 @@
T.status &= ~ORGAN_ATTACHABLE
T.status &= ~ORGAN_DESTROYED
T.status |= ORGAN_ROBOT
M.update_body()
H.update_body()
M.updatehealth()
M.UpdateDamageIcon()
del(src)
@@ -9,572 +9,11 @@
*/
/*
* Retractor
*/
/obj/item/weapon/retractor/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && (M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat) && prob(50))))
return ..()
HAHA, SUCK IT, 2000 LINES OF SPAGHETTI CODE!
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(2.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] retracts the flap in [M]'s abdomen cut open with [src].", 1)
M << "\red [user] begins to retract the flap in your abdomen with [src]!"
user << "\red You retract the flap in [M]'s abdomen with [src]!"
M:appendix_op_stage = 3.0
return
NOW YOUR JOB IOS DONE BY ONLY 500 LINES OF SPAGHETTI CODE!
if (user.zone_sel.selecting == "eyes")
LOOK FOR SURGERY.DM
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(1.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes retracted by [user].", 1)
M << "\red [user] begins to seperate your eyes with [src]!"
user << "\red You seperate [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes retracted.", \
"\red You begin to pry open your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M:eye_op_stage = 2.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
/*
* Hemostat
*/
/obj/item/weapon/hemostat/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(1.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is beginning to clamp bleeders in [M]'s abdomen cut open with [src].", 1)
M << "\red [user] begins to clamp bleeders in your abdomen with [src]!"
user << "\red You clamp bleeders in [M]'s abdomen with [src]!"
M:appendix_op_stage = 2.0
if(4.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is removing [M]'s appendix with [src].", 1)
M << "\red [user] begins to remove your appendix with [src]!"
user << "\red You remove [M]'s appendix with [src]!"
for(var/datum/disease/D in M.viruses)
if(istype(D, /datum/disease/appendicitis))
new /obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed(get_turf(M))
M:appendix_op_stage = 5.0
return
new /obj/item/weapon/reagent_containers/food/snacks/appendix(get_turf(M))
M:appendix_op_stage = 5.0
return
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(2.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes mended by [user].", 1)
M << "\red [user] begins to mend your eyes with [src]!"
user << "\red You mend [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes mended.", \
"\red You begin to mend your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M:eye_op_stage = 3.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
/*
* Cautery
*/
/obj/item/weapon/cautery/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(5.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is beginning to cauterize the incision in [M]'s abdomen with [src].", 1)
M << "\red [user] begins to cauterize the incision in your abdomen with [src]!"
user << "\red You cauterize the incision in [M]'s abdomen with [src]!"
M:appendix_op_stage = 6.0
for(var/datum/disease/appendicitis in M.viruses)
appendicitis.cure()
M.resistances += appendicitis
return
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes cauterized by [user].", 1)
M << "\red [user] begins to cauterize your eyes!"
user << "\red You cauterize [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes cauterized.", \
"\red You begin to cauterize your eyes!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M.sdisabilities &= ~BLIND
M.eye_stat = 0
M:eye_op_stage = 0.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
/*
* Surgical Drill
*/
//obj/item/weapon/surgicaldrill
/*
* Scalpel
*/
/obj/item/weapon/scalpel/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
//if(M.mutations & HUSK) return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
src.add_fingerprint(user)
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his abdomen cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your abdomen with [src]!"
user << "\red You cut [M]'s abdomen open with [src]!"
M:appendix_op_stage = 1.0
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his appendix seperated with [src] by [user].", 1)
M << "\red [user] begins to seperate your appendix with [src]!"
user << "\red You seperate [M]'s appendix with [src]!"
M:appendix_op_stage = 4.0
return
if(user.zone_sel.selecting == "head" || istype(M, /mob/living/carbon/metroid))
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(0.0)
if(istype(M, /mob/living/carbon/metroid))
if(M.stat == 2)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is beginning to have its flesh cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your flesh with [src]!"
user << "\red You cut [M]'s flesh open with [src]!"
M:brain_op_stage = 1.0
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his head cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] begins to cut open his skull with [src]!", \
"\red You begin to cut open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 1.0
if(1)
if(istype(M, /mob/living/carbon/metroid))
if(M.stat == 2)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is having its silky inndards cut apart with [src] by [user].", 1)
M << "\red [user] begins to cut apart your innards with [src]!"
user << "\red You cut [M]'s silky innards apart with [src]!"
M:brain_op_stage = 2.0
return
if(2.0)
if(istype(M, /mob/living/carbon/metroid))
if(M.stat == 2)
var/mob/living/carbon/metroid/Metroid = M
if(Metroid.cores > 0)
if(istype(M, /mob/living/carbon/metroid))
user << "\red You attempt to remove [M]'s core, but [src] is ineffective!"
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his connections to the brain delicately severed with [src] by [user].", 1)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] begin to delicately remove the connections to his brain with [src]!", \
"\red You begin to cut open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You nick an artery!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(75))
M:UpdateDamageIcon()
else
M.take_organ_damage(75)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 3.0
else
..()
return
else if(user.zone_sel.selecting == "eyes")
user << "\blue So far so good."
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M:eye_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his eyes incised with [src] by [user].", 1)
M << "\red [user] begins to cut open your eyes with [src]!"
user << "\red You make an incision around [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to cut around his eyes with [src]!", \
"\red You begin to cut open your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
user << "\blue So far so good before."
M.updatehealth()
M:eye_op_stage = 1.0
user << "\blue So far so good after."
else
return ..()
/* wat
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
*/
return
/*
* Circular Saw
*/
/obj/item/weapon/circular_saw/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
src.add_fingerprint(user)
if(user.zone_sel.selecting == "head" || istype(M, /mob/living/carbon/metroid))
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(1.0)
if(istype(M, /mob/living/carbon/metroid))
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has his skull sawed open with [src] by [user].", 1)
M << "\red [user] begins to saw open your head with [src]!"
user << "\red You saw [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] saws open his skull with [src]!", \
"\red You begin to saw open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(40))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(40)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 2.0
if(2.0)
if(istype(M, /mob/living/carbon/metroid))
if(M.stat == 2)
var/mob/living/carbon/metroid/Metroid = M
if(Metroid.cores > 0)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is having one of its cores sawed out with [src] by [user].", 1)
Metroid.cores--
M << "\red [user] begins to remove one of your cores with [src]! ([Metroid.cores] cores remaining)"
user << "\red You cut one of [M]'s cores out with [src]! ([Metroid.cores] cores remaining)"
new/obj/item/metroid_core(M.loc)
if(Metroid.cores <= 0)
M.icon_state = "baby roro dead-nocore"
return
if(3.0)
if(M.mind && M.mind.changeling)
user << "\red The neural tissue regrows before your eyes as you cut it."
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has his spine's connection to the brain severed with [src] by [user].", 1)
M << "\red [user] severs your brain's connection to the spine with [src]!"
user << "\red You sever [M]'s brain's connection to the spine with [src]!"
else
user.visible_message( \
"\red [user] severs his brain's connection to the spine with [src]!", \
"\red You sever your brain's connection to the spine with [src]!" \
)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Debrained by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
log_attack("<font color='red'>[user.name] ([user.ckey]) debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
log_admin("ATTACK: [user.name] ([user.ckey]) debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])")
msg_admin_attack("ATTACK: [user.name] ([user.ckey]) debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])") //BS12 EDIT ALG
var/obj/item/brain/B = new(M.loc)
B.transfer_identity(M)
M:brain_op_stage = 4.0
M.death()//You want them to die after the brain was transferred, so not to trigger client death() twice.
else
..()
return
else
return ..()
/*
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
*/
return
+23 -4
View File
@@ -231,9 +231,8 @@
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
explosion(O.loc,-1,0,2)
if(O)
del(O)
var/obj/structure/reagent_dispensers/fueltank/tank = O
tank.explode()
return
if (src.welding)
remove_fuel(1)
@@ -393,4 +392,24 @@
var/gen_amount = ((world.time-last_gen)/25)
reagents += (gen_amount)
if(reagents > max_fuel)
reagents = max_fuel
reagents = max_fuel
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help")
return ..()
if(S.brute_dam)
S.heal_damage(15,0,0,1)
if(user != M)
user.visible_message("\red You patch some dents on \the [M]'s [S.display_name]",\
"\red \The [user] patches some dents on \the [M]'s [S.display_name] with \the [src]",\
"You hear a welder.")
else
user.visible_message("\red You patch some dents on your [S.display_name]",\
"\red \The [user] patches some dents on their [S.display_name] with \the [src]",\
"You hear a welder.")
else
user << "Nothing to fix!"
else
return ..()
@@ -176,6 +176,8 @@
new /obj/item/clothing/under/det(src)
new /obj/item/clothing/suit/armor/det_suit(src)
new /obj/item/clothing/suit/det_suit(src)
new /obj/item/clothing/suit/forensics/blue(src)
new /obj/item/clothing/suit/forensics/red(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/shoes/brown(src)
+10
View File
@@ -101,6 +101,16 @@
if (istype(mover, /obj/item/projectile))
return prob(30)
else
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if (C.powernet.avail)
if (istype(mover, /obj/item))
var/obj/item/i = mover
if (i.m_amt)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return !src.density